/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file industrytype.h Industry type specs. */ #ifndef INDUSTRYTYPE_H #define INDUSTRYTYPE_H #include "economy_type.h" #include "map_type.h" #include "slope_type.h" #include "industry_type.h" #include "landscape_type.h" #include "strings_type.h" #include "cargo_type.h" #include "newgrf_commons.h" enum IndustryCleanupType { CLEAN_RANDOMSOUNDS, ///< Free the dynamically allocated sounds table CLEAN_TILELAYOUT, ///< Free the dynamically allocated tile layout structure }; /** Available types of industry lifetimes. */ enum IndustryLifeType { INDUSTRYLIFE_BLACK_HOLE = 0, ///< Like power plants and banks INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines INDUSTRYLIFE_ORGANIC = 1 << 1, ///< Like forests INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories }; /** * Available procedures to check whether an industry may build at a given location. * @see CheckNewIndustryProc, _check_new_industry_procs[] */ enum CheckProc { CHECK_NOTHING, ///< Always succeeds. CHECK_FOREST, ///< %Industry should be build above snow-line in arctic climate. CHECK_REFINERY, ///< %Industry should be positioned near edge of the map. CHECK_FARM, ///< %Industry should be below snow-line in arctic. CHECK_PLANTATION, ///< %Industry should NOT be in the desert. CHECK_WATER, ///< %Industry should be in the desert. CHECK_LUMBERMILL, ///< %Industry should be in the rain forest. CHECK_BUBBLEGEN, ///< %Industry should be in low land. CHECK_OIL_RIG, ///< Industries at sea should be positioned near edge of the map. CHECK_END, ///< End marker of the industry check procedures. }; /** How was the industry created */ enum IndustryConstructionType { ICT_UNKNOWN, ///< in previous game version or without newindustries activated ICT_NORMAL_GAMEPLAY, ///< either by user or random creation proccess ICT_MAP_GENERATION, ///< during random map creation ICT_SCENARIO_EDITOR ///< while scenarion edition }; /** Various industry behaviours mostly to represent original TTD specialities */ enum IndustryBehaviour { INDUSTRYBEH_NONE = 0, INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fileds around itself (temp and artic farms) INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill) INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig) INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger than 1200 inhabitants (temperate bank) INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower) INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop) INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms) INDUSTRYBEH_DONT_INCR_PROD = 1 << 7, ///< do not increase production (oil wells) in the temperate climate INDUSTRYBEH_BEFORE_1950 = 1 << 8, ///< can only be built before 1950 (oil wells) INDUSTRYBEH_AFTER_1960 = 1 << 9, ///< can only be built after 1960 (oil rigs) INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig) INDUSTRYBEH_AIRPLANE_ATTACKS = 1 << 11, ///< can be exploded by a military airplane (oil refinery) INDUSTRYBEH_CHOPPER_ATTACKS = 1 << 12, ///< can be exploded by a military helicopter (factory) INDUSTRYBEH_CAN_SUBSIDENCE = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses) /* The following flags are only used for newindustries and do no represent any normal behaviour */ INDUSTRYBEH_PROD_MULTI_HNDLING = 1 << 14, ///< Automatic production multiplier handling INDUSTRYBEH_PRODCALLBACK_RANDOM = 1 << 15, ///< Production callback needs random bits in var 10 INDUSTRYBEH_NOBUILT_MAPCREATION = 1 << 16, ///< Do not force one instance of this type to appear on map generation INDUSTRYBEH_CANCLOSE_LASTINSTANCE = 1 << 17, ///< Allow closing down the last instance of this type }; DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour) /** Flags for miscellaneous industry tile specialities */ enum IndustryTileSpecialFlags { INDTILE_SPECIAL_NONE = 0, INDTILE_SPECIAL_NEXTFRAME_RANDOMBITS = 1 << 0, ///< Callback 0x26 needs random bits }; DECLARE_ENUM_AS_BIT_SET(IndustryTileSpecialFlags) struct IndustryTileTable { TileIndexDiffC ti; IndustryGfx gfx; }; /** * Defines the data structure for constructing industry. */ struct IndustrySpec { const IndustryTileTable * const *table;///< List of the tiles composing the industry byte num_table; ///< Number of elements in the table uint8 cost_multiplier; ///< Base construction cost multiplier. uint32 removal_cost_multiplier; ///< Base removal cost multiplier. uint32 prospecting_chance; ///< Chance prospecting succeeds IndustryType conflicting[3]; ///< Industries this industry cannot be close to byte check_proc; ///< Index to a procedure to check for conflicting circumstances CargoID produced_cargo[2]; byte production_rate[2]; byte