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 
8 /** @file industrytype.h %Industry type specs. */
9 
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 
23 enum IndustryCleanupType {
24 	CLEAN_RANDOMSOUNDS,    ///< Free the dynamically allocated sounds table
25 };
26 
27 /** Available types of industry lifetimes. */
28 enum IndustryLifeType {
29 	INDUSTRYLIFE_BLACK_HOLE =      0, ///< Like power plants and banks
30 	INDUSTRYLIFE_EXTRACTIVE = 1 << 0, ///< Like mines
31 	INDUSTRYLIFE_ORGANIC    = 1 << 1, ///< Like forests
32 	INDUSTRYLIFE_PROCESSING = 1 << 2, ///< Like factories
33 };
34 
35 /**
36  * Available procedures to check whether an industry may build at a given location.
37  * @see CheckNewIndustryProc, _check_new_industry_procs[]
38  */
39 enum CheckProc {
40 	CHECK_NOTHING,    ///< Always succeeds.
41 	CHECK_FOREST,     ///< %Industry should be build above snow-line in arctic climate.
42 	CHECK_REFINERY,   ///< %Industry should be positioned near edge of the map.
43 	CHECK_FARM,       ///< %Industry should be below snow-line in arctic.
44 	CHECK_PLANTATION, ///< %Industry should NOT be in the desert.
45 	CHECK_WATER,      ///< %Industry should be in the desert.
46 	CHECK_LUMBERMILL, ///< %Industry should be in the rain forest.
47 	CHECK_BUBBLEGEN,  ///< %Industry should be in low land.
48 	CHECK_OIL_RIG,    ///< Industries at sea should be positioned near edge of the map.
49 	CHECK_END,        ///< End marker of the industry check procedures.
50 };
51 
52 /** How was the industry created */
53 enum IndustryConstructionType {
54 	ICT_UNKNOWN,          ///< in previous game version or without newindustries activated
55 	ICT_NORMAL_GAMEPLAY,  ///< either by user or random creation process
56 	ICT_MAP_GENERATION,   ///< during random map creation
57 	ICT_SCENARIO_EDITOR,  ///< while editing a scenario
58 };
59 
60 /** Various industry behaviours mostly to represent original TTD specialities */
61 enum IndustryBehaviour {
62 	INDUSTRYBEH_NONE                  =      0,
63 	INDUSTRYBEH_PLANT_FIELDS          = 1 << 0,  ///< periodically plants fields around itself (temp and arctic farms)
64 	INDUSTRYBEH_CUT_TREES             = 1 << 1,  ///< cuts trees and produce first output cargo from them (lumber mill)
65 	INDUSTRYBEH_BUILT_ONWATER         = 1 << 2,  ///< is built on water (oil rig)
66 	INDUSTRYBEH_TOWN1200_MORE         = 1 << 3,  ///< can only be built in towns larger than 1200 inhabitants (temperate bank)
67 	INDUSTRYBEH_ONLY_INTOWN           = 1 << 4,  ///< can only be built in towns (arctic/tropic banks, water tower)
68 	INDUSTRYBEH_ONLY_NEARTOWN         = 1 << 5,  ///< is always built near towns (toy shop)
69 	INDUSTRYBEH_PLANT_ON_BUILT        = 1 << 6,  ///< Fields are planted around when built (all farms)
70 	INDUSTRYBEH_DONT_INCR_PROD        = 1 << 7,  ///< do not increase production (oil wells) in the temperate climate
71 	INDUSTRYBEH_BEFORE_1950           = 1 << 8,  ///< can only be built before 1950 (oil wells)
72 	INDUSTRYBEH_AFTER_1960            = 1 << 9,  ///< can only be built after 1960 (oil rigs)
73 	INDUSTRYBEH_AI_AIRSHIP_ROUTES     = 1 << 10, ///< ai will attempt to establish air/ship routes to this industry (oil rig)
74 	INDUSTRYBEH_AIRPLANE_ATTACKS      = 1 << 11, ///< can be exploded by a military airplane (oil refinery)
75 	INDUSTRYBEH_CHOPPER_ATTACKS       = 1 << 12, ///< can be exploded by a military helicopter (factory)
76 	INDUSTRYBEH_CAN_SUBSIDENCE        = 1 << 13, ///< can cause a subsidence (coal mine, shaft that collapses)
77 	/* The following flags are only used for newindustries and do no represent any normal behaviour */
78 	INDUSTRYBEH_PROD_MULTI_HNDLING    = 1 << 14, ///< Automatic production multiplier handling
