# 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 "landscape.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 #include "game/game.hpp"
    00043
    00044 #include "table/strings.h"
    00045 #include "table/industry_land.h"
    00046 #include "table/build_industry.h"
    00047
    00048 IndustryPool _industry_pool("Industry");
    00049 INSTANTIATE_POOL_METHODS(Industry)
    00050
    00051 void ShowIndustryViewWindow(int industry);
    00052 void BuildOilRig(TileIndex tile);
    00053
    00054 static byte _industry_sound_ctr;
    00055 static TileIndex _industry_sound_tile;
    00056
    00057 uint16 Industry::counts[NUM_INDUSTRYTYPES];
    00058
    00059 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
    00060 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
    00061 IndustryBuildData _industry_builder;
    00062
    00069 void ResetIndustries()
    00070 {
    00071   memset(&_industry_specs, 0, sizeof(_industry_specs));
    00072   memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
    00073
    00074   /* once performed, enable only the current climate industries */
    00075   for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
    00076     _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
    00077         HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
    00078   }
    00079
    00080   memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
    00081   memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
    00082
    00083   /* Reset any overrides that have been set. */
    00084   _industile_mngr.ResetOverride();
    00085   _industry_mngr.ResetOverride();
    00086 }
    00087
    00096 IndustryType GetIndustryType(TileIndex tile)
    00097 {
    00098   assert(IsTileType(tile, MP_INDUSTRY));
    00099
    00100   const Industry *ind = Industry::GetByTile(tile);
    00101   assert(ind != NULL);
    00102   return ind->type;
    00103 }
    00104
    00113 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
    00114 {
    00115   assert(thistype < NUM_INDUSTRYTYPES);
    00116   return &_industry_specs[thistype];
    00117 }
    00118
    00127 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
    00128 {
    00129   assert(gfx < INVALID_INDUSTRYTILE);
    00130   return &_industry_tile_specs[gfx];
    00131 }
    00132
    00133 Industry::~Industry()
    00134 {
    00135   if (CleaningPool()) return;
    00136
    00137   /* Industry can also be destroyed when not fully initialized.
    00138    * This means that we do not have to clear tiles either.
    00139    * Also we must not decrement industry counts in that case. */
    00140   if (this->location.w == 0) return;
    00141
    00142   TILE_AREA_LOOP(tile_cur, this->location) {
    00143     if (IsTileType(tile_cur, MP_INDUSTRY)) {
    00144       if (GetIndustryIndex(tile_cur) == this->index) {
    00145         DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur);
    00146
    00147         /* MakeWaterKeepingClass() can also handle 'land' */
    00148         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
    00149       }
    00150     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
    00151       DeleteOilRig(tile_cur);
    00152     }
    00153   }
    00154
    00155   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
    00156     TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42);
    00157     ta.ClampToMap();
    00158
    00159     /* Remove the farmland and convert it to regular tiles over time. */
    00160     TILE_AREA_LOOP(tile_cur, ta) {
    00161       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
    00162           GetIndustryIndexOfField(tile_cur) == this->index) {
    00163         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
    00164       }
    00165     }
    00166   }
    00167
    00168   /* don't let any disaster vehicle target invalid industry */
    00169   ReleaseDisastersTargetingIndustry(this->index);
    00170
    00171   /* Clear the persistent storage. */
    00172   delete this->psa;
    00173
    00174   DecIndustryTypeCount(this->type);
    00175
    00176   DeleteIndustryNews(this->index);
    00177   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
    00178   DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
    00179
    00180   DeleteSubsidyWith(ST_INDUSTRY, this->index);
    00181   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
    00182 }
    00183
    00188 void Industry::PostDestructor(size_t index)
    00189 {
    00190   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    00191   Station::RecomputeIndustriesNearForAll();
    00192 }
    00193
    00194
    00199 /* static */ Industry *Industry::GetRandom()
    00200 {
    00201   if (Industry::GetNumItems() == 0) return NULL;
    00202   int num = RandomRange((uint16)Industry::GetNumItems());
    00203   size_t index = MAX_UVALUE(size_t);
    00204
    00205   while (num >= 0) {
    00206     num--;
    00207     index++;
    00208
    00209     /* Make sure we have a valid industry */
    00210     while (!Industry::IsValidID(index)) {
    00211       index++;
    00212       assert(index < Industry::GetPoolSize());
    00213     }
    00214   }
    00215
    00216   return Industry::Get(index);
    00217 }
    00218
    00219
    00220 static void IndustryDrawSugarMine(const TileInfo *ti)
    00221 {
    00222   if (!IsIndustryCompleted(ti->tile)) return;
    00223
    00224   const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
    00225
    00226   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
    00227
    00228   if (d->image_2 != 0) {
    00229     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
    00230   }
    00231
    00232   if (d->image_3 != 0) {
    00233     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
    00234       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
    00235   }
    00236 }
    00237
    00238 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
    00239 {
    00240   uint8 x = 0;
    00241
    00242   if (IsIndustryCompleted(ti->tile)) {
    00243     x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
    00244     if (x == 0xFF) {
    00245       x = 0;
    00246     }
    00247   }
    00248
    00249   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
    00250   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
    00251 }
    00252
    00253 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
    00254 {
    00255   if (IsIndustryCompleted(ti->tile)) {
    00256     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
    00257   }
    00258   AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
    00259 }
    00260
    00261 static void IndustryDrawToyFactory(const TileInfo *ti)
    00262 {
    00263   const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
    00264
    00265   if (d->image_1 != 0xFF) {
    00266     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
    00267   }
    00268
    00269   if (d->image_2 != 0xFF) {
    00270     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
    00271   }
    00272
    00273   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
    00274   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
    00275 }
    00276
    00277 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
    00278 {
    00279   if (IsIndustryCompleted(ti->tile)) {
    00280     uint8 image = GetAnimationFrame(ti->tile);
    00281
    00282     if (image != 0 && image < 7) {
    00283       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
    00284         PAL_NONE,
    00285         _coal_plant_sparks[image - 1].x,
    00286         _coal_plant_sparks[image - 1].y
    00287       );
    00288     }
    00289   }
    00290 }
    00291
    00292 typedef void IndustryDrawTileProc(const TileInfo *ti);
    00293 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
    00294   IndustryDrawSugarMine,
    00295   IndustryDrawToffeeQuarry,
    00296   IndustryDrawBubbleGenerator,
    00297   IndustryDrawToyFactory,
    00298   IndustryDrawCoalPlantSparks,
    00299 };
    00300
    00301 static void DrawTile_Industry(TileInfo *ti)
    00302 {
    00303   IndustryGfx gfx = GetIndustryGfx(ti->tile);
    00304   Industry *ind = Industry::GetByTile(ti->tile);
    00305   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00306
    00307   /* Retrieve pointer to the draw industry tile struct */
    00308   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00309     /* Draw the tile using the specialized method of newgrf industrytile.
    00310      * DrawNewIndustry will return false if ever the resolver could not
    00311      * find any sprite to display.  So in this case, we will jump on the
    00312      * substitute gfx instead. */
    00313     if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
    00314       return;
    00315     } else {
    00316       /* No sprite group (or no valid one) found, meaning no graphics associated.
    00317        * Use the substitute one instead */
    00318       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
    00319         gfx = indts->grf_prop.subst_id;
    00320         /* And point the industrytile spec accordingly */
    00321         indts = GetIndustryTileSpec(gfx);
    00322       }
    00323     }
    00324   }
    00325
    00326   const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
    00327       GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
    00328       GetIndustryConstructionStage(ti->tile))];
    00329
    00330   SpriteID image = dits->ground.sprite;
    00331
    00332   /* DrawFoundation() modifies ti->z and ti->tileh */
    00333   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00334
    00335   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
    00336    * Do not do this if the tile's WaterClass is 'land'. */
    00337   if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
    00338     DrawWaterClassGround(ti);
    00339   } else {
    00340     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
    00341   }
    00342
    00343   /* If industries are transparent and invisible, do not draw the upper part */
    00344   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
    00345
    00346   /* Add industry on top of the ground? */
    00347   image = dits->building.sprite;
    00348   if (image != 0) {
    00349     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
    00350       ti->x + dits->subtile_x,
    00351       ti->y + dits->subtile_y,
    00352       dits->width,
    00353       dits->height,
    00354       dits->dz,
    00355       ti->z,
    00356       IsTransparencySet(TO_INDUSTRIES));
    00357
    00358     if (IsTransparencySet(TO_INDUSTRIES)) return;
    00359   }
    00360
    00361   {
    00362     int proc = dits->draw_proc - 1;
    00363     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
    00364   }
    00365 }
    00366
    00367 static int GetSlopePixelZ_Industry(TileIndex tile, uint x, uint y)
    00368 {
    00369   return GetTileMaxPixelZ(tile);
    00370 }
    00371
    00372 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
    00373 {
    00374   IndustryGfx gfx = GetIndustryGfx(tile);
    00375
    00376   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
    00377    * account for this, as other structures should
    00378    * draw the wall of the foundation in this case.