minimal_cargo; ///< minimum amount of cargo transported to the stations ///< If the waiting cargo is less than this number, no cargo is moved to it CargoID accepts_cargo[3]; ///< 3 accepted cargos uint16 input_cargo_multiplier[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargos) IndustryLifeType life_type; ///< This is also known as Industry production flag, in newgrf specs byte climate_availability; ///< Bitmask, giving landscape enums as bit position IndustryBehaviour behaviour; ///< How this industry will behave, and how others entities can use it byte map_colour; ///< colour used for the small map StringID name; ///< Displayed name of the industry StringID new_industry_text; ///< Message appearing when the industry is built StringID closure_text; ///< Message appearing when the industry closes StringID production_up_text; ///< Message appearing when the industry's production is increasing StringID production_down_text; ///< Message appearing when the industry's production is decreasing StringID station_name; ///< Default name for nearby station byte appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game byte appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation uint8 number_of_sounds; ///< Number of sounds available in the sounds array const uint8 *random_sounds; ///< array of random sounds. /* Newgrf data */ uint16 callback_mask; ///< Bitmask of industry callbacks that have to be called uint8 cleanup_flag; ///< flags indicating which data should be freed upon cleaning up bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though GRFFileProps grf_prop; ///< properties related the the grf file /** * Is an industry with the spec a raw industry? * @return true if it should be handled as a raw industry */ bool IsRawIndustry() const; /** * Get the cost for constructing this industry * @return the cost (inflation corrected etc) */ Money GetConstructionCost() const; /** * Get the cost for removing this industry * Take note that the cost will always be zero for non-grf industries. * Only if the grf author did specified a cost will it be applicable. * @return the cost (inflation corrected etc) */ Money GetRemovalCost() const; }; /** * Defines the data structure of each indivudual tile of an industry. */ struct IndustryTileSpec { CargoID accepts_cargo[3]; ///< Cargo accepted by this tile uint8 acceptance[3]; ///< Level of aceptance per cargo type Slope slopes_refused; ///< slope pattern on which this tile cannot be built byte anim_production; ///< Animation frame to start when goods are produced byte anim_next; ///< Next frame in an animation bool anim_state; ///< When true, the tile has to be drawn using the animation ///< state instead of the construction state /* Newgrf data */ uint8 callback_mask; ///< Bitmask of industry tile callbacks that have to be called uint16 animation_info; ///< Information about the animation (is it looping, how many loops etc) uint8 animation_speed; ///< The speed of the animation uint8 animation_triggers; ///< When to start the animation IndustryTileSpecialFlags special_flags; ///< Bitmask of extra flags used by the tile bool enabled; ///< entity still avaible (by default true).newgrf can disable it, though GRFFileProps grf_prop; ///< properties related the the grf file }; /* industry_cmd.cpp*/ const IndustrySpec *GetIndustrySpec(IndustryType thistype); ///< Array of industries data const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx); ///< Array of industry tiles data void ResetIndustries(); /* writable arrays of specs */ extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES]; extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES]; /* industry_gui.cpp */ void SortIndustryTypes(); /* Industry types sorted alphabetically by name. */ extern IndustryType _sorted_industry_types[NUM_INDUSTRYTYPES]; /** * Do industry gfx ID translation for NewGRFs. * @param gfx the type to get the override for. * @return the gfx to actually work with. */ static inline IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx) { /* the 0xFF should be GFX_WATERTILE_SPECIALCHECK but for reasons of include mess, * we'll simplify the writing. * Basically, the first test is required since the GFX_WATERTILE_SPECIALCHECK value * will never be assigned as a tile index and is only required in order to do some * tests while building the industry (as in WATER REQUIRED */ if (gfx != 0xFF) { assert(gfx < INVALID_INDUSTRYTILE); const IndustryTileSpec *it = &_industry_tile_specs[gfx]; return it->grf_prop.override == INVALID_INDUSTRYTILE ? gfx : it->grf_prop.override; } else { return gfx; } } static const uint8 IT_INVALID = 255; #endif /* INDUSTRYTYPE_H */