# industry_cmd.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 "stdafx.h"
    00013 #include "clear_map.h"
    00014 #include "industry.h"
    00015 #include "station_base.h"
    00016 #include "train.h"
    00017 #include "viewport_func.h"
    00018 #include "command_func.h"
    00019 #include "town.h"
    00020 #include "news_func.h"
    00021 #include "cheat_type.h"
    00022 #include "genworld.h"
    00023 #include "tree_map.h"
    00024 #include "newgrf_cargo.h"
    00025 #include "newgrf_debug.h"
    00026 #include "newgrf_industrytiles.h"
    00027 #include "autoslope.h"
    00028 #include "water.h"
    00029 #include "strings_func.h"
    00030 #include "window_func.h"
    00031 #include "date_func.h"
    00032 #include "vehicle_func.h"
    00033 #include "sound_func.h"
    00034 #include "animated_tile_func.h"
    00035 #include "effectvehicle_func.h"
    00036 #include "effectvehicle_base.h"
    00037 #include "ai/ai.hpp"
    00038 #include "core/pool_func.hpp"
    00039 #include "subsidy_func.h"
    00040 #include "core/backup_type.hpp"
    00041 #include "object_base.h"
    00042
    00043 #include "table/strings.h"
    00044 #include "table/industry_land.h"
    00045 #include "table/build_industry.h"
    00046
    00047 IndustryPool _industry_pool("Industry");
    00048 INSTANTIATE_POOL_METHODS(Industry)
    00049
    00050 void ShowIndustryViewWindow(int industry);
    00051 void BuildOilRig(TileIndex tile);
    00052
    00053 static byte _industry_sound_ctr;
    00054 static TileIndex _industry_sound_tile;
    00055
    00056 uint16 Industry::counts[NUM_INDUSTRYTYPES];
    00057
    00058 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
    00059 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
    00060 IndustryBuildData _industry_builder;
    00061
    00068 void ResetIndustries()
    00069 {
    00070   memset(&_industry_specs, 0, sizeof(_industry_specs));
    00071   memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
    00072
    00073   /* once performed, enable only the current climate industries */
    00074   for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
    00075     _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
    00076         HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
    00077   }
    00078
    00079   memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
    00080   memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
    00081
    00082   /* Reset any overrides that have been set. */
    00083   _industile_mngr.ResetOverride();
    00084   _industry_mngr.ResetOverride();
    00085 }
    00086
    00095 IndustryType GetIndustryType(TileIndex tile)
    00096 {
    00097   assert(IsTileType(tile, MP_INDUSTRY));
    00098
    00099   const Industry *ind = Industry::GetByTile(tile);
    00100   assert(ind != NULL);
    00101   return ind->type;
    00102 }
    00103
    00112 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
    00113 {
    00114   assert(thistype < NUM_INDUSTRYTYPES);
    00115   return &_industry_specs[thistype];
    00116 }
    00117
    00126 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
    00127 {
    00128   assert(gfx < INVALID_INDUSTRYTILE);
    00129   return &_industry_tile_specs[gfx];
    00130 }
    00131
    00132 Industry::~Industry()
    00133 {
    00134   if (CleaningPool()) return;
    00135
    00136   /* Industry can also be destroyed when not fully initialized.
    00137    * This means that we do not have to clear tiles either.
    00138    * Also we must not decrement industry counts in that case. */
    00139   if (this->location.w == 0) return;
    00140
    00141   TILE_AREA_LOOP(tile_cur, this->location) {
    00142     if (IsTileType(tile_cur, MP_INDUSTRY)) {
    00143       if (GetIndustryIndex(tile_cur) == this->index) {
    00144         DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur);
    00145
    00146         /* MakeWaterKeepingClass() can also handle 'land' */
    00147         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
    00148       }
    00149     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
    00150       DeleteOilRig(tile_cur);
    00151     }
    00152   }
    00153
    00154   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
    00155     TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42);
    00156     ta.ClampToMap();
    00157
    00158     /* Remove the farmland and convert it to regular tiles over time. */
    00159     TILE_AREA_LOOP(tile_cur, ta) {
    00160       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
    00161           GetIndustryIndexOfField(tile_cur) == this->index) {
    00162         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
    00163       }
    00164     }
    00165   }
    00166
    00167   /* don't let any disaster vehicle target invalid industry */
    00168   ReleaseDisastersTargetingIndustry(this->index);
    00169
    00170   DecIndustryTypeCount(this->type);
    00171
    00172   DeleteIndustryNews(this->index);
    00173   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
    00174   DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
    00175
    00176   DeleteSubsidyWith(ST_INDUSTRY, this->index);
    00177   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
    00178 }
    00179
    00184 void Industry::PostDestructor(size_t index)
    00185 {
    00186   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    00187   Station::RecomputeIndustriesNearForAll();
    00188 }
    00189
    00190
    00195 /* static */ Industry *Industry::GetRandom()
    00196 {
    00197   if (Industry::GetNumItems() == 0) return NULL;
    00198   int num = RandomRange((uint16)Industry::GetNumItems());
    00199   size_t index = MAX_UVALUE(size_t);
    00200
    00201   while (num >= 0) {
    00202     num--;
    00203     index++;
    00204
    00205     /* Make sure we have a valid industry */
    00206     while (!Industry::IsValidID(index)) {
    00207       index++;
    00208       assert(index < Industry::GetPoolSize());
    00209     }
    00210   }
    00211
    00212   return Industry::Get(index);
    00213 }
    00214
    00215
    00216 static void IndustryDrawSugarMine(const TileInfo *ti)
    00217 {
    00218   if (!IsIndustryCompleted(ti->tile)) return;
    00219
    00220   const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
    00221
    00222   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
    00223
    00224   if (d->image_2 != 0) {
    00225     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
    00226   }
    00227
    00228   if (d->image_3 != 0) {
    00229     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
    00230       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
    00231   }
    00232 }
    00233
    00234 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
    00235 {
    00236   uint8 x = 0;
    00237
    00238   if (IsIndustryCompleted(ti->tile)) {
    00239     x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
    00240     if (x == 0xFF) {
    00241       x = 0;
    00242     }
    00243   }
    00244
    00245   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
    00246   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
    00247 }
    00248
    00249 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
    00250 {
    00251   if (IsIndustryCompleted(ti->tile)) {
    00252     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
    00253   } else {
    00254     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
    00255   }
    00256 }
    00257
    00258 static void IndustryDrawToyFactory(const TileInfo *ti)
    00259 {
    00260   const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
    00261
    00262   if (d->image_1 != 0xFF) {
    00263     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
    00264   }
    00265
    00266   if (d->image_2 != 0xFF) {
    00267     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
    00268   }
    00269
    00270   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
    00271   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
    00272 }
    00273
    00274 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
    00275 {
    00276   if (IsIndustryCompleted(ti->tile)) {
    00277     uint8 image = GetAnimationFrame(ti->tile);
    00278
    00279     if (image != 0 && image < 7) {
    00280       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
    00281         PAL_NONE,
    00282         _coal_plant_sparks[image - 1].x,
    00283         _coal_plant_sparks[image - 1].y
    00284       );
    00285     }
    00286   }
    00287 }
    00288
    00289 typedef void IndustryDrawTileProc(const TileInfo *ti);
    00290 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
    00291   IndustryDrawSugarMine,
    00292   IndustryDrawToffeeQuarry,
    00293   IndustryDrawBubbleGenerator,
    00294   IndustryDrawToyFactory,
    00295   IndustryDrawCoalPlantSparks,
    00296 };
    00297
    00298 static void DrawTile_Industry(TileInfo *ti)
    00299 {
    00300   IndustryGfx gfx = GetIndustryGfx(ti->tile);
    00301   Industry *ind = Industry::GetByTile(ti->tile);
    00302   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00303
    00304   /* Retrieve pointer to the draw industry tile struct */
    00305   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00306     /* Draw the tile using the specialized method of newgrf industrytile.
    00307      * DrawNewIndustry will return false if ever the resolver could not
    00308      * find any sprite to display.  So in this case, we will jump on the
    00309      * substitute gfx instead. */
    00310     if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
    00311       return;
    00312     } else {
    00313       /* No sprite group (or no valid one) found, meaning no graphics associated.
    00314        * Use the substitute one instead */
    00315       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
    00316         gfx = indts->grf_prop.subst_id;
    00317         /* And point the industrytile spec accordingly */
    00318         indts = GetIndustryTileSpec(gfx);
    00319       }
    00320     }
    00321   }
    00322
    00323   const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
    00324       GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
    00325       GetIndustryConstructionStage(ti->tile))];
    00326
    00327   SpriteID image = dits->ground.sprite;
    00328
    00329   /* DrawFoundation() modifes ti->z and ti->tileh */
    00330   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00331
    00332   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
    00333    * Do not do this if the tile's WaterClass is 'land'. */
    00334   if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
    00335     DrawWaterClassGround(ti);
    00336   } else {
    00337     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
    00338   }
    00339
    00340   /* If industries are transparent and invisible, do not draw the upper part */
    00341   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
    00342
    00343   /* Add industry on top of the ground? */
    00344   image = dits->building.sprite;
    00345   if (image != 0) {
    00346     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
    00347       ti->x + dits->subtile_x,
    00348       ti->y + dits->subtile_y,
    00349       dits->width,
    00350       dits->height,
    00351       dits->dz,
    00352       ti->z,
    00353       IsTransparencySet(TO_INDUSTRIES));
    00354
    00355     if (IsTransparencySet(TO_INDUSTRIES)) return;
    00356   }
    00357
    00358   {
    00359     int proc = dits->draw_proc - 1;
    00360     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
    00361   }
    00362 }
    00363
    00364 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
    00365 {
    00366   return GetTileMaxZ(tile);
    00367 }
    00368
    00369 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
    00370 {
    00371   IndustryGfx gfx = GetIndustryGfx(tile);
    00372
    00373   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
    00374    * account for this, as other structures should
    00375    * draw the wall of the foundation in this case.
