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/>.
8 /** @file industry.h Base of all industries. */
13 #include "newgrf_storage.h"
14 #include "subsidy_type.h"
15 #include "industry_map.h"
16 #include "industrytype.h"
17 #include "tilearea_type.h"
18 #include "station_base.h"
21 typedef Pool
<Industry
, IndustryID
, 64, 64000> IndustryPool
;
22 extern IndustryPool _industry_pool
;
25 * Production level maximum, minimum and default values.
26 * It is not a value been really used in order to change, but rather an indicator
27 * of how the industry is behaving.
29 enum ProductionLevels
{
30 PRODLEVEL_CLOSURE
= 0x00, ///< signal set to actually close the industry
31 PRODLEVEL_MINIMUM
= 0x04, ///< below this level, the industry is set to be closing
32 PRODLEVEL_DEFAULT
= 0x10, ///< default level set when the industry is created
33 PRODLEVEL_MAXIMUM
= 0x80, ///< the industry is running at full speed
36 enum class IndustryAction
: byte
{
37 SetControlFlags
= 0, ///< Set IndustryControlFlags
38 SetExclusiveSupplier
= 1, ///< Set exclusive supplier
39 SetExclusiveConsumer
= 2, ///< Set exclusive consumer
40 SetText
= 3, ///< Set additional text
44 * Flags to control/override the behaviour of an industry.
45 * These flags are controlled by game scripts.
47 enum IndustryControlFlags
: byte
{
48 /** No flags in effect */
50 /** When industry production change is evaluated, rolls to decrease are ignored. */
51 INDCTL_NO_PRODUCTION_DECREASE
= 1 << 0,
52 /** When industry production change is evaluated, rolls to increase are ignored. */
53 INDCTL_NO_PRODUCTION_INCREASE
= 1 << 1,
55 * Industry can not close regardless of production level or time since last delivery.
56 * This does not prevent a closure already announced. */
57 INDCTL_NO_CLOSURE
= 1 << 2,
58 /** Mask of all flags set */
59 INDCTL_MASK
= INDCTL_NO_PRODUCTION_DECREASE
| INDCTL_NO_PRODUCTION_INCREASE
| INDCTL_NO_CLOSURE
,
61 DECLARE_ENUM_AS_BIT_SET(IndustryControlFlags
);
64 * Defines the internal data of a functional industry.
66 struct Industry
: IndustryPool::PoolItem
<&_industry_pool
> {
67 TileArea location
; ///< Location of the industry
68 Town
*town
; ///< Nearest town
69 Station
*neutral_station
; ///< Associated neutral station
70 CargoID produced_cargo
[INDUSTRY_NUM_OUTPUTS
]; ///< 16 production cargo slots
71 uint16 produced_cargo_waiting
[INDUSTRY_NUM_OUTPUTS
]; ///< amount of cargo produced per cargo
72 uint16 incoming_cargo_waiting
[INDUSTRY_NUM_INPUTS
]; ///< incoming cargo waiting to be processed
73 byte production_rate
[INDUSTRY_NUM_OUTPUTS
]; ///< production rate for each cargo
74 byte prod_level
; ///< general production level
75 CargoID accepts_cargo
[INDUSTRY_NUM_INPUTS
]; ///< 16 input cargo slots
76 uint16 this_month_production
[INDUSTRY_NUM_OUTPUTS
]; ///< stats of this month's production per cargo
77 uint16 this_month_transported
[INDUSTRY_NUM_OUTPUTS
]; ///< stats of this month's transport per cargo
78 byte last_month_pct_transported
[INDUSTRY_NUM_OUTPUTS
]; ///< percentage transported per cargo in the last full month
79 uint16 last_month_production
[INDUSTRY_NUM_OUTPUTS
]; ///< total units produced per cargo in the last full month
80 uint16 last_month_transported
[INDUSTRY_NUM_OUTPUTS
]; ///< total units transported per cargo in the last full month
81 uint16 counter
; ///< used for animation and/or production (if available cargo)
83 IndustryType type
; ///< type of industry.
84 Owner owner
; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE
85 byte random_colour
; ///< randomized colour of the industry, for display purpose
86 Year last_prod_year
; ///< last year of production
87 byte was_cargo_delivered
; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry
88 IndustryControlFlags ctlflags
; ///< flags overriding standard behaviours
90 PartOfSubsidy part_of_subsidy
; ///< NOSAVE: is this industry a source/destination of a subsidy?
91 StationList stations_near
; ///< NOSAVE: List of nearby stations.
