4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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 <http://www.gnu.org/licenses/>.
10 /** @file industrytype.h %Industry type specs. */
12 #ifndef INDUSTRYTYPE_H
13 #define INDUSTRYTYPE_H
15 #include "slope_type.h"
16 #include "industry_type.h"
17 #include "landscape_type.h"
18 #include "cargo_type.h"
19 #include "newgrf_animation_type.h"
20 #include "newgrf_commons.h"
21 #include "map/class.h"
22 #include "map/industry.h"
24 enum IndustryCleanupType
{
25 CLEAN_RANDOMSOUNDS
, ///< Free the dynamically allocated sounds table
26 CLEAN_TILELAYOUT
, ///< Free the dynamically allocated tile layout structure
29 /** Available types of industry lifetimes. */
30 enum IndustryLifeType
{
31 INDUSTRYLIFE_BLACK_HOLE
= 0, ///< Like power plants and banks
32 INDUSTRYLIFE_EXTRACTIVE
= 1 << 0, ///< Like mines
33 INDUSTRYLIFE_ORGANIC
= 1 << 1, ///< Like forests
34 INDUSTRYLIFE_PROCESSING
= 1 << 2, ///< Like factories
38 * Available procedures to check whether an industry may build at a given location.
39 * @see CheckNewIndustryProc, _check_new_industry_procs[]
42 CHECK_NOTHING
, ///< Always succeeds.
43 CHECK_FOREST
, ///< %Industry should be build above snow-line in arctic climate.
44 CHECK_REFINERY
, ///< %Industry should be positioned near edge of the map.
45 CHECK_FARM
, ///< %Industry should be below snow-line in arctic.
46 CHECK_PLANTATION
, ///< %Industry should NOT be in the desert.
47 CHECK_WATER
, ///< %Industry should be in the desert.
48 CHECK_LUMBERMILL
, ///< %Industry should be in the rain forest.
49 CHECK_BUBBLEGEN
, ///< %Industry should be in low land.
50 CHECK_OIL_RIG
, ///< Industries at sea should be positioned near edge of the map.
51 CHECK_END
, ///< End marker of the industry check procedures.
54 /** How was the industry created */
55 enum IndustryConstructionType
{
56 ICT_UNKNOWN
, ///< in previous game version or without newindustries activated
57 ICT_NORMAL_GAMEPLAY
, ///< either by user or random creation process
58 ICT_MAP_GENERATION
, ///< during random map creation
59 ICT_SCENARIO_EDITOR
, ///< while editing a scenario
62 /** Various industry behaviours mostly to represent original TTD specialities */
63 enum IndustryBehaviour
{
65 INDUSTRYBEH_PLANT_FIELDS
= 1 << 0, ///< periodically plants fields around itself (temp and arctic farms)
66 INDUSTRYBEH_CUT_TREES
= 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill)
67 INDUSTRYBEH_BUILT_ONWATER
= 1 << 2, ///< is built on water (oil rig)
68 INDUSTRYBEH_TOWN1200_MORE
= 1 << 3, ///< can only be built in towns larger than 1200 inhabitants (temperate bank)
69 INDUSTRYBEH_ONLY_INTOWN
= 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower)
70 INDUSTRYBEH_ONLY_NEARTOWN
= 1 << 5, ///< is always built near towns (toy shop)
71 INDUSTRYBEH_PLANT_ON_BUILT
= 1 << 6, ///< Fields are planted around when built (all farms)
72 INDUSTRYBEH_DONT_INCR_PROD
= 1 << 7, ///< do not increase production (oil wells) in the temperate climate
73 INDUSTRYBEH_BEFORE_1950
= 1 << 8, ///< can only be built before 1950 (oil wells)
74 INDUSTRYBEH_AFTER_1960
= 1 << 9, ///< can only be built after 1960 (oil rigs)
75 INDUSTRYBEH_AI_AIRSHIP_ROUTES
= 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
76 INDUSTRYBEH_AIRPLANE_ATTACKS
= 1 << 11, ///< can be exploded by a military airplane (oil refinery)
77 INDUSTRYBEH_CHOPPER_ATTACKS
= 1 << 12, ///< can be exploded by a military helicopter (factory)
78 INDUSTRYBEH_CAN_SUBSIDENCE
= 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
79 /* The following flags are only used for newindustries and do no represent any normal behaviour */
80 INDUSTRYBEH_PROD_MULTI_HNDLING
= 1 << 14, ///< Automatic production multiplier handling
81 INDUSTRYBEH_PRODCALLBACK_RANDOM
= 1 << 15, ///< Production callback needs random bits in var 10
82 INDUSTRYBEH_NOBUILT_MAPCREATION
= 1 << 16, ///< Do not force one instance of this type to appear on map generation
83 INDUSTRYBEH_CANCLOSE_LASTINSTANCE
= 1 << 17, ///< Allow closing down the last instance of this type
85 DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour
)
87 /** Flags for miscellaneous industry tile specialities */
88 enum IndustryTileSpecialFlags
{
89 INDTILE_SPECIAL_NONE
= 0,
90 INDTILE_SPECIAL_NEXTFRAME_RANDOMBITS
= 1 << 0, ///< Callback 0x26 needs random bits
92 DECLARE_ENUM_AS_BIT_SET(IndustryTileSpecialFlags
)
94 struct IndustryTileTable
{
100 * Defines the data structure for constructing industry.