    00376    */
    00377   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00378     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00379     if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
    00380       uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00381       if (callback_res == 0) return FOUNDATION_NONE;
    00382     }
    00383   }
    00384   return FlatteningFoundation(tileh);
    00385 }
    00386
    00387 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00388 {
    00389   IndustryGfx gfx = GetIndustryGfx(tile);
    00390   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    00391
    00392   /* When we have to use a callback, we put our data in the next two variables */
    00393   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
    00394   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
    00395
    00396   /* And then these will always point to a same sized array with the required data */
    00397   const CargoID *accepts_cargo = itspec->accepts_cargo;
    00398   const uint8 *cargo_acceptance = itspec->acceptance;
    00399
    00400   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
    00401     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00402     if (res != CALLBACK_FAILED) {
    00403       accepts_cargo = raw_accepts_cargo;
    00404       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
    00405     }
    00406   }
    00407
    00408   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
    00409     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00410     if (res != CALLBACK_FAILED) {
    00411       cargo_acceptance = raw_cargo_acceptance;
    00412       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
    00413     }
    00414   }
    00415
    00416   const Industry *ind = Industry::GetByTile(tile);
    00417   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
    00418     CargoID a = accepts_cargo[i];
    00419     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
    00420
    00421     /* Add accepted cargo */
    00422     acceptance[a] += cargo_acceptance[i];
    00423
    00424     /* Maybe set 'always accepted' bit (if it's not set already) */
    00425     if (HasBit(*always_accepted, a)) continue;
    00426
    00427     bool accepts = false;
    00428     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00429       /* Test whether the industry itself accepts the cargo type */
    00430       if (ind->accepts_cargo[cargo_index] == a) {
    00431         accepts = true;
    00432         break;
    00433       }
    00434     }
    00435
    00436     if (accepts) continue;
    00437
    00438     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
    00439     SetBit(*always_accepted, a);
    00440   }
    00441 }
    00442
    00443 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
    00444 {
    00445   const Industry *i = Industry::GetByTile(tile);
    00446   const IndustrySpec *is = GetIndustrySpec(i->type);
    00447
    00448   td->owner[0] = i->owner;
    00449   td->str = is->name;
    00450   if (!IsIndustryCompleted(tile)) {
    00451     SetDParamX(td->dparam, 0, td->str);
    00452     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00453   }
    00454
    00455   if (is->grf_prop.grffile != NULL) {
    00456     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName();
    00457   }
    00458 }
    00459
    00460 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
    00461 {
    00462   Industry *i = Industry::GetByTile(tile);
    00463   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00464
    00465   /* water can destroy industries
    00466    * in editor you can bulldoze industries
    00467    * with magic_bulldozer cheat you can destroy industries
    00468    * (area around OILRIG is water, so water shouldn't flood it
    00469    */
    00470   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
    00471       !_cheats.magic_bulldozer.value) ||
    00472       ((flags & DC_AUTO) != 0) ||
    00473       (_current_company == OWNER_WATER &&
    00474         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
    00475         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
    00476     SetDParam(1, indspec->name);
    00477     return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
    00478   }
    00479
    00480   if (flags & DC_EXEC) {
    00481     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    00482     delete i;
    00483   }
    00484   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
    00485 }
    00486
    00487 static void TransportIndustryGoods(TileIndex tile)
    00488 {
    00489   Industry *i = Industry::GetByTile(tile);
    00490   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00491   bool moved_cargo = false;
    00492
    00493   StationFinder stations(i->location);
    00494
    00495   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
    00496     uint cw = min(i->produced_cargo_waiting[j], 255);
    00497     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
    00498       i->produced_cargo_waiting[j] -= cw;
    00499
    00500       /* fluctuating economy? */
    00501       if (EconomyIsInRecession()) cw = (cw + 1) / 2;
    00502
    00503       i->this_month_production[j] += cw;
    00504
    00505       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
    00506       i->this_month_transported[j] += am;
    00507
    00508       moved_cargo |= (am != 0);
    00509     }
    00510   }
    00511
    00512   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
    00513     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
    00514
    00515     if (newgfx != INDUSTRYTILE_NOANIM) {
    00516       ResetIndustryConstructionStage(tile);
    00517       SetIndustryCompleted(tile, true);
    00518       SetIndustryGfx(tile, newgfx);
    00519       MarkTileDirtyByTile(tile);
    00520     }
    00521   }
    00522 }
    00523
    00524
    00525 static void AnimateTile_Industry(TileIndex tile)
    00526 {
    00527   IndustryGfx gfx = GetIndustryGfx(tile);
    00528
    00529   if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
    00530     AnimateNewIndustryTile(tile);
    00531     return;
    00532   }
    00533
    00534   switch (gfx) {
    00535   case GFX_SUGAR_MINE_SIEVE:
    00536     if ((_tick_counter & 1) == 0) {
    00537       byte m = GetAnimationFrame(tile) + 1;
    00538
    00539       switch (m & 7) {
    00540       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
    00541       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
    00542       }
    00543
    00544       if (m >= 96) {
    00545         m = 0;
    00546         DeleteAnimatedTile(tile);
    00547       }
    00548       SetAnimationFrame(tile, m);
    00549
    00550       MarkTileDirtyByTile(tile);
    00551     }
    00552     break;
    00553
    00554   case GFX_TOFFEE_QUARY:
    00555     if ((_tick_counter & 3) == 0) {
    00556       byte m = GetAnimationFrame(tile);
    00557
    00558       if (_industry_anim_offs_toffee[m] == 0xFF) {
    00559         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
    00560       }
    00561
    00562       if (++m >= 70) {
    00563         m = 0;
    00564         DeleteAnimatedTile(tile);
    00565       }
    00566       SetAnimationFrame(tile, m);
    00567
    00568       MarkTileDirtyByTile(tile);
    00569     }
    00570     break;
    00571
    00572   case GFX_BUBBLE_CATCHER:
    00573     if ((_tick_counter & 1) == 0) {
    00574       byte m = GetAnimationFrame(tile);
    00575
    00576       if (++m >= 40) {
    00577         m = 0;
    00578         DeleteAnimatedTile(tile);
    00579       }
    00580       SetAnimationFrame(tile, m);
    00581
    00582       MarkTileDirtyByTile(tile);
    00583     }
    00584     break;
    00585
    00586   /* Sparks on a coal plant */
    00587   case GFX_POWERPLANT_SPARKS:
    00588     if ((_tick_counter & 3) == 0) {
    00589       byte m = GetAnimationFrame(tile);
    00590       if (m == 6) {
    00591         SetAnimationFrame(tile, 0);
    00592         DeleteAnimatedTile(tile);
    00593       } else {
    00594         SetAnimationFrame(tile, m + 1);
    00595         MarkTileDirtyByTile(tile);
    00596       }
    00597     }
    00598     break;
    00599
    00600   case GFX_TOY_FACTORY:
    00601     if ((_tick_counter & 1) == 0) {
    00602       byte m = GetAnimationFrame(tile) + 1;
    00603
    00604       switch (m) {
    00605         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
    00606         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
    00607         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
    00608         default:
    00609           if (m >= 50) {
    00610             int n = GetIndustryAnimationLoop(tile) + 1;
    00611             m = 0;
    00612             if (n >= 8) {
    00613               n = 0;
    00614               DeleteAnimatedTile(tile);
    00615             }
    00616             SetIndustryAnimationLoop(tile, n);
    00617           }
    00618       }
    00619
    00620       SetAnimationFrame(tile, m);
    00621       MarkTileDirtyByTile(tile);
    00622     }
    00623     break;
    00624
    00625   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00626   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00627   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00628   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00629     if ((_tick_counter & 3) == 0) {
    00630       IndustryGfx gfx = GetIndustryGfx(tile);
    00631
    00632       gfx = (gfx < 155) ? gfx + 1 : 148;
    00633       SetIndustryGfx(tile, gfx);
    00634       MarkTileDirtyByTile(tile);
    00635     }
    00636     break;
    00637
    00638   case GFX_OILWELL_ANIMATED_1:
    00639   case GFX_OILWELL_ANIMATED_2:
    00640   case GFX_OILWELL_ANIMATED_3:
    00641     if ((_tick_counter & 7) == 0) {
    00642       bool b = Chance16(1, 7);
    00643       IndustryGfx gfx = GetIndustryGfx(tile);
    00644
    00645       byte m = GetAnimationFrame(tile) + 1;
    00646       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
    00647         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
    00648         SetIndustryConstructionStage(tile, 3);
    00649         DeleteAnimatedTile(tile);
    00650       } else {
    00651         SetAnimationFrame(tile, m);
    00652         SetIndustryGfx(tile, gfx);
    00653         MarkTileDirtyByTile(tile);
    00654       }
    00655     }
    00656     break;
    00657
    00658   case GFX_COAL_MINE_TOWER_ANIMATED:
    00659   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00660   case GFX_GOLD_MINE_TOWER_ANIMATED: {
    00661       int state = _tick_counter & 0x7FF;
    00662
    00663       if ((state -= 0x400) < 0) return;
    00664
    00665       if (state < 0x1A0) {
    00666         if (state < 0x20 || state >= 0x180) {
    00667           byte m = GetAnimationFrame(tile);
    00668           if (!(m & 0x40)) {
    00669             SetAnimationFrame(tile, m | 0x40);
    00670             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
    00671           }
    00672           if (state & 7) return;
    00673         } else {
    00674           if (state & 3) return;
    00675         }
    00676         byte m = (GetAnimationFrame(tile) + 1) | 0x40;
    00677         if (m > 0xC2) m = 0xC0;
    00678         SetAnimationFrame(tile, m);
    00679         MarkTileDirtyByTile(tile);
    00680       } else if (state >= 0x200 && state < 0x3A0) {
    00681         int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
    00682         if (state & i) return;
    00683
    00684         byte m = (GetAnimationFrame(tile) & 0xBF) - 1;
    00685         if (m < 0x80) m = 0x82;
    00686         SetAnimationFrame(tile, m);
    00687         MarkTileDirtyByTile(tile);
    00688       }
    00689       break;
    00690     }
    00691   }
    00692 }
