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This change is a controlled by a game setting, located under Environment -> Industries which allows toggling the behaviour. It defaults to enabled. "Company stations can serve industries with attached neutral stations" When enabled, industries with attached neutral station (such as Oil Rigs) may also be served by company-owned stations built nearby. This is the traditional behaviour. When disabled, these industries may only be served by their neutral station. Any nearby company-owned stations won't be able to serve them, nor will the neutral station serve anything else other than the industry.
205 lines
7.8 KiB
C++
205 lines
7.8 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file industry.h Base of all industries. */
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#ifndef INDUSTRY_H
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#define INDUSTRY_H
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#include <algorithm>
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#include "newgrf_storage.h"
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#include "subsidy_type.h"
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#include "industry_map.h"
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#include "industrytype.h"
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#include "tilearea_type.h"
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#include "station_base.h"
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typedef Pool<Industry, IndustryID, 64, 64000> IndustryPool;
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extern IndustryPool _industry_pool;
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/**
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* Production level maximum, minimum and default values.
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* It is not a value been really used in order to change, but rather an indicator
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* of how the industry is behaving.
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*/
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enum ProductionLevels {
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PRODLEVEL_CLOSURE = 0x00, ///< signal set to actually close the industry
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PRODLEVEL_MINIMUM = 0x04, ///< below this level, the industry is set to be closing
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PRODLEVEL_DEFAULT = 0x10, ///< default level set when the industry is created
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PRODLEVEL_MAXIMUM = 0x80, ///< the industry is running at full speed
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};
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/**
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* Defines the internal data of a functional industry.
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*/
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struct Industry : IndustryPool::PoolItem<&_industry_pool> {
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TileArea location; ///< Location of the industry
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Town *town; ///< Nearest town
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Station *neutral_station; ///< Associated neutral station
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CargoID produced_cargo[INDUSTRY_NUM_OUTPUTS]; ///< 16 production cargo slots
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uint16 produced_cargo_waiting[INDUSTRY_NUM_OUTPUTS]; ///< amount of cargo produced per cargo
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uint16 incoming_cargo_waiting[INDUSTRY_NUM_INPUTS]; ///< incoming cargo waiting to be processed
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byte production_rate[INDUSTRY_NUM_OUTPUTS]; ///< production rate for each cargo
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byte prod_level; ///< general production level
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CargoID accepts_cargo[INDUSTRY_NUM_INPUTS]; ///< 16 input cargo slots
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uint16 this_month_production[INDUSTRY_NUM_OUTPUTS]; ///< stats of this month's production per cargo
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uint16 this_month_transported[INDUSTRY_NUM_OUTPUTS]; ///< stats of this month's transport per cargo
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byte last_month_pct_transported[INDUSTRY_NUM_OUTPUTS]; ///< percentage transported per cargo in the last full month
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uint16 last_month_production[INDUSTRY_NUM_OUTPUTS]; ///< total units produced per cargo in the last full month
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uint16 last_month_transported[INDUSTRY_NUM_OUTPUTS]; ///< total units transported per cargo in the last full month
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uint16 counter; ///< used for animation and/or production (if available cargo)
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IndustryType type; ///< type of industry.
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OwnerByte owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE
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byte random_colour; ///< randomized colour of the industry, for display purpose
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Year last_prod_year; ///< last year of production
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byte was_cargo_delivered; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry
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PartOfSubsidyByte part_of_subsidy; ///< NOSAVE: is this industry a source/destination of a subsidy?
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OwnerByte founder; ///< Founder of the industry
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Date construction_date; ///< Date of the construction of the industry
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uint8 construction_type; ///< Way the industry was constructed (@see IndustryConstructionType)
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Date last_cargo_accepted_at[INDUSTRY_NUM_INPUTS]; ///< Last day each cargo type was accepted by this industry
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byte selected_layout; ///< Which tile layout was used when creating the industry
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uint16 random; ///< Random value used for randomisation of all kinds of things
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PersistentStorage *psa; ///< Persistent storage for NewGRF industries.