    00379    */
    00380   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00381     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00382     if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
    00383       uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00384       if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(indts->grf_prop.grffile, CBID_INDTILE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
    00385     }
    00386   }
    00387   return FlatteningFoundation(tileh);
    00388 }
    00389
    00390 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00391 {
    00392   IndustryGfx gfx = GetIndustryGfx(tile);
    00393   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    00394
    00395   /* When we have to use a callback, we put our data in the next two variables */
    00396   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
    00397   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
    00398
    00399   /* And then these will always point to a same sized array with the required data */
    00400   const CargoID *accepts_cargo = itspec->accepts_cargo;
    00401   const uint8 *cargo_acceptance = itspec->acceptance;
    00402
    00403   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
    00404     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00405     if (res != CALLBACK_FAILED) {
    00406       accepts_cargo = raw_accepts_cargo;
    00407       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
    00408     }
    00409   }
    00410
    00411   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
    00412     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00413     if (res != CALLBACK_FAILED) {
    00414       cargo_acceptance = raw_cargo_acceptance;
    00415       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
    00416     }
    00417   }
    00418
    00419   const Industry *ind = Industry::GetByTile(tile);
    00420   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
    00421     CargoID a = accepts_cargo[i];
    00422     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargoes
    00423
    00424     /* Add accepted cargo */
    00425     acceptance[a] += cargo_acceptance[i];
    00426
    00427     /* Maybe set 'always accepted' bit (if it's not set already) */
    00428     if (HasBit(*always_accepted, a)) continue;
    00429
    00430     bool accepts = false;
    00431     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00432       /* Test whether the industry itself accepts the cargo type */
    00433       if (ind->accepts_cargo[cargo_index] == a) {
    00434         accepts = true;
    00435         break;
    00436       }
    00437     }
    00438
    00439     if (accepts) continue;
    00440
    00441     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
    00442     SetBit(*always_accepted, a);
    00443   }
    00444 }
    00445
    00446 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
    00447 {
    00448   const Industry *i = Industry::GetByTile(tile);
    00449   const IndustrySpec *is = GetIndustrySpec(i->type);
    00450
    00451   td->owner[0] = i->owner;
    00452   td->str = is->name;
    00453   if (!IsIndustryCompleted(tile)) {
    00454     SetDParamX(td->dparam, 0, td->str);
    00455     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00456   }
    00457
    00458   if (is->grf_prop.grffile != NULL) {
    00459     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName();
    00460   }
    00461 }
    00462
    00463 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
    00464 {
    00465   Industry *i = Industry::GetByTile(tile);
    00466   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00467
    00468   /* water can destroy industries
    00469    * in editor you can bulldoze industries
    00470    * with magic_bulldozer cheat you can destroy industries
    00471    * (area around OILRIG is water, so water shouldn't flood it
    00472    */
    00473   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
    00474       !_cheats.magic_bulldozer.value) ||
    00475       ((flags & DC_AUTO) != 0) ||
    00476       (_current_company == OWNER_WATER &&
    00477         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
    00478         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
    00479     SetDParam(1, indspec->name);
    00480     return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
    00481   }
    00482
    00483   if (flags & DC_EXEC) {
    00484     AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
    00485     Game::NewEvent(new ScriptEventIndustryClose(i->index));
    00486     delete i;
    00487   }
    00488   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
    00489 }
    00490
    00491 static void TransportIndustryGoods(TileIndex tile)
    00492 {
    00493   Industry *i = Industry::GetByTile(tile);
    00494   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00495   bool moved_cargo = false;
    00496
    00497   StationFinder stations(i->location);
    00498
    00499   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
    00500     uint cw = min(i->produced_cargo_waiting[j], 255);
    00501     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
    00502       i->produced_cargo_waiting[j] -= cw;
    00503
    00504       /* fluctuating economy? */
    00505       if (EconomyIsInRecession()) cw = (cw + 1) / 2;
    00506
    00507       i->this_month_production[j] += cw;
    00508
    00509       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
    00510       i->this_month_transported[j] += am;
    00511
    00512       moved_cargo |= (am != 0);
    00513     }
    00514   }
    00515
    00516   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
    00517     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
    00518
    00519     if (newgfx != INDUSTRYTILE_NOANIM) {
    00520       ResetIndustryConstructionStage(tile);
    00521       SetIndustryCompleted(tile, true);
    00522       SetIndustryGfx(tile, newgfx);
    00523       MarkTileDirtyByTile(tile);
    00524     }
    00525   }
    00526 }
    00527
    00528
    00529 static void AnimateTile_Industry(TileIndex tile)
    00530 {
    00531   IndustryGfx gfx = GetIndustryGfx(tile);
    00532
    00533   if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
    00534     AnimateNewIndustryTile(tile);
    00535     return;
    00536   }
    00537
    00538   switch (gfx) {
    00539   case GFX_SUGAR_MINE_SIEVE:
    00540     if ((_tick_counter & 1) == 0) {
    00541       byte m = GetAnimationFrame(tile) + 1;
    00542
    00543       if (_settings_client.sound.ambient) {
    00544         switch (m & 7) {
    00545           case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
    00546           case 6: SndPlayTileFx(SND_29_RIP, tile); break;
    00547         }
    00548       }
    00549
    00550       if (m >= 96) {
    00551         m = 0;
    00552         DeleteAnimatedTile(tile);
    00553       }
    00554       SetAnimationFrame(tile, m);
    00555
    00556       MarkTileDirtyByTile(tile);
    00557     }
    00558     break;
    00559
    00560   case GFX_TOFFEE_QUARY:
    00561     if ((_tick_counter & 3) == 0) {
    00562       byte m = GetAnimationFrame(tile);
    00563
    00564       if (_industry_anim_offs_toffee[m] == 0xFF && _settings_client.sound.ambient) {
    00565         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
    00566       }
    00567
    00568       if (++m >= 70) {
    00569         m = 0;
    00570         DeleteAnimatedTile(tile);
    00571       }
    00572       SetAnimationFrame(tile, m);
    00573
    00574       MarkTileDirtyByTile(tile);
    00575     }
    00576     break;
    00577
    00578   case GFX_BUBBLE_CATCHER:
    00579     if ((_tick_counter & 1) == 0) {
    00580       byte m = GetAnimationFrame(tile);
    00581
    00582       if (++m >= 40) {
    00583         m = 0;
    00584         DeleteAnimatedTile(tile);
    00585       }
    00586       SetAnimationFrame(tile, m);
    00587
    00588       MarkTileDirtyByTile(tile);
    00589     }
    00590     break;
    00591
    00592   /* Sparks on a coal plant */
    00593   case GFX_POWERPLANT_SPARKS:
    00594     if ((_tick_counter & 3) == 0) {
    00595       byte m = GetAnimationFrame(tile);
    00596       if (m == 6) {
    00597         SetAnimationFrame(tile, 0);
    00598         DeleteAnimatedTile(tile);
    00599       } else {
    00600         SetAnimationFrame(tile, m + 1);
    00601         MarkTileDirtyByTile(tile);
    00602       }
    00603     }
    00604     break;
    00605
    00606   case GFX_TOY_FACTORY:
    00607     if ((_tick_counter & 1) == 0) {
    00608       byte m = GetAnimationFrame(tile) + 1;
    00609
    00610       switch (m) {
    00611         case  1: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2C_MACHINERY, tile); break;
    00612         case 23: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
    00613         case 28: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
    00614         default:
    00615           if (m >= 50) {
    00616             int n = GetIndustryAnimationLoop(tile) + 1;
    00617             m = 0;
    00618             if (n >= 8) {
    00619               n = 0;
    00620               DeleteAnimatedTile(tile);
    00621             }
    00622             SetIndustryAnimationLoop(tile, n);
    00623           }
    00624       }
    00625
    00626       SetAnimationFrame(tile, m);
    00627       MarkTileDirtyByTile(tile);
    00628     }
    00629     break;
    00630
    00631   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00632   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00633   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00634   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00635     if ((_tick_counter & 3) == 0) {
    00636       IndustryGfx gfx = GetIndustryGfx(tile);
    00637
    00638       gfx = (gfx < 155) ? gfx + 1 : 148;
    00639       SetIndustryGfx(tile, gfx);
    00640       MarkTileDirtyByTile(tile);
    00641     }
    00642     break;
    00643
    00644   case GFX_OILWELL_ANIMATED_1:
    00645   case GFX_OILWELL_ANIMATED_2:
    00646   case GFX_OILWELL_ANIMATED_3:
    00647     if ((_tick_counter & 7) == 0) {
    00648       bool b = Chance16(1, 7);
    00649       IndustryGfx gfx = GetIndustryGfx(tile);
    00650
    00651       byte m = GetAnimationFrame(tile) + 1;
    00652       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
    00653         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
    00654         SetIndustryConstructionStage(tile, 3);
    00655         DeleteAnimatedTile(tile);
    00656       } else {
    00657         SetAnimationFrame(tile, m);
    00658         SetIndustryGfx(tile, gfx);
    00659         MarkTileDirtyByTile(tile);
    00660       }
    00661     }
    00662     break;
    00663
    00664   case GFX_COAL_MINE_TOWER_ANIMATED:
    00665   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00666   case GFX_GOLD_MINE_TOWER_ANIMATED: {
    00667       int state = _tick_counter & 0x7FF;
    00668
    00669       if ((state -= 0x400) < 0) return;
    00670
    00671       if (state < 0x1A0) {
    00672         if (state < 0x20 || state >= 0x180) {
    00673           byte m = GetAnimationFrame(tile);
    00674           if (!(m & 0x40)) {
    00675             SetAnimationFrame(tile, m | 0x40);
    00676             if (_settings_client.sound.ambient) SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
    00677           }
    00678           if (state & 7) return;
    00679         } else {
    00680           if (state & 3) return;
    00681         }
    00682         byte m = (GetAnimationFrame(tile) + 1) | 0x40;
    00683         if (m > 0xC2) m = 0xC0;
    00684         SetAnimationFrame(tile, m);
    00685         MarkTileDirtyByTile(tile);
    00686       } else if (state >= 0x200 && state < 0x3A0) {
    00687         int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
    00688         if (state & i) return;
    00689
    00690         byte m = (GetAnimationFrame(tile) & 0xBF) - 1;
    00691         if (m < 0x80) m = 0x82;
    00692         SetAnimationFrame(tile, m);
    00693         MarkTileDirtyByTile(tile);
    00694       }
    00695       break;
    00696     }
    00697   }
    00698 }
    00699
    00700 static void CreateChimneySmoke(TileIndex tile)
    00701 {
    00702   uint x = TileX(tile) * TILE_SIZE;
    00703   uint y = TileY(tile) * TILE_SIZE;
    00704   int z = GetTileMaxPixelZ(tile);
    00705
    00706   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
    00707 }
    00708
    00709 static void MakeIndustryTileBigger(TileIndex tile)
    00710 {
    00711   byte cnt = GetIndustryConstructionCounter(tile) + 1;
    00712   if (cnt != 4) {
    00713     SetIndustryConstructionCounter(tile, cnt);
    00714     return;
    00715   }
    00716
    00717   byte stage = GetIndustryConstructionStage(tile) + 1;
    00718   SetIndustryConstructionCounter(tile, 0);
    00719   SetIndustryConstructionStage(tile, stage);