92 mutable std::string cached_name
; ///< NOSAVE: Cache of the resolved name of the industry
94 Owner founder
; ///< Founder of the industry
95 Date construction_date
; ///< Date of the construction of the industry
96 uint8 construction_type
; ///< Way the industry was constructed (@see IndustryConstructionType)
97 Date last_cargo_accepted_at
[INDUSTRY_NUM_INPUTS
]; ///< Last day each cargo type was accepted by this industry
98 byte selected_layout
; ///< Which tile layout was used when creating the industry
99 Owner exclusive_supplier
; ///< Which company has exclusive rights to deliver cargo (INVALID_OWNER = anyone)
100 Owner exclusive_consumer
; ///< Which company has exclusive rights to take cargo (INVALID_OWNER = anyone)
101 std::string text
; ///< General text with additional information.
103 uint16 random
; ///< Random value used for randomisation of all kinds of things
105 PersistentStorage
*psa
; ///< Persistent storage for NewGRF industries.
107 Industry(TileIndex tile
= INVALID_TILE
) : location(tile
, 0, 0) {}
110 void RecomputeProductionMultipliers();
113 * Check if a given tile belongs to this industry.
114 * @param tile The tile to check.
115 * @return True if the tile is part of this industry.
117 inline bool TileBelongsToIndustry(TileIndex tile
) const
119 return IsTileType(tile
, MP_INDUSTRY
) && GetIndustryIndex(tile
) == this->index
;
122 inline int GetCargoProducedIndex(CargoID cargo
) const
124 if (cargo
== CT_INVALID
) return -1;
125 const CargoID
*pos
= std::find(this->produced_cargo
, endof(this->produced_cargo
), cargo
);
126 if (pos
== endof(this->produced_cargo
)) return -1;
127 return pos
- this->produced_cargo
;
130 inline int GetCargoAcceptedIndex(CargoID cargo
) const
132 if (cargo
== CT_INVALID
) return -1;
133 const CargoID
*pos
= std::find(this->accepts_cargo
, endof(this->accepts_cargo
), cargo
);
134 if (pos
== endof(this->accepts_cargo
)) return -1;
135 return pos
- this->accepts_cargo
;
139 * Get the industry of the given tile
140 * @param tile the tile to get the industry from
141 * @pre IsTileType(t, MP_INDUSTRY)
142 * @return the industry
144 static inline Industry
*GetByTile(TileIndex tile
)
146 return Industry::Get(GetIndustryIndex(tile
));
149 static Industry
*GetRandom();
150 static void PostDestructor(size_t index
);
153 * Increment the count of industries for this type.
154 * @param type IndustryType to increment
155 * @pre type < NUM_INDUSTRYTYPES
157 static inline void IncIndustryTypeCount(IndustryType type
)
159 assert(type
< NUM_INDUSTRYTYPES
);
164 * Decrement the count of industries for this type.
165 * @param type IndustryType to decrement
166 * @pre type < NUM_INDUSTRYTYPES
168 static inline void DecIndustryTypeCount(IndustryType type
)
170 assert(type
< NUM_INDUSTRYTYPES
);
175 * Get the count of industries for this type.
176 * @param type IndustryType to query
177 * @pre type < NUM_INDUSTRYTYPES
179 static inline uint16
GetIndustryTypeCount(IndustryType type
)
181 assert(type
< NUM_INDUSTRYTYPES
);
185 /** Resets industry counts. */
186 static inline void ResetIndustryCounts()
188 memset(&counts
, 0, sizeof(counts
));
191 inline const char *GetCachedName() const
193 if (this->cached_name
.empty()) this->FillCachedName();
194 return this->cached_name
.c_str();
198 void FillCachedName() const;
201 static uint16 counts
[NUM_INDUSTRYTYPES
]; ///< Number of industries per type ingame
204 void ClearAllIndustryCachedNames();
206 void PlantRandomFarmField(const Industry
*i
);
208 void ReleaseDisastersTargetingIndustry(IndustryID
);
210 bool IsTileForestIndustry(TileIndex tile
);
212 /** Data for managing the number of industries of a single industry type. */
213 struct IndustryTypeBuildData
{
214 uint32 probability
; ///< Relative probability of building this industry.
215 byte min_number
; ///< Smallest number of industries that should exist (either \c 0 or \c 1).
216 uint16 target_count
; ///< Desired number of industries of this type.
217 uint16 max_wait
; ///< Starting number of turns to wait (copied to #wait_count).
218 uint16 wait_count
; ///< Number of turns to wait before trying to build again.
222 bool GetIndustryTypeData(IndustryType it
);
226 * Data for managing the number and type of industries in the game.
228 struct IndustryBuildData
{
229 IndustryTypeBuildData builddata
[NUM_INDUSTRYTYPES
]; ///< Industry build data for every industry type.
230 uint32 wanted_inds
; ///< Number of wanted industries (bits 31-16), and a fraction (bits 15-0).
234 void SetupTargetCount();
235 void TryBuildNewIndustry();
240 extern IndustryBuildData _industry_builder
;
243 /** Special values for the industry list window for the data parameter of #InvalidateWindowData. */
244 enum IndustryDirectoryInvalidateWindowData
{
246 IDIWD_PRODUCTION_CHANGE
,
250 #endif /* INDUSTRY_H */