Update: Translations from eints
[openttd-github.git] / src / industrytype.h
blobb299851c10dae48063683517562782984d86fb51
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 */
8 /** @file industrytype.h %Industry type specs. */
10 #ifndef INDUSTRYTYPE_H
11 #define INDUSTRYTYPE_H
13 #include "map_type.h"
14 #include "slope_type.h"
15 #include "industry_type.h"
16 #include "landscape_type.h"
17 #include "cargo_type.h"
18 #include "newgrf_animation_type.h"
19 #include "newgrf_commons.h"
21 /** Available types of industry lifetimes. */
22 enum IndustryLifeType {
23 INDUSTRYLIFE_BLACK_HOLE = 0, ///< Like power plants and banks
24 INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines
25 INDUSTRYLIFE_ORGANIC = 1 << 1, ///< Like forests
26 INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories
29 /**
30 * Available procedures to check whether an industry may build at a given location.
31 * @see CheckNewIndustryProc, _check_new_industry_procs[]
33 enum CheckProc {
34 CHECK_NOTHING, ///< Always succeeds.
35 CHECK_FOREST, ///< %Industry should be build above snow-line in arctic climate.
36 CHECK_REFINERY, ///< %Industry should be positioned near edge of the map.
37 CHECK_FARM, ///< %Industry should be below snow-line in arctic.
38 CHECK_PLANTATION, ///< %Industry should NOT be in the desert.
39 CHECK_WATER, ///< %Industry should be in the desert.
40 CHECK_LUMBERMILL, ///< %Industry should be in the rain forest.
41 CHECK_BUBBLEGEN, ///< %Industry should be in low land.
42 CHECK_OIL_RIG, ///< Industries at sea should be positioned near edge of the map.
43 CHECK_END, ///< End marker of the industry check procedures.
46 /** How was the industry created */
47 enum IndustryConstructionType {
48 ICT_UNKNOWN, ///< in previous game version or without newindustries activated
49 ICT_NORMAL_GAMEPLAY, ///< either by user or random creation process
50 ICT_MAP_GENERATION, ///< during random map creation
51 ICT_SCENARIO_EDITOR, ///< while editing a scenario
54 /** Various industry behaviours mostly to represent original TTD specialities */
55 enum IndustryBehaviour {
56 INDUSTRYBEH_NONE = 0,
57 INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fields around itself (temp and arctic farms)
58 INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill)
59 INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig)
60 INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger than 1200 inhabitants (temperate bank)
61 INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower)
62 INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop)
63 INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms)
64 INDUSTRYBEH_DONT_INCR_PROD = 1 << 7, ///< do not increase production (oil wells) in the temperate climate
65 INDUSTRYBEH_BEFORE_1950 = 1 << 8, ///< can only be built before 1950 (oil wells)
66 INDUSTRYBEH_AFTER_1960 = 1 << 9, ///< can only be built after 1960 (oil rigs)
67 INDUSTRYBEH_AI_AIRSHIP_ROUTES = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
68 INDUSTRYBEH_AIRPLANE_ATTACKS = 1 << 11, ///< can be exploded by a military airplane (oil refinery)
69 INDUSTRYBEH_CHOPPER_ATTACKS = 1 << 12, ///< can be exploded by a military helicopter (factory)
70 INDUSTRYBEH_CAN_SUBSIDENCE = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
71 /* The following flags are only used for newindustries and do no represent any normal behaviour */
72 INDUSTRYBEH_PROD_MULTI_HNDLING = 1 << 14, ///< Automatic production multiplier handling
73 INDUSTRYBEH_PRODCALLBACK_RANDOM = 1 << 15, ///< Production callback needs random bits in var 10
74 INDUSTRYBEH_NOBUILT_MAPCREATION = 1 << 16, ///< Do not force one instance of this type to appear on map generation
75 INDUSTRYBEH_CANCLOSE_LASTINSTANCE = 1 << 17, ///< Allow closing down the last instance of this type
76 INDUSTRYBEH_CARGOTYPES_UNLIMITED = 1 << 18, ///< Allow produced/accepted cargoes callbacks to supply more than 2 and 3 types
77 INDUSTRYBEH_NO_PAX_PROD_CLAMP = 1 << 19, ///< Do not clamp production of passengers. (smooth economy only)
79 DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour)
81 /** Flags for miscellaneous industry tile specialities */
82 enum IndustryTileSpecialFlags {
83 INDTILE_SPECIAL_NONE = 0,
84 INDTILE_SPECIAL_NEXTFRAME_RANDOMBITS = 1 << 0, ///< Callback 0x26 needs random bits
85 INDTILE_SPECIAL_ACCEPTS_ALL_CARGO = 1 << 1, ///< Tile always accepts all cargoes the associated industry accepts
87 DECLARE_ENUM_AS_BIT_SET(IndustryTileSpecialFlags)
89 /** Definition of one tile in an industry tile layout */
90 struct IndustryTileLayoutTile {
91 TileIndexDiffC ti;
92 IndustryGfx gfx;
95 /** A complete tile layout for an industry is a list of tiles */
96 using IndustryTileLayout = std::vector<IndustryTileLayoutTile>;
98 /**
99 * Defines the data structure for constructing industry.