    00720   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
    00721   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
    00722
    00723   MarkTileDirtyByTile(tile);
    00724
    00725   if (!IsIndustryCompleted(tile)) return;
    00726
    00727   IndustryGfx gfx = GetIndustryGfx(tile);
    00728   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00729     /* New industries are already animated on construction. */
    00730     return;
    00731   }
    00732
    00733   switch (gfx) {
    00734   case GFX_POWERPLANT_CHIMNEY:
    00735     CreateChimneySmoke(tile);
    00736     break;
    00737
    00738   case GFX_OILRIG_1: {
    00739     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
    00740      * tiles (like the default oil rig). Do a proper check to ensure the
    00741      * tiles belong to the same industry and based on that build the oil rig's
    00742      * station. */
    00743     TileIndex other = tile + TileDiffXY(0, 1);
    00744
    00745     if (IsTileType(other, MP_INDUSTRY) &&
    00746         GetIndustryGfx(other) == GFX_OILRIG_1 &&
    00747         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
    00748       BuildOilRig(tile);
    00749     }
    00750     break;
    00751   }
    00752
    00753   case GFX_TOY_FACTORY:
    00754   case GFX_BUBBLE_CATCHER:
    00755   case GFX_TOFFEE_QUARY:
    00756     SetAnimationFrame(tile, 0);
    00757     SetIndustryAnimationLoop(tile, 0);
    00758     break;
    00759
    00760   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00761   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00762   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00763   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00764     AddAnimatedTile(tile);
    00765     break;
    00766   }
    00767 }
    00768
    00769 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
    00770 {
    00771   static const int8 _bubble_spawn_location[3][4] = {
    00772     { 11,   0, -4, -14 },
    00773     { -4, -10, -4,   1 },
    00774     { 49,  59, 60,  65 },
    00775   };
    00776
    00777   if (_settings_client.sound.ambient) SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
    00778
    00779   int dir = Random() & 3;
    00780
    00781   EffectVehicle *v = CreateEffectVehicleAbove(
    00782     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
    00783     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
    00784     _bubble_spawn_location[2][dir],
    00785     EV_BUBBLE
    00786   );
    00787
    00788   if (v != NULL) v->animation_substate = dir;
    00789 }
    00790
    00791 static void TileLoop_Industry(TileIndex tile)
    00792 {
    00793   if (IsTileOnWater(tile)) TileLoop_Water(tile);
    00794
    00795   /* Normally this doesn't happen, but if an industry NewGRF is removed
    00796    * an industry that was previously build on water can now be flooded.
    00797    * If this happens the tile is no longer an industry tile after
    00798    * returning from TileLoop_Water. */
    00799   if (!IsTileType(tile, MP_INDUSTRY)) return;
    00800
    00801   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
    00802
    00803   if (!IsIndustryCompleted(tile)) {
    00804     MakeIndustryTileBigger(tile);
    00805     return;
    00806   }
    00807
    00808   if (_game_mode == GM_EDITOR) return;
    00809
    00810   TransportIndustryGoods(tile);
    00811
    00812   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
    00813
    00814   IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
    00815   if (newgfx != INDUSTRYTILE_NOANIM) {
    00816     ResetIndustryConstructionStage(tile);
    00817     SetIndustryGfx(tile, newgfx);
    00818     MarkTileDirtyByTile(tile);
    00819     return;
    00820   }
    00821
    00822   IndustryGfx gfx = GetIndustryGfx(tile);
    00823   switch (gfx) {
    00824   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
    00825   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
    00826   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
    00827     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
    00828       switch (gfx) {
    00829         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
    00830         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
    00831         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
    00832       }
    00833       SetIndustryGfx(tile, gfx);
    00834       SetAnimationFrame(tile, 0x80);
    00835       AddAnimatedTile(tile);
    00836     }
    00837     break;
    00838
    00839   case GFX_OILWELL_NOT_ANIMATED:
    00840     if (Chance16(1, 6)) {
    00841       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
    00842       SetAnimationFrame(tile, 0);
    00843       AddAnimatedTile(tile);
    00844     }
    00845     break;
    00846
    00847   case GFX_COAL_MINE_TOWER_ANIMATED:
    00848   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00849   case GFX_GOLD_MINE_TOWER_ANIMATED:
    00850     if (!(_tick_counter & 0x400)) {
    00851       switch (gfx) {
    00852         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
    00853         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
    00854         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
    00855       }
    00856       SetIndustryGfx(tile, gfx);
    00857       SetIndustryCompleted(tile, true);
    00858       SetIndustryConstructionStage(tile, 3);
    00859       DeleteAnimatedTile(tile);
    00860     }
    00861     break;
    00862
    00863   case GFX_POWERPLANT_SPARKS:
    00864     if (Chance16(1, 3)) {
    00865       if (_settings_client.sound.ambient) SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
    00866       AddAnimatedTile(tile);
    00867     }
    00868     break;
    00869
    00870   case GFX_COPPER_MINE_CHIMNEY:
    00871     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_COPPER_MINE_SMOKE);
    00872     break;
    00873
    00874
    00875   case GFX_TOY_FACTORY: {
    00876       Industry *i = Industry::GetByTile(tile);
    00877       if (i->was_cargo_delivered) {
    00878         i->was_cargo_delivered = false;
    00879         SetIndustryAnimationLoop(tile, 0);
    00880         AddAnimatedTile(tile);
    00881       }
    00882     }
    00883     break;
    00884
    00885   case GFX_BUBBLE_GENERATOR:
    00886     TileLoopIndustry_BubbleGenerator(tile);
    00887     break;
    00888
    00889   case GFX_TOFFEE_QUARY:
    00890     AddAnimatedTile(tile);
    00891     break;
    00892
    00893   case GFX_SUGAR_MINE_SIEVE:
    00894     if (Chance16(1, 3)) AddAnimatedTile(tile);
    00895     break;
    00896   }
    00897 }
    00898
    00899 static bool ClickTile_Industry(TileIndex tile)
    00900 {
    00901   ShowIndustryViewWindow(GetIndustryIndex(tile));
    00902   return true;
    00903 }
    00904
    00905 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00906 {
    00907   return 0;
    00908 }
    00909
    00910 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
    00911 {
    00912   /* If the founder merges, the industry was created by the merged company */
    00913   Industry *i = Industry::GetByTile(tile);
    00914   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
    00915 }
    00916
    00922 bool IsTileForestIndustry(TileIndex tile)
    00923 {
    00924   /* Check for industry tile */
    00925   if (!IsTileType(tile, MP_INDUSTRY)) return false;
    00926
    00927   const Industry *ind = Industry::GetByTile(tile);
    00928
    00929   /* Check for organic industry (i.e. not processing or extractive) */
    00930   if ((GetIndustrySpec(ind->type)->life_type & INDUSTRYLIFE_ORGANIC) == 0) return false;
    00931
    00932   /* Check for wood production */
    00933   for (uint i = 0; i < lengthof(ind->produced_cargo); i++) {
    00934     /* The industry produces wood. */
    00935     if (ind->produced_cargo[i] != CT_INVALID && CargoSpec::Get(ind->produced_cargo[i])->label == 'WOOD') return true;
    00936   }
    00937
    00938   return false;
    00939 }
    00940
    00941 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
    00942
    00943 static bool IsBadFarmFieldTile(TileIndex tile)
    00944 {
    00945   switch (GetTileType(tile)) {
    00946     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00947     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00948     default:       return true;
    00949   }
    00950 }
    00951
    00952 static bool IsBadFarmFieldTile2(TileIndex tile)
    00953 {
    00954   switch (GetTileType(tile)) {
    00955     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00956     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00957     default:       return true;
    00958   }
    00959 }
    00960
    00961 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction, bool north)
    00962 {
    00963   do {
    00964     tile = TILE_MASK(tile);
    00965
    00966     if (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS)) {
    00967       byte or_ = type;
    00968
    00969       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
    00970
    00971       if (direction == AXIS_X) {
    00972         if (north) {
    00973           SetFenceNW(tile, or_);
    00974         } else {
    00975           SetFenceSE(tile, or_);
    00976         }
    00977       } else {
    00978         if (north) {
    00979           SetFenceNE(tile, or_);
    00980         } else {
    00981           SetFenceSW(tile, or_);
    00982         }
    00983       }
    00984     }
    00985
    00986     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00987   } while (--size);
    00988 }
    00989
    00990 static void PlantFarmField(TileIndex tile, IndustryID industry)
    00991 {
    00992   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    00993     if (GetTileZ(tile) + 2 >= GetSnowLine()) return;
    00994   }
    00995
    00996   /* determine field size */
    00997   uint32 r = (Random() & 0x303) + 0x404;
    00998   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
    00999   uint size_x = GB(r, 0, 8);
    01000   uint size_y = GB(r, 8, 8);
    01001
    01002   TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
    01003   ta.ClampToMap();
    01004
    01005   if (ta.w == 0 || ta.h == 0) return;
    01006
    01007   /* check the amount of bad tiles */
    01008   int count = 0;
    01009   TILE_AREA_LOOP(cur_tile, ta) {
    01010     assert(cur_tile < MapSize());
    01011     count += IsBadFarmFieldTile(cur_tile);
    01012   }
    01013   if (count * 2 >= ta.w * ta.h) return;
    01014
    01015   /* determine type of field */
    01016   r = Random();
    01017   uint counter = GB(r, 5, 3);
    01018   uint field_type = GB(r, 8, 8) * 9 >> 8;
    01019
    01020   /* make field */
    01021   TILE_AREA_LOOP(cur_tile, ta) {
    01022     assert(cur_tile < MapSize());
    01023     if (!IsBadFarmFieldTile2(cur_tile)) {
    01024       MakeField(cur_tile, field_type, industry);
    01025       SetClearCounter(cur_tile, counter);
    01026       MarkTileDirtyByTile(cur_tile);
    01027     }
    01028   }
    01029
    01030   int type = 3;
    01031   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
    01032     type = _plantfarmfield_type[Random() & 0xF];
    01033   }
    01034
    01035   SetupFarmFieldFence(ta.tile, ta.h, type, AXIS_Y, true);
    01036   SetupFarmFieldFence(ta.tile, ta.w, type, AXIS_X, true);
    01037   SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y, false);
    01038   SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X, false);
    01039 }
    01040
    01041 void PlantRandomFarmField(const Industry *i)
    01042 {
    01043   int x = i->location.w / 2 + Random() % 31 - 16;
    01044   int y = i->location.h / 2 + Random() % 31 - 16;
    01045
    01046   TileIndex tile = TileAddWrap(i->location.tile, x, y);
    01047
    01048   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
    01049 }
    01050
    01057 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
    01058 {
    01059   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) {
    01060     /* found a tree */
    01061
    01062     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01063
    01064     _industry_sound_ctr = 1;
    01065     _industry_sound_tile = tile;
    01066     if (_settings_client.sound.ambient) SndPlayTileFx(SND_38_CHAINSAW, tile);
    01067
    01068     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    01069
    01070     cur_company.Restore();
    01071     return true;
    01072   }
    01073   return false;
    01074 }
    01075
    01080 static void ChopLumberMillTrees(Industry *i)
    01081 {
    01082   /* We only want to cut trees if all tiles are completed. */
    01083   TILE_AREA_LOOP(tile_cur, i->location) {
    01084     if (i->TileBelongsToIndustry(tile_cur)) {
    01085       if (!IsIndustryCompleted(tile_cur)) return;
    01086     }
    01087   }
    01088
    01089   TileIndex tile = i->location.tile;
    01090   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles  to search.
