OpenTTD
industrytype.h
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1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
10 #ifndef INDUSTRYTYPE_H
11 #define INDUSTRYTYPE_H
12 
13 #include <array>
14 #include <vector>
15 #include "map_type.h"
16 #include "slope_type.h"
17 #include "industry_type.h"
18 #include "landscape_type.h"
19 #include "cargo_type.h"
20 #include "newgrf_animation_type.h"
21 #include "newgrf_commons.h"
22 
25 };
26 
33 };
34 
39 enum CheckProc {
50 };
51 
58 };
59 
62  INDUSTRYBEH_NONE = 0,
77  /* The following flags are only used for newindustries and do no represent any normal behaviour */
83 };
85 
86 
88  INDTILE_SPECIAL_NONE = 0,
91 };
93 
94 
96  TileIndexDiffC ti;
97  IndustryGfx gfx;
98 };
99 
101 using IndustryTileLayout = std::vector<IndustryTileLayoutTile>;
102 
106 struct IndustrySpec {
107  std::vector<IndustryTileLayout> layouts;
111  IndustryType conflicting[3];
112  byte check_proc;
113  CargoID produced_cargo[INDUSTRY_NUM_OUTPUTS];
114  byte production_rate[INDUSTRY_NUM_OUTPUTS];
125  byte map_colour;
132  byte appear_ingame[NUM_LANDSCAPE];
133  byte appear_creation[NUM_LANDSCAPE];
135  const uint8 *random_sounds;
136  /* Newgrf data */
137  uint16 callback_mask;
138  uint8 cleanup_flag;
139  bool enabled;
141 
142  bool IsRawIndustry() const;
143  bool IsProcessingIndustry() const;
144  Money GetConstructionCost() const;
145  Money GetRemovalCost() const;
146  bool UsesSmoothEconomy() const;
147 
148  ~IndustrySpec();
149 };
150 
157  int8 acceptance[INDUSTRY_NUM_INPUTS];
160  byte anim_next;
161 
166  /* Newgrf data */
170  bool enabled;
172 };
173 
174 /* industry_cmd.cpp*/
175 const IndustrySpec *GetIndustrySpec(IndustryType thistype);
176 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx);
177 void ResetIndustries();
178 
179 /* writable arrays of specs */
180 extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
181 extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
182 
183 /* industry_gui.cpp */
184 void SortIndustryTypes();
185 /* Industry types sorted alphabetically by name. */
186 extern std::array<IndustryType, NUM_INDUSTRYTYPES> _sorted_industry_types;
187 
193 static inline IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx)
194 {
195  /* the 0xFF should be GFX_WATERTILE_SPECIALCHECK but for reasons of include mess,
196  * we'll simplify the writing.
197  * Basically, the first test is required since the GFX_WATERTILE_SPECIALCHECK value
198  * will never be assigned as a tile index and is only required in order to do some
199  * tests while building the industry (as in WATER REQUIRED */
200  if (gfx != 0xFF) {
201  assert(gfx < INVALID_INDUSTRYTILE);
202  const IndustryTileSpec *it = &_industry_tile_specs[gfx];
203  return it->grf_prop.override == INVALID_INDUSTRYTILE ? gfx : it->grf_prop.override;
204  } else {
205  return gfx;
206  }
207 }
208 
209 static const uint8 IT_INVALID = 255;
210 
211 #endif /* INDUSTRYTYPE_H */
CargoID accepts_cargo[INDUSTRY_NUM_INPUTS]
16 accepted cargoes.
Definition: industrytype.h:120
can be exploded by a military airplane (oil refinery)
Definition: industrytype.h:74
DECLARE_ENUM_AS_BIT_SET(GenderEthnicity) enum CompanyManagerFaceVariable
Bitgroups of the CompanyManagerFace variable.
const IndustrySpec * GetIndustrySpec(IndustryType thistype)
Array of industries data.
bool enabled
entity still available (by default true).newgrf can disable it, though
Definition: industrytype.h:139
Types related to the industry.
Definitions of a slope.
static const int INDUSTRY_NUM_INPUTS
Number of cargo types an industry can accept.
Definition: industry_type.h:38
IndustryConstructionType
How was the industry created.
Definition: industrytype.h:53
byte map_colour
colour used for the small map
Definition: industrytype.h:125
while editing a scenario
Definition: industrytype.h:57
in previous game version or without newindustries activated
Definition: industrytype.h:54
Money GetRemovalCost() const
Get the cost for removing this industry Take note that the cost will always be zero for non-grf indus...