    00693
    00694 static void CreateChimneySmoke(TileIndex tile)
    00695 {
    00696   uint x = TileX(tile) * TILE_SIZE;
    00697   uint y = TileY(tile) * TILE_SIZE;
    00698   uint z = GetTileMaxZ(tile);
    00699
    00700   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
    00701 }
    00702
    00703 static void MakeIndustryTileBigger(TileIndex tile)
    00704 {
    00705   byte cnt = GetIndustryConstructionCounter(tile) + 1;
    00706   if (cnt != 4) {
    00707     SetIndustryConstructionCounter(tile, cnt);
    00708     return;
    00709   }
    00710
    00711   byte stage = GetIndustryConstructionStage(tile) + 1;
    00712   SetIndustryConstructionCounter(tile, 0);
    00713   SetIndustryConstructionStage(tile, stage);
    00714   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
    00715   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
    00716
    00717   MarkTileDirtyByTile(tile);
    00718
    00719   if (!IsIndustryCompleted(tile)) return;
    00720
    00721   IndustryGfx gfx = GetIndustryGfx(tile);
    00722   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00723     /* New industries are already animated on construction. */
    00724     return;
    00725   }
    00726
    00727   switch (gfx) {
    00728   case GFX_POWERPLANT_CHIMNEY:
    00729     CreateChimneySmoke(tile);
    00730     break;
    00731
    00732   case GFX_OILRIG_1: {
    00733     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
    00734      * tiles (like the default oil rig). Do a proper check to ensure the
    00735      * tiles belong to the same industry and based on that build the oil rig's
    00736      * station. */
    00737     TileIndex other = tile + TileDiffXY(0, 1);
    00738
    00739     if (IsTileType(other, MP_INDUSTRY) &&
    00740         GetIndustryGfx(other) == GFX_OILRIG_1 &&
    00741         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
    00742       BuildOilRig(tile);
    00743     }
    00744     break;
    00745   }
    00746
    00747   case GFX_TOY_FACTORY:
    00748   case GFX_BUBBLE_CATCHER:
    00749   case GFX_TOFFEE_QUARY:
    00750     SetAnimationFrame(tile, 0);
    00751     SetIndustryAnimationLoop(tile, 0);
    00752     break;
    00753
    00754   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00755   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00756   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00757   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00758     AddAnimatedTile(tile);
    00759     break;
    00760   }
    00761 }
    00762
    00763 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
    00764 {
    00765   static const int8 _bubble_spawn_location[3][4] = {
    00766     { 11,   0, -4, -14 },
    00767     { -4, -10, -4,   1 },
    00768     { 49,  59, 60,  65 },
    00769   };
    00770
    00771   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
    00772
    00773   int dir = Random() & 3;
    00774
    00775   EffectVehicle *v = CreateEffectVehicleAbove(
    00776     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
    00777     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
    00778     _bubble_spawn_location[2][dir],
    00779     EV_BUBBLE
    00780   );
    00781
    00782   if (v != NULL) v->animation_substate = dir;
    00783 }
    00784
    00785 static void TileLoop_Industry(TileIndex tile)
    00786 {
    00787   if (IsTileOnWater(tile)) TileLoop_Water(tile);
    00788
    00789   /* Normally this doesn't happen, but if an industry NewGRF is removed
    00790    * an industry that was previously build on water can now be flooded.
    00791    * If this happens the tile is no longer an industry tile after
    00792    * returning from TileLoop_Water. */
    00793   if (!IsTileType(tile, MP_INDUSTRY)) return;
    00794
    00795   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
    00796
    00797   if (!IsIndustryCompleted(tile)) {
    00798     MakeIndustryTileBigger(tile);
    00799     return;
    00800   }
    00801
    00802   if (_game_mode == GM_EDITOR) return;
    00803
    00804   TransportIndustryGoods(tile);
    00805
    00806   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
    00807
    00808   IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
    00809   if (newgfx != INDUSTRYTILE_NOANIM) {
    00810     ResetIndustryConstructionStage(tile);
    00811     SetIndustryGfx(tile, newgfx);
    00812     MarkTileDirtyByTile(tile);
    00813     return;
    00814   }
    00815
    00816   IndustryGfx gfx = GetIndustryGfx(tile);
    00817   switch (gfx) {
    00818   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
    00819   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
    00820   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
    00821     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
    00822       switch (gfx) {
    00823         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
    00824         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
    00825         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
    00826       }
    00827       SetIndustryGfx(tile, gfx);
    00828       SetAnimationFrame(tile, 0x80);
    00829       AddAnimatedTile(tile);
    00830     }
    00831     break;
    00832
    00833   case GFX_OILWELL_NOT_ANIMATED:
    00834     if (Chance16(1, 6)) {
    00835       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
    00836       SetAnimationFrame(tile, 0);
    00837       AddAnimatedTile(tile);
    00838     }
    00839     break;
    00840
    00841   case GFX_COAL_MINE_TOWER_ANIMATED:
    00842   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00843   case GFX_GOLD_MINE_TOWER_ANIMATED:
    00844     if (!(_tick_counter & 0x400)) {
    00845       switch (gfx) {
    00846         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
    00847         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
    00848         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
    00849       }
    00850       SetIndustryGfx(tile, gfx);
    00851       SetIndustryCompleted(tile, true);
    00852       SetIndustryConstructionStage(tile, 3);
    00853       DeleteAnimatedTile(tile);
    00854     }
    00855     break;
    00856
    00857   case GFX_POWERPLANT_SPARKS:
    00858     if (Chance16(1, 3)) {
    00859       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
    00860       AddAnimatedTile(tile);
    00861     }
    00862     break;
    00863
    00864   case GFX_COPPER_MINE_CHIMNEY:
    00865     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
    00866     break;
    00867
    00868
    00869   case GFX_TOY_FACTORY: {
    00870       Industry *i = Industry::GetByTile(tile);
    00871       if (i->was_cargo_delivered) {
    00872         i->was_cargo_delivered = false;
    00873         SetIndustryAnimationLoop(tile, 0);
    00874         AddAnimatedTile(tile);
    00875       }
    00876     }
    00877     break;
    00878
    00879   case GFX_BUBBLE_GENERATOR:
    00880     TileLoopIndustry_BubbleGenerator(tile);
    00881     break;
    00882
    00883   case GFX_TOFFEE_QUARY:
    00884     AddAnimatedTile(tile);
    00885     break;
    00886
    00887   case GFX_SUGAR_MINE_SIEVE:
    00888     if (Chance16(1, 3)) AddAnimatedTile(tile);
    00889     break;
    00890   }
    00891 }
    00892
    00893 static bool ClickTile_Industry(TileIndex tile)
    00894 {
    00895   ShowIndustryViewWindow(GetIndustryIndex(tile));
    00896   return true;
    00897 }
    00898
    00899 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00900 {
    00901   return 0;
    00902 }
    00903
    00904 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
    00905 {
    00906   /* If the founder merges, the industry was created by the merged company */
    00907   Industry *i = Industry::GetByTile(tile);
    00908   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
    00909 }
    00910
    00911 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
    00912
    00913 static bool IsBadFarmFieldTile(TileIndex tile)
    00914 {
    00915   switch (GetTileType(tile)) {
    00916     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00917     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00918     default:       return true;
    00919   }
    00920 }
    00921
    00922 static bool IsBadFarmFieldTile2(TileIndex tile)
    00923 {
    00924   switch (GetTileType(tile)) {
    00925     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00926     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00927     default:       return true;
    00928   }
    00929 }
    00930
    00931 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
    00932 {
    00933   do {
    00934     tile = TILE_MASK(tile);
    00935
    00936     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
    00937       byte or_ = type;
    00938
    00939       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
    00940
    00941       if (direction == AXIS_X) {
    00942         SetFenceSE(tile, or_);
    00943       } else {
    00944         SetFenceSW(tile, or_);
    00945       }
    00946     }
    00947
    00948     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00949   } while (--size);
    00950 }
    00951
    00952 static void PlantFarmField(TileIndex tile, IndustryID industry)
    00953 {
    00954   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    00955     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine()) return;
    00956   }
    00957
    00958   /* determine field size */
    00959   uint32 r = (Random() & 0x303) + 0x404;
    00960   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
    00961   uint size_x = GB(r, 0, 8);
    00962   uint size_y = GB(r, 8, 8);
    00963
    00964   TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
    00965   ta.ClampToMap();
    00966
    00967   if (ta.w == 0 || ta.h == 0) return;
    00968
    00969   /* check the amount of bad tiles */
    00970   int count = 0;
    00971   TILE_AREA_LOOP(cur_tile, ta) {
    00972     assert(cur_tile < MapSize());
    00973     count += IsBadFarmFieldTile(cur_tile);
    00974   }
    00975   if (count * 2 >= ta.w * ta.h) return;
    00976
    00977   /* determine type of field */
    00978   r = Random();
    00979   uint counter = GB(r, 5, 3);
    00980   uint field_type = GB(r, 8, 8) * 9 >> 8;
    00981
    00982   /* make field */
    00983   TILE_AREA_LOOP(cur_tile, ta) {
    00984     assert(cur_tile < MapSize());
    00985     if (!IsBadFarmFieldTile2(cur_tile)) {
    00986       MakeField(cur_tile, field_type, industry);
    00987       SetClearCounter(cur_tile, counter);
    00988       MarkTileDirtyByTile(cur_tile);
    00989     }
    00990   }
    00991
    00992   int type = 3;
    00993   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
    00994     type = _plantfarmfield_type[Random() & 0xF];
    00995   }
    00996
    00997   SetupFarmFieldFence(ta.tile - TileDiffXY(1, 0), ta.h, type, AXIS_Y);
    00998   SetupFarmFieldFence(ta.tile - TileDiffXY(0, 1), ta.w, type, AXIS_X);
    00999   SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y);
    01000   SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X);
    01001 }
    01002
    01003 void PlantRandomFarmField(const Industry *i)
    01004 {
    01005   int x = i->location.w / 2 + Random() % 31 - 16;
    01006   int y = i->location.h / 2 + Random() % 31 - 16;
    01007
    01008   TileIndex tile = TileAddWrap(i->location.tile, x, y);
    01009
    01010   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
    01011 }
    01012
    01019 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
    01020 {
    01021   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) {
    01022     /* found a tree */
    01023
    01024     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01025
    01026     _industry_sound_ctr = 1;
    01027     _industry_sound_tile = tile;
    01028     SndPlayTileFx(SND_38_CHAINSAW, tile);