79 	INDUSTRYBEH_PRODCALLBACK_RANDOM   = 1 << 15, ///< Production callback needs random bits in var 10
80 	INDUSTRYBEH_NOBUILT_MAPCREATION   = 1 << 16, ///< Do not force one instance of this type to appear on map generation
81 	INDUSTRYBEH_CANCLOSE_LASTINSTANCE = 1 << 17, ///< Allow closing down the last instance of this type
82 	INDUSTRYBEH_CARGOTYPES_UNLIMITED  = 1 << 18, ///< Allow produced/accepted cargoes callbacks to supply more than 2 and 3 types
83 	INDUSTRYBEH_NO_PAX_PROD_CLAMP     = 1 << 19, ///< Do not clamp production of passengers. (smooth economy only)
84 };
85 DECLARE_ENUM_AS_BIT_SET(IndustryBehaviour)
86 
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
91 	INDTILE_SPECIAL_ACCEPTS_ALL_CARGO     = 1 << 1, ///< Tile always accepts all cargoes the associated industry accepts
92 };
93 DECLARE_ENUM_AS_BIT_SET(IndustryTileSpecialFlags)
94 
95 /** Definition of one tile in an industry tile layout */
96 struct IndustryTileLayoutTile {
97 	TileIndexDiffC ti;
98 	IndustryGfx gfx;
99 };
100 
101 /** A complete tile layout for an industry is a list of tiles */
102 using IndustryTileLayout = std::vector<IndustryTileLayoutTile>;
103 
104 /**
105  * Defines the data structure for constructing industry.
106  */
107 struct IndustrySpec {
108 	std::vector<IndustryTileLayout> layouts;    ///< List of possible tile layouts for the industry
109 	uint8 cost_multiplier;                      ///< Base construction cost multiplier.
110 	uint32 removal_cost_multiplier;             ///< Base removal cost multiplier.
111 	uint32 prospecting_chance;                  ///< Chance prospecting succeeds
112 	IndustryType conflicting[3];                ///< Industries this industry cannot be close to
113 	byte check_proc;                            ///< Index to a procedure to check for conflicting circumstances
114 	CargoID produced_cargo[INDUSTRY_NUM_OUTPUTS];
115 	byte production_rate[INDUSTRY_NUM_OUTPUTS];
116 	/**
117 	 * minimum amount of cargo transported to the stations.
118 	 * If the waiting cargo is less than this number, no cargo is moved to it.
119 	 */
120 	byte minimal_cargo;
121 	CargoID accepts_cargo[INDUSTRY_NUM_INPUTS]; ///< 16 accepted cargoes.
122 	uint16 input_cargo_multiplier[INDUSTRY_NUM_INPUTS][INDUSTRY_NUM_OUTPUTS]; ///< Input cargo multipliers (multiply amount of incoming cargo for the produced cargoes)
123 	IndustryLifeType life_type;                 ///< This is also known as Industry production flag, in newgrf specs
124 	byte climate_availability;                  ///< Bitmask, giving landscape enums as bit position
125 	IndustryBehaviour behaviour;                ///< How this industry will behave, and how others entities can use it
126 	byte map_colour;                            ///< colour used for the small map
127 	StringID name;                              ///< Displayed name of the industry
128 	StringID new_industry_text;                 ///< Message appearing when the industry is built
129 	StringID closure_text;                      ///< Message appearing when the industry closes
130 	StringID production_up_text;                ///< Message appearing when the industry's production is increasing
131 	StringID production_down_text;              ///< Message appearing when the industry's production is decreasing
132 	StringID station_name;                      ///< Default name for nearby station
133 	byte appear_ingame[NUM_LANDSCAPE];          ///< Probability of appearance in game
134 	byte appear_creation[NUM_LANDSCAPE];        ///< Probability of appearance during map creation
135 	uint8 number_of_sounds;                     ///< Number of sounds available in the sounds array
136 	const uint8 *random_sounds;                 ///< array of random sounds.