    01091     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo.
    01092   }
    01093 }
    01094
    01095 static void ProduceIndustryGoods(Industry *i)
    01096 {
    01097   const IndustrySpec *indsp = GetIndustrySpec(i->type);
    01098
    01099   /* play a sound? */
    01100   if ((i->counter & 0x3F) == 0) {
    01101     uint32 r;
    01102     uint num;
    01103     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0 && _settings_client.sound.ambient) {
    01104       SndPlayTileFx(
    01105         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
    01106         i->location.tile);
    01107     }
    01108   }
    01109
    01110   i->counter--;
    01111
    01112   /* produce some cargo */
    01113   if ((i->counter % INDUSTRY_PRODUCE_TICKS) == 0) {
    01114     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
    01115
    01116     IndustryBehaviour indbehav = indsp->behaviour;
    01117     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
    01118     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
    01119
    01120     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
    01121       uint16 cb_res = CALLBACK_FAILED;
    01122       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01123         cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile);
    01124       }
    01125
    01126       bool plant;
    01127       if (cb_res != CALLBACK_FAILED) {
    01128         plant = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
    01129       } else {
    01130         plant = Chance16(1, 8);
    01131       }
    01132
    01133       if (plant) PlantRandomFarmField(i);
    01134     }
    01135     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
    01136       uint16 cb_res = CALLBACK_FAILED;
    01137       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01138         cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 1, i, i->type, i->location.tile);
    01139       }
    01140
    01141       bool cut;
    01142       if (cb_res != CALLBACK_FAILED) {
    01143         cut = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
    01144       } else {
    01145         cut = ((i->counter % INDUSTRY_CUT_TREE_TICKS) == 0);
    01146       }
    01147
    01148       if (cut) ChopLumberMillTrees(i);
    01149     }
    01150
    01151     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
    01152     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
    01153   }
    01154 }
    01155
    01156 void OnTick_Industry()
    01157 {
    01158   if (_industry_sound_ctr != 0) {
    01159     _industry_sound_ctr++;
    01160
    01161     if (_industry_sound_ctr == 75) {
    01162       if (_settings_client.sound.ambient) SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
    01163     } else if (_industry_sound_ctr == 160) {
    01164       _industry_sound_ctr = 0;
    01165       if (_settings_client.sound.ambient) SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
    01166     }
    01167   }
    01168
    01169   if (_game_mode == GM_EDITOR) return;
    01170
    01171   Industry *i;
    01172   FOR_ALL_INDUSTRIES(i) {
    01173     ProduceIndustryGoods(i);
    01174   }
    01175 }
    01176
    01182 static CommandCost CheckNewIndustry_NULL(TileIndex tile)
    01183 {
    01184   return CommandCost();
    01185 }
    01186
    01192 static CommandCost CheckNewIndustry_Forest(TileIndex tile)
    01193 {
    01194   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01195     if (GetTileZ(tile) < HighestSnowLine() + 2) {
    01196       return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
    01197     }
    01198   }
    01199   return CommandCost();
    01200 }
    01201
    01207 static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
    01208 {
    01209   if (_game_mode == GM_EDITOR) return CommandCost();
    01210   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
    01211
    01212   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
    01213 }
    01214
    01215 extern bool _ignore_restrictions;
    01216
    01222 static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
    01223 {
    01224   if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
    01225   if (TileHeight(tile) == 0 &&
    01226       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
    01227
    01228   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
    01229 }
    01230
    01236 static CommandCost CheckNewIndustry_Farm(TileIndex tile)
    01237 {
    01238   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01239     if (GetTileZ(tile) + 2 >= HighestSnowLine()) {
    01240       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01241     }
    01242   }
    01243   return CommandCost();
    01244 }
    01245
    01251 static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
    01252 {
    01253   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
    01254     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01255   }
    01256   return CommandCost();
    01257 }
    01258
    01264 static CommandCost CheckNewIndustry_Water(TileIndex tile)
    01265 {
    01266   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
    01267     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
    01268   }
    01269   return CommandCost();
    01270 }
    01271
    01277 static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
    01278 {
    01279   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
    01280     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
    01281   }
    01282   return CommandCost();
    01283 }
    01284
    01290 static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
    01291 {
    01292   if (GetTileZ(tile) > 4) {
    01293     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
    01294   }
    01295   return CommandCost();
    01296 }
    01297
    01303 typedef CommandCost CheckNewIndustryProc(TileIndex tile);
    01304
    01306 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
    01307   CheckNewIndustry_NULL,
    01308   CheckNewIndustry_Forest,
    01309   CheckNewIndustry_OilRefinery,
    01310   CheckNewIndustry_Farm,
    01311   CheckNewIndustry_Plantation,
    01312   CheckNewIndustry_Water,
    01313   CheckNewIndustry_Lumbermill,
    01314   CheckNewIndustry_BubbleGen,
    01315   CheckNewIndustry_OilRig,
    01316 };
    01317
    01328 static CommandCost FindTownForIndustry(TileIndex tile, int type, Town **t)
    01329 {
    01330   *t = ClosestTownFromTile(tile, UINT_MAX);
    01331
    01332   if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
    01333
    01334   const Industry *i;
    01335   FOR_ALL_INDUSTRIES(i) {
    01336     if (i->type == (byte)type && i->town == *t) {
    01337       *t = NULL;
    01338       return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
    01339     }
    01340   }
    01341
    01342   return CommandCost();
    01343 }
    01344
    01345 bool IsSlopeRefused(Slope current, Slope refused)
    01346 {
    01347   if (IsSteepSlope(current)) return true;
    01348   if (current != SLOPE_FLAT) {
    01349     if (IsSteepSlope(refused)) return true;
    01350
    01351     Slope t = ComplementSlope(current);
    01352
    01353     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
    01354     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
    01355     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
    01356     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
    01357   }
    01358
    01359   return false;
    01360 }
    01361
    01374 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)
    01375 {
    01376   bool refused_slope = false;
    01377   bool custom_shape = false;
    01378
    01379   do {
    01380     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
    01381     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
    01382
    01383     if (!IsValidTile(cur_tile)) {
    01384       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01385     }
    01386
    01387     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
    01388       if (!IsTileType(cur_tile, MP_WATER) ||
    01389           GetTileSlope(cur_tile) != SLOPE_FLAT) {
    01390         return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01391       }
    01392     } else {
    01393       CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
    01394       if (ret.Failed()) return ret;
    01395       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01396
    01397       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
    01398
    01399       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
    01400
    01401       /* Perform land/water check if not disabled */
    01402       if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01403
    01404       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
    01405         custom_shape = true;
    01406         CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type);
    01407         if (ret.Failed()) return ret;
    01408       } else {
    01409         Slope tileh = GetTileSlope(cur_tile);
    01410         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
    01411       }
    01412
    01413       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
    01414           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
    01415         if (!IsTileType(cur_tile, MP_HOUSE)) {
    01416           return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
    01417         }
    01418
    01419         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
    01420         Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01421         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    01422         cur_company.Restore();
    01423
    01424         if (ret.Failed()) return ret;
    01425       } else {
    01426         /* Clear the tiles, but do not affect town ratings */
    01427         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01428
    01429         if (ret.Failed()) return ret;
    01430       }
    01431     }
    01432   } while ((++it)->ti.x != -0x80);
    01433
    01434   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
    01435
    01436   /* It is almost impossible to have a fully flat land in TG, so what we
    01437    *  do is that we check if we can make the land flat later on. See
    01438    *  CheckIfCanLevelIndustryPlatform(). */
    01439   if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
    01440     return CommandCost();
    01441   }
    01442   return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01443 }
    01444
    01452 static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
    01453 {
    01454   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->cache.population < 1200) {
    01455     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
    01456   }
    01457
    01458   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
    01459     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER);
    01460   }
    01461
    01462   return CommandCost();
    01463 }
    01464
    01465 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
    01466 {
    01467   /* Check if we don't leave the map */
    01468   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
    01469
    01470   TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
    01471   TILE_AREA_LOOP(tile_walk, ta) {
    01472     uint curh = TileHeight(tile_walk);
    01473     /* Is the tile clear? */
    01474     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
    01475
    01476     /* Don't allow too big of a change if this is the sub-tile check */
    01477     if (internal != 0 && Delta(curh, height) > 1) return false;
    01478
    01479     /* Different height, so the surrounding tiles of this tile
    01480      *  has to be correct too (in level, or almost in level)
    01481      *  else you get a chain-reaction of terraforming. */
    01482     if (internal == 0 && curh != height) {
    01483       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
    01484         return false;
    01485       }
    01486     }
    01487   }
    01488
    01489   return true;
    01490 }
    01491
    01496 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
