# 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   } else {
    00258     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
    00259   }
    00260 }
    00261
    00262 static void IndustryDrawToyFactory(const TileInfo *ti)
    00263 {
    00264   const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
    00265
    00266   if (d->image_1 != 0xFF) {
    00267     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
    00268   }
    00269
    00270   if (d->image_2 != 0xFF) {
    00271     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
    00272   }
    00273
    00274   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
    00275   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
    00276 }
    00277
    00278 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
    00279 {
    00280   if (IsIndustryCompleted(ti->tile)) {
    00281     uint8 image = GetAnimationFrame(ti->tile);
    00282
    00283     if (image != 0 && image < 7) {
    00284       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
    00285         PAL_NONE,
    00286         _coal_plant_sparks[image - 1].x,
    00287         _coal_plant_sparks[image - 1].y
    00288       );
    00289     }
    00290   }
    00291 }
    00292
    00293 typedef void IndustryDrawTileProc(const TileInfo *ti);
    00294 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
    00295   IndustryDrawSugarMine,
    00296   IndustryDrawToffeeQuarry,
    00297   IndustryDrawBubbleGenerator,
    00298   IndustryDrawToyFactory,
    00299   IndustryDrawCoalPlantSparks,
    00300 };
    00301
    00302 static void DrawTile_Industry(TileInfo *ti)
    00303 {
    00304   IndustryGfx gfx = GetIndustryGfx(ti->tile);
    00305   Industry *ind = Industry::GetByTile(ti->tile);
    00306   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00307
    00308   /* Retrieve pointer to the draw industry tile struct */
    00309   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00310     /* Draw the tile using the specialized method of newgrf industrytile.
    00311      * DrawNewIndustry will return false if ever the resolver could not
    00312      * find any sprite to display.  So in this case, we will jump on the
    00313      * substitute gfx instead. */
    00314     if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
    00315       return;
    00316     } else {
    00317       /* No sprite group (or no valid one) found, meaning no graphics associated.
    00318        * Use the substitute one instead */
    00319       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
    00320         gfx = indts->grf_prop.subst_id;
    00321         /* And point the industrytile spec accordingly */
    00322         indts = GetIndustryTileSpec(gfx);
    00323       }
    00324     }
    00325   }
    00326
    00327   const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
    00328       GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
    00329       GetIndustryConstructionStage(ti->tile))];
    00330
    00331   SpriteID image = dits->ground.sprite;
    00332
    00333   /* DrawFoundation() modifes ti->z and ti->tileh */
    00334   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00335
    00336   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
    00337    * Do not do this if the tile's WaterClass is 'land'. */
    00338   if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
    00339     DrawWaterClassGround(ti);
    00340   } else {
    00341     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
    00342   }
    00343
    00344   /* If industries are transparent and invisible, do not draw the upper part */
    00345   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
    00346
    00347   /* Add industry on top of the ground? */
    00348   image = dits->building.sprite;
    00349   if (image != 0) {
    00350     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
    00351       ti->x + dits->subtile_x,
    00352       ti->y + dits->subtile_y,
    00353       dits->width,
    00354       dits->height,
    00355       dits->dz,
    00356       ti->z,
    00357       IsTransparencySet(TO_INDUSTRIES));
    00358
    00359     if (IsTransparencySet(TO_INDUSTRIES)) return;
    00360   }
    00361
    00362   {
    00363     int proc = dits->draw_proc - 1;
    00364     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
    00365   }
    00366 }
    00367
    00368 static int GetSlopePixelZ_Industry(TileIndex tile, uint x, uint y)
    00369 {
    00370   return GetTileMaxPixelZ(tile);
    00371 }
    00372
    00373 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
    00374 {
    00375   IndustryGfx gfx = GetIndustryGfx(tile);
    00376
    00377   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
    00378    * account for this, as other structures should
    00379    * draw the wall of the foundation in this case.
    00380    */
    00381   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00382     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00383     if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
    00384       uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00385       if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(indts->grf_prop.grffile, CBID_INDTILE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
    00386     }
    00387   }
    00388   return FlatteningFoundation(tileh);
    00389 }
    00390
    00391 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00392 {
    00393   IndustryGfx gfx = GetIndustryGfx(tile);
    00394   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    00395
    00396   /* When we have to use a callback, we put our data in the next two variables */
    00397   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
    00398   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
    00399
    00400   /* And then these will always point to a same sized array with the required data */
    00401   const CargoID *accepts_cargo = itspec->accepts_cargo;
    00402   const uint8 *cargo_acceptance = itspec->acceptance;
    00403
    00404   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
    00405     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00406     if (res != CALLBACK_FAILED) {
    00407       accepts_cargo = raw_accepts_cargo;
    00408       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
    00409     }
    00410   }
    00411
    00412   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
    00413     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00414     if (res != CALLBACK_FAILED) {
    00415       cargo_acceptance = raw_cargo_acceptance;
    00416       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
    00417     }
    00418   }
    00419
    00420   const Industry *ind = Industry::GetByTile(tile);
    00421   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
    00422     CargoID a = accepts_cargo[i];
    00423     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargoes
    00424
    00425     /* Add accepted cargo */
    00426     acceptance[a] += cargo_acceptance[i];
    00427
    00428     /* Maybe set 'always accepted' bit (if it's not set already) */
    00429     if (HasBit(*always_accepted, a)) continue;
    00430
    00431     bool accepts = false;
    00432     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00433       /* Test whether the industry itself accepts the cargo type */
    00434       if (ind->accepts_cargo[cargo_index] == a) {
    00435         accepts = true;
    00436         break;
    00437       }
    00438     }
    00439
    00440     if (accepts) continue;
    00441
    00442     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
    00443     SetBit(*always_accepted, a);
    00444   }
    00445 }
    00446
    00447 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
    00448 {
    00449   const Industry *i = Industry::GetByTile(tile);
    00450   const IndustrySpec *is = GetIndustrySpec(i->type);
    00451
    00452   td->owner[0] = i->owner;
    00453   td->str = is->name;
    00454   if (!IsIndustryCompleted(tile)) {
    00455     SetDParamX(td->dparam, 0, td->str);
    00456     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00457   }
    00458
    00459   if (is->grf_prop.grffile != NULL) {
    00460     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName();
    00461   }
    00462 }
    00463
    00464 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
    00465 {
    00466   Industry *i = Industry::GetByTile(tile);
    00467   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00468
    00469   /* water can destroy industries
    00470    * in editor you can bulldoze industries
    00471    * with magic_bulldozer cheat you can destroy industries
    00472    * (area around OILRIG is water, so water shouldn't flood it
    00473    */
    00474   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
    00475       !_cheats.magic_bulldozer.value) ||
    00476       ((flags & DC_AUTO) != 0) ||
    00477       (_current_company == OWNER_WATER &&
    00478         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
    00479         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
    00480     SetDParam(1, indspec->name);
    00481     return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
    00482   }
    00483
    00484   if (flags & DC_EXEC) {
    00485     AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
    00486     Game::NewEvent(new ScriptEventIndustryClose(i->index));
    00487     delete i;
    00488   }
    00489   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
    00490 }
    00491
    00492 static void TransportIndustryGoods(TileIndex tile)
    00493 {
    00494   Industry *i = Industry::GetByTile(tile);
    00495   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00496   bool moved_cargo = false;
    00497
    00498   StationFinder stations(i->location);
    00499
    00500   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
    00501     uint cw = min(i->produced_cargo_waiting[j], 255);
    00502     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
    00503       i->produced_cargo_waiting[j] -= cw;
    00504
    00505       /* fluctuating economy? */