137 	/* Newgrf data */
138 	uint16 callback_mask;                       ///< Bitmask of industry callbacks that have to be called
139 	uint8 cleanup_flag;                         ///< flags indicating which data should be freed upon cleaning up
140 	bool enabled;                               ///< entity still available (by default true).newgrf can disable it, though
141 	GRFFileProps grf_prop;                      ///< properties related to the grf file
142 
143 	bool IsRawIndustry() const;
144 	bool IsProcessingIndustry() const;
145 	Money GetConstructionCost() const;
146 	Money GetRemovalCost() const;
147 	bool UsesOriginalEconomy() const;
148 
149 	~IndustrySpec();
150 };
151 
152 /**
153  * Defines the data structure of each individual tile of an industry.
154  * @note A tile can at most accept 3 types of cargo, even if an industry as a whole can accept more types.
155  */
156 struct IndustryTileSpec {
157 	CargoID accepts_cargo[INDUSTRY_NUM_INPUTS]; ///< Cargo accepted by this tile
158 	int8 acceptance[INDUSTRY_NUM_INPUTS]; ///< Level of acceptance per cargo type (signed, may be negative!)
159 	Slope slopes_refused;                 ///< slope pattern on which this tile cannot be built
160 	byte anim_production;                 ///< Animation frame to start when goods are produced
161 	byte anim_next;                       ///< Next frame in an animation
162 	/**
163 	 * When true, the tile has to be drawn using the animation
164 	 * state instead of the construction state
165 	 */
166 	bool anim_state;
167 	/* Newgrf data */
168 	uint8 callback_mask;                  ///< Bitmask of industry tile callbacks that have to be called
169 	AnimationInfo animation;              ///< Information about the animation (is it looping, how many loops etc)
170 	IndustryTileSpecialFlags special_flags; ///< Bitmask of extra flags used by the tile
171 	bool enabled;                         ///< entity still available (by default true).newgrf can disable it, though
172 	GRFFileProps grf_prop;                ///< properties related to the grf file
173 };
174 
175 /* industry_cmd.cpp*/
176 const IndustrySpec *GetIndustrySpec(IndustryType thistype);    ///< Array of industries data
177 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx);  ///< Array of industry tiles data
178 void ResetIndustries();
179 
180 /* writable arrays of specs */
181 extern IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
182 extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
183 
184 /* industry_gui.cpp */
185 void SortIndustryTypes();
186 /* Industry types sorted alphabetically by name. */
187 extern std::array<IndustryType, NUM_INDUSTRYTYPES> _sorted_industry_types;
188 
189 /**
190  * Do industry gfx ID translation for NewGRFs.
191  * @param gfx the type to get the override for.
192  * @return the gfx to actually work with.
193  */
GetTranslatedIndustryTileID(IndustryGfx gfx)194 static inline IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx)
195 {
196 	/* the 0xFF should be GFX_WATERTILE_SPECIALCHECK but for reasons of include mess,
197 	 * we'll simplify the writing.
198 	 * Basically, the first test is required since the GFX_WATERTILE_SPECIALCHECK value
199 	 * will never be assigned as a tile index and is only required in order to do some
200 	 * tests while building the industry (as in WATER REQUIRED */
201 	if (gfx != 0xFF) {
202 		assert(gfx < INVALID_INDUSTRYTILE);
203 		const IndustryTileSpec *it = &_industry_tile_specs[gfx];
204 		return it->grf_prop.override == INVALID_INDUSTRYTILE ? gfx : it->grf_prop.override;
205 	} else {
206 		return gfx;
207 	}
208 }
209 
210 static const uint8 IT_INVALID = 255;
211 
212 #endif /* INDUSTRYTYPE_H */
213