    01029
    01030     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    01031
    01032     cur_company.Restore();
    01033     return true;
    01034   }
    01035   return false;
    01036 }
    01037
    01042 static void ChopLumberMillTrees(Industry *i)
    01043 {
    01044   TileIndex tile = i->location.tile;
    01045
    01046   if (!IsIndustryCompleted(tile)) return;  // Can't proceed if not completed.
    01047
    01048   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles  to search.
    01049     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo.
    01050   }
    01051 }
    01052
    01053 static void ProduceIndustryGoods(Industry *i)
    01054 {
    01055   const IndustrySpec *indsp = GetIndustrySpec(i->type);
    01056
    01057   /* play a sound? */
    01058   if ((i->counter & 0x3F) == 0) {
    01059     uint32 r;
    01060     uint num;
    01061     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
    01062       SndPlayTileFx(
    01063         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
    01064         i->location.tile);
    01065     }
    01066   }
    01067
    01068   i->counter--;
    01069
    01070   /* produce some cargo */
    01071   if ((i->counter & 0xFF) == 0) {
    01072     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
    01073
    01074     IndustryBehaviour indbehav = indsp->behaviour;
    01075     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
    01076     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
    01077
    01078     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
    01079       bool plant;
    01080       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01081         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0);
    01082       } else {
    01083         plant = Chance16(1, 8);
    01084       }
    01085
    01086       if (plant) PlantRandomFarmField(i);
    01087     }
    01088     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
    01089       bool cut = ((i->counter & 0x1FF) == 0);
    01090       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01091         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0);
    01092       }
    01093
    01094       if (cut) ChopLumberMillTrees(i);
    01095     }
    01096
    01097     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
    01098     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
    01099   }
    01100 }
    01101
    01102 void OnTick_Industry()
    01103 {
    01104   if (_industry_sound_ctr != 0) {
    01105     _industry_sound_ctr++;
    01106
    01107     if (_industry_sound_ctr == 75) {
    01108       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
    01109     } else if (_industry_sound_ctr == 160) {
    01110       _industry_sound_ctr = 0;
    01111       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
    01112     }
    01113   }
    01114
    01115   if (_game_mode == GM_EDITOR) return;
    01116
    01117   Industry *i;
    01118   FOR_ALL_INDUSTRIES(i) {
    01119     ProduceIndustryGoods(i);
    01120   }
    01121 }
    01122
    01128 static CommandCost CheckNewIndustry_NULL(TileIndex tile)
    01129 {
    01130   return CommandCost();
    01131 }
    01132
    01138 static CommandCost CheckNewIndustry_Forest(TileIndex tile)
    01139 {
    01140   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01141     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
    01142       return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
    01143     }
    01144   }
    01145   return CommandCost();
    01146 }
    01147
    01153 static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
    01154 {
    01155   if (_game_mode == GM_EDITOR) return CommandCost();
    01156   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
    01157
    01158   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
    01159 }
    01160
    01161 extern bool _ignore_restrictions;
    01162
    01168 static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
    01169 {
    01170   if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
    01171   if (TileHeight(tile) == 0 &&
    01172       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
    01173
    01174   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
    01175 }
    01176
    01182 static CommandCost CheckNewIndustry_Farm(TileIndex tile)
    01183 {
    01184   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01185     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
    01186       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01187     }
    01188   }
    01189   return CommandCost();
    01190 }
    01191
    01197 static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
    01198 {
    01199   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
    01200     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01201   }
    01202   return CommandCost();
    01203 }
    01204
    01210 static CommandCost CheckNewIndustry_Water(TileIndex tile)
    01211 {
    01212   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
    01213     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
    01214   }
    01215   return CommandCost();
    01216 }
    01217
    01223 static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
    01224 {
    01225   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
    01226     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
    01227   }
    01228   return CommandCost();
    01229 }
    01230
    01236 static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
    01237 {
    01238   if (GetTileZ(tile) > TILE_HEIGHT * 4) {
    01239     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
    01240   }
    01241   return CommandCost();
    01242 }
    01243
    01249 typedef CommandCost CheckNewIndustryProc(TileIndex tile);
    01250
    01252 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
    01253   CheckNewIndustry_NULL,
    01254   CheckNewIndustry_Forest,
    01255   CheckNewIndustry_OilRefinery,
    01256   CheckNewIndustry_Farm,
    01257   CheckNewIndustry_Plantation,
    01258   CheckNewIndustry_Water,
    01259   CheckNewIndustry_Lumbermill,
    01260   CheckNewIndustry_BubbleGen,
    01261   CheckNewIndustry_OilRig,
    01262 };
    01263
    01274 static CommandCost FindTownForIndustry(TileIndex tile, int type, const Town **t)
    01275 {
    01276   *t = ClosestTownFromTile(tile, UINT_MAX);
    01277
    01278   if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
    01279
    01280   const Industry *i;
    01281   FOR_ALL_INDUSTRIES(i) {
    01282     if (i->type == (byte)type && i->town == *t) {
    01283       *t = NULL;
    01284       return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
    01285     }
    01286   }
    01287
    01288   return CommandCost();
    01289 }
    01290
    01291 bool IsSlopeRefused(Slope current, Slope refused)
    01292 {
    01293   if (IsSteepSlope(current)) return true;
    01294   if (current != SLOPE_FLAT) {
    01295     if (IsSteepSlope(refused)) return true;
    01296
    01297     Slope t = ComplementSlope(current);
    01298
    01299     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
    01300     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
    01301     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
    01302     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
    01303   }
    01304
    01305   return false;
    01306 }
    01307
    01320 static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check = NULL)
    01321 {
    01322   bool refused_slope = false;
    01323   bool custom_shape = false;
    01324
    01325   do {
    01326     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
    01327     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
    01328
    01329     if (!IsValidTile(cur_tile)) {
    01330       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01331     }
    01332
    01333     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
    01334       if (!IsTileType(cur_tile, MP_WATER) ||
    01335           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
    01336         return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01337       }
    01338     } else {
    01339       CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
    01340       if (ret.Failed()) return ret;
    01341       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01342
    01343       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
    01344
    01345       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
    01346
    01347       /* Perform land/water check if not disabled */
    01348       if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01349
    01350       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
    01351         custom_shape = true;
    01352         CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type);
    01353         if (ret.Failed()) return ret;
    01354       } else {
    01355         Slope tileh = GetTileSlope(cur_tile, NULL);
    01356         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
    01357       }
    01358
    01359       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
    01360           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
    01361         if (!IsTileType(cur_tile, MP_HOUSE)) {
    01362           return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
    01363         }
    01364
    01365         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
    01366         Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01367         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    01368         cur_company.Restore();
    01369
    01370         if (ret.Failed()) return ret;
    01371       } else {
    01372         /* Clear the tiles, but do not affect town ratings */
    01373         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01374
    01375         if (ret.Failed()) return ret;
    01376       }
    01377     }
    01378   } while ((++it)->ti.x != -0x80);
    01379
    01380   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
    01381
    01382   /* It is almost impossible to have a fully flat land in TG, so what we
    01383    *  do is that we check if we can make the land flat later on. See
    01384    *  CheckIfCanLevelIndustryPlatform(). */
    01385   if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
    01386     return CommandCost();
    01387   }
    01388   return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01389 }
    01390
    01398 static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
    01399 {
    01400   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
    01401     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
    01402   }
    01403
    01404   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
    01405     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01406   }
    01407
    01408   return CommandCost();
    01409 }
    01410
    01411 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
    01412 {
    01413   /* Check if we don't leave the map */
    01414   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
    01415
    01416   TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
    01417   TILE_AREA_LOOP(tile_walk, ta) {
    01418     uint curh = TileHeight(tile_walk);
    01419     /* Is the tile clear? */
    01420     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
    01421
    01422     /* Don't allow too big of a change if this is the sub-tile check */
    01423     if (internal != 0 && Delta(curh, height) > 1) return false;
    01424
    01425     /* Different height, so the surrounding tiles of this tile
    01426      *  has to be correct too (in level, or almost in level)
    01427      *  else you get a chain-reaction of terraforming. */
    01428     if (internal == 0 && curh != height) {