    00506       if (EconomyIsInRecession()) cw = (cw + 1) / 2;
    00507
    00508       i->this_month_production[j] += cw;
    00509
    00510       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
    00511       i->this_month_transported[j] += am;
    00512
    00513       moved_cargo |= (am != 0);
    00514     }
    00515   }
    00516
    00517   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
    00518     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
    00519
    00520     if (newgfx != INDUSTRYTILE_NOANIM) {
    00521       ResetIndustryConstructionStage(tile);
    00522       SetIndustryCompleted(tile, true);
    00523       SetIndustryGfx(tile, newgfx);
    00524       MarkTileDirtyByTile(tile);
    00525     }
    00526   }
    00527 }
    00528
    00529
    00530 static void AnimateTile_Industry(TileIndex tile)
    00531 {
    00532   IndustryGfx gfx = GetIndustryGfx(tile);
    00533
    00534   if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
    00535     AnimateNewIndustryTile(tile);
    00536     return;
    00537   }
    00538
    00539   switch (gfx) {
    00540   case GFX_SUGAR_MINE_SIEVE:
    00541     if ((_tick_counter & 1) == 0) {
    00542       byte m = GetAnimationFrame(tile) + 1;
    00543
    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       if (m >= 96) {
    00550         m = 0;
    00551         DeleteAnimatedTile(tile);
    00552       }
    00553       SetAnimationFrame(tile, m);
    00554
    00555       MarkTileDirtyByTile(tile);
    00556     }
    00557     break;
    00558
    00559   case GFX_TOFFEE_QUARY:
    00560     if ((_tick_counter & 3) == 0) {
    00561       byte m = GetAnimationFrame(tile);
    00562
    00563       if (_industry_anim_offs_toffee[m] == 0xFF) {
    00564         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
    00565       }
    00566
    00567       if (++m >= 70) {
    00568         m = 0;
    00569         DeleteAnimatedTile(tile);
    00570       }
    00571       SetAnimationFrame(tile, m);
    00572
    00573       MarkTileDirtyByTile(tile);
    00574     }
    00575     break;
    00576
    00577   case GFX_BUBBLE_CATCHER:
    00578     if ((_tick_counter & 1) == 0) {
    00579       byte m = GetAnimationFrame(tile);
    00580
    00581       if (++m >= 40) {
    00582         m = 0;
    00583         DeleteAnimatedTile(tile);
    00584       }
    00585       SetAnimationFrame(tile, m);
    00586
    00587       MarkTileDirtyByTile(tile);
    00588     }
    00589     break;
    00590
    00591   /* Sparks on a coal plant */
    00592   case GFX_POWERPLANT_SPARKS:
    00593     if ((_tick_counter & 3) == 0) {
    00594       byte m = GetAnimationFrame(tile);
    00595       if (m == 6) {
    00596         SetAnimationFrame(tile, 0);
    00597         DeleteAnimatedTile(tile);
    00598       } else {
    00599         SetAnimationFrame(tile, m + 1);
    00600         MarkTileDirtyByTile(tile);
    00601       }
    00602     }
    00603     break;
    00604
    00605   case GFX_TOY_FACTORY:
    00606     if ((_tick_counter & 1) == 0) {
    00607       byte m = GetAnimationFrame(tile) + 1;
    00608
    00609       switch (m) {
    00610         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
    00611         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
    00612         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
    00613         default:
    00614           if (m >= 50) {
    00615             int n = GetIndustryAnimationLoop(tile) + 1;
    00616             m = 0;
    00617             if (n >= 8) {
    00618               n = 0;
    00619               DeleteAnimatedTile(tile);
    00620             }
    00621             SetIndustryAnimationLoop(tile, n);
    00622           }
    00623       }
    00624
    00625       SetAnimationFrame(tile, m);
    00626       MarkTileDirtyByTile(tile);
    00627     }
    00628     break;
    00629
    00630   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00631   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00632   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00633   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00634     if ((_tick_counter & 3) == 0) {
    00635       IndustryGfx gfx = GetIndustryGfx(tile);
    00636
    00637       gfx = (gfx < 155) ? gfx + 1 : 148;
    00638       SetIndustryGfx(tile, gfx);
    00639       MarkTileDirtyByTile(tile);
    00640     }
    00641     break;
    00642
    00643   case GFX_OILWELL_ANIMATED_1:
    00644   case GFX_OILWELL_ANIMATED_2:
    00645   case GFX_OILWELL_ANIMATED_3:
    00646     if ((_tick_counter & 7) == 0) {
    00647       bool b = Chance16(1, 7);
    00648       IndustryGfx gfx = GetIndustryGfx(tile);
    00649
    00650       byte m = GetAnimationFrame(tile) + 1;
    00651       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
    00652         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
    00653         SetIndustryConstructionStage(tile, 3);
    00654         DeleteAnimatedTile(tile);
    00655       } else {
    00656         SetAnimationFrame(tile, m);
    00657         SetIndustryGfx(tile, gfx);
    00658         MarkTileDirtyByTile(tile);
    00659       }
    00660     }
    00661     break;
    00662
    00663   case GFX_COAL_MINE_TOWER_ANIMATED:
    00664   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00665   case GFX_GOLD_MINE_TOWER_ANIMATED: {
    00666       int state = _tick_counter & 0x7FF;
    00667
    00668       if ((state -= 0x400) < 0) return;
    00669
    00670       if (state < 0x1A0) {
    00671         if (state < 0x20 || state >= 0x180) {
    00672           byte m = GetAnimationFrame(tile);
    00673           if (!(m & 0x40)) {
    00674             SetAnimationFrame(tile, m | 0x40);
    00675             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
    00676           }
    00677           if (state & 7) return;
    00678         } else {
    00679           if (state & 3) return;
    00680         }
    00681         byte m = (GetAnimationFrame(tile) + 1) | 0x40;
    00682         if (m > 0xC2) m = 0xC0;
    00683         SetAnimationFrame(tile, m);
    00684         MarkTileDirtyByTile(tile);
    00685       } else if (state >= 0x200 && state < 0x3A0) {
    00686         int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
    00687         if (state & i) return;
    00688
    00689         byte m = (GetAnimationFrame(tile) & 0xBF) - 1;
    00690         if (m < 0x80) m = 0x82;
    00691         SetAnimationFrame(tile, m);
    00692         MarkTileDirtyByTile(tile);
    00693       }
    00694       break;
    00695     }
    00696   }
    00697 }
    00698
    00699 static void CreateChimneySmoke(TileIndex tile)
    00700 {
    00701   uint x = TileX(tile) * TILE_SIZE;
    00702   uint y = TileY(tile) * TILE_SIZE;
    00703   int z = GetTileMaxPixelZ(tile);
    00704
    00705   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
    00706 }
    00707
    00708 static void MakeIndustryTileBigger(TileIndex tile)
    00709 {
    00710   byte cnt = GetIndustryConstructionCounter(tile) + 1;
    00711   if (cnt != 4) {
    00712     SetIndustryConstructionCounter(tile, cnt);
    00713     return;
    00714   }
    00715
    00716   byte stage = GetIndustryConstructionStage(tile) + 1;
    00717   SetIndustryConstructionCounter(tile, 0);
    00718   SetIndustryConstructionStage(tile, stage);
    00719   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
    00720   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
    00721
    00722   MarkTileDirtyByTile(tile);
    00723
    00724   if (!IsIndustryCompleted(tile)) return;
    00725
    00726   IndustryGfx gfx = GetIndustryGfx(tile);
    00727   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00728     /* New industries are already animated on construction. */
    00729     return;
    00730   }
    00731
    00732   switch (gfx) {
    00733   case GFX_POWERPLANT_CHIMNEY:
    00734     CreateChimneySmoke(tile);
    00735     break;
    00736
    00737   case GFX_OILRIG_1: {
    00738     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
    00739      * tiles (like the default oil rig). Do a proper check to ensure the
    00740      * tiles belong to the same industry and based on that build the oil rig's
    00741      * station. */
    00742     TileIndex other = tile + TileDiffXY(0, 1);
    00743
    00744     if (IsTileType(other, MP_INDUSTRY) &&
    00745         GetIndustryGfx(other) == GFX_OILRIG_1 &&
    00746         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
    00747       BuildOilRig(tile);
    00748     }
    00749     break;
    00750   }
    00751
    00752   case GFX_TOY_FACTORY:
    00753   case GFX_BUBBLE_CATCHER:
    00754   case GFX_TOFFEE_QUARY:
    00755     SetAnimationFrame(tile, 0);
    00756     SetIndustryAnimationLoop(tile, 0);
    00757     break;
    00758
    00759   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00760   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00761   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00762   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00763     AddAnimatedTile(tile);
    00764     break;
    00765   }
    00766 }
    00767
    00768 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
    00769 {
    00770   static const int8 _bubble_spawn_location[3][4] = {
    00771     { 11,   0, -4, -14 },
    00772     { -4, -10, -4,   1 },
    00773     { 49,  59, 60,  65 },
    00774   };
    00775
    00776   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
    00777
    00778   int dir = Random() & 3;
    00779
    00780   EffectVehicle *v = CreateEffectVehicleAbove(
    00781     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
    00782     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
    00783     _bubble_spawn_location[2][dir],
    00784     EV_BUBBLE
    00785   );
    00786
    00787   if (v != NULL) v->animation_substate = dir;
    00788 }
    00789
    00790 static void TileLoop_Industry(TileIndex tile)
    00791 {
    00792   if (IsTileOnWater(tile)) TileLoop_Water(tile);
    00793
    00794   /* Normally this doesn't happen, but if an industry NewGRF is removed
    00795    * an industry that was previously build on water can now be flooded.