    01497 {
    01498   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
    01499   int max_x = 0;
    01500   int max_y = 0;
    01501
    01502   /* Finds dimensions of largest variant of this industry */
    01503   do {
    01504     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
    01505     if (it->ti.x > max_x) max_x = it->ti.x;
    01506     if (it->ti.y > max_y) max_y = it->ti.y;
    01507   } while ((++it)->ti.x != MKEND);
    01508
    01509   /* Remember level height */
    01510   uint h = TileHeight(tile);
    01511
    01512   if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
    01513   /* Check that all tiles in area and surrounding are clear
    01514    * this determines that there are no obstructing items */
    01515
    01516   TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
    01517       max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
    01518
    01519   if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
    01520
    01521   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
    01522    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
    01523   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01524
    01525   TILE_AREA_LOOP(tile_walk, ta) {
    01526     uint curh = TileHeight(tile_walk);
    01527     if (curh != h) {
    01528       /* This tile needs terraforming. Check if we can do that without
    01529        *  damaging the surroundings too much. */
    01530       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
    01531         cur_company.Restore();
    01532         return false;
    01533       }
    01534       /* This is not 100% correct check, but the best we can do without modifying the map.
    01535        *  What is missing, is if the difference in height is more than 1.. */
    01536       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
    01537         cur_company.Restore();
    01538         return false;
    01539       }
    01540     }
    01541   }
    01542
    01543   if (flags & DC_EXEC) {
    01544     /* Terraform the land under the industry */
    01545     TILE_AREA_LOOP(tile_walk, ta) {
    01546       uint curh = TileHeight(tile_walk);
    01547       while (curh != h) {
    01548         /* We give the terraforming for free here, because we can't calculate
    01549          *  exact cost in the test-round, and as we all know, that will cause
    01550          *  a nice assert if they don't match ;) */
    01551         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
    01552         curh += (curh > h) ? -1 : 1;
    01553       }
    01554     }
    01555   }
    01556
    01557   cur_company.Restore();
    01558   return true;
    01559 }
    01560
    01561
    01568 static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
    01569 {
    01570   const IndustrySpec *indspec = GetIndustrySpec(type);
    01571   const Industry *i;
    01572   FOR_ALL_INDUSTRIES(i) {
    01573     /* Within 14 tiles from another industry is considered close */
    01574     if (DistanceMax(tile, i->location.tile) > 14) continue;
    01575
    01576     /* check if there are any conflicting industry types around */
    01577     if (i->type == indspec->conflicting[0] ||
    01578         i->type == indspec->conflicting[1] ||
    01579         i->type == indspec->conflicting[2]) {
    01580       return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
    01581     }
    01582   }
    01583   return CommandCost();
    01584 }
    01585
    01590 static void AdvertiseIndustryOpening(const Industry *ind)
    01591 {
    01592   const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
    01593   SetDParam(0, ind_spc->name);
    01594   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
    01595     SetDParam(1, STR_TOWN_NAME);
    01596     SetDParam(2, ind->town->index);
    01597   } else {
    01598     SetDParam(1, ind->town->index);
    01599   }
    01600   AddIndustryNewsItem(ind_spc->new_industry_text, NT_INDUSTRY_OPEN, ind->index);
    01601   AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
    01602   Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
    01603 }
    01604
    01616 static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, Town *t, Owner founder, uint16 initial_random_bits)
    01617 {
    01618   const IndustrySpec *indspec = GetIndustrySpec(type);
    01619
    01620   i->location = TileArea(tile, 1, 1);
    01621   i->type = type;
    01622   Industry::IncIndustryTypeCount(type);
    01623
    01624   i->produced_cargo[0] = indspec->produced_cargo[0];
    01625   i->produced_cargo[1] = indspec->produced_cargo[1];
    01626   i->accepts_cargo[0] = indspec->accepts_cargo[0];
    01627   i->accepts_cargo[1] = indspec->accepts_cargo[1];
    01628   i->accepts_cargo[2] = indspec->accepts_cargo[2];
    01629   i->production_rate[0] = indspec->production_rate[0];
    01630   i->production_rate[1] = indspec->production_rate[1];
    01631
    01632   /* don't use smooth economy for industries using production related callbacks */
    01633   if (indspec->UsesSmoothEconomy()) {
    01634     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
    01635     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
    01636   }
    01637
    01638   i->town = t;
    01639   i->owner = OWNER_NONE;
    01640
    01641   uint16 r = Random();
    01642   i->random_colour = GB(r, 0, 4);
    01643   i->counter = GB(r, 4, 12);
    01644   i->random = initial_random_bits;
    01645   i->produced_cargo_waiting[0] = 0;
    01646   i->produced_cargo_waiting[1] = 0;
    01647   i->incoming_cargo_waiting[0] = 0;
    01648   i->incoming_cargo_waiting[1] = 0;
    01649   i->incoming_cargo_waiting[2] = 0;
    01650   i->this_month_production[0] = 0;
    01651   i->this_month_production[1] = 0;
    01652   i->this_month_transported[0] = 0;
    01653   i->this_month_transported[1] = 0;
    01654   i->last_month_pct_transported[0] = 0;
    01655   i->last_month_pct_transported[1] = 0;
    01656   i->last_month_transported[0] = 0;
    01657   i->last_month_transported[1] = 0;
    01658   i->was_cargo_delivered = false;
    01659   i->last_prod_year = _cur_year;
    01660   i->founder = founder;
    01661
    01662   i->construction_date = _date;
    01663   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
    01664       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
    01665
    01666   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
    01667    * 0 = created prior of newindustries
    01668    * else, chosen layout + 1 */
    01669   i->selected_layout = layout + 1;
    01670
    01671   i->prod_level = PRODLEVEL_DEFAULT;
    01672
    01673   /* Call callbacks after the regular fields got initialised. */
    01674
    01675   if (HasBit(indspec->callback_mask, CBM_IND_PROD_CHANGE_BUILD)) {
    01676     uint16 res = GetIndustryCallback(CBID_INDUSTRY_PROD_CHANGE_BUILD, 0, Random(), i, type, INVALID_TILE);
    01677     if (res != CALLBACK_FAILED) {
    01678       if (res < PRODLEVEL_MINIMUM || res > PRODLEVEL_MAXIMUM) {
    01679         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_PROD_CHANGE_BUILD, res);
    01680       } else {
    01681         i->prod_level = res;
    01682         i->RecomputeProductionMultipliers();
    01683       }
    01684     }
    01685   }
    01686
    01687   if (_generating_world) {
    01688     i->last_month_production[0] = i->production_rate[0] * 8;
    01689     i->last_month_production[1] = i->production_rate[1] * 8;
    01690   } else {
    01691     i->last_month_production[0] = i->last_month_production[1] = 0;
    01692   }
    01693
    01694   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
    01695     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
    01696     if (res != CALLBACK_FAILED) {
    01697       if (GB(res, 4, 11) != 0) ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_DECIDE_COLOUR, res);
    01698       i->random_colour = GB(res, 0, 4);
    01699     }
    01700   }
    01701
    01702   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
    01703     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
    01704     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) {
    01705       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01706       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01707       if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
    01708         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res);
    01709         break;
    01710       }
    01711       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01712     }
    01713   }
    01714
    01715   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
    01716     for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
    01717     for (uint j = 0; j < lengthof(i->produced_cargo); j++) {
    01718       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01719       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01720       if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
    01721         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res);
    01722         break;
    01723       }
    01724       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01725     }
    01726   }
    01727
    01728   /* Plant the tiles */
    01729
    01730   do {
    01731     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01732
    01733     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
    01734       i->location.Add(cur_tile);
    01735
    01736       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
    01737
    01738       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01739
    01740       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
    01741
    01742       if (_generating_world) {
    01743         SetIndustryConstructionCounter(cur_tile, 3);
    01744         SetIndustryConstructionStage(cur_tile, 2);
    01745       }
    01746
    01747       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
    01748       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
    01749       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
    01750       if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
    01751     }
    01752   } while ((++it)->ti.x != -0x80);
    01753
    01754   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
    01755     for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
    01756   }
    01757   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    01758
    01759   Station::RecomputeIndustriesNearForAll();
    01760 }
    01761
    01778 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)
    01779 {
    01780   assert(itspec_index < indspec->num_table);
    01781   const IndustryTileTable *it = indspec->table[itspec_index];
    01782   bool custom_shape_check = false;
    01783
    01784   *ip = NULL;
    01785
    01786   SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
    01787   CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
    01788   _cleared_object_areas = object_areas;
    01789   if (ret.Failed()) return ret;
    01790
    01791   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
    01792     ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type);
    01793   } else {
    01794     ret = _check_new_industry_procs[indspec->check_proc](tile);
    01795   }
    01796   if (ret.Failed()) return ret;
    01797
    01798   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
    01799       !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) {
    01800     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01801   }
    01802
    01803   ret = CheckIfFarEnoughFromConflictingIndustry(tile, type);
    01804   if (ret.Failed()) return ret;
    01805
    01806   Town *t = NULL;
    01807   ret = FindTownForIndustry(tile, type, &t);
    01808   if (ret.Failed()) return ret;
    01809   assert(t != NULL);
    01810
    01811   ret = CheckIfIndustryIsAllowed(tile, type, t);
    01812   if (ret.Failed()) return ret;
    01813
    01814   if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES);
    01815
    01816   if (flags & DC_EXEC) {
    01817     *ip = new Industry(tile);
    01818     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