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Industry(TileIndex tile = INVALID_TILE) : location(tile, 0, 0) {}
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~Industry();
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void RecomputeProductionMultipliers();
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/**
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* Check if a given tile belongs to this industry.
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* @param tile The tile to check.
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* @return True if the tile is part of this industry.
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*/
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inline bool TileBelongsToIndustry(TileIndex tile) const
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{
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return IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == this->index;
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}
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inline int GetCargoProducedIndex(CargoID cargo) const
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{
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if (cargo == CT_INVALID) return -1;
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const CargoID *pos = std::find(this->produced_cargo, endof(this->produced_cargo), cargo);
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if (pos == endof(this->produced_cargo)) return -1;
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return pos - this->produced_cargo;
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}
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inline int GetCargoAcceptedIndex(CargoID cargo) const
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{
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if (cargo == CT_INVALID) return -1;
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const CargoID *pos = std::find(this->accepts_cargo, endof(this->accepts_cargo), cargo);
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if (pos == endof(this->accepts_cargo)) return -1;
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return pos - this->accepts_cargo;
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}
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/**
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* Get the industry of the given tile
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* @param tile the tile to get the industry from
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* @pre IsTileType(t, MP_INDUSTRY)
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* @return the industry
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*/
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static inline Industry *GetByTile(TileIndex tile)
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{
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return Industry::Get(GetIndustryIndex(tile));
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}
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static Industry *GetRandom();
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static void PostDestructor(size_t index);
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/**
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* Increment the count of industries for this type.
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* @param type IndustryType to increment
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* @pre type < NUM_INDUSTRYTYPES
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*/
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static inline void IncIndustryTypeCount(IndustryType type)
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{
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assert(type < NUM_INDUSTRYTYPES);
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counts[type]++;
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}
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/**
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* Decrement the count of industries for this type.
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* @param type IndustryType to decrement
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* @pre type < NUM_INDUSTRYTYPES
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*/
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static inline void DecIndustryTypeCount(IndustryType type)
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{
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assert(type < NUM_INDUSTRYTYPES);
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counts[type]--;
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}
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/**
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* Get the count of industries for this type.
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* @param type IndustryType to query
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* @pre type < NUM_INDUSTRYTYPES
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*/
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static inline uint16 GetIndustryTypeCount(IndustryType type)
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{
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assert(type < NUM_INDUSTRYTYPES);
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return counts[type];
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}
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/** Resets industry counts. */
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static inline void ResetIndustryCounts()
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{
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memset(&counts, 0, sizeof(counts));
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}
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protected:
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static uint16 counts[NUM_INDUSTRYTYPES]; ///< Number of industries per type ingame
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};
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void PlantRandomFarmField(const Industry *i);
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void ReleaseDisastersTargetingIndustry(IndustryID);
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bool IsTileForestIndustry(TileIndex tile);
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#define FOR_ALL_INDUSTRIES_FROM(var, start) FOR_ALL_ITEMS_FROM(Industry, industry_index, var, start)
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#define FOR_ALL_INDUSTRIES(var) FOR_ALL_INDUSTRIES_FROM(var, 0)
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/** Data for managing the number of industries of a single industry type. */
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struct IndustryTypeBuildData {
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uint32 probability; ///< Relative probability of building this industry.
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byte min_number; ///< Smallest number of industries that should exist (either \c 0 or \c 1).
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uint16 target_count; ///< Desired number of industries of this type.
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uint16 max_wait; ///< Starting number of turns to wait (copied to #wait_count).
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uint16 wait_count; ///< Number of turns to wait before trying to build again.
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void Reset();
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bool GetIndustryTypeData(IndustryType it);
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};
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/**
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* Data for managing the number and type of industries in the game.
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*/
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struct IndustryBuildData {
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IndustryTypeBuildData builddata[NUM_INDUSTRYTYPES]; ///< Industry build data for every industry type.
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uint32 wanted_inds; ///< Number of wanted industries (bits 31-16), and a fraction (bits 15-0).
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void Reset();
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void SetupTargetCount();
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void TryBuildNewIndustry();
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void MonthlyLoop();
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};
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extern IndustryBuildData _industry_builder;
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#endif /* INDUSTRY_H */
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