ai_industrytype.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "ai_industrytype.hpp"
00013 #include "ai_map.hpp"
00014 #include "../../command_type.h"
00015 #include "../../strings_func.h"
00016 #include "../../industry.h"
00017 
00018 /* static */ bool AIIndustryType::IsValidIndustryType(IndustryType industry_type)
00019 {
00020   if (industry_type >= NUM_INDUSTRYTYPES) return false;
00021 
00022   return ::GetIndustrySpec(industry_type)->enabled;
00023 }
00024 
00025 /* static */ bool AIIndustryType::IsRawIndustry(IndustryType industry_type)
00026 {
00027   if (!IsValidIndustryType(industry_type)) return false;
00028 
00029   return ::GetIndustrySpec(industry_type)->IsRawIndustry();
00030 }
00031 
00032 /* static */ bool AIIndustryType::ProductionCanIncrease(IndustryType industry_type)
00033 {
00034   if (!IsValidIndustryType(industry_type)) return false;
00035 
00036   if (_settings_game.game_creation.landscape != LT_TEMPERATE) return true;
00037   return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_DONT_INCR_PROD) == 0;
00038 }
00039 
00040 /* static */ Money AIIndustryType::GetConstructionCost(IndustryType industry_type)
00041 {
00042   if (!IsValidIndustryType(industry_type)) return -1;
00043   if (::GetIndustrySpec(industry_type)->IsRawIndustry() && _settings_game.construction.raw_industry_construction == 0) return -1;
00044 
00045   return ::GetIndustrySpec(industry_type)->GetConstructionCost();
00046 }
00047 
00048 /* static */ char *AIIndustryType::GetName(IndustryType industry_type)
00049 {
00050   if (!IsValidIndustryType(industry_type)) return NULL;
00051   static const int len = 64;
00052   char *industrytype_name = MallocT<char>(len);
00053 
00054   ::GetString(industrytype_name, ::GetIndustrySpec(industry_type)->name, &industrytype_name[len - 1]);
00055 
00056   return industrytype_name;
00057 }
00058 
00059 /* static */ AIList *AIIndustryType::GetProducedCargo(IndustryType industry_type)
00060 {
00061   if (!IsValidIndustryType(industry_type)) return NULL;
00062 
00063   const IndustrySpec *ins = ::GetIndustrySpec(industry_type);
00064 
00065   AIList *list = new AIList();
00066   for (size_t i = 0; i < lengthof(ins->produced_cargo); i++) {
00067     if (ins->produced_cargo[i] != CT_INVALID) list->AddItem(ins->produced_cargo[i], 0);
00068   }
00069 
00070   return list;
00071 }
00072 
00073 /* static */ AIList *AIIndustryType::GetAcceptedCargo(IndustryType industry_type)
00074 {
00075   if (!IsValidIndustryType(industry_type)) return NULL;
00076 
00077   const IndustrySpec *ins = ::GetIndustrySpec(industry_type);
00078 
00079   AIList *list = new AIList();
00080   for (size_t i = 0; i < lengthof(ins->accepts_cargo); i++) {
00081     if (ins->accepts_cargo[i] != CT_INVALID) list->AddItem(ins->accepts_cargo[i], 0);
00082   }
00083 
00084   return list;
00085 }
00086 
00087 /* static */ bool AIIndustryType::CanBuildIndustry(IndustryType industry_type)
00088 {
00089   if (!IsValidIndustryType(industry_type)) return false;
00090   if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true;
00091 
00092   /* raw_industry_construction == 1 means "Build as other industries" */
00093   return _settings_game.construction.raw_industry_construction == 1;
00094 }
00095 
00096 /* static */ bool AIIndustryType::CanProspectIndustry(IndustryType industry_type)
00097 {
00098   if (!IsValidIndustryType(industry_type)) return false;
00099   if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
00100 
00101   /* raw_industry_construction == 2 means "prospect" */
00102   return _settings_game.construction.raw_industry_construction == 2;
00103 }
00104 
00105 /* static */ bool AIIndustryType::BuildIndustry(IndustryType industry_type, TileIndex tile)
00106 {
00107   EnforcePrecondition(false, CanBuildIndustry(industry_type));
00108   EnforcePrecondition(false, AIMap::IsValidTile(tile));
00109 
00110   uint32 seed = ::InteractiveRandom();
00111   return AIObject::DoCommand(tile, (::InteractiveRandomRange(::GetIndustrySpec(industry_type)->num_table) << 8) | industry_type, seed, CMD_BUILD_INDUSTRY);
00112 }
00113 
00114 /* static */ bool AIIndustryType::ProspectIndustry(IndustryType industry_type)
00115 {
00116   EnforcePrecondition(false, CanProspectIndustry(industry_type));
00117 
00118   uint32 seed = ::InteractiveRandom();
00119   return AIObject::DoCommand(0, industry_type, seed, CMD_BUILD_INDUSTRY);
00120 }
00121 
00122 /* static */ bool AIIndustryType::IsBuiltOnWater(IndustryType industry_type)
00123 {
00124   if (!IsValidIndustryType(industry_type)) return false;
00125 
00126   return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0;
00127 }
00128 
00129 /* static */ bool AIIndustryType::HasHeliport(IndustryType industry_type)
00130 {
00131   if (!IsValidIndustryType(industry_type)) return false;
00132 
00133   return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_AI_AIRSHIP_ROUTES) != 0;
00134 }
00135 
00136 /* static */ bool AIIndustryType::HasDock(IndustryType industry_type)
00137 {
00138   if (!IsValidIndustryType(industry_type)) return false;
00139 
00140   return (::GetIndustrySpec(industry_type)->behaviour & INDUSTRYBEH_AI_AIRSHIP_ROUTES) != 0;
00141 }

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