mirror of https://github.com/OpenTTD/OpenTTD
(svn r19136) -Doc: Added Doxygen comments for industry checking procedures.
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ef59270375
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bb5261a075
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@ -1136,11 +1136,19 @@ void OnTick_Industry()
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}
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}
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}
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}
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/** Check the conditions of #CHECK_NOTHING.
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* @param tile %Tile to perform the checking.
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* @return \c true if industry may be build, \c false otherwise.
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*/
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static bool CheckNewIndustry_NULL(TileIndex tile)
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static bool CheckNewIndustry_NULL(TileIndex tile)
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{
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{
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return true;
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return true;
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}
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}
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/** Check the conditions of #CHECK_FOREST (Industry should be build above snow-line in arctic climate).
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* @param tile %Tile to perform the checking.
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* @return \c true if industry may be build, \c false otherwise.
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*/
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static bool CheckNewIndustry_Forest(TileIndex tile)
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static bool CheckNewIndustry_Forest(TileIndex tile)
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{
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{
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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@ -1152,6 +1160,10 @@ static bool CheckNewIndustry_Forest(TileIndex tile)
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return true;
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return true;
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}
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}
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/** Check the conditions of #CHECK_REFINERY (Industry should be positioned near edge of the map).
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* @param tile %Tile to perform the checking.
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* @return \c true if industry may be build, \c false otherwise.
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*/
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static bool CheckNewIndustry_OilRefinery(TileIndex tile)
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static bool CheckNewIndustry_OilRefinery(TileIndex tile)
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{
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{
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if (_game_mode == GM_EDITOR) return true;
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if (_game_mode == GM_EDITOR) return true;
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@ -1163,6 +1175,10 @@ static bool CheckNewIndustry_OilRefinery(TileIndex tile)
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extern bool _ignore_restrictions;
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extern bool _ignore_restrictions;
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/** Check the conditions of #CHECK_OIL_RIG (Industries at sea should be positioned near edge of the map).
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* @param tile %Tile to perform the checking.
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* @return \c true if industry may be build, \c false otherwise.
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*/
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static bool CheckNewIndustry_OilRig(TileIndex tile)
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static bool CheckNewIndustry_OilRig(TileIndex tile)
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{
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{
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if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
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if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
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@ -1173,6 +1189,10 @@ static bool CheckNewIndustry_OilRig(TileIndex tile)
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return false;
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return false;
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}
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}
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/** Check the conditions of #CHECK_FARM (Industry should be below snow-line in arctic).
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* @param tile %Tile to perform the checking.
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* @return \c true if industry may be build, \c false otherwise.
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*/
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static bool CheckNewIndustry_Farm(TileIndex tile)
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static bool CheckNewIndustry_Farm(TileIndex tile)
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{
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{
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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@ -1184,6 +1204,10 @@ static bool CheckNewIndustry_Farm(TileIndex tile)
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return true;
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return true;
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}
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}
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/** Check the conditions of #CHECK_PLANTATION (Industry should NOT be in the desert).
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* @param tile %Tile to perform the checking.
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* @return \c true if industry may be build, \c false otherwise.
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*/
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static bool CheckNewIndustry_Plantation(TileIndex tile)
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static bool CheckNewIndustry_Plantation(TileIndex tile)
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{
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{
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if (GetTropicZone(tile) == TROPICZONE_DESERT) {
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if (GetTropicZone(tile) == TROPICZONE_DESERT) {
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@ -1194,6 +1218,10 @@ static bool CheckNewIndustry_Plantation(TileIndex tile)
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return true;
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return true;
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}
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}
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/** Check the conditions of #CHECK_WATER (Industry should be in the desert).
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* @param tile %Tile to perform the checking.
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* @return \c true if industry may be build, \c false otherwise.
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*/
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static bool CheckNewIndustry_Water(TileIndex tile)
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static bool CheckNewIndustry_Water(TileIndex tile)
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{
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{
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if (GetTropicZone(tile) != TROPICZONE_DESERT) {
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if (GetTropicZone(tile) != TROPICZONE_DESERT) {
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@ -1204,6 +1232,10 @@ static bool CheckNewIndustry_Water(TileIndex tile)
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return true;
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return true;
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}
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}
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/** Check the conditions of #CHECK_LUMBERMILL (Industry should be in the rain forest).
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* @param tile %Tile to perform the checking.
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* @return \c true if industry may be build, \c false otherwise.