Types related to maps.
uint32 prospecting_chance
Chance prospecting succeeds.
Definition: industrytype.h:110
Industries at sea should be positioned near edge of the map.
Definition: industrytype.h:48
Free the dynamically allocated sounds table.
Definition: industrytype.h:24
static const IndustryGfx INVALID_INDUSTRYTILE
one above amount is considered invalid
Definition: industry_type.h:34
ai will attempt to establish air/ship routes to this industry (oil rig)
Definition: industrytype.h:73
IndustryLifeType life_type
This is also known as Industry production flag, in newgrf specs.
Definition: industrytype.h:122
periodically plants fields around itself (temp and arctic farms)
Definition: industrytype.h:63
do not increase production (oil wells) in the temperate climate
Definition: industrytype.h:70
Definitions related to NewGRF animation.
uint16 callback_mask
Bitmask of industry callbacks that have to be called.
Definition: industrytype.h:137
Always succeeds.
Definition: industrytype.h:40
uint32 removal_cost_multiplier
Base removal cost multiplier.
Definition: industrytype.h:109
during random map creation
Definition: industrytype.h:56
can cause a subsidence (coal mine, shaft that collapses)
Definition: industrytype.h:76
Like factories.
Definition: industrytype.h:32
const IndustryTileSpec * GetIndustryTileSpec(IndustryGfx gfx)
Array of industry tiles data.
uint16 input_cargo_multiplier[INDUSTRY_NUM_INPUTS][INDUSTRY_NUM_OUTPUTS]
Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes) ...
Definition: industrytype.h:121
std::vector< IndustryTileLayout > layouts
List of possible tile layouts for the industry.
Definition: industrytype.h:107
is always built near towns (toy shop)
Definition: industrytype.h:68
Types related to cargoes...
static const int INDUSTRY_NUM_OUTPUTS
Number of cargo types an industry can produce.
Definition: industry_type.h:39
StringID production_down_text
Message appearing when the industry&#39;s production is decreasing.
Definition: industrytype.h:130
StringID name
Displayed name of the industry.
Definition: industrytype.h:126
Automatic production multiplier handling.
Definition: industrytype.h:78
IndustryTileSpecialFlags special_flags
Bitmask of extra flags used by the tile.
Definition: industrytype.h:169
can only be built in towns (arctic/tropic banks, water tower)
Definition: industrytype.h:67
Do not force one instance of this type to appear on map generation.
Definition: industrytype.h:80
Industry should be below snow-line in arctic.
Definition: industrytype.h:43
IndustryLifeType
Available types of industry lifetimes.
Definition: industrytype.h:28
can be exploded by a military helicopter (factory)
Definition: industrytype.h:75
static IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx)
Do industry gfx ID translation for NewGRFs.
Definition: industrytype.h:193
uint8 cleanup_flag
flags indicating which data should be freed upon cleaning up
Definition: industrytype.h:138
Slope slopes_refused
slope pattern on which this tile cannot be built
Definition: industrytype.h:158
const uint8 * random_sounds
array of random sounds.
Definition: industrytype.h:135
can only be built after 1960 (oil rigs)
Definition: industrytype.h:72
bool IsRawIndustry() const
Is an industry with the spec a raw industry?
Like power plants and banks.
Definition: industrytype.h:29
either by user or random creation process
Definition: industrytype.h:55
bool IsProcessingIndustry() const
Is an industry with the spec a processing industry?
Data related to the handling of grf files.
Tile always accepts all cargoes the associated industry accepts.
Definition: industrytype.h:90
void ResetIndustries()
This function initialize the spec arrays of both industry and industry tiles.
bool UsesSmoothEconomy() const
Determines whether this industrytype uses smooth economy or whether it uses standard/newgrf productio...
StringID new_industry_text
Message appearing when the industry is built.
Definition: industrytype.h:127
End marker of the industry check procedures.
Definition: industrytype.h:49
byte anim_production
Animation frame to start when goods are produced.
Definition: industrytype.h:159
Industry should be build above snow-line in arctic climate.
Definition: industrytype.h:41
static const IndustryGfx NUM_INDUSTRYTILES
total number of industry tiles, new and old
Definition: industry_type.h:33
Industry should be in the desert.
Definition: industrytype.h:45
Defines the data structure for constructing industry.