    01429       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
    01430         return false;
    01431       }
    01432     }
    01433   }
    01434
    01435   return true;
    01436 }
    01437
    01442 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
    01443 {
    01444   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
    01445   int max_x = 0;
    01446   int max_y = 0;
    01447
    01448   /* Finds dimensions of largest variant of this industry */
    01449   do {
    01450     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
    01451     if (it->ti.x > max_x) max_x = it->ti.x;
    01452     if (it->ti.y > max_y) max_y = it->ti.y;
    01453   } while ((++it)->ti.x != MKEND);
    01454
    01455   /* Remember level height */
    01456   uint h = TileHeight(tile);
    01457
    01458   if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
    01459   /* Check that all tiles in area and surrounding are clear
    01460    * this determines that there are no obstructing items */
    01461
    01462   TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
    01463       max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
    01464
    01465   if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
    01466
    01467   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
    01468    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
    01469   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01470
    01471   TILE_AREA_LOOP(tile_walk, ta) {
    01472     uint curh = TileHeight(tile_walk);
    01473     if (curh != h) {
    01474       /* This tile needs terraforming. Check if we can do that without
    01475        *  damaging the surroundings too much. */
    01476       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
    01477         cur_company.Restore();
    01478         return false;
    01479       }
    01480       /* This is not 100% correct check, but the best we can do without modifying the map.
    01481        *  What is missing, is if the difference in height is more than 1.. */
    01482       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
    01483         cur_company.Restore();
    01484         return false;
    01485       }
    01486     }
    01487   }
    01488
    01489   if (flags & DC_EXEC) {
    01490     /* Terraform the land under the industry */
    01491     TILE_AREA_LOOP(tile_walk, ta) {
    01492       uint curh = TileHeight(tile_walk);
    01493       while (curh != h) {
    01494         /* We give the terraforming for free here, because we can't calculate
    01495          *  exact cost in the test-round, and as we all know, that will cause
    01496          *  a nice assert if they don't match ;) */
    01497         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
    01498         curh += (curh > h) ? -1 : 1;
    01499       }
    01500     }
    01501   }
    01502
    01503   cur_company.Restore();
    01504   return true;
    01505 }
    01506
    01507
    01514 static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
    01515 {
    01516   const IndustrySpec *indspec = GetIndustrySpec(type);
    01517   const Industry *i;
    01518   FOR_ALL_INDUSTRIES(i) {
    01519     /* Within 14 tiles from another industry is considered close */
    01520     if (DistanceMax(tile, i->location.tile) > 14) continue;
    01521
    01522     /* check if there are any conflicting industry types around */
    01523     if (i->type == indspec->conflicting[0] ||
    01524         i->type == indspec->conflicting[1] ||
    01525         i->type == indspec->conflicting[2]) {
    01526       return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
    01527     }
    01528   }
    01529   return CommandCost();
    01530 }
    01531
    01543 static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, const Town *t, Owner founder, uint16 initial_random_bits)
    01544 {
    01545   const IndustrySpec *indspec = GetIndustrySpec(type);
    01546
    01547   i->location = TileArea(tile, 1, 1);
    01548   i->type = type;
    01549   Industry::IncIndustryTypeCount(type);
    01550
    01551   i->produced_cargo[0] = indspec->produced_cargo[0];
    01552   i->produced_cargo[1] = indspec->produced_cargo[1];
    01553   i->accepts_cargo[0] = indspec->accepts_cargo[0];
    01554   i->accepts_cargo[1] = indspec->accepts_cargo[1];
    01555   i->accepts_cargo[2] = indspec->accepts_cargo[2];
    01556   i->production_rate[0] = indspec->production_rate[0];
    01557   i->production_rate[1] = indspec->production_rate[1];
    01558
    01559   /* don't use smooth economy for industries using production related callbacks */
    01560   if (indspec->UsesSmoothEconomy()) {
    01561     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
    01562     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
    01563   }
    01564
    01565   i->town = t;
    01566   i->owner = OWNER_NONE;
    01567
    01568   uint16 r = Random();
    01569   i->random_colour = GB(r, 0, 4);
    01570   i->counter = GB(r, 4, 12);
    01571   i->random = initial_random_bits;
    01572   i->produced_cargo_waiting[0] = 0;
    01573   i->produced_cargo_waiting[1] = 0;
    01574   i->incoming_cargo_waiting[0] = 0;
    01575   i->incoming_cargo_waiting[1] = 0;
    01576   i->incoming_cargo_waiting[2] = 0;
    01577   i->this_month_production[0] = 0;
    01578   i->this_month_production[1] = 0;
    01579   i->this_month_transported[0] = 0;
    01580   i->this_month_transported[1] = 0;
    01581   i->last_month_pct_transported[0] = 0;
    01582   i->last_month_pct_transported[1] = 0;
    01583   i->last_month_transported[0] = 0;
    01584   i->last_month_transported[1] = 0;
    01585   i->was_cargo_delivered = false;
    01586   i->last_prod_year = _cur_year;
    01587   i->last_month_production[0] = i->production_rate[0] * 8;
    01588   i->last_month_production[1] = i->production_rate[1] * 8;
    01589   i->founder = founder;
    01590
    01591   i->construction_date = _date;
    01592   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
    01593       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
    01594
    01595   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
    01596    * 0 = created prior of newindustries
    01597    * else, chosen layout + 1 */
    01598   i->selected_layout = layout + 1;
    01599
    01600   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
    01601
    01602   i->prod_level = PRODLEVEL_DEFAULT;
    01603
    01604   /* Call callbacks after the regular fields got initialised. */
    01605
    01606   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
    01607     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
    01608     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
    01609   }
    01610
    01611   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
    01612     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
    01613     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) {
    01614       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01615       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01616       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01617     }
    01618   }
    01619
    01620   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
    01621     for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
    01622     for (uint j = 0; j < lengthof(i->produced_cargo); j++) {
    01623       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01624       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01625       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01626     }
    01627   }
    01628
    01629   /* Plant the tiles */
    01630
    01631   do {
    01632     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01633
    01634     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
    01635       i->location.Add(cur_tile);
    01636
    01637       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
    01638
    01639       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01640
    01641       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
    01642
    01643       if (_generating_world) {
    01644         SetIndustryConstructionCounter(cur_tile, 3);
    01645         SetIndustryConstructionStage(cur_tile, 2);
    01646       }
    01647
    01648       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
    01649       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
    01650       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
    01651       if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
    01652     }
    01653   } while ((++it)->ti.x != -0x80);
    01654
    01655   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
    01656     for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
    01657   }
    01658   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    01659
    01660   Station::RecomputeIndustriesNearForAll();
    01661 }
    01662
    01679 static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
    01680 {
    01681   assert(itspec_index < indspec->num_table);
    01682   const IndustryTileTable *it = indspec->table[itspec_index];
    01683   bool custom_shape_check = false;
    01684
    01685   *ip = NULL;
    01686
    01687   SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
    01688   CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
    01689   _cleared_object_areas = object_areas;
    01690   if (ret.Failed()) return ret;
    01691
    01692   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
    01693     ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type);
    01694   } else {
    01695     ret = _check_new_industry_procs[indspec->check_proc](tile);
    01696   }
    01697   if (ret.Failed()) return ret;
    01698
    01699   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
    01700       !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) {
    01701     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01702   }
    01703
    01704   ret = CheckIfFarEnoughFromConflictingIndustry(tile, type);
    01705   if (ret.Failed()) return ret;
    01706
    01707   const Town *t = NULL;
    01708   ret = FindTownForIndustry(tile, type, &t);
    01709   if (ret.Failed()) return ret;
    01710   assert(t != NULL);
    01711
    01712   ret = CheckIfIndustryIsAllowed(tile, type, t);
    01713   if (ret.Failed()) return ret;
    01714
    01715   if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES);
    01716
    01717   if (flags & DC_EXEC) {
    01718     *ip = new Industry(tile);
    01719     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
    01720     DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
    01721   }
    01722
    01723   return CommandCost();
    01724 }
    01725
    01737 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01738 {
    01739   IndustryType it = GB(p1, 0, 8);
    01740   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
    01741
    01742   const IndustrySpec *indspec = GetIndustrySpec(it);
    01743
    01744   /* Check if the to-be built/founded industry is available for this climate. */
    01745   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
    01746
    01747   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
    01748    * Raw material industries are industries that do not accept cargo (at least for now) */
    01749   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
    01750     return CMD_ERROR;
    01751   }
    01752
    01753   if (_game_mode != GM_EDITOR && !CheckIfCallBackAllowsAvailability(it, IACT_USERCREATION)) {
    01754     return CMD_ERROR;
    01755   }
    01756
    01757   Randomizer randomizer;
    01758   randomizer.SetSeed(p2);
    01759   uint16 random_initial_bits = GB(p2, 0, 16);
    01760   uint32 random_var8f = randomizer.Next();
    01761   int num_layouts = indspec->num_table;
    01762   CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