    01819     DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
    01820   }
    01821
    01822   return CommandCost();
    01823 }
    01824
    01837 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01838 {
    01839   IndustryType it = GB(p1, 0, 8);
    01840   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
    01841
    01842   const IndustrySpec *indspec = GetIndustrySpec(it);
    01843
    01844   /* Check if the to-be built/founded industry is available for this climate. */
    01845   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
    01846
    01847   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
    01848    * Raw material industries are industries that do not accept cargo (at least for now) */
    01849   if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
    01850     return CMD_ERROR;
    01851   }
    01852
    01853   if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) {
    01854     return CMD_ERROR;
    01855   }
    01856
    01857   Randomizer randomizer;
    01858   randomizer.SetSeed(p2);
    01859   uint16 random_initial_bits = GB(p2, 0, 16);
    01860   uint32 random_var8f = randomizer.Next();
    01861   int num_layouts = indspec->num_table;
    01862   CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
    01863   const bool deity_prospect = _current_company == OWNER_DEITY && !HasBit(p1, 16);
    01864
    01865   Industry *ind = NULL;
    01866   if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) {
    01867     if (flags & DC_EXEC) {
    01868       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
    01869       Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01870       /* Prospecting has a chance to fail, however we cannot guarantee that something can
    01871        * be built on the map, so the chance gets lower when the map is fuller, but there
    01872        * is nothing we can really do about that. */
    01873       if (deity_prospect || Random() <= indspec->prospecting_chance) {
    01874         for (int i = 0; i < 5000; i++) {
    01875           /* We should not have more than one Random() in a function call
    01876            * because parameter evaluation order is not guaranteed in the c++ standard
    01877            */
    01878           tile = RandomTile();
    01879           /* Start with a random layout */
    01880           int layout = RandomRange(num_layouts);
    01881           /* Check now each layout, starting with the random one */
    01882           for (int j = 0; j < num_layouts; j++) {
    01883             layout = (layout + 1) % num_layouts;
    01884             ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_PROSPECTCREATION, &ind);
    01885             if (ret.Succeeded()) break;
    01886           }
    01887           if (ret.Succeeded()) break;
    01888         }
    01889       }
    01890       cur_company.Restore();
    01891     }
    01892   } else {
    01893     int layout = GB(p1, 8, 8);
    01894     if (layout >= num_layouts) return CMD_ERROR;
    01895
    01896     /* Check subsequently each layout, starting with the given layout in p1 */
    01897     for (int i = 0; i < num_layouts; i++) {
    01898       layout = (layout + 1) % num_layouts;
    01899       ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind);
    01900       if (ret.Succeeded()) break;
    01901     }
    01902
    01903     /* If it still failed, there's no suitable layout to build here, return the error */
    01904     if (ret.Failed()) return ret;
    01905   }
    01906
    01907   if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) {
    01908     AdvertiseIndustryOpening(ind);
    01909   }
    01910
    01911   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
    01912 }
    01913
    01914
    01922 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
    01923 {
    01924   const IndustrySpec *indspec = GetIndustrySpec(type);
    01925
    01926   uint32 seed = Random();
    01927   uint32 seed2 = Random();
    01928   Industry *i = NULL;
    01929   CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
    01930   assert(i != NULL || ret.Failed());
    01931   return i;
    01932 }
    01933
    01940 static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
    01941 {
    01942   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01943   uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
    01944   if (!ind_spc->enabled || ind_spc->num_table == 0 ||
    01945       (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) ||
    01946       (chance = GetIndustryProbabilityCallback(it, IACT_MAPGENERATION, chance)) == 0) {
    01947     *force_at_least_one = false;
    01948     return 0;
    01949   } else {
    01950     /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
    01951      * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
    01952     chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
    01953
    01954     *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
    01955     return chance;
    01956   }
    01957 }
    01958
    01965 static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
    01966 {
    01967   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
    01968     *min_number = 0;
    01969     return 0;
    01970   }
    01971
    01972   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01973   byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
    01974   if (!ind_spc->enabled || ind_spc->num_table == 0 ||
    01975       ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
    01976       ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
    01977       (chance = GetIndustryProbabilityCallback(it, IACT_RANDOMCREATION, chance)) == 0) {
    01978     *min_number = 0;
    01979     return 0;
    01980   }
    01981   *min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
    01982   return chance;
    01983 }
    01984
    01989 static uint GetNumberOfIndustries()
    01990 {
    01991   /* Number of industries on a 256x256 map. */
    01992   static const uint16 numof_industry_table[] = {
    01993     0,    // none
    01994     0,    // minimal
    01995     10,   // very low
    01996     25,   // low
    01997     55,   // normal
    01998     80,   // high
    01999   };
    02000
    02001   assert(lengthof(numof_industry_table) == ID_END);
    02002   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
    02003   return ScaleByMapSize(numof_industry_table[difficulty]);
    02004 }
    02005
    02014 static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
    02015 {
    02016   uint tries = try_hard ? 10000u : 2000u;
    02017   for (; tries > 0; tries--) {
    02018     Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
    02019     if (ind != NULL) return ind;
    02020   }
    02021   return NULL;
    02022 }
    02023
    02029 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
    02030 {
    02031   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02032
    02033   IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
    02034   PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
    02035
    02036   cur_company.Restore();
    02037 }
    02038
    02043 static uint GetCurrentTotalNumberOfIndustries()
    02044 {
    02045   int total = 0;
    02046   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
    02047   return total;
    02048 }
    02049
    02050
    02052 void IndustryTypeBuildData::Reset()
    02053 {
    02054   this->probability  = 0;
    02055   this->min_number   = 0;
    02056   this->target_count = 0;
    02057   this->max_wait     = 1;
    02058   this->wait_count   = 0;
    02059 }
    02060
    02062 void IndustryBuildData::Reset()
    02063 {
    02064   this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
    02065
    02066   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02067     this->builddata[it].Reset();
    02068   }
    02069 }
    02070
    02072 void IndustryBuildData::MonthlyLoop()
    02073 {
    02074   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.
    02075   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting.
    02076
    02077   /* To prevent running out of unused industries for the player to connect,
    02078    * add a fraction of new industries each month, but only if the manager can keep up. */
    02079   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).
    02080   if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
    02081     this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH);
    02082   }
    02083 }
    02084
    02089 void GenerateIndustries()
    02090 {
    02091   if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
    02092
    02093   uint32 industry_probs[NUM_INDUSTRYTYPES];
    02094   bool force_at_least_one[NUM_INDUSTRYTYPES];
    02095   uint32 total_prob = 0;
    02096   uint num_forced = 0;
    02097
    02098   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02099     industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
    02100     total_prob += industry_probs[it];
    02101     if (force_at_least_one[it]) num_forced++;
    02102   }
    02103
    02104   uint total_amount = GetNumberOfIndustries();
    02105   if (total_prob == 0 || total_amount < num_forced) {
    02106     /* Only place the forced ones */
    02107     total_amount = num_forced;
    02108   }
    02109
    02110   SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
    02111
    02112   /* Try to build one industry per type independent of any probabilities */
    02113   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02114     if (force_at_least_one[it]) {
    02115       assert(total_amount > 0);
    02116       total_amount--;
    02117       PlaceInitialIndustry(it, true);
    02118     }
    02119   }
    02120
    02121   /* Add the remaining industries according to their probabilities */
    02122   for (uint i = 0; i < total_amount; i++) {
    02123     uint32 r = RandomRange(total_prob);
    02124     IndustryType it = 0;
    02125     while (r >= industry_probs[it]) {
    02126       r -= industry_probs[it];
    02127       it++;
    02128       assert(it < NUM_INDUSTRYTYPES);
    02129     }
    02130     assert(industry_probs[it] > 0);
    02131     PlaceInitialIndustry(it, false);
    02132   }
    02133   _industry_builder.Reset();
    02134 }
    02135
    02140 static void UpdateIndustryStatistics(Industry *i)
    02141 {
    02142   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02143     if (i->produced_cargo[j] != CT_INVALID) {
    02144       byte pct = 0;
    02145       if (i->this_month_production[j] != 0) {
    02146         i->last_prod_year = _cur_year;
    02147         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
    02148       }
    02149       i->last_month_pct_transported[j] = pct;
    02150
    02151       i->last_month_production[j] = i->this_month_production[j];
    02152       i->this_month_production[j] = 0;
    02153
    02154       i->last_month_transported[j] = i->this_month_transported[j];
    02155       i->this_month_transported[j] = 0;
    02156     }
    02157   }
    02158 }
    02159
    02164 void Industry::RecomputeProductionMultipliers()
    02165 {
    02166   const IndustrySpec *indspec = GetIndustrySpec(this->type);
    02167   assert(!indspec->UsesSmoothEconomy());
    02168
    02169   /* Rates are rounded up, so e.g. oilrig always produces some passengers */
    02170   this->production_rate[0] = min(CeilDiv(indspec->production_rate[0] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
    02171   this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
    02172 }
    02173
    02174
    02180 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
    02181 {
    02182   byte min_number;
    02183   uint32 probability = GetIndustryGamePlayProbability(it, &min_number);
    02184   bool changed = min_number != this->min_number || probability != this->probability;
    02185   this->min_number = min_number;
    02186   this->probability = probability;
    02187   return changed;
    02188 }
    02189
    02191 void IndustryBuildData::SetupTargetCount()
    02192 {
    02193   bool changed = false;
    02194   uint num_planned = 0; // Number of industries planned in the industry build data.
