/* * 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 "map_type.h" #include "slope_type.h" #include "industry_type.h" #include "landscape_type.h" #include "cargo_type.h" #include "newgrf_animation_type.h" #include "newgrf_badge_type.h" #include "newgrf_callbacks.h" #include "newgrf_commons.h" /** Available types of industry lifetimes. */ enum class IndustryLifeType : uint8_t { Extractive = 0, ///< Like mines Organic = 1, ///< Like forests Processing = 2, ///< Like factories }; using IndustryLifeTypes = EnumBitSet; static constexpr IndustryLifeTypes INDUSTRYLIFE_BLACK_HOLE{}; ///< Like power plants and banks /** * Available procedures to check whether an industry may build at a given location. * @see CheckNewIndustryProc, _check_new_industry_procs[] */ enum CheckProc : uint8_t { 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 rainforest. 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 : uint8_t { ICT_UNKNOWN, ///< in previous game version or without newindustries activated ICT_NORMAL_GAMEPLAY, ///< either by user or random creation process ICT_MAP_GENERATION, ///< during random map creation ICT_SCENARIO_EDITOR, ///< while editing a scenario }; /** Various industry behaviours mostly to represent original TTD specialities */ enum class IndustryBehaviour : uint8_t { PlantFields = 0, ///< periodically plants fields around itself (temp and arctic farms) CutTrees = 1, ///< cuts trees and produce first output cargo from them (lumber mill) BuiltOnWater = 2, ///< is built on water (oil rig) Town1200More = 3, ///< can only be built in towns larger than 1200 inhabitants (temperate bank) OnlyInTown = 4, ///< can only be built in towns (arctic/tropic banks, water tower) OnlyNearTown = 5, ///< is always built near towns (toy shop) PlantOnBuild = 6, ///< Fields are planted around when built (all farms) DontIncrProd = 7, ///< do not increase production (oil wells) in the temperate climate Before1950 = 8, ///< can only be built before 1950 (oil wells) After1960 = 9, ///< can only be built after 1960 (oil rigs) AIAirShipRoutes = 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig) AirplaneAttacks = 11, ///< can be exploded by a military airplane (oil refinery) ChopperAttacks = 12, ///< can be exploded by a military helicopter (factory) CanSubsidence = 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 */ ProdMultiHandling = 14, ///< Automatic production multiplier handling ProdCallbackRandom = 15, ///< Production callback needs random bits in var 10 NoBuildMapCreation = 16, ///< Do not force one instance of this type to appear on map generation CanCloseLastInstance = 17, ///< Allow closing down the last instance of this type CargoTypesUnlimited = 18, ///< Allow produced/accepted cargoes callbacks to supply more than 2 and 3 types NoPaxProdClamp = 19, ///< Do not clamp production of passengers. (smooth economy only) }; using IndustryBehaviours = EnumBitSet; /** Flags for miscellaneous industry tile specialities */ enum class IndustryTileSpecialFlag : uint8_t { NextFrameRandomBits = 0, ///< Callback 0x26 needs random bits AcceptsAllCargo = 1, ///< Tile always accepts all cargoes the associated industry accepts }; using IndustryTileSpecialFlags = EnumBitSet; /** Definition of one tile in an industry tile layout */ struct IndustryTileLayoutTile { TileIndexDiffC ti; IndustryGfx gfx; }; /** A complete tile layout for an industry is a list of tiles */ using IndustryTileLayout = std::vector; /** * Defines the data structure for constructing industry. */ struct IndustrySpec { std::vector layouts; ///< List of possible tile layouts for the industry uint8_t cost_multiplier; ///< Base construction cost multiplier. uint32_t removal_cost_multiplier; ///< Base removal cost multiplier. uint32_t prospecting_chance; ///< Chance prospecting succeeds IndustryType conflicting[3]; ///< Industries this industry cannot be close to uint8_t check_proc; ///< Index to a procedure to check for conflicting circumstances std::array produced_cargo; uint8_t production_rate[INDUSTRY_NUM_OUTPUTS]; /** * minimum amount of cargo transported to the stations. * If the waiting cargo is less than this number, no cargo is moved to it. */ uint8_t minimal_cargo; std::array accepts_cargo; ///< 16 accepted cargoes. uint16_t input_cargo_multiplier[INDUSTRY_NUM_INPUTS][INDUSTRY_NUM_OUTPUTS]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes) IndustryLifeTypes life_type; ///< This is also known as Industry production flag, in newgrf specs LandscapeTypes climate_availability; ///< Bitmask, giving landscape enums as bit position IndustryBehaviours behaviour; ///< How this industry will behave, and how others entities can use it uint8_t 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 uint8_t appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game uint8_t appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation /* Newgrf data */ IndustryCallbackMasks callback_mask; ///< Bitmask of industry callbacks that have to be called bool enabled; ///< entity still available (by default true).newgrf can disable it, though GRFFileProps grf_prop; ///< properties related to the grf file std::vector random_sounds; ///< Random sounds; std::vector badges; std::array, INDUSTRY_ORIGINAL_NUM_OUTPUTS> produced_cargo_label; ///< Cargo labels of produced cargo for default industries. std::array, INDUSTRY_ORIGINAL_NUM_INPUTS> accepts_cargo_label; ///< Cargo labels of accepted cargo for default industries. bool IsRawIndustry() const; bool IsProcessingIndustry() const; Money GetConstructionCost() const; Money GetRemovalCost() const; bool UsesOriginalEconomy() const; }; /** * Defines the data structure of each individual tile of an industry. * @note A tile can at most accept 3 types of cargo, even if an industry as a whole can accept more types. */ struct IndustryTileSpec { std::array accepts_cargo; ///< Cargo accepted by this tile std::array acceptance; ///< Level of acceptance per cargo type (signed, may be negative!) Slope slopes_refused; ///< slope pattern on which this tile cannot be built uint8_t anim_production; ///< Animation frame to start when goods are produced uint8_t anim_next; ///< Next frame in an animation /** * When true, the tile has to be drawn using the animation * state instead of the construction state */ bool anim_state; /* Newgrf data */ IndustryTileCallbackMasks callback_mask; ///< Bitmask of industry tile callbacks that have to be called AnimationInfo animation; ///< Information about the animation (is it looping, how many loops etc) IndustryTileSpecialFlags special_flags; ///< Bitmask of extra flags used by the tile bool enabled; ///< entity still available (by default true).newgrf can disable it, though GRFFileProps grf_prop; ///< properties related to the grf file std::vector badges; std::array, INDUSTRY_ORIGINAL_NUM_INPUTS> accepts_cargo_label; ///< Cargo labels of accepted cargo for default industry tiles. }; /* 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 std::array _sorted_industry_types; /** * Do industry gfx ID translation for NewGRFs. * @param gfx the type to get the override for. * @return the gfx to actually work with. */ 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 < NUM_INDUSTRYTILES); const IndustryTileSpec *it = &_industry_tile_specs[gfx]; return it->grf_prop.override == INVALID_INDUSTRYTILE ? gfx : it->grf_prop.override; } else { return gfx; } } #endif /* INDUSTRYTYPE_H */