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*/
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static bool CheckNewIndustry_Lumbermill(TileIndex tile)
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static bool CheckNewIndustry_Lumbermill(TileIndex tile)
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{
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{
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if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
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if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
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@ -1213,22 +1245,32 @@ static bool CheckNewIndustry_Lumbermill(TileIndex tile)
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return true;
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return true;
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}
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}
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/** Check the conditions of #CHECK_BUBBLEGEN (Industry should be in low land).
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* @param tile %Tile to perform the checking.
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* @return \c true if industry may be build, \c false otherwise.
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*/
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static bool CheckNewIndustry_BubbleGen(TileIndex tile)
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static bool CheckNewIndustry_BubbleGen(TileIndex tile)
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{
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{
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return GetTileZ(tile) <= TILE_HEIGHT * 4;
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return GetTileZ(tile) <= TILE_HEIGHT * 4;
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}
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}
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/** Industrytype check function signature.
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* @param tile %Tile to check.
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* @return \c true if industry may be build, \c false otherwise.
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*/
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typedef bool CheckNewIndustryProc(TileIndex tile);
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typedef bool CheckNewIndustryProc(TileIndex tile);
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/** Check functions for different types of industry. */
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static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
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static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
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CheckNewIndustry_NULL,
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CheckNewIndustry_NULL, ///< CHECK_NOTHING
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CheckNewIndustry_Forest,
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CheckNewIndustry_Forest, ///< CHECK_FOREST
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CheckNewIndustry_OilRefinery,
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CheckNewIndustry_OilRefinery, ///< CHECK_REFINERY
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CheckNewIndustry_Farm,
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CheckNewIndustry_Farm, ///< CHECK_FARM
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CheckNewIndustry_Plantation,
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CheckNewIndustry_Plantation, ///< CHECK_PLANTATION
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CheckNewIndustry_Water,
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CheckNewIndustry_Water, ///< CHECK_WATER
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CheckNewIndustry_Lumbermill,
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CheckNewIndustry_Lumbermill, ///< CHECK_LUMBERMILL
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CheckNewIndustry_BubbleGen,
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CheckNewIndustry_BubbleGen, ///< CHECK_BUBBLEGEN
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CheckNewIndustry_OilRig
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CheckNewIndustry_OilRig, ///< CHECK_OIL_RIG
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};
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};
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static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
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static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
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@ -25,6 +25,7 @@ enum {
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CLEAN_TILELAYOUT, ///< Free the dynamically allocated tile layout structure
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CLEAN_TILELAYOUT, ///< Free the dynamically allocated tile layout structure
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};
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};
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/** Available types of industry lifetimes. */
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enum IndustryLifeType {
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enum IndustryLifeType {
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INDUSTRYLIFE_BLACK_HOLE = 0, ///< Like power plants and banks
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INDUSTRYLIFE_BLACK_HOLE = 0, ///< Like power plants and banks
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INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines
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INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines
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@ -32,19 +33,20 @@ enum IndustryLifeType {
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INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories
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INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories
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};
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};
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/* Procedures that can be run to check whether an industry may
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/** Available procedures to check whether an industry may build at a given location.
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* build at location the given to the procedure */
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* @see CheckNewIndustryProc, _check_new_industry_procs[]
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*/
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enum CheckProc {
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enum CheckProc {
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CHECK_NOTHING,
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CHECK_NOTHING, ///< Always succeeds.
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CHECK_FOREST,
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CHECK_FOREST, ///< %Industry should be build above snow-line in arctic climate.
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CHECK_REFINERY,
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CHECK_REFINERY, ///< %Industry should be positioned near edge of the map.
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CHECK_FARM,
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CHECK_FARM, ///< %Industry should be below snow-line in arctic.
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CHECK_PLANTATION,
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CHECK_PLANTATION, ///< %Industry should NOT be in the desert.
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CHECK_WATER,
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CHECK_WATER, ///< %Industry should be in the desert.
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CHECK_LUMBERMILL,
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CHECK_LUMBERMILL, ///< %Industry should be in the rain forest.
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CHECK_BUBBLEGEN,
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CHECK_BUBBLEGEN, ///< %Industry should be in low land.
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CHECK_OIL_RIG,
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CHECK_OIL_RIG, ///< Industries at sea should be positioned near edge of the map.
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CHECK_END,
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CHECK_END, ///< End marker of the industry check procedures.
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};
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};
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/** How was the industry created */
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/** How was the industry created */
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