    01763
    01764   Industry *ind = NULL;
    01765   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
    01766     if (flags & DC_EXEC) {
    01767       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
    01768       Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01769       /* Prospecting has a chance to fail, however we cannot guarantee that something can
    01770        * be built on the map, so the chance gets lower when the map is fuller, but there
    01771        * is nothing we can really do about that. */
    01772       if (Random() <= indspec->prospecting_chance) {
    01773         for (int i = 0; i < 5000; i++) {
    01774           /* We should not have more than one Random() in a function call
    01775            * because parameter evaluation order is not guaranteed in the c++ standard
    01776            */
    01777           tile = RandomTile();
    01778           /* Start with a random layout */
    01779           int layout = RandomRange(num_layouts);
    01780           /* Check now each layout, starting with the random one */
    01781           for (int j = 0; j < num_layouts; j++) {
    01782             layout = (layout + 1) % num_layouts;
    01783             ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind);
    01784             if (ret.Succeeded()) break;
    01785           }
    01786           if (ret.Succeeded()) break;
    01787         }
    01788       }
    01789       cur_company.Restore();
    01790     }
    01791   } else {
    01792     int layout = GB(p1, 8, 8);
    01793     if (layout >= num_layouts) return CMD_ERROR;
    01794
    01795     /* Check subsequently each layout, starting with the given layout in p1 */
    01796     for (int i = 0; i < num_layouts; i++) {
    01797       layout = (layout + 1) % num_layouts;
    01798       ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind);
    01799       if (ret.Succeeded()) break;
    01800     }
    01801
    01802     /* If it still failed, there's no suitable layout to build here, return the error */
    01803     if (ret.Failed()) return ret;
    01804   }
    01805
    01806   if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) {
    01807     /* Created a new industry in-game, advertise the event. */
    01808     SetDParam(0, indspec->name);
    01809     if (indspec->new_industry_text > STR_LAST_STRINGID) {
    01810       SetDParam(1, STR_TOWN_NAME);
    01811       SetDParam(2, ind->town->index);
    01812     } else {
    01813       SetDParam(1, ind->town->index);
    01814     }
    01815     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01816     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01817   }
    01818
    01819   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
    01820 }
    01821
    01822
    01830 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
    01831 {
    01832   const IndustrySpec *indspec = GetIndustrySpec(type);
    01833
    01834   uint32 seed = Random();
    01835   uint32 seed2 = Random();
    01836   Industry *i = NULL;
    01837   CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
    01838   assert(i != NULL || ret.Failed());
    01839   return i;
    01840 }
    01841
    01848 static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
    01849 {
    01850   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01851   uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
    01852   if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
    01853       !CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) ||
    01854       (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY)) {
    01855     *force_at_least_one = false;
    01856     return 0;
    01857   } else {
    01858     /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
    01859      * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
    01860     chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
    01861
    01862     *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
    01863     return chance;
    01864   }
    01865 }
    01866
    01873 static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
    01874 {
    01875   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
    01876     *min_number = 0;
    01877     return 0;
    01878   }
    01879
    01880   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01881   byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
    01882   if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
    01883       ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
    01884       ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
    01885       !CheckIfCallBackAllowsAvailability(it, IACT_RANDOMCREATION)) {
    01886     *min_number = 0;
    01887     return 0;
    01888   }
    01889   *min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
    01890   return chance;
    01891 }
    01892
    01897 static uint GetNumberOfIndustries()
    01898 {
    01899   /* Number of industries on a 256x256 map. */
    01900   static const uint16 numof_industry_table[] = {
    01901     0,    // none
    01902     0,    // minimal
    01903     10,   // very low
    01904     25,   // low
    01905     55,   // normal
    01906     80,   // high
    01907   };
    01908
    01909   assert(lengthof(numof_industry_table) == ID_END);
    01910   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
    01911   return ScaleByMapSize(numof_industry_table[difficulty]);
    01912 }
    01913
    01918 static void AdvertiseIndustryOpening(const Industry *ind)
    01919 {
    01920   const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
    01921   SetDParam(0, ind_spc->name);
    01922   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
    01923     SetDParam(1, STR_TOWN_NAME);
    01924     SetDParam(2, ind->town->index);
    01925   } else {
    01926     SetDParam(1, ind->town->index);
    01927   }
    01928   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01929   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01930 }
    01931
    01940 static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
    01941 {
    01942   uint tries = try_hard ? 10000u : 2000u;
    01943   for (; tries > 0; tries--) {
    01944     Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
    01945     if (ind != NULL) return ind;
    01946   }
    01947   return NULL;
    01948 }
    01949
    01955 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
    01956 {
    01957   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01958
    01959   IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
    01960   PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
    01961
    01962   cur_company.Restore();
    01963 }
    01964
    01969 static uint GetCurrentTotalNumberOfIndustries()
    01970 {
    01971   int total = 0;
    01972   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
    01973   return total;
    01974 }
    01975
    01976
    01978 void IndustryTypeBuildData::Reset()
    01979 {
    01980   this->probability  = 0;
    01981   this->min_number   = 0;
    01982   this->target_count = 0;
    01983   this->max_wait     = 1;
    01984   this->wait_count   = 0;
    01985 }
    01986
    01988 void IndustryBuildData::Reset()
    01989 {
    01990   this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
    01991
    01992   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01993     this->builddata[it].Reset();
    01994   }
    01995 }
    01996
    01998 void IndustryBuildData::MonthlyLoop()
    01999 {
    02000   static const int NEWINDS_PER_MONTH = 0x38000 / (10 * 12); // lower 16 bits is a float fraction, 3.5 industries per decade, divided by 10 * 12 months.
    02001   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting,
    02002
    02003   /* To prevent running out of unused industries for the player to connect,
    02004    * add a fraction of new industries each month, but only if the manager can keep up. */
    02005   uint max_behind = 1 + min(99u, ScaleByMapSize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts).
    02006   if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
    02007     this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH);
    02008   }
    02009 }
    02010
    02015 void GenerateIndustries()
    02016 {
    02017   if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
    02018
    02019   uint32 industry_probs[NUM_INDUSTRYTYPES];
    02020   bool force_at_least_one[NUM_INDUSTRYTYPES];
    02021   uint32 total_prob = 0;
    02022   uint num_forced = 0;
    02023
    02024   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02025     industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
    02026     total_prob += industry_probs[it];
    02027     if (force_at_least_one[it]) num_forced++;
    02028   }
    02029
    02030   uint total_amount = GetNumberOfIndustries();
    02031   if (total_prob == 0 || total_amount < num_forced) {
    02032     /* Only place the forced ones */
    02033     total_amount = num_forced;
    02034   }
    02035
    02036   SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
    02037
    02038   /* Try to build one industry per type independent of any probabilities */
    02039   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02040     if (force_at_least_one[it]) {
    02041       assert(total_amount > 0);
    02042       total_amount--;
    02043       PlaceInitialIndustry(it, true);
    02044     }
    02045   }
    02046
    02047   /* Add the remaining industries according to their probabilities */
    02048   for (uint i = 0; i < total_amount; i++) {
    02049     uint32 r = RandomRange(total_prob);
    02050     IndustryType it = 0;
    02051     while (r >= industry_probs[it]) {
    02052       r -= industry_probs[it];
    02053       it++;
    02054       assert(it < NUM_INDUSTRYTYPES);
    02055     }
    02056     assert(industry_probs[it] > 0);
    02057     PlaceInitialIndustry(it, false);
    02058   }
    02059   _industry_builder.Reset();
    02060 }
    02061
    02066 static void UpdateIndustryStatistics(Industry *i)
    02067 {
    02068   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02069     if (i->produced_cargo[j] != CT_INVALID) {
    02070       byte pct = 0;
    02071       if (i->this_month_production[j] != 0) {
    02072         i->last_prod_year = _cur_year;
    02073         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
    02074       }
    02075       i->last_month_pct_transported[j] = pct;
    02076
    02077       i->last_month_production[j] = i->this_month_production[j];
    02078       i->this_month_production[j] = 0;
    02079
    02080       i->last_month_transported[j] = i->this_month_transported[j];
    02081       i->this_month_transported[j] = 0;
    02082     }
    02083   }
    02084 }
    02085
    02090 void Industry::RecomputeProductionMultipliers()
    02091 {
    02092   const IndustrySpec *indspec = GetIndustrySpec(this->type);
    02093   assert(!indspec->UsesSmoothEconomy());
    02094
    02095   /* Rates are rounded up, so e.g. oilrig always produces some passengers */
    02096   this->production_rate[0] = min(CeilDiv(indspec->production_rate[0] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
    02097   this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
    02098 }
    02099
    02100
    02106 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
    02107 {
    02108   byte min_number;
    02109   uint32 probability = GetIndustryGamePlayProbability(it, &min_number);
    02110   bool changed = min_number != this->min_number || probability != this->probability;
    02111   this->min_number = min_number;
    02112   this->probability = probability;
    02113   return changed;
    02114 }
    02115
    02117 void IndustryBuildData::SetupTargetCount()
    02118 {
    02119   bool changed = false;
    02120   uint num_planned = 0; // Number of industries planned in the industry build data.
