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 industry.h Base of all industries. */
15 #include "newgrf_storage.h"
16 #include "subsidy_type.h"
17 #include "industry_map.h"
18 #include "tilearea_type.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
37 * Defines the internal data of a functional industry.
39 struct Industry
: IndustryPool::PoolItem
<&_industry_pool
> {
40 TileArea location
; ///< Location of the industry
41 Town
*town
; ///< Nearest town
42 CargoID produced_cargo
[2]; ///< 2 production cargo slots
43 uint16 produced_cargo_waiting
[2]; ///< amount of cargo produced per cargo
44 uint16 incoming_cargo_waiting
[3]; ///< incoming cargo waiting to be processed
45 byte production_rate
[2]; ///< production rate for each cargo
46 byte prod_level
; ///< general production level
47 CargoID accepts_cargo
[3]; ///< 3 input cargo slots
48 uint16 this_month_production
[2]; ///< stats of this month's production per cargo
49 uint16 this_month_transported
[2]; ///< stats of this month's transport per cargo
50 byte last_month_pct_transported
[2]; ///< percentage transported per cargo in the last full month
51 uint16 last_month_production
[2]; ///< total units produced per cargo in the last full month
52 uint16 last_month_transported
[2]; ///< total units transported per cargo in the last full month
53 uint16 counter
; ///< used for animation and/or production (if available cargo)
55 IndustryType type
; ///< type of industry.
56 OwnerByte owner
; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE
57 byte random_colour
; ///< randomized colour of the industry, for display purpose
58 Year last_prod_year
; ///< last year of production
59 byte was_cargo_delivered
; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry
61 PartOfSubsidyByte part_of_subsidy
; ///< NOSAVE: is this industry a source/destination of a subsidy?
63 OwnerByte founder
; ///< Founder of the industry
64 Date construction_date
; ///< Date of the construction of the industry
65 uint8 construction_type
; ///< Way the industry was constructed (@see IndustryConstructionType)
66 Date last_cargo_accepted_at
; ///< Last day cargo was accepted by this industry
67 byte selected_layout
; ///< Which tile layout was used when creating the industry
69 byte random_triggers
; ///< Triggers for the random
70 uint16 random
; ///< Random value used for randomisation of all kinds of things
72 PersistentStorage
*psa
; ///< Persistent storage for NewGRF industries.
74 Industry(TileIndex tile
= INVALID_TILE
) : location(tile
, 0, 0) {}
77 void RecomputeProductionMultipliers();
80 * Check if a given tile belongs to this industry.
81 * @param tile The tile to check.
82 * @return True if the tile is part of this industry.
84 inline bool TileBelongsToIndustry(TileIndex tile
) const
86 return IsTileType(tile
, MP_INDUSTRY
) && GetIndustryIndex(tile
) == this->index
;
90 * Get the industry of the given tile
91 * @param tile the tile to get the industry from
92 * @pre IsTileType(t, MP_INDUSTRY)
93 * @return the industry
95 static inline Industry
*GetByTile(TileIndex tile
)
97 return Industry::Get(GetIndustryIndex(tile
));
100 static Industry
*GetRandom();
101 static void PostDestructor(size_t index
);
104 * Increment the count of industries for this type.
105 * @param type IndustryType to increment
106 * @pre type < NUM_INDUSTRYTYPES
108 static inline void IncIndustryTypeCount(IndustryType type
)
110 assert(type
< NUM_INDUSTRYTYPES
);
115 * Decrement the count of industries for this type.
116 * @param type IndustryType to decrement
117 * @pre type < NUM_INDUSTRYTYPES
119 static inline void DecIndustryTypeCount(IndustryType type
)
121 assert(type
< NUM_INDUSTRYTYPES
);
126 * Get the count of industries for this type.
127 * @param type IndustryType to query
128 * @pre type < NUM_INDUSTRYTYPES
130 static inline uint16
GetIndustryTypeCount(IndustryType type
)
132 assert(type
< NUM_INDUSTRYTYPES
);
136 /** Resets industry counts. */
137 static inline void ResetIndustryCounts()
139 memset(&counts
, 0, sizeof(counts
));
143 static uint16 counts
[NUM_INDUSTRYTYPES
]; ///< Number of industries per type ingame
146 void PlantRandomFarmField(const Industry
*i
);
148 void ReleaseDisastersTargetingIndustry(IndustryID
);
150 bool IsTileForestIndustry(TileIndex tile
);
152 #define FOR_ALL_INDUSTRIES_FROM(var, start) FOR_ALL_ITEMS_FROM(Industry, industry_index, var, start)
153 #define FOR_ALL_INDUSTRIES(var) FOR_ALL_INDUSTRIES_FROM(var, 0)
155 /** Data for managing the number of industries of a single industry type. */
156 struct IndustryTypeBuildData
{
157 uint32 probability
; ///< Relative probability of building this industry.
158 byte min_number
; ///< Smallest number of industries that should exist (either \c 0 or \c 1).
159 uint16 target_count
; ///< Desired number of industries of this type.
160 uint16 max_wait
; ///< Starting number of turns to wait (copied to #wait_count).
161 uint16 wait_count
; ///< Number of turns to wait before trying to build again.
165 bool GetIndustryTypeData(IndustryType it
);
169 * Data for managing the number and type of industries in the game.
171 struct IndustryBuildData
{
172 IndustryTypeBuildData builddata
[NUM_INDUSTRYTYPES
]; ///< Industry build data for every industry type.
173 uint32 wanted_inds
; ///< Number of wanted industries (bits 31-16), and a fraction (bits 15-0).
177 void SetupTargetCount();
178 void TryBuildNewIndustry();
183 extern IndustryBuildData _industry_builder
;
185 #endif /* INDUSTRY_H */