101 struct IndustrySpec {
102 std::vector<IndustryTileLayout> layouts; ///< List of possible tile layouts for the industry
103 uint8_t cost_multiplier; ///< Base construction cost multiplier.
104 uint32_t removal_cost_multiplier; ///< Base removal cost multiplier.
105 uint32_t prospecting_chance; ///< Chance prospecting succeeds
106 IndustryType conflicting[3]; ///< Industries this industry cannot be close to
107 uint8_t check_proc; ///< Index to a procedure to check for conflicting circumstances
108 std::array<CargoID, INDUSTRY_NUM_OUTPUTS> produced_cargo;
109 std::variant<CargoLabel, MixedCargoType> produced_cargo_label[INDUSTRY_NUM_OUTPUTS];
110 uint8_t production_rate[INDUSTRY_NUM_OUTPUTS];
112 * minimum amount of cargo transported to the stations.
113 * If the waiting cargo is less than this number, no cargo is moved to it.
115 uint8_t minimal_cargo;
116 std::array<CargoID, INDUSTRY_NUM_INPUTS> accepts_cargo; ///< 16 accepted cargoes.
117 std::variant<CargoLabel, MixedCargoType> accepts_cargo_label[INDUSTRY_NUM_INPUTS];
118 uint16_t input_cargo_multiplier[INDUSTRY_NUM_INPUTS][INDUSTRY_NUM_OUTPUTS]; ///< 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 uint8_t 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 uint8_t 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 uint8_t appear_ingame[NUM_LANDSCAPE]; ///< Probability of appearance in game
130 uint8_t appear_creation[NUM_LANDSCAPE]; ///< Probability of appearance during map creation
131 /* Newgrf data */
132 uint16_t callback_mask; ///< Bitmask of industry callbacks that have to be called
133 bool enabled; ///< entity still available (by default true).newgrf can disable it, though
134 GRFFileProps grf_prop; ///< properties related to the grf file
135 std::vector<uint8_t> random_sounds; ///< Random sounds;
137 bool IsRawIndustry() const;
138 bool IsProcessingIndustry() const;
139 Money GetConstructionCost() const;
140 Money GetRemovalCost() const;
141 bool UsesOriginalEconomy() const;
145 * Defines the data structure of each individual tile of an industry.
146 * @note A tile can at most accept 3 types of cargo, even if an industry as a whole can accept more types.
148 struct IndustryTileSpec {
149 std::array<CargoID, INDUSTRY_NUM_INPUTS> accepts_cargo; ///< Cargo accepted by this tile
150 std::array<std::variant<CargoLabel, MixedCargoType>, INDUSTRY_NUM_INPUTS> accepts_cargo_label;
151 std::array<int8_t, INDUSTRY_NUM_INPUTS> acceptance; ///< Level of acceptance per cargo type (signed, may be negative!)
152 Slope slopes_refused; ///< slope pattern on which this tile cannot be built
153 uint8_t anim_production; ///< Animation frame to start when goods are produced
154 uint8_t 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
159 bool anim_state;
160 /* Newgrf data */
161 uint8_t 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 std::array<IndustryType, NUM_INDUSTRYTYPES> _sorted_industry_types;
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 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 */
194 if (gfx != 0xFF) {
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;
198 } else {
199 return gfx;
203 static const uint8_t IT_INVALID = 255;
205 #endif /* INDUSTRYTYPE_H */