    02195   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02196     changed |= this->builddata[it].GetIndustryTypeData(it);
    02197     num_planned += this->builddata[it].target_count;
    02198   }
    02199   uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
    02200   changed |= num_planned != total_amount;
    02201   if (!changed) return; // All industries are still the same, no need to re-randomize.
    02202
    02203   /* Initialize the target counts. */
    02204   uint force_build = 0;  // Number of industries that should always be available.
    02205   uint32 total_prob = 0; // Sum of probabilities.
    02206   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02207     IndustryTypeBuildData *ibd = this->builddata + it;
    02208     force_build += ibd->min_number;
    02209     ibd->target_count = ibd->min_number;
    02210     total_prob += ibd->probability;
    02211   }
    02212
    02213   if (total_prob == 0) return; // No buildable industries.
    02214
    02215   /* Subtract forced industries from the number of industries available for construction. */
    02216   total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
    02217
    02218   /* Assign number of industries that should be aimed for, by using the probability as a weight. */
    02219   while (total_amount > 0) {
    02220     uint32 r = RandomRange(total_prob);
    02221     IndustryType it = 0;
    02222     while (r >= this->builddata[it].probability) {
    02223       r -= this->builddata[it].probability;
    02224       it++;
    02225       assert(it < NUM_INDUSTRYTYPES);
    02226     }
    02227     assert(this->builddata[it].probability > 0);
    02228     this->builddata[it].target_count++;
    02229     total_amount--;
    02230   }
    02231 }
    02232
    02236 void IndustryBuildData::TryBuildNewIndustry()
    02237 {
    02238   this->SetupTargetCount();
    02239
    02240   int missing = 0;       // Number of industries that need to be build.
    02241   uint count = 0;        // Number of industry types eligible for build.
    02242   uint32 total_prob = 0; // Sum of probabilities.
    02243   IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
    02244   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02245     int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
    02246     missing += difference;
    02247     if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
    02248     if (difference > 0) {
    02249       if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
    02250         /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
    02251         if (forced_build == NUM_INDUSTRYTYPES ||
    02252             difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
    02253           forced_build = it;
    02254         }
    02255       }
    02256       total_prob += difference;
    02257       count++;
    02258     }
    02259   }
    02260
    02261   if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
    02262
    02263   if (count >= 1) {
    02264     /* If not forced, pick a weighted random industry to build.
    02265      * For the case that count == 1, there is no need to draw a random number. */
    02266     IndustryType it;
    02267     if (forced_build != NUM_INDUSTRYTYPES) {
    02268       it = forced_build;
    02269     } else {
    02270       /* Non-forced, select an industry type to build (weighted random). */
    02271       uint32 r = 0; // Initialized to silence the compiler.
    02272       if (count > 1) r = RandomRange(total_prob);
    02273       for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02274         if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
    02275         int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
    02276         if (difference <= 0) continue; // Too many of this kind.
    02277         if (count == 1) break;
    02278         if (r < (uint)difference) break;
    02279         r -= difference;
    02280       }
    02281       assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
    02282     }
    02283
    02284     /* Try to create the industry. */
    02285     const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
    02286     if (ind == NULL) {
    02287       this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
    02288       this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2);
    02289     } else {
    02290       AdvertiseIndustryOpening(ind);
    02291       this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
    02292     }
    02293   }
    02294
    02295   /* Decrement wait counters. */
    02296   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02297     if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
    02298   }
    02299 }
    02300
    02309 static bool CheckIndustryCloseDownProtection(IndustryType type)
    02310 {
    02311   const IndustrySpec *indspec = GetIndustrySpec(type);
    02312
    02313   /* oil wells (or the industries with that flag set) are always allowed to closedown */
    02314   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
    02315   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1;
    02316 }
    02317
    02327 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
    02328 {
    02329   if (cargo == CT_INVALID) return;
    02330
    02331   /* Check for acceptance of cargo */
    02332   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
    02333     if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) {
    02334       *c_accepts = true;
    02335       break;
    02336     }
    02337   }
    02338
    02339   /* Check for produced cargo */
    02340   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
    02341     if (cargo == ind->produced_cargo[j]) {
    02342       *c_produces = true;
    02343       break;
    02344     }
    02345   }
    02346 }
    02347
    02361 static int WhoCanServiceIndustry(Industry *ind)
    02362 {
    02363   /* Find all stations within reach of the industry */
    02364   StationList stations;
    02365   FindStationsAroundTiles(ind->location, &stations);
    02366
    02367   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
    02368
    02369   const Vehicle *v;
    02370   int result = 0;
    02371   FOR_ALL_VEHICLES(v) {
    02372     /* Is it worthwhile to try this vehicle? */
    02373     if (v->owner != _local_company && result != 0) continue;
    02374
    02375     /* Check whether it accepts the right kind of cargo */
    02376     bool c_accepts = false;
    02377     bool c_produces = false;
    02378     if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
    02379       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02380         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
    02381       }
    02382     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
    02383       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
    02384     } else {
    02385       continue;
    02386     }
    02387     if (!c_accepts && !c_produces) continue; // Wrong cargo
    02388
    02389     /* Check orders of the vehicle.
    02390      * We cannot check the first of shared orders only, since the first vehicle in such a chain
    02391      * may have a different cargo type.
    02392      */
    02393     const Order *o;
    02394     FOR_VEHICLE_ORDERS(v, o) {
    02395       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
    02396         /* Vehicle visits a station to load or unload */
    02397         Station *st = Station::Get(o->GetDestination());
    02398         assert(st != NULL);
    02399
    02400         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
    02401         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
    02402
    02403         if (stations.Contains(st)) {
    02404           if (v->owner == _local_company) return 2; // Company services industry
    02405           result = 1; // Competitor services industry
    02406         }
    02407       }
    02408     }
    02409   }
    02410   return result;
    02411 }
    02412
    02420 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
    02421 {
    02422   NewsType nt;
    02423
    02424   switch (WhoCanServiceIndustry(ind)) {
    02425     case 0: nt = NT_INDUSTRY_NOBODY;  break;
    02426     case 1: nt = NT_INDUSTRY_OTHER;   break;
    02427     case 2: nt = NT_INDUSTRY_COMPANY; break;
    02428     default: NOT_REACHED();
    02429   }
    02430   SetDParam(2, abs(percent));
    02431   SetDParam(0, CargoSpec::Get(type)->name);
    02432   SetDParam(1, ind->index);
    02433   AddIndustryNewsItem(
    02434     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
    02435     nt,
    02436     ind->index
    02437   );
    02438 }
    02439
    02440 static const uint PERCENT_TRANSPORTED_60 = 153;
    02441 static const uint PERCENT_TRANSPORTED_80 = 204;
    02442
    02448 static void ChangeIndustryProduction(Industry *i, bool monthly)
    02449 {
    02450   StringID str = STR_NULL;
    02451   bool closeit = false;
    02452   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    02453   bool standard = false;
    02454   bool suppress_message = false;
    02455   bool recalculate_multipliers = false;
    02456   /* don't use smooth economy for industries using production related callbacks */
    02457   bool smooth_economy = indspec->UsesSmoothEconomy();
    02458   byte div = 0;
    02459   byte mul = 0;
    02460   int8 increment = 0;
    02461
    02462   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
    02463   if (callback_enabled) {
    02464     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
    02465     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
    02466       suppress_message = HasBit(res, 7);
    02467       /* Get the custom message if any */
    02468       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
    02469       res = GB(res, 0, 4);
    02470       switch (res) {
    02471         default: NOT_REACHED();
    02472         case 0x0: break;                  // Do nothing, but show the custom message if any
    02473         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
    02474         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
    02475         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
    02476         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
    02477         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
    02478         case 0x8: div = res - 0x3; break; // Divide production by 32
    02479         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
    02480         case 0xC: mul = res - 0x7; break; // Multiply production by 32
    02481         case 0xD:                         // decrement production
    02482         case 0xE:                         // increment production
    02483           increment = res == 0x0D ? -1 : 1;
    02484           break;
    02485         case 0xF:                         // Set production to third byte of register 0x100
    02486           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02487           recalculate_multipliers = true;
    02488           break;
    02489       }
    02490     }
    02491   } else {
    02492     if (monthly != smooth_economy) return;
    02493     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
    02494   }
    02495
    02496   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
    02497     /* decrease or increase */
    02498     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
    02499
    02500     if (smooth_economy) {
    02501       closeit = true;
    02502       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02503         if (i->produced_cargo[j] == CT_INVALID) continue;
    02504         uint32 r = Random();
    02505         int old_prod, new_prod, percent;
    02506         /* If over 60% is transported, mult is 1, else mult is -1. */
    02507         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
    02508
    02509         new_prod = old_prod = i->production_rate[j];
    02510
    02511         /* For industries with only_decrease flags (temperate terrain Oil Wells),
    02512          * the multiplier will always be -1 so they will only decrease. */
    02513         if (only_decrease) {
    02514           mult = -1;
    02515         /* For normal industries, if over 60% is transported, 33% chance for decrease.