102 struct IndustrySpec
{
103 const IndustryTileTable
* const *table
;///< List of the tiles composing the industry
104 byte num_table
; ///< Number of elements in the table
105 uint8 cost_multiplier
; ///< Base construction cost multiplier.
106 uint32 removal_cost_multiplier
; ///< Base removal cost multiplier.
107 uint32 prospecting_chance
; ///< Chance prospecting succeeds
108 IndustryType conflicting
[3]; ///< Industries this industry cannot be close to
109 byte check_proc
; ///< Index to a procedure to check for conflicting circumstances
110 CargoID produced_cargo
[2];
111 byte production_rate
[2];
113 * minimum amount of cargo transported to the stations.
114 * If the waiting cargo is less than this number, no cargo is moved to it.
117 CargoID accepts_cargo
[3]; ///< 3 accepted cargoes.
118 uint16 input_cargo_multiplier
[3][2]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes)
119 IndustryLifeType life_type
; ///< This is also known as Industry production flag, in newgrf specs
120 byte climate_availability
; ///< Bitmask, giving landscape enums as bit position
121 IndustryBehaviour behaviour
; ///< How this industry will behave, and how others entities can use it
122 byte map_colour
; ///< colour used for the small map
123 StringID name
; ///< Displayed name of the industry
124 StringID new_industry_text
; ///< Message appearing when the industry is built
125 StringID closure_text
; ///< Message appearing when the industry closes
126 StringID production_up_text
; ///< Message appearing when the industry's production is increasing
127 StringID production_down_text
; ///< Message appearing when the industry's production is decreasing
128 StringID station_name
; ///< Default name for nearby station
129 byte appear_ingame
[NUM_LANDSCAPE
]; ///< Probability of appearance in game
130 byte appear_creation
[NUM_LANDSCAPE
]; ///< Probability of appearance during map creation
131 uint8 number_of_sounds
; ///< Number of sounds available in the sounds array
132 const uint8
*random_sounds
; ///< array of random sounds.
134 uint16 callback_mask
; ///< Bitmask of industry callbacks that have to be called
135 uint8 cleanup_flag
; ///< flags indicating which data should be freed upon cleaning up
136 bool enabled
; ///< entity still available (by default true).newgrf can disable it, though
137 GRFFileProps grf_prop
; ///< properties related to the grf file
139 bool IsRawIndustry() const;
140 bool IsProcessingIndustry() const;
141 Money
GetConstructionCost() const;
142 Money
GetRemovalCost() const;
143 bool UsesSmoothEconomy() const;
147 * Defines the data structure of each individual tile of an industry.
149 struct IndustryTileSpec
{
150 CargoID accepts_cargo
[3]; ///< Cargo accepted by this tile
151 uint8 acceptance
[3]; ///< Level of acceptance per cargo type
152 Slope slopes_refused
; ///< slope pattern on which this tile cannot be built
153 byte anim_production
; ///< Animation frame to start when goods are produced
154 byte anim_next
; ///< Next frame in an animation
156 * When true, the tile has to be drawn using the animation
157 * state instead of the construction state
161 uint8 callback_mask
; ///< Bitmask of industry tile callbacks that have to be called
162 AnimationInfo animation
; ///< Information about the animation (is it looping, how many loops etc)
163 IndustryTileSpecialFlags special_flags
; ///< Bitmask of extra flags used by the tile
164 bool enabled
; ///< entity still available (by default true).newgrf can disable it, though
165 GRFFileProps grf_prop
; ///< properties related to the grf file
168 /* industry_cmd.cpp*/
169 const IndustrySpec
*GetIndustrySpec(IndustryType thistype
); ///< Array of industries data
170 const IndustryTileSpec
*GetIndustryTileSpec(IndustryGfx gfx
); ///< Array of industry tiles data
171 void ResetIndustries();
173 /* writable arrays of specs */
174 extern IndustrySpec _industry_specs
[NUM_INDUSTRYTYPES
];
175 extern IndustryTileSpec _industry_tile_specs
[NUM_INDUSTRYTILES
];
177 /* industry_gui.cpp */
178 void SortIndustryTypes();
179 /* Industry types sorted alphabetically by name. */
180 extern IndustryType _sorted_industry_types
[NUM_INDUSTRYTYPES
];
183 * Do industry gfx ID translation for NewGRFs.