    02121   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02122     changed |= this->builddata[it].GetIndustryTypeData(it);
    02123     num_planned += this->builddata[it].target_count;
    02124   }
    02125   uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
    02126   changed |= num_planned != total_amount;
    02127   if (!changed) return; // All industries are still the same, no need to re-randomize.
    02128
    02129   /* Initialize the target counts. */
    02130   uint force_build = 0;  // Number of industries that should always be available.
    02131   uint32 total_prob = 0; // Sum of probabilities.
    02132   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02133     IndustryTypeBuildData *ibd = this->builddata + it;
    02134     force_build += ibd->min_number;
    02135     ibd->target_count = ibd->min_number;
    02136     total_prob += ibd->probability;
    02137   }
    02138
    02139   if (total_prob == 0) return; // No buildable industries.
    02140
    02141   /* Subtract forced industries from the number of industries available for construction. */
    02142   total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
    02143
    02144   /* Assign number of industries that should be aimed for, by using the probability as a weight. */
    02145   while (total_amount > 0) {
    02146     uint32 r = RandomRange(total_prob);
    02147     IndustryType it = 0;
    02148     while (r >= this->builddata[it].probability) {
    02149       r -= this->builddata[it].probability;
    02150       it++;
    02151       assert(it < NUM_INDUSTRYTYPES);
    02152     }
    02153     assert(this->builddata[it].probability > 0);
    02154     this->builddata[it].target_count++;
    02155     total_amount--;
    02156   }
    02157 }
    02158
    02162 void IndustryBuildData::TryBuildNewIndustry()
    02163 {
    02164   this->SetupTargetCount();
    02165
    02166   int missing = 0;       // Number of industries that need to be build.
    02167   uint count = 0;        // Number of industry types eligible for build.
    02168   uint32 total_prob = 0; // Sum of probabilities.
    02169   IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
    02170   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02171     int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
    02172     missing += difference;
    02173     if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
    02174     if (difference > 0) {
    02175       if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
    02176         /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
    02177         if (forced_build == NUM_INDUSTRYTYPES ||
    02178             difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
    02179           forced_build = it;
    02180         }
    02181       }
    02182       total_prob += difference;
    02183       count++;
    02184     }
    02185   }
    02186
    02187   if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
    02188
    02189   if (count >= 1) {
    02190     /* If not forced, pick a weighted random industry to build.
    02191      * For the case that count == 1, there is no need to draw a random number. */
    02192     IndustryType it;
    02193     if (forced_build != NUM_INDUSTRYTYPES) {
    02194       it = forced_build;
    02195     } else {
    02196       /* Non-forced, select an industry type to build (weighted random). */
    02197       uint32 r = 0; // Initialized to silence the compiler.
    02198       if (count > 1) r = RandomRange(total_prob);
    02199       for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02200         if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
    02201         int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
    02202         if (difference <= 0) continue; // Too many of this kind.
    02203         if (count == 1) break;
    02204         if (r < (uint)difference) break;
    02205         r -= difference;
    02206       }
    02207       assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
    02208     }
    02209
    02210     /* Try to create the industry. */
    02211     const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
    02212     if (ind == NULL) {
    02213       this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
    02214       this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2);
    02215     } else {
    02216       AdvertiseIndustryOpening(ind);
    02217       this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
    02218     }
    02219   }
    02220
    02221   /* Decrement wait counters. */
    02222   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02223     if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
    02224   }
    02225 }
    02226
    02235 static bool CheckIndustryCloseDownProtection(IndustryType type)
    02236 {
    02237   const IndustrySpec *indspec = GetIndustrySpec(type);
    02238
    02239   /* oil wells (or the industries with that flag set) are always allowed to closedown */
    02240   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
    02241   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1;
    02242 }
    02243
    02253 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
    02254 {
    02255   if (cargo == CT_INVALID) return;
    02256
    02257   /* Check for acceptance of cargo */
    02258   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
    02259     if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) {
    02260       *c_accepts = true;
    02261       break;
    02262     }
    02263   }
    02264
    02265   /* Check for produced cargo */
    02266   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
    02267     if (cargo == ind->produced_cargo[j]) {
    02268       *c_produces = true;
    02269       break;
    02270     }
    02271   }
    02272 }
    02273
    02287 static int WhoCanServiceIndustry(Industry *ind)
    02288 {
    02289   /* Find all stations within reach of the industry */
    02290   StationList stations;
    02291   FindStationsAroundTiles(ind->location, &stations);
    02292
    02293   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
    02294
    02295   const Vehicle *v;
    02296   int result = 0;
    02297   FOR_ALL_VEHICLES(v) {
    02298     /* Is it worthwhile to try this vehicle? */
    02299     if (v->owner != _local_company && result != 0) continue;
    02300
    02301     /* Check whether it accepts the right kind of cargo */
    02302     bool c_accepts = false;
    02303     bool c_produces = false;
    02304     if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
    02305       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02306         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
    02307       }
    02308     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
    02309       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
    02310     } else {
    02311       continue;
    02312     }
    02313     if (!c_accepts && !c_produces) continue; // Wrong cargo
    02314
    02315     /* Check orders of the vehicle.
    02316      * We cannot check the first of shared orders only, since the first vehicle in such a chain
    02317      * may have a different cargo type.
    02318      */
    02319     const Order *o;
    02320     FOR_VEHICLE_ORDERS(v, o) {
    02321       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
    02322         /* Vehicle visits a station to load or unload */
    02323         Station *st = Station::Get(o->GetDestination());
    02324         assert(st != NULL);
    02325
    02326         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
    02327         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
    02328
    02329         if (stations.Contains(st)) {
    02330           if (v->owner == _local_company) return 2; // Company services industry
    02331           result = 1; // Competitor services industry
    02332         }
    02333       }
    02334     }
    02335   }
    02336   return result;
    02337 }
    02338
    02346 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
    02347 {
    02348   NewsSubtype ns;
    02349
    02350   switch (WhoCanServiceIndustry(ind)) {
    02351     case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02352     case 1: ns = NS_INDUSTRY_OTHER;   break;
    02353     case 2: ns = NS_INDUSTRY_COMPANY; break;
    02354     default: NOT_REACHED();
    02355   }
    02356   SetDParam(2, abs(percent));
    02357   SetDParam(0, CargoSpec::Get(type)->name);
    02358   SetDParam(1, ind->index);
    02359   AddIndustryNewsItem(
    02360     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
    02361     ns,
    02362     ind->index
    02363   );
    02364 }
    02365
    02366 static const uint PERCENT_TRANSPORTED_60 = 153;
    02367 static const uint PERCENT_TRANSPORTED_80 = 204;
    02368
    02374 static void ChangeIndustryProduction(Industry *i, bool monthly)
    02375 {
    02376   StringID str = STR_NULL;
    02377   bool closeit = false;
    02378   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    02379   bool standard = false;
    02380   bool suppress_message = false;
    02381   bool recalculate_multipliers = false;
    02382   /* don't use smooth economy for industries using production related callbacks */
    02383   bool smooth_economy = indspec->UsesSmoothEconomy();
    02384   byte div = 0;
    02385   byte mul = 0;
    02386   int8 increment = 0;
    02387
    02388   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
    02389   if (callback_enabled) {
    02390     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
    02391     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
    02392       suppress_message = HasBit(res, 7);
    02393       /* Get the custom message if any */
    02394       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
    02395       res = GB(res, 0, 4);
    02396       switch (res) {
    02397         default: NOT_REACHED();
    02398         case 0x0: break;                  // Do nothing, but show the custom message if any
    02399         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
    02400         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
    02401         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
    02402         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
    02403         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
    02404         case 0x8: div = res - 0x3; break; // Divide production by 32
    02405         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
    02406         case 0xC: mul = res - 0x7; break; // Multiply production by 32
    02407         case 0xD:                         // decrement production
    02408         case 0xE:                         // increment production
    02409           increment = res == 0x0D ? -1 : 1;
    02410           break;
    02411         case 0xF:                         // Set production to third byte of register 0x100
    02412           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02413           recalculate_multipliers = true;
    02414           break;
    02415       }
    02416     }
    02417   } else {
    02418     if (monthly != smooth_economy) return;
    02419     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
    02420   }
    02421
    02422   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
    02423     /* decrease or increase */
    02424     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
    02425
    02426     if (smooth_economy) {
    02427       closeit = true;
    02428       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02429         if (i->produced_cargo[j] == CT_INVALID) continue;
    02430         uint32 r = Random();
    02431         int old_prod, new_prod, percent;
    02432         /* If over 60% is transported, mult is 1, else mult is -1. */
    02433         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
    02434
    02435         new_prod = old_prod = i->production_rate[j];
    02436
    02437         /* For industries with only_decrease flags (temperate terrain Oil Wells),
    02438          * the multiplier will always be -1 so they will only decrease. */
    02439         if (only_decrease) {
    02440           mult = -1;
    02441         /* For normal industries, if over 60% is transported, 33% chance for decrease.