    02516          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
    02517         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
    02518           mult *= -1;
    02519         }
    02520
    02521         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
    02522          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
    02523         if (Chance16I(1, 22, r >> 16)) {
    02524           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
    02525         }
    02526
    02527         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
    02528         new_prod = Clamp(new_prod, 1, 255);
    02529
    02530         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1) {
    02531           new_prod = Clamp(new_prod, 0, 16);
    02532         }
    02533
    02534         /* Do not stop closing the industry when it has the lowest possible production rate */
    02535         if (new_prod == old_prod && old_prod > 1) {
    02536           closeit = false;
    02537           continue;
    02538         }
    02539
    02540         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
    02541         i->production_rate[j] = new_prod;
    02542
    02543         /* Close the industry when it has the lowest possible production rate */
    02544         if (new_prod > 1) closeit = false;
    02545
    02546         if (abs(percent) >= 10) {
    02547           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
    02548         }
    02549       }
    02550     } else {
    02551       if (only_decrease || Chance16(1, 3)) {
    02552         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
    02553         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
    02554           mul = 1; // Increase production
    02555         } else {
    02556           div = 1; // Decrease production
    02557         }
    02558       }
    02559     }
    02560   }
    02561
    02562   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
    02563     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
    02564       closeit = true;
    02565     }
    02566   }
    02567
    02568   /* Increase if needed */
    02569   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
    02570     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
    02571     recalculate_multipliers = true;
    02572     if (str == STR_NULL) str = indspec->production_up_text;
    02573   }
    02574
    02575   /* Decrease if needed */
    02576   while (div-- != 0 && !closeit) {
    02577     if (i->prod_level == PRODLEVEL_MINIMUM) {
    02578       closeit = true;
    02579     } else {
    02580       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
    02581       recalculate_multipliers = true;
    02582       if (str == STR_NULL) str = indspec->production_down_text;
    02583     }
    02584   }
    02585
    02586   /* Increase or Decreasing the production level if needed */
    02587   if (increment != 0) {
    02588     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
    02589       closeit = true;
    02590     } else {
    02591       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02592       recalculate_multipliers = true;
    02593     }
    02594   }
    02595
    02596   /* Recalculate production_rate
    02597    * For non-smooth economy these should always be synchronized with prod_level */
    02598   if (recalculate_multipliers) i->RecomputeProductionMultipliers();
    02599
    02600   /* Close if needed and allowed */
    02601   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
    02602     i->prod_level = PRODLEVEL_CLOSURE;
    02603     str = indspec->closure_text;
    02604   }
    02605
    02606   if (!suppress_message && str != STR_NULL) {
    02607     NewsType nt;
    02608     /* Compute news category */
    02609     if (closeit) {
    02610       nt = NT_INDUSTRY_CLOSE;
    02611       AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
    02612       Game::NewEvent(new ScriptEventIndustryClose(i->index));
    02613     } else {
    02614       switch (WhoCanServiceIndustry(i)) {
    02615         case 0: nt = NT_INDUSTRY_NOBODY;  break;
    02616         case 1: nt = NT_INDUSTRY_OTHER;   break;
    02617         case 2: nt = NT_INDUSTRY_COMPANY; break;
    02618         default: NOT_REACHED();
    02619       }
    02620     }
    02621     /* Set parameters of news string */
    02622     if (str > STR_LAST_STRINGID) {
    02623       SetDParam(0, STR_TOWN_NAME);
    02624       SetDParam(1, i->town->index);
    02625       SetDParam(2, indspec->name);
    02626     } else if (closeit) {
    02627       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
    02628       SetDParam(1, i->town->index);
    02629       SetDParam(2, indspec->name);
    02630     } else {
    02631       SetDParam(0, i->index);
    02632     }
    02633     /* and report the news to the user */
    02634     if (closeit) {
    02635       AddTileNewsItem(str, nt, i->location.tile + TileDiffXY(1, 1));
    02636     } else {
    02637       AddIndustryNewsItem(str, nt, i->index);
    02638     }
    02639   }
    02640 }
    02641
    02649 void IndustryDailyLoop()
    02650 {
    02651   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
    02652
    02653   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
    02654    * the lower 16 bit are a fractional part that might accumulate over several days until it
    02655    * is sufficient for an industry. */
    02656   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
    02657
    02658   /* Reset the active part of the counter, just keeping the "fractional part" */
    02659   _economy.industry_daily_change_counter &= 0xFFFF;
    02660
    02661   if (change_loop == 0) {
    02662     return;  // Nothing to do? get out
    02663   }
    02664
    02665   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02666
    02667   /* perform the required industry changes for the day */
    02668
    02669   uint perc = 3; // Between 3% and 9% chance of creating a new industry.
    02670   if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
    02671     perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
    02672   }
    02673   for (uint16 j = 0; j < change_loop; j++) {
    02674     if (Chance16(perc, 100)) {
    02675       _industry_builder.TryBuildNewIndustry();
    02676     } else {
    02677       Industry *i = Industry::GetRandom();
    02678       if (i != NULL) {
    02679         ChangeIndustryProduction(i, false);
    02680         SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02681       }
    02682     }
    02683   }
    02684
    02685   cur_company.Restore();
    02686
    02687   /* production-change */
    02688   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02689 }
    02690
    02691 void IndustryMonthlyLoop()
    02692 {
    02693   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02694
    02695   _industry_builder.MonthlyLoop();
    02696
    02697   Industry *i;
    02698   FOR_ALL_INDUSTRIES(i) {
    02699     UpdateIndustryStatistics(i);
    02700     if (i->prod_level == PRODLEVEL_CLOSURE) {
    02701       delete i;
    02702     } else {
    02703       ChangeIndustryProduction(i, true);
    02704       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02705     }
    02706   }
    02707
    02708   cur_company.Restore();
    02709
    02710   /* production-change */
    02711   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02712 }
    02713
    02714
    02715 void InitializeIndustries()
    02716 {
    02717   Industry::ResetIndustryCounts();
    02718   _industry_sound_tile = 0;
    02719
    02720   _industry_builder.Reset();
    02721 }
    02722
    02727 bool IndustrySpec::IsRawIndustry() const
    02728 {
    02729   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0;
    02730 }
    02731
    02736 bool IndustrySpec::IsProcessingIndustry() const
    02737 {
    02738   /* Lumber mills are neither raw nor processing */
    02739   return (this->life_type & INDUSTRYLIFE_PROCESSING) != 0 &&
    02740       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
    02741 }
    02742
    02747 Money IndustrySpec::GetConstructionCost() const
    02748 {
    02749   /* Building raw industries like secondary uses different price base */
    02750   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
    02751       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
    02752 }
    02753
    02760 Money IndustrySpec::GetRemovalCost() const
    02761 {
    02762   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
    02763 }
    02764
    02769 bool IndustrySpec::UsesSmoothEconomy() const
    02770 {
    02771   return _settings_game.economy.smooth_economy &&
    02772     !(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    02773     !(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE) || HasBit(this->callback_mask, CBM_IND_PROD_CHANGE_BUILD)); // production change callbacks
    02774 }
    02775
    02776 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
    02777 {
    02778   if (AutoslopeEnabled()) {
    02779     /* We imitate here TTDP's behaviour:
    02780      *  - Both new and old slope must not be steep.
    02781      *  - TileMaxZ must not be changed.
    02782      *  - Allow autoslope by default.
    02783      *  - Disallow autoslope if callback succeeds and returns non-zero.
    02784      */
    02785     Slope tileh_old = GetTileSlope(tile);
    02786     /* TileMaxZ must not be changed. Slopes must not be steep. */
    02787     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02788       const IndustryGfx gfx = GetIndustryGfx(tile);
    02789       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    02790
    02791       /* Call callback 3C 'disable autosloping for industry tiles'. */
    02792       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
    02793         /* If the callback fails, allow autoslope. */
    02794         uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    02795         if (res == CALLBACK_FAILED || !ConvertBooleanCallback(itspec->grf_prop.grffile, CBID_INDTILE_AUTOSLOPE, res)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02796       } else {
    02797         /* allow autoslope */
    02798         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02799       }
    02800     }
    02801   }
    02802   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02803 }
    02804
    02805 extern const TileTypeProcs _tile_type_industry_procs = {
    02806   DrawTile_Industry,           // draw_tile_proc
    02807   GetSlopePixelZ_Industry,     // get_slope_z_proc
    02808   ClearTile_Industry,          // clear_tile_proc
    02809   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
    02810   GetTileDesc_Industry,        // get_tile_desc_proc
    02811   GetTileTrackStatus_Industry, // get_tile_track_status_proc
    02812   ClickTile_Industry,          // click_tile_proc
    02813   AnimateTile_Industry,        // animate_tile_proc
    02814   TileLoop_Industry,           // tile_loop_proc
    02815   ChangeTileOwner_Industry,    // change_tile_owner_proc
    02816   NULL,                        // add_produced_cargo_proc
    02817   NULL,                        // vehicle_enter_tile_proc
    02818   GetFoundation_Industry,      // get_foundation_proc
    02819   TerraformTile_Industry,      // terraform_tile_proc
    02820 };