Definition: industrytype.h:106
bool enabled
entity still available (by default true).newgrf can disable it, though
Definition: industrytype.h:170
GRFFileProps grf_prop
properties related to the grf file
Definition: industrytype.h:171
Industry should be positioned near edge of the map.
Definition: industrytype.h:42
Money GetConstructionCost() const
Get the cost for constructing this industry.
IndustryBehaviour behaviour
How this industry will behave, and how others entities can use it.
Definition: industrytype.h:124
GRFFileProps grf_prop
properties related to the grf file
Definition: industrytype.h:140
byte appear_ingame[NUM_LANDSCAPE]
Probability of appearance in game.
Definition: industrytype.h:132
cuts trees and produce first output cargo from them (lumber mill)
Definition: industrytype.h:64
IndustryCleanupType
Definition: industrytype.h:23
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
Industry should NOT be in the desert.
Definition: industrytype.h:44
Industry should be in the rain forest.
Definition: industrytype.h:46
uint8 callback_mask
Bitmask of industry tile callbacks that have to be called.
Definition: industrytype.h:167
uint16 override
id of the entity been replaced by
A pair-construct of a TileIndexDiff.
Definition: map_type.h:57
std::vector< IndustryTileLayoutTile > IndustryTileLayout
A complete tile layout for an industry is a list of tiles.
Definition: industrytype.h:101
IndustryTileSpecialFlags
Flags for miscellaneous industry tile specialities.
Definition: industrytype.h:87
is built on water (oil rig)
Definition: industrytype.h:65
byte minimal_cargo
minimum amount of cargo transported to the stations.
Definition: industrytype.h:119
uint8 cost_multiplier
Base construction cost multiplier.
Definition: industrytype.h:108
byte appear_creation[NUM_LANDSCAPE]
Probability of appearance during map creation.
Definition: industrytype.h:133
Types related to the landscape.
AnimationInfo animation
Information about the animation (is it looping, how many loops etc)
Definition: industrytype.h:168
static const IndustryType NUM_INDUSTRYTYPES
total number of industry types, new and old; limited to 240 because we need some special ids like INV...
Definition: industry_type.h:26
StringID closure_text
Message appearing when the industry closes.
Definition: industrytype.h:128
byte anim_next
Next frame in an animation.
Definition: industrytype.h:160
Allow produced/accepted cargoes callbacks to supply more than 2 and 3 types.
Definition: industrytype.h:82
std::array< IndustryType, NUM_INDUSTRYTYPES > _sorted_industry_types
Industry types sorted by name.
CheckProc
Available procedures to check whether an industry may build at a given location.
Definition: industrytype.h:39
Slope
Enumeration for the slope-type.
Definition: slope_type.h:48
void SortIndustryTypes()
Initialize the list of sorted industry types.
byte climate_availability
Bitmask, giving landscape enums as bit position.
Definition: industrytype.h:123
IndustryBehaviour
Various industry behaviours mostly to represent original TTD specialities.
Definition: industrytype.h:61
Callback 0x26 needs random bits.
Definition: industrytype.h:89
IndustryType conflicting[3]
Industries this industry cannot be close to.
Definition: industrytype.h:111
Fields are planted around when built (all farms)
Definition: industrytype.h:69
Allow closing down the last instance of this type.
Definition: industrytype.h:81
This file simplyfies and embeds a common mechanism of loading/saving and mapping of grf entities...
Information about animation.
uint8 number_of_sounds
Number of sounds available in the sounds array.
Definition: industrytype.h:134
StringID station_name
Default name for nearby station.
Definition: industrytype.h:131
StringID production_up_text
Message appearing when the industry&#39;s production is increasing.
Definition: industrytype.h:129
byte check_proc
Index to a procedure to check for conflicting circumstances.
Definition: industrytype.h:112
Definition of one tile in an industry tile layout.
Definition: industrytype.h:95
byte CargoID
Cargo slots to indicate a cargo type within a game.
Definition: cargo_type.h:20
Defines the data structure of each individual tile of an industry.
Definition: industrytype.h:155
can only be built in towns larger than 1200 inhabitants (temperate bank)
Definition: industrytype.h:66
Industry should be in low land.
Definition: industrytype.h:47
Like forests.
Definition: industrytype.h:31
Production callback needs random bits in var 10.
Definition: industrytype.h:79
can only be built before 1950 (oil wells)
Definition: industrytype.h:71
bool anim_state
When true, the tile has to be drawn using the animation state instead of the construction state...
Definition: industrytype.h:165