184 * @param gfx the type to get the override for.
185 * @return the gfx to actually work with.
187 static inline IndustryGfx
GetTranslatedIndustryTileID(IndustryGfx gfx
)
189 /* the 0xFF should be GFX_WATERTILE_SPECIALCHECK but for reasons of include mess,
190 * we'll simplify the writing.
191 * Basically, the first test is required since the GFX_WATERTILE_SPECIALCHECK value
192 * will never be assigned as a tile index and is only required in order to do some
193 * tests while building the industry (as in WATER REQUIRED */
195 assert(gfx
< INVALID_INDUSTRYTILE
);
196 const IndustryTileSpec
*it
= &_industry_tile_specs
[gfx
];
197 return it
->grf_prop
.override
== INVALID_INDUSTRYTILE
? gfx
: it
->grf_prop
.override
;
204 * Get the industry graphics ID for the given industry tile
205 * @param t the tile to get the gfx for
206 * @pre IsIndustryTile(t)
209 static inline IndustryGfx
GetIndustryGfx(TileIndex t
)
211 assert(IsIndustryTile(t
));
212 return GetTranslatedIndustryTileID(GetCleanIndustryGfx(t
));
215 static const uint8 IT_INVALID
= 255;
218 * The following enums are indices used to know what to draw for this industry tile.
219 * They all are pointing toward array _industry_draw_tile_data, in table/industry_land.h
220 * How to calculate the correct position ? GFXid << 2 | IndustryStage (0 to 3)
222 enum IndustryGraphics
{
223 GFX_COAL_MINE_TOWER_NOT_ANIMATED
= 0,
224 GFX_COAL_MINE_TOWER_ANIMATED
= 1,
225 GFX_POWERPLANT_CHIMNEY
= 8,
226 GFX_POWERPLANT_SPARKS
= 10,
232 GFX_OILWELL_NOT_ANIMATED
= 29,
233 GFX_OILWELL_ANIMATED_1
= 30,
234 GFX_OILWELL_ANIMATED_2
= 31,
235 GFX_OILWELL_ANIMATED_3
= 32,
236 GFX_COPPER_MINE_TOWER_NOT_ANIMATED
= 47,
237 GFX_COPPER_MINE_TOWER_ANIMATED
= 48,
238 GFX_COPPER_MINE_CHIMNEY
= 49,
239 GFX_GOLD_MINE_TOWER_NOT_ANIMATED
= 79,
240 GFX_GOLD_MINE_TOWER_ANIMATED
= 88,
241 GFX_TOY_FACTORY
= 143,
242 GFX_PLASTIC_FOUNTAIN_ANIMATED_1
= 148,
243 GFX_PLASTIC_FOUNTAIN_ANIMATED_2
= 149,
244 GFX_PLASTIC_FOUNTAIN_ANIMATED_3
= 150,
245 GFX_PLASTIC_FOUNTAIN_ANIMATED_4
= 151,
246 GFX_PLASTIC_FOUNTAIN_ANIMATED_5
= 152,
247 GFX_PLASTIC_FOUNTAIN_ANIMATED_6
= 153,
248 GFX_PLASTIC_FOUNTAIN_ANIMATED_7
= 154,
249 GFX_PLASTIC_FOUNTAIN_ANIMATED_8
= 155,
250 GFX_BUBBLE_GENERATOR
= 161,
251 GFX_BUBBLE_CATCHER
= 162,
252 GFX_TOFFEE_QUARY
= 165,
253 GFX_SUGAR_MINE_SIEVE
= 174,
254 GFX_WATERTILE_SPECIALCHECK
= 255, ///< not really a tile, but rather a very special check
257 IndustryType
GetIndustryType(TileIndex tile
);
259 #endif /* INDUSTRYTYPE_H */