    02442          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
    02443         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
    02444           mult *= -1;
    02445         }
    02446
    02447         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
    02448          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
    02449         if (Chance16I(1, 22, r >> 16)) {
    02450           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
    02451         }
    02452
    02453         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
    02454         new_prod = Clamp(new_prod, 1, 255);
    02455
    02456         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1) {
    02457           new_prod = Clamp(new_prod, 0, 16);
    02458         }
    02459
    02460         /* Do not stop closing the industry when it has the lowest possible production rate */
    02461         if (new_prod == old_prod && old_prod > 1) {
    02462           closeit = false;
    02463           continue;
    02464         }
    02465
    02466         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
    02467         i->production_rate[j] = new_prod;
    02468
    02469         /* Close the industry when it has the lowest possible production rate */
    02470         if (new_prod > 1) closeit = false;
    02471
    02472         if (abs(percent) >= 10) {
    02473           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
    02474         }
    02475       }
    02476     } else {
    02477       if (only_decrease || Chance16(1, 3)) {
    02478         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
    02479         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
    02480           mul = 1; // Increase production
    02481         } else {
    02482           div = 1; // Decrease production
    02483         }
    02484       }
    02485     }
    02486   }
    02487
    02488   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
    02489     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
    02490       closeit = true;
    02491     }
    02492   }
    02493
    02494   /* Increase if needed */
    02495   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
    02496     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
    02497     recalculate_multipliers = true;
    02498     if (str == STR_NULL) str = indspec->production_up_text;
    02499   }
    02500
    02501   /* Decrease if needed */
    02502   while (div-- != 0 && !closeit) {
    02503     if (i->prod_level == PRODLEVEL_MINIMUM) {
    02504       closeit = true;
    02505     } else {
    02506       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
    02507       recalculate_multipliers = true;
    02508       if (str == STR_NULL) str = indspec->production_down_text;
    02509     }
    02510   }
    02511
    02512   /* Increase or Decreasing the production level if needed */
    02513   if (increment != 0) {
    02514     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
    02515       closeit = true;
    02516     } else {
    02517       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02518       recalculate_multipliers = true;
    02519     }
    02520   }
    02521
    02522   /* Recalculate production_rate
    02523    * For non-smooth economy these should always be synchronized with prod_level */
    02524   if (recalculate_multipliers) i->RecomputeProductionMultipliers();
    02525
    02526   /* Close if needed and allowed */
    02527   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
    02528     i->prod_level = PRODLEVEL_CLOSURE;
    02529     str = indspec->closure_text;
    02530   }
    02531
    02532   if (!suppress_message && str != STR_NULL) {
    02533     NewsSubtype ns;
    02534     /* Compute news category */
    02535     if (closeit) {
    02536       ns = NS_INDUSTRY_CLOSE;
    02537       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    02538     } else {
    02539       switch (WhoCanServiceIndustry(i)) {
    02540         case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02541         case 1: ns = NS_INDUSTRY_OTHER;   break;
    02542         case 2: ns = NS_INDUSTRY_COMPANY; break;
    02543         default: NOT_REACHED();
    02544       }
    02545     }
    02546     /* Set parameters of news string */
    02547     if (str > STR_LAST_STRINGID) {
    02548       SetDParam(0, STR_TOWN_NAME);
    02549       SetDParam(1, i->town->index);
    02550       SetDParam(2, indspec->name);
    02551     } else if (closeit) {
    02552       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
    02553       SetDParam(1, i->town->index);
    02554       SetDParam(2, indspec->name);
    02555     } else {
    02556       SetDParam(0, i->index);
    02557     }
    02558     /* and report the news to the user */
    02559     AddNewsItem(str,
    02560       ns,
    02561       closeit ? NR_TILE : NR_INDUSTRY,
    02562       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
    02563   }
    02564 }
    02565
    02573 void IndustryDailyLoop()
    02574 {
    02575   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
    02576
    02577   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
    02578    * the lower 16 bit are a fractional part that might accumulate over several days until it
    02579    * is sufficient for an industry. */
    02580   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
    02581
    02582   /* Reset the active part of the counter, just keeping the "factional part" */
    02583   _economy.industry_daily_change_counter &= 0xFFFF;
    02584
    02585   if (change_loop == 0) {
    02586     return;  // Nothing to do? get out
    02587   }
    02588
    02589   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02590
    02591   /* perform the required industry changes for the day */
    02592
    02593   uint perc = 3; // Between 3% and 9% chance of creating a new industry.
    02594   if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
    02595     perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
    02596   }
    02597   for (uint16 j = 0; j < change_loop; j++) {
    02598     if (Chance16(perc, 100)) {
    02599       _industry_builder.TryBuildNewIndustry();
    02600     } else {
    02601       Industry *i = Industry::GetRandom();
    02602       if (i != NULL) {
    02603         ChangeIndustryProduction(i, false);
    02604         SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02605       }
    02606     }
    02607   }
    02608
    02609   cur_company.Restore();
    02610
    02611   /* production-change */
    02612   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02613 }
    02614
    02615 void IndustryMonthlyLoop()
    02616 {
    02617   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02618
    02619   _industry_builder.MonthlyLoop();
    02620
    02621   Industry *i;
    02622   FOR_ALL_INDUSTRIES(i) {
    02623     UpdateIndustryStatistics(i);
    02624     if (i->prod_level == PRODLEVEL_CLOSURE) {
    02625       delete i;
    02626     } else {
    02627       ChangeIndustryProduction(i, true);
    02628       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02629     }
    02630   }
    02631
    02632   cur_company.Restore();
    02633
    02634   /* production-change */
    02635   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02636 }
    02637
    02638
    02639 void InitializeIndustries()
    02640 {
    02641   _industry_pool.CleanPool();
    02642
    02643   Industry::ResetIndustryCounts();
    02644   _industry_sound_tile = 0;
    02645
    02646   _industry_builder.Reset();
    02647 }
    02648
    02653 bool IndustrySpec::IsRawIndustry() const
    02654 {
    02655   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
    02656   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
    02657       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
    02658 }
    02659
    02664 Money IndustrySpec::GetConstructionCost() const
    02665 {
    02666   /* Building raw industries like secondary uses different price base */
    02667   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
    02668       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
    02669 }
    02670
    02677 Money IndustrySpec::GetRemovalCost() const
    02678 {
    02679   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
    02680 }
    02681
    02686 bool IndustrySpec::UsesSmoothEconomy() const
    02687 {
    02688   return _settings_game.economy.smooth_economy &&
    02689     !(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    02690     !(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
    02691 }
    02692
    02693 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02694 {
    02695   if (AutoslopeEnabled()) {
    02696     /* We imitate here TTDP's behaviour:
    02697      *  - Both new and old slope must not be steep.
    02698      *  - TileMaxZ must not be changed.
    02699      *  - Allow autoslope by default.
    02700      *  - Disallow autoslope if callback succeeds and returns non-zero.
    02701      */
    02702     Slope tileh_old = GetTileSlope(tile, NULL);
    02703     /* TileMaxZ must not be changed. Slopes must not be steep. */
    02704     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02705       const IndustryGfx gfx = GetIndustryGfx(tile);
    02706       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    02707
    02708       /* Call callback 3C 'disable autosloping for industry tiles'. */
    02709       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
    02710         /* If the callback fails, allow autoslope. */
    02711         uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    02712         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02713       } else {
    02714         /* allow autoslope */
    02715         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02716       }
    02717     }
    02718   }
    02719   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02720 }
    02721
    02722 extern const TileTypeProcs _tile_type_industry_procs = {
    02723   DrawTile_Industry,           // draw_tile_proc
    02724   GetSlopeZ_Industry,          // get_slope_z_proc
    02725   ClearTile_Industry,          // clear_tile_proc
    02726   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
    02727   GetTileDesc_Industry,        // get_tile_desc_proc
    02728   GetTileTrackStatus_Industry, // get_tile_track_status_proc
    02729   ClickTile_Industry,          // click_tile_proc
    02730   AnimateTile_Industry,        // animate_tile_proc
    02731   TileLoop_Industry,           // tile_loop_proc
    02732   ChangeTileOwner_Industry,    // change_tile_owner_proc
    02733   NULL,                        // add_produced_cargo_proc
    02734   NULL,                        // vehicle_enter_tile_proc
    02735   GetFoundation_Industry,      // get_foundation_proc
    02736   TerraformTile_Industry,      // terraform_tile_proc
    02737 };