    00796    * If this happens the tile is no longer an industry tile after
    00797    * returning from TileLoop_Water. */
    00798   if (!IsTileType(tile, MP_INDUSTRY)) return;
    00799
    00800   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
    00801
    00802   if (!IsIndustryCompleted(tile)) {
    00803     MakeIndustryTileBigger(tile);
    00804     return;
    00805   }
    00806
    00807   if (_game_mode == GM_EDITOR) return;
    00808
    00809   TransportIndustryGoods(tile);
    00810
    00811   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
    00812
    00813   IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
    00814   if (newgfx != INDUSTRYTILE_NOANIM) {
    00815     ResetIndustryConstructionStage(tile);
    00816     SetIndustryGfx(tile, newgfx);
    00817     MarkTileDirtyByTile(tile);
    00818     return;
    00819   }
    00820
    00821   IndustryGfx gfx = GetIndustryGfx(tile);
    00822   switch (gfx) {
    00823   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
    00824   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
    00825   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
    00826     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
    00827       switch (gfx) {
    00828         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
    00829         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
    00830         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
    00831       }
    00832       SetIndustryGfx(tile, gfx);
    00833       SetAnimationFrame(tile, 0x80);
    00834       AddAnimatedTile(tile);
    00835     }
    00836     break;
    00837
    00838   case GFX_OILWELL_NOT_ANIMATED:
    00839     if (Chance16(1, 6)) {
    00840       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
    00841       SetAnimationFrame(tile, 0);
    00842       AddAnimatedTile(tile);
    00843     }
    00844     break;
    00845
    00846   case GFX_COAL_MINE_TOWER_ANIMATED:
    00847   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00848   case GFX_GOLD_MINE_TOWER_ANIMATED:
    00849     if (!(_tick_counter & 0x400)) {
    00850       switch (gfx) {
    00851         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
    00852         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
    00853         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
    00854       }
    00855       SetIndustryGfx(tile, gfx);
    00856       SetIndustryCompleted(tile, true);
    00857       SetIndustryConstructionStage(tile, 3);
    00858       DeleteAnimatedTile(tile);
    00859     }
    00860     break;
    00861
    00862   case GFX_POWERPLANT_SPARKS:
    00863     if (Chance16(1, 3)) {
    00864       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
    00865       AddAnimatedTile(tile);
    00866     }
    00867     break;
    00868
    00869   case GFX_COPPER_MINE_CHIMNEY:
    00870     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_COPPER_MINE_SMOKE);
    00871     break;
    00872
    00873
    00874   case GFX_TOY_FACTORY: {
    00875       Industry *i = Industry::GetByTile(tile);
    00876       if (i->was_cargo_delivered) {
    00877         i->was_cargo_delivered = false;
    00878         SetIndustryAnimationLoop(tile, 0);
    00879         AddAnimatedTile(tile);
    00880       }
    00881     }
    00882     break;
    00883
    00884   case GFX_BUBBLE_GENERATOR:
    00885     TileLoopIndustry_BubbleGenerator(tile);
    00886     break;
    00887
    00888   case GFX_TOFFEE_QUARY:
    00889     AddAnimatedTile(tile);
    00890     break;
    00891
    00892   case GFX_SUGAR_MINE_SIEVE:
    00893     if (Chance16(1, 3)) AddAnimatedTile(tile);
    00894     break;
    00895   }
    00896 }
    00897
    00898 static bool ClickTile_Industry(TileIndex tile)
    00899 {
    00900   ShowIndustryViewWindow(GetIndustryIndex(tile));
    00901   return true;
    00902 }
    00903
    00904 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00905 {
    00906   return 0;
    00907 }
    00908
    00909 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
    00910 {
    00911   /* If the founder merges, the industry was created by the merged company */
    00912   Industry *i = Industry::GetByTile(tile);
    00913   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
    00914 }
    00915
    00921 bool IsTileForestIndustry(TileIndex tile)
    00922 {
    00923   /* Check for industry tile */
    00924   if (!IsTileType(tile, MP_INDUSTRY)) return false;
    00925
    00926   const Industry *ind = Industry::GetByTile(tile);
    00927
    00928   /* Check for organic industry (i.e. not processing or extractive) */
    00929   if ((GetIndustrySpec(ind->type)->life_type & INDUSTRYLIFE_ORGANIC) == 0) return false;
    00930
    00931   /* Check for wood production */
    00932   for (uint i = 0; i < lengthof(ind->produced_cargo); i++) {
    00933     /* The industry produces wood. */
    00934     if (ind->produced_cargo[i] != CT_INVALID && CargoSpec::Get(ind->produced_cargo[i])->label == 'WOOD') return true;
    00935   }
    00936
    00937   return false;
    00938 }
    00939
    00940 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
    00941
    00942 static bool IsBadFarmFieldTile(TileIndex tile)
    00943 {
    00944   switch (GetTileType(tile)) {
    00945     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00946     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00947     default:       return true;
    00948   }
    00949 }
    00950
    00951 static bool IsBadFarmFieldTile2(TileIndex tile)
    00952 {
    00953   switch (GetTileType(tile)) {
    00954     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00955     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00956     default:       return true;
    00957   }
    00958 }
    00959
    00960 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction, bool north)
    00961 {
    00962   do {
    00963     tile = TILE_MASK(tile);
    00964
    00965     if (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS)) {
    00966       byte or_ = type;
    00967
    00968       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
    00969
    00970       if (direction == AXIS_X) {
    00971         if (north) {
    00972           SetFenceNW(tile, or_);
    00973         } else {
    00974           SetFenceSE(tile, or_);
    00975         }
    00976       } else {
    00977         if (north) {
    00978           SetFenceNE(tile, or_);
    00979         } else {
    00980           SetFenceSW(tile, or_);
    00981         }
    00982       }
    00983     }
    00984
    00985     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00986   } while (--size);
    00987 }
    00988
    00989 static void PlantFarmField(TileIndex tile, IndustryID industry)
    00990 {
    00991   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    00992     if (GetTileZ(tile) + 2 >= GetSnowLine()) return;
    00993   }
    00994
    00995   /* determine field size */
    00996   uint32 r = (Random() & 0x303) + 0x404;
    00997   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
    00998   uint size_x = GB(r, 0, 8);
    00999   uint size_y = GB(r, 8, 8);
    01000
    01001   TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
    01002   ta.ClampToMap();
    01003
    01004   if (ta.w == 0 || ta.h == 0) return;
    01005
    01006   /* check the amount of bad tiles */
    01007   int count = 0;
    01008   TILE_AREA_LOOP(cur_tile, ta) {
    01009     assert(cur_tile < MapSize());
    01010     count += IsBadFarmFieldTile(cur_tile);
    01011   }
    01012   if (count * 2 >= ta.w * ta.h) return;
    01013
    01014   /* determine type of field */
    01015   r = Random();
    01016   uint counter = GB(r, 5, 3);
    01017   uint field_type = GB(r, 8, 8) * 9 >> 8;
    01018
    01019   /* make field */
    01020   TILE_AREA_LOOP(cur_tile, ta) {
    01021     assert(cur_tile < MapSize());
    01022     if (!IsBadFarmFieldTile2(cur_tile)) {
    01023       MakeField(cur_tile, field_type, industry);
    01024       SetClearCounter(cur_tile, counter);
    01025       MarkTileDirtyByTile(cur_tile);
    01026     }
    01027   }
    01028
    01029   int type = 3;
    01030   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
    01031     type = _plantfarmfield_type[Random() & 0xF];
    01032   }
    01033
    01034   SetupFarmFieldFence(ta.tile, ta.h, type, AXIS_Y, true);
    01035   SetupFarmFieldFence(ta.tile, ta.w, type, AXIS_X, true);
    01036   SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y, false);
    01037   SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X, false);
    01038 }
    01039
    01040 void PlantRandomFarmField(const Industry *i)
    01041 {
    01042   int x = i->location.w / 2 + Random() % 31 - 16;
    01043   int y = i->location.h / 2 + Random() % 31 - 16;
    01044
    01045   TileIndex tile = TileAddWrap(i->location.tile, x, y);
    01046
    01047   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
    01048 }
    01049
    01056 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
    01057 {
    01058   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) {
    01059     /* found a tree */
    01060
    01061     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01062
    01063     _industry_sound_ctr = 1;
    01064     _industry_sound_tile = tile;
    01065     SndPlayTileFx(SND_38_CHAINSAW, tile);
    01066
    01067     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    01068
    01069     cur_company.Restore();
    01070     return true;
    01071   }
    01072   return false;
    01073 }
    01074
    01079 static void ChopLumberMillTrees(Industry *i)
    01080 {
    01081   /* We only want to cut trees if all tiles are completed. */
    01082   TILE_AREA_LOOP(tile_cur, i->location) {
    01083     if (i->TileBelongsToIndustry(tile_cur)) {
    01084       if (!IsIndustryCompleted(tile_cur)) return;
    01085     }
    01086   }
    01087
    01088   TileIndex tile = i->location.tile;
    01089   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles  to search.
    01090     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo.
    01091   }
    01092 }
    01093
    01094 static void ProduceIndustryGoods(Industry *i)
    01095 {
    01096   const IndustrySpec *indsp = GetIndustrySpec(i->type);
    01097
    01098   /* play a sound? */
    01099   if ((i->counter & 0x3F) == 0) {
    01100     uint32 r;
    01101     uint num;
    01102     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
    01103       SndPlayTileFx(
    01104         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
    01105         i->location.tile);
    01106     }
    01107   }
    01108
    01109   i->counter--;
    01110
    01111   /* produce some cargo */
    01112   if ((i->counter % INDUSTRY_PRODUCE_TICKS) == 0) {
    01113     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
    01114
    01115     IndustryBehaviour indbehav = indsp->behaviour;
    01116     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
    01117     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
    01118
    01119     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
    01120       uint16 cb_res = CALLBACK_FAILED;
    01121       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01122         cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile);
    01123       }
    01124
    01125       bool plant;
    01126       if (cb_res != CALLBACK_FAILED) {
    01127         plant = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
    01128       } else {
    01129         plant = Chance16(1, 8);
    01130       }
    01131
    01132       if (plant) PlantRandomFarmField(i);
    01133     }
    01134     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
    01135       uint16 cb_res = CALLBACK_FAILED;
    01136       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01137         cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 1, i, i->type, i->location.tile);
    01138       }
    01139
    01140       bool cut;
    01141       if (cb_res != CALLBACK_FAILED) {
    01142         cut = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
    01143       } else {
    01144         cut = ((i->counter % INDUSTRY_CUT_TREE_TICKS) == 0);
    01145       }
    01146
    01147       if (cut) ChopLumberMillTrees(i);
    01148     }
    01149
    01150     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
    01151     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
    01152   }
    01153 }
    01154
    01155 void OnTick_Industry()
    01156 {
    01157   if (_industry_sound_ctr != 0) {
    01158     _industry_sound_ctr++;
    01159
    01160     if (_industry_sound_ctr == 75) {
    01161       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
    01162     } else if (_industry_sound_ctr == 160) {
    01163       _industry_sound_ctr = 0;
    01164       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
    01165     }
    01166   }
    01167
    01168   if (_game_mode == GM_EDITOR) return;
    01169
    01170   Industry *i;
    01171   FOR_ALL_INDUSTRIES(i) {
    01172     ProduceIndustryGoods(i);
    01173   }
    01174 }
    01175
    01181 static CommandCost CheckNewIndustry_NULL(TileIndex tile)
    01182 {
    01183   return CommandCost();
    01184 }
    01185
    01191 static CommandCost CheckNewIndustry_Forest(TileIndex tile)
    01192 {
    01193   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01194     if (GetTileZ(tile) < HighestSnowLine() + 2) {
    01195       return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
    01196     }
    01197   }
    01198   return CommandCost();
    01199 }
    01200
    01206 static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
    01207 {
    01208   if (_game_mode == GM_EDITOR) return CommandCost();
    01209   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
    01210
    01211   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
    01212 }
    01213
    01214 extern bool _ignore_restrictions;
    01215
    01221 static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
    01222 {
    01223   if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
    01224   if (TileHeight(tile) == 0 &&
    01225       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
    01226
    01227   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
    01228 }
    01229
    01235 static CommandCost CheckNewIndustry_Farm(TileIndex tile)
    01236 {
    01237   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01238     if (GetTileZ(tile) + 2 >= HighestSnowLine()) {
    01239       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01240     }
    01241   }
    01242   return CommandCost();
    01243 }
    01244
    01250 static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
    01251 {
    01252   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
    01253     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01254   }
    01255   return CommandCost();
    01256 }
    01257
    01263 static CommandCost CheckNewIndustry_Water(TileIndex tile)
    01264 {
    01265   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
    01266     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
    01267   }
    01268   return CommandCost();
    01269 }
    01270
    01276 static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
    01277 {
    01278   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
    01279     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
    01280   }
    01281   return CommandCost();
    01282 }
    01283
    01289 static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
    01290 {
    01291   if (GetTileZ(tile) > 4) {
    01292     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
    01293   }
    01294   return CommandCost();
    01295 }
    01296
    01302 typedef CommandCost CheckNewIndustryProc(TileIndex tile);
    01303
    01305 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
    01306   CheckNewIndustry_NULL,
    01307   CheckNewIndustry_Forest,
    01308   CheckNewIndustry_OilRefinery,
    01309   CheckNewIndustry_Farm,
    01310   CheckNewIndustry_Plantation,
    01311   CheckNewIndustry_Water,
    01312   CheckNewIndustry_Lumbermill,
    01313   CheckNewIndustry_BubbleGen,
    01314   CheckNewIndustry_OilRig,
    01315 };
    01316
    01327 static CommandCost FindTownForIndustry(TileIndex tile, int type, Town **t)
    01328 {
    01329   *t = ClosestTownFromTile(tile, UINT_MAX);
    01330
    01331   if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
    01332
    01333   const Industry *i;
    01334   FOR_ALL_INDUSTRIES(i) {
    01335     if (i->type == (byte)type && i->town == *t) {
    01336       *t = NULL;
    01337       return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
    01338     }
    01339   }
    01340
    01341   return CommandCost();
    01342 }
    01343
    01344 bool IsSlopeRefused(Slope current, Slope refused)
    01345 {
    01346   if (IsSteepSlope(current)) return true;
    01347   if (current != SLOPE_FLAT) {
    01348     if (IsSteepSlope(refused)) return true;
    01349
    01350     Slope t = ComplementSlope(current);
    01351
    01352     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
    01353     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
    01354     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
    01355     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
    01356   }
    01357
    01358   return false;
    01359 }
    01360
    01373 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)
    01374 {
    01375   bool refused_slope = false;
    01376   bool custom_shape = false;
    01377
    01378   do {
    01379     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
    01380     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
    01381
    01382     if (!IsValidTile(cur_tile)) {
    01383       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01384     }
    01385
    01386     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
    01387       if (!IsTileType(cur_tile, MP_WATER) ||
    01388           GetTileSlope(cur_tile) != SLOPE_FLAT) {
    01389         return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01390       }
    01391     } else {
    01392       CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
    01393       if (ret.Failed()) return ret;
    01394       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01395
    01396       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
    01397
    01398       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
    01399
    01400       /* Perform land/water check if not disabled */
    01401       if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01402
    01403       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
    01404         custom_shape = true;
    01405         CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type);
    01406         if (ret.Failed()) return ret;
    01407       } else {
    01408         Slope tileh = GetTileSlope(cur_tile);
    01409         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
    01410       }
    01411
    01412       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
    01413           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
    01414         if (!IsTileType(cur_tile, MP_HOUSE)) {
    01415           return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
    01416         }
    01417
    01418         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
    01419         Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01420         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    01421         cur_company.Restore();
    01422
    01423         if (ret.Failed()) return ret;
    01424       } else {
    01425         /* Clear the tiles, but do not affect town ratings */
    01426         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01427
    01428         if (ret.Failed()) return ret;
    01429       }
    01430     }
    01431   } while ((++it)->ti.x != -0x80);
    01432
    01433   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
    01434
    01435   /* It is almost impossible to have a fully flat land in TG, so what we
    01436    *  do is that we check if we can make the land flat later on. See
    01437    *  CheckIfCanLevelIndustryPlatform(). */
    01438   if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
    01439     return CommandCost();
    01440   }
    01441   return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01442 }
    01443
    01451 static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
    01452 {
    01453   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
    01454     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
    01455   }
    01456
    01457   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
    01458     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01459   }
    01460
    01461   return CommandCost();
    01462 }
    01463
    01464 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
    01465 {
    01466   /* Check if we don't leave the map */
    01467   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
    01468
    01469   TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
    01470   TILE_AREA_LOOP(tile_walk, ta) {
    01471     uint curh = TileHeight(tile_walk);
    01472     /* Is the tile clear? */
    01473     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
    01474
    01475     /* Don't allow too big of a change if this is the sub-tile check */
    01476     if (internal != 0 && Delta(curh, height) > 1) return false;
    01477
    01478     /* Different height, so the surrounding tiles of this tile
    01479      *  has to be correct too (in level, or almost in level)
    01480      *  else you get a chain-reaction of terraforming. */
    01481     if (internal == 0 && curh != height) {
    01482       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
    01483         return false;
    01484       }
    01485     }
    01486   }
    01487
    01488   return true;
    01489 }
    01490
    01495 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
    01496 {
    01497   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
    01498   int max_x = 0;
    01499   int max_y = 0;
    01500
    01501   /* Finds dimensions of largest variant of this industry */
    01502   do {
    01503     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
    01504     if (it->ti.x > max_x) max_x = it->ti.x;
    01505     if (it->ti.y > max_y) max_y = it->ti.y;
    01506   } while ((++it)->ti.x != MKEND);
    01507
    01508   /* Remember level height */
    01509   uint h = TileHeight(tile);
    01510
    01511   if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
    01512   /* Check that all tiles in area and surrounding are clear
    01513    * this determines that there are no obstructing items */
    01514
    01515   TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
    01516       max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
    01517
    01518   if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
    01519
    01520   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
    01521    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
    01522   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01523
    01524   TILE_AREA_LOOP(tile_walk, ta) {
    01525     uint curh = TileHeight(tile_walk);
    01526     if (curh != h) {
    01527       /* This tile needs terraforming. Check if we can do that without
    01528        *  damaging the surroundings too much. */
    01529       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
    01530         cur_company.Restore();
    01531         return false;
    01532       }
    01533       /* This is not 100% correct check, but the best we can do without modifying the map.
    01534        *  What is missing, is if the difference in height is more than 1.. */
    01535       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
    01536         cur_company.Restore();
    01537         return false;
    01538       }
    01539     }
    01540   }
    01541
    01542   if (flags & DC_EXEC) {
    01543     /* Terraform the land under the industry */
    01544     TILE_AREA_LOOP(tile_walk, ta) {
    01545       uint curh = TileHeight(tile_walk);
    01546       while (curh != h) {
    01547         /* We give the terraforming for free here, because we can't calculate
    01548          *  exact cost in the test-round, and as we all know, that will cause
    01549          *  a nice assert if they don't match ;) */
    01550         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
    01551         curh += (curh > h) ? -1 : 1;
    01552       }
    01553     }
    01554   }
    01555
    01556   cur_company.Restore();
    01557   return true;
    01558 }
    01559
    01560
    01567 static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
    01568 {
    01569   const IndustrySpec *indspec = GetIndustrySpec(type);
    01570   const Industry *i;
    01571   FOR_ALL_INDUSTRIES(i) {
    01572     /* Within 14 tiles from another industry is considered close */
    01573     if (DistanceMax(tile, i->location.tile) > 14) continue;
    01574
    01575     /* check if there are any conflicting industry types around */
    01576     if (i->type == indspec->conflicting[0] ||
    01577         i->type == indspec->conflicting[1] ||
    01578         i->type == indspec->conflicting[2]) {
    01579       return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
    01580     }
    01581   }
    01582   return CommandCost();
    01583 }
    01584
    01596 static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, Town *t, Owner founder, uint16 initial_random_bits)
    01597 {
    01598   const IndustrySpec *indspec = GetIndustrySpec(type);
    01599
    01600   i->location = TileArea(tile, 1, 1);
    01601   i->type = type;
    01602   Industry::IncIndustryTypeCount(type);
    01603
    01604   i->produced_cargo[0] = indspec->produced_cargo[0];
    01605   i->produced_cargo[1] = indspec->produced_cargo[1];
    01606   i->accepts_cargo[0] = indspec->accepts_cargo[0];
    01607   i->accepts_cargo[1] = indspec->accepts_cargo[1];
    01608   i->accepts_cargo[2] = indspec->accepts_cargo[2];
    01609   i->production_rate[0] = indspec->production_rate[0];
    01610   i->production_rate[1] = indspec->production_rate[1];
    01611
    01612   /* don't use smooth economy for industries using production related callbacks */
    01613   if (indspec->UsesSmoothEconomy()) {
    01614     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
    01615     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
    01616   }
    01617
    01618   i->town = t;
    01619   i->owner = OWNER_NONE;
    01620
    01621   uint16 r = Random();
    01622   i->random_colour = GB(r, 0, 4);
    01623   i->counter = GB(r, 4, 12);
    01624   i->random = initial_random_bits;
    01625   i->produced_cargo_waiting[0] = 0;
    01626   i->produced_cargo_waiting[1] = 0;
    01627   i->incoming_cargo_waiting[0] = 0;
    01628   i->incoming_cargo_waiting[1] = 0;
    01629   i->incoming_cargo_waiting[2] = 0;
    01630   i->this_month_production[0] = 0;
    01631   i->this_month_production[1] = 0;
    01632   i->this_month_transported[0] = 0;
    01633   i->this_month_transported[1] = 0;
    01634   i->last_month_pct_transported[0] = 0;
    01635   i->last_month_pct_transported[1] = 0;
    01636   i->last_month_transported[0] = 0;
    01637   i->last_month_transported[1] = 0;
    01638   i->was_cargo_delivered = false;
    01639   i->last_prod_year = _cur_year;
    01640   i->last_month_production[0] = i->production_rate[0] * 8;
    01641   i->last_month_production[1] = i->production_rate[1] * 8;
    01642   i->founder = founder;
    01643
    01644   i->construction_date = _date;
    01645   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
    01646       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
    01647
    01648   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
    01649    * 0 = created prior of newindustries
    01650    * else, chosen layout + 1 */
    01651   i->selected_layout = layout + 1;
    01652
    01653   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
    01654
    01655   i->prod_level = PRODLEVEL_DEFAULT;
    01656
    01657   /* Call callbacks after the regular fields got initialised. */
    01658
    01659   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
    01660     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
    01661     if (res != CALLBACK_FAILED) {
    01662       if (GB(res, 4, 11) != 0) ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_DECIDE_COLOUR, res);
    01663       i->random_colour = GB(res, 0, 4);
    01664     }
    01665   }
    01666
    01667   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
    01668     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
    01669     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) {
    01670       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01671       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01672       if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
    01673         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res);
    01674         break;
    01675       }
    01676       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01677     }
    01678   }
    01679
    01680   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
    01681     for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
    01682     for (uint j = 0; j < lengthof(i->produced_cargo); j++) {
    01683       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01684       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01685       if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
    01686         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res);
    01687         break;
    01688       }
    01689       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01690     }
    01691   }
    01692
    01693   /* Plant the tiles */
    01694
    01695   do {
    01696     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01697
    01698     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
    01699       i->location.Add(cur_tile);
    01700
    01701       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
    01702
    01703       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01704
    01705       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
    01706
    01707       if (_generating_world) {
    01708         SetIndustryConstructionCounter(cur_tile, 3);
    01709         SetIndustryConstructionStage(cur_tile, 2);
    01710       }
    01711
    01712       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
    01713       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
    01714       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
    01715       if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
    01716     }
    01717   } while ((++it)->ti.x != -0x80);
    01718
    01719   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
    01720     for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
    01721   }
    01722   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    01723
    01724   Station::RecomputeIndustriesNearForAll();
    01725 }
    01726
    01743 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)
    01744 {
    01745   assert(itspec_index < indspec->num_table);
    01746   const IndustryTileTable *it = indspec->table[itspec_index];
    01747   bool custom_shape_check = false;
    01748
    01749   *ip = NULL;
    01750
    01751   SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
    01752   CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
    01753   _cleared_object_areas = object_areas;
    01754   if (ret.Failed()) return ret;
    01755
    01756   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
    01757     ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type);
    01758   } else {
    01759     ret = _check_new_industry_procs[indspec->check_proc](tile);
    01760   }
    01761   if (ret.Failed()) return ret;
    01762
    01763   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
    01764       !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) {
    01765     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01766   }
    01767
    01768   ret = CheckIfFarEnoughFromConflictingIndustry(tile, type);
    01769   if (ret.Failed()) return ret;
    01770
    01771   Town *t = NULL;
    01772   ret = FindTownForIndustry(tile, type, &t);
    01773   if (ret.Failed()) return ret;
    01774   assert(t != NULL);
    01775
    01776   ret = CheckIfIndustryIsAllowed(tile, type, t);
    01777   if (ret.Failed()) return ret;
    01778
    01779   if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES);
    01780
    01781   if (flags & DC_EXEC) {
    01782     *ip = new Industry(tile);
    01783     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
    01784     DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
    01785   }
    01786
    01787   return CommandCost();
    01788 }
    01789
    01801 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01802 {
    01803   IndustryType it = GB(p1, 0, 8);
    01804   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
    01805
    01806   const IndustrySpec *indspec = GetIndustrySpec(it);
    01807
    01808   /* Check if the to-be built/founded industry is available for this climate. */
    01809   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
    01810
    01811   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
    01812    * Raw material industries are industries that do not accept cargo (at least for now) */
    01813   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
    01814     return CMD_ERROR;
    01815   }
    01816
    01817   if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, IACT_USERCREATION, 1) == 0) {
    01818     return CMD_ERROR;
    01819   }
    01820
    01821   Randomizer randomizer;
    01822   randomizer.SetSeed(p2);
    01823   uint16 random_initial_bits = GB(p2, 0, 16);
    01824   uint32 random_var8f = randomizer.Next();
    01825   int num_layouts = indspec->num_table;
    01826   CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
    01827
    01828   Industry *ind = NULL;
    01829   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
    01830     if (flags & DC_EXEC) {
    01831       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
    01832       Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01833       /* Prospecting has a chance to fail, however we cannot guarantee that something can
    01834        * be built on the map, so the chance gets lower when the map is fuller, but there
    01835        * is nothing we can really do about that. */
    01836       if (Random() <= indspec->prospecting_chance) {
    01837         for (int i = 0; i < 5000; i++) {
    01838           /* We should not have more than one Random() in a function call
    01839            * because parameter evaluation order is not guaranteed in the c++ standard
    01840            */
    01841           tile = RandomTile();
    01842           /* Start with a random layout */
    01843           int layout = RandomRange(num_layouts);
    01844           /* Check now each layout, starting with the random one */
    01845           for (int j = 0; j < num_layouts; j++) {
    01846             layout = (layout + 1) % num_layouts;
    01847             ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind);
    01848             if (ret.Succeeded()) break;
    01849           }
    01850           if (ret.Succeeded()) break;
    01851         }
    01852       }
    01853       cur_company.Restore();
    01854     }
    01855   } else {
    01856     int layout = GB(p1, 8, 8);
    01857     if (layout >= num_layouts) return CMD_ERROR;
    01858
    01859     /* Check subsequently each layout, starting with the given layout in p1 */
    01860     for (int i = 0; i < num_layouts; i++) {
    01861       layout = (layout + 1) % num_layouts;
    01862       ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind);
    01863       if (ret.Succeeded()) break;
    01864     }
    01865
    01866     /* If it still failed, there's no suitable layout to build here, return the error */
    01867     if (ret.Failed()) return ret;
    01868   }
    01869
    01870   if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) {
    01871     /* Created a new industry in-game, advertise the event. */
    01872     SetDParam(0, indspec->name);
    01873     if (indspec->new_industry_text > STR_LAST_STRINGID) {
    01874       SetDParam(1, STR_TOWN_NAME);
    01875       SetDParam(2, ind->town->index);
    01876     } else {
    01877       SetDParam(1, ind->town->index);
    01878     }
    01879     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01880     AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
    01881     Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
    01882   }
    01883
    01884   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
    01885 }
    01886
    01887
    01895 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
    01896 {
    01897   const IndustrySpec *indspec = GetIndustrySpec(type);
    01898
    01899   uint32 seed = Random();
    01900   uint32 seed2 = Random();
    01901   Industry *i = NULL;
    01902   CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
    01903   assert(i != NULL || ret.Failed());
    01904   return i;
    01905 }
    01906
    01913 static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
    01914 {
    01915   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01916   uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
    01917   if (!ind_spc->enabled || ind_spc->num_table == 0 ||
    01918       (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) ||
    01919       (chance = GetIndustryProbabilityCallback(it, IACT_MAPGENERATION, chance)) == 0) {
    01920     *force_at_least_one = false;
    01921     return 0;
    01922   } else {
    01923     /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
    01924      * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
    01925     chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
    01926
    01927     *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
    01928     return chance;
    01929   }
    01930 }
    01931
    01938 static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
    01939 {
    01940   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
    01941     *min_number = 0;
    01942     return 0;
    01943   }
    01944
    01945   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01946   byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
    01947   if (!ind_spc->enabled || ind_spc->num_table == 0 ||
    01948       ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
    01949       ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
    01950       (chance = GetIndustryProbabilityCallback(it, IACT_RANDOMCREATION, chance)) == 0) {
    01951     *min_number = 0;
    01952     return 0;
    01953   }
    01954   *min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
    01955   return chance;
    01956 }
    01957
    01962 static uint GetNumberOfIndustries()
    01963 {
    01964   /* Number of industries on a 256x256 map. */
    01965   static const uint16 numof_industry_table[] = {
    01966     0,    // none
    01967     0,    // minimal
    01968     10,   // very low
    01969     25,   // low
    01970     55,   // normal
    01971     80,   // high
    01972   };
    01973
    01974   assert(lengthof(numof_industry_table) == ID_END);
    01975   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
    01976   return ScaleByMapSize(numof_industry_table[difficulty]);
    01977 }
    01978
    01983 static void AdvertiseIndustryOpening(const Industry *ind)
    01984 {
    01985   const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
    01986   SetDParam(0, ind_spc->name);
    01987   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
    01988     SetDParam(1, STR_TOWN_NAME);
    01989     SetDParam(2, ind->town->index);
    01990   } else {
    01991     SetDParam(1, ind->town->index);
    01992   }
    01993   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01994   AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
    01995   Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
    01996 }
    01997
    02006 static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
    02007 {
    02008   uint tries = try_hard ? 10000u : 2000u;
    02009   for (; tries > 0; tries--) {
    02010     Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
    02011     if (ind != NULL) return ind;
    02012   }
    02013   return NULL;
    02014 }
    02015
    02021 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
    02022 {
    02023   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02024
    02025   IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
    02026   PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
    02027
    02028   cur_company.Restore();
    02029 }
    02030
    02035 static uint GetCurrentTotalNumberOfIndustries()
    02036 {
    02037   int total = 0;
    02038   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
    02039   return total;
    02040 }
    02041
    02042
    02044 void IndustryTypeBuildData::Reset()
    02045 {
    02046   this->probability  = 0;
    02047   this->min_number   = 0;
    02048   this->target_count = 0;
    02049   this->max_wait     = 1;
    02050   this->wait_count   = 0;
    02051 }
    02052
    02054 void IndustryBuildData::Reset()
    02055 {
    02056   this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
    02057
    02058   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02059     this->builddata[it].Reset();
    02060   }
    02061 }
    02062
    02064 void IndustryBuildData::MonthlyLoop()
    02065 {
    02066   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.
    02067   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting.
    02068
    02069   /* To prevent running out of unused industries for the player to connect,
    02070    * add a fraction of new industries each month, but only if the manager can keep up. */
    02071   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).
    02072   if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
    02073     this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH);
    02074   }
    02075 }
    02076
    02081 void GenerateIndustries()
    02082 {
    02083   if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
    02084
    02085   uint32 industry_probs[NUM_INDUSTRYTYPES];
    02086   bool force_at_least_one[NUM_INDUSTRYTYPES];
    02087   uint32 total_prob = 0;
    02088   uint num_forced = 0;
    02089
    02090   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02091     industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
    02092     total_prob += industry_probs[it];
    02093     if (force_at_least_one[it]) num_forced++;
    02094   }
    02095
    02096   uint total_amount = GetNumberOfIndustries();
    02097   if (total_prob == 0 || total_amount < num_forced) {
    02098     /* Only place the forced ones */
    02099     total_amount = num_forced;
    02100   }
    02101
    02102   SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
    02103
    02104   /* Try to build one industry per type independent of any probabilities */
    02105   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02106     if (force_at_least_one[it]) {
    02107       assert(total_amount > 0);
    02108       total_amount--;
    02109       PlaceInitialIndustry(it, true);
    02110     }
    02111   }
    02112
    02113   /* Add the remaining industries according to their probabilities */
    02114   for (uint i = 0; i < total_amount; i++) {
    02115     uint32 r = RandomRange(total_prob);
    02116     IndustryType it = 0;
    02117     while (r >= industry_probs[it]) {
    02118       r -= industry_probs[it];
    02119       it++;
    02120       assert(it < NUM_INDUSTRYTYPES);
    02121     }
    02122     assert(industry_probs[it] > 0);
    02123     PlaceInitialIndustry(it, false);
    02124   }
    02125   _industry_builder.Reset();
    02126 }
    02127
    02132 static void UpdateIndustryStatistics(Industry *i)
    02133 {
    02134   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02135     if (i->produced_cargo[j] != CT_INVALID) {
    02136       byte pct = 0;
    02137       if (i->this_month_production[j] != 0) {
    02138         i->last_prod_year = _cur_year;
    02139         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
    02140       }
    02141       i->last_month_pct_transported[j] = pct;
    02142
    02143       i->last_month_production[j] = i->this_month_production[j];
    02144       i->this_month_production[j] = 0;
    02145
    02146       i->last_month_transported[j] = i->this_month_transported[j];
    02147       i->this_month_transported[j] = 0;
    02148     }
    02149   }
    02150 }
    02151
    02156 void Industry::RecomputeProductionMultipliers()
    02157 {
    02158   const IndustrySpec *indspec = GetIndustrySpec(this->type);
    02159   assert(!indspec->UsesSmoothEconomy());
    02160
    02161   /* Rates are rounded up, so e.g. oilrig always produces some passengers */
    02162   this->production_rate[0] = min(CeilDiv(indspec->production_rate[0] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
    02163   this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
    02164 }
    02165
    02166
    02172 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
    02173 {
    02174   byte min_number;
    02175   uint32 probability = GetIndustryGamePlayProbability(it, &min_number);
    02176   bool changed = min_number != this->min_number || probability != this->probability;
    02177   this->min_number = min_number;
    02178   this->probability = probability;
    02179   return changed;
    02180 }
    02181
    02183 void IndustryBuildData::SetupTargetCount()
    02184 {
    02185   bool changed = false;
    02186   uint num_planned = 0; // Number of industries planned in the industry build data.
    02187   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02188     changed |= this->builddata[it].GetIndustryTypeData(it);
    02189     num_planned += this->builddata[it].target_count;
    02190   }
    02191   uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
    02192   changed |= num_planned != total_amount;
    02193   if (!changed) return; // All industries are still the same, no need to re-randomize.
    02194
    02195   /* Initialize the target counts. */
    02196   uint force_build = 0;  // Number of industries that should always be available.
    02197   uint32 total_prob = 0; // Sum of probabilities.
    02198   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02199     IndustryTypeBuildData *ibd = this->builddata + it;
    02200     force_build += ibd->min_number;
    02201     ibd->target_count = ibd->min_number;
    02202     total_prob += ibd->probability;
    02203   }
    02204
    02205   if (total_prob == 0) return; // No buildable industries.
    02206
    02207   /* Subtract forced industries from the number of industries available for construction. */
    02208   total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
    02209
    02210   /* Assign number of industries that should be aimed for, by using the probability as a weight. */
    02211   while (total_amount > 0) {
    02212     uint32 r = RandomRange(total_prob);
    02213     IndustryType it = 0;
    02214     while (r >= this->builddata[it].probability) {
    02215       r -= this->builddata[it].probability;
    02216       it++;
    02217       assert(it < NUM_INDUSTRYTYPES);
    02218     }
    02219     assert(this->builddata[it].probability > 0);
    02220     this->builddata[it].target_count++;
    02221     total_amount--;
    02222   }
    02223 }
    02224
    02228 void IndustryBuildData::TryBuildNewIndustry()
    02229 {
    02230   this->SetupTargetCount();
    02231
    02232   int missing = 0;       // Number of industries that need to be build.
    02233   uint count = 0;        // Number of industry types eligible for build.
    02234   uint32 total_prob = 0; // Sum of probabilities.
    02235   IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
    02236   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02237     int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
    02238     missing += difference;
    02239     if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
    02240     if (difference > 0) {
    02241       if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
    02242         /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
    02243         if (forced_build == NUM_INDUSTRYTYPES ||
    02244             difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
    02245           forced_build = it;
    02246         }
    02247       }
    02248       total_prob += difference;
    02249       count++;
    02250     }
    02251   }
    02252
    02253   if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
    02254
    02255   if (count >= 1) {
    02256     /* If not forced, pick a weighted random industry to build.
    02257      * For the case that count == 1, there is no need to draw a random number. */
    02258     IndustryType it;
    02259     if (forced_build != NUM_INDUSTRYTYPES) {
    02260       it = forced_build;
    02261     } else {
    02262       /* Non-forced, select an industry type to build (weighted random). */
    02263       uint32 r = 0; // Initialized to silence the compiler.
    02264       if (count > 1) r = RandomRange(total_prob);
    02265       for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02266         if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
    02267         int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
    02268         if (difference <= 0) continue; // Too many of this kind.
    02269         if (count == 1) break;
    02270         if (r < (uint)difference) break;
    02271         r -= difference;
    02272       }
    02273       assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
    02274     }
    02275
    02276     /* Try to create the industry. */
    02277     const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
    02278     if (ind == NULL) {
    02279       this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
    02280       this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2);
    02281     } else {
    02282       AdvertiseIndustryOpening(ind);
    02283       this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
    02284     }
    02285   }
    02286
    02287   /* Decrement wait counters. */
    02288   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02289     if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
    02290   }
    02291 }
    02292
    02301 static bool CheckIndustryCloseDownProtection(IndustryType type)
    02302 {
    02303   const IndustrySpec *indspec = GetIndustrySpec(type);
    02304
    02305   /* oil wells (or the industries with that flag set) are always allowed to closedown */
    02306   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
    02307   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1;
    02308 }
    02309
    02319 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
    02320 {
    02321   if (cargo == CT_INVALID) return;
    02322
    02323   /* Check for acceptance of cargo */
    02324   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
    02325     if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) {
    02326       *c_accepts = true;
    02327       break;
    02328     }
    02329   }
    02330
    02331   /* Check for produced cargo */
    02332   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
    02333     if (cargo == ind->produced_cargo[j]) {
    02334       *c_produces = true;
    02335       break;
    02336     }
    02337   }
    02338 }
    02339
    02353 static int WhoCanServiceIndustry(Industry *ind)
    02354 {
    02355   /* Find all stations within reach of the industry */
    02356   StationList stations;
    02357   FindStationsAroundTiles(ind->location, &stations);
    02358
    02359   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
    02360
    02361   const Vehicle *v;
    02362   int result = 0;
    02363   FOR_ALL_VEHICLES(v) {
    02364     /* Is it worthwhile to try this vehicle? */
    02365     if (v->owner != _local_company && result != 0) continue;
    02366
    02367     /* Check whether it accepts the right kind of cargo */
    02368     bool c_accepts = false;
    02369     bool c_produces = false;
    02370     if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
    02371       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02372         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
    02373       }
    02374     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
    02375       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
    02376     } else {
    02377       continue;
    02378     }
    02379     if (!c_accepts && !c_produces) continue; // Wrong cargo
    02380
    02381     /* Check orders of the vehicle.
    02382      * We cannot check the first of shared orders only, since the first vehicle in such a chain
    02383      * may have a different cargo type.
    02384      */
    02385     const Order *o;
    02386     FOR_VEHICLE_ORDERS(v, o) {
    02387       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
    02388         /* Vehicle visits a station to load or unload */
    02389         Station *st = Station::Get(o->GetDestination());
    02390         assert(st != NULL);
    02391
    02392         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
    02393         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
    02394
    02395         if (stations.Contains(st)) {
    02396           if (v->owner == _local_company) return 2; // Company services industry
    02397           result = 1; // Competitor services industry
    02398         }
    02399       }
    02400     }
    02401   }
    02402   return result;
    02403 }
    02404
    02412 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
    02413 {
    02414   NewsSubtype ns;
    02415
    02416   switch (WhoCanServiceIndustry(ind)) {
    02417     case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02418     case 1: ns = NS_INDUSTRY_OTHER;   break;
    02419     case 2: ns = NS_INDUSTRY_COMPANY; break;
    02420     default: NOT_REACHED();
    02421   }
    02422   SetDParam(2, abs(percent));
    02423   SetDParam(0, CargoSpec::Get(type)->name);
    02424   SetDParam(1, ind->index);
    02425   AddIndustryNewsItem(
    02426     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
    02427     ns,
    02428     ind->index
    02429   );
    02430 }
    02431
    02432 static const uint PERCENT_TRANSPORTED_60 = 153;
    02433 static const uint PERCENT_TRANSPORTED_80 = 204;
    02434
    02440 static void ChangeIndustryProduction(Industry *i, bool monthly)
    02441 {
    02442   StringID str = STR_NULL;
    02443   bool closeit = false;
    02444   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    02445   bool standard = false;
    02446   bool suppress_message = false;
    02447   bool recalculate_multipliers = false;
    02448   /* don't use smooth economy for industries using production related callbacks */
    02449   bool smooth_economy = indspec->UsesSmoothEconomy();
    02450   byte div = 0;
    02451   byte mul = 0;
    02452   int8 increment = 0;
    02453
    02454   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
    02455   if (callback_enabled) {
    02456     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
    02457     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
    02458       suppress_message = HasBit(res, 7);
    02459       /* Get the custom message if any */
    02460       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
    02461       res = GB(res, 0, 4);
    02462       switch (res) {
    02463         default: NOT_REACHED();
    02464         case 0x0: break;                  // Do nothing, but show the custom message if any
    02465         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
    02466         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
    02467         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
    02468         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
    02469         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
    02470         case 0x8: div = res - 0x3; break; // Divide production by 32
    02471         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
    02472         case 0xC: mul = res - 0x7; break; // Multiply production by 32
    02473         case 0xD:                         // decrement production
    02474         case 0xE:                         // increment production
    02475           increment = res == 0x0D ? -1 : 1;
    02476           break;
    02477         case 0xF:                         // Set production to third byte of register 0x100
    02478           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02479           recalculate_multipliers = true;
    02480           break;
    02481       }
    02482     }
    02483   } else {
    02484     if (monthly != smooth_economy) return;
    02485     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
    02486   }
    02487
    02488   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
    02489     /* decrease or increase */
    02490     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
    02491
    02492     if (smooth_economy) {
    02493       closeit = true;
    02494       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02495         if (i->produced_cargo[j] == CT_INVALID) continue;
    02496         uint32 r = Random();
    02497         int old_prod, new_prod, percent;
    02498         /* If over 60% is transported, mult is 1, else mult is -1. */
    02499         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
    02500
    02501         new_prod = old_prod = i->production_rate[j];
    02502
    02503         /* For industries with only_decrease flags (temperate terrain Oil Wells),
    02504          * the multiplier will always be -1 so they will only decrease. */
    02505         if (only_decrease) {
    02506           mult = -1;
    02507         /* For normal industries, if over 60% is transported, 33% chance for decrease.
    02508          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
    02509         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
    02510           mult *= -1;
    02511         }
    02512
    02513         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
    02514          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
    02515         if (Chance16I(1, 22, r >> 16)) {
    02516           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
    02517         }
    02518
    02519         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
    02520         new_prod = Clamp(new_prod, 1, 255);
    02521
    02522         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1) {
    02523           new_prod = Clamp(new_prod, 0, 16);
    02524         }
    02525
    02526         /* Do not stop closing the industry when it has the lowest possible production rate */
    02527         if (new_prod == old_prod && old_prod > 1) {
    02528           closeit = false;
    02529           continue;
    02530         }
    02531
    02532         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
    02533         i->production_rate[j] = new_prod;
    02534
    02535         /* Close the industry when it has the lowest possible production rate */
    02536         if (new_prod > 1) closeit = false;
    02537
    02538         if (abs(percent) >= 10) {
    02539           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
    02540         }
    02541       }
    02542     } else {
    02543       if (only_decrease || Chance16(1, 3)) {
    02544         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
    02545         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
    02546           mul = 1; // Increase production
    02547         } else {
    02548           div = 1; // Decrease production
    02549         }
    02550       }
    02551     }
    02552   }
    02553
    02554   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
    02555     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
    02556       closeit = true;
    02557     }
    02558   }
    02559
    02560   /* Increase if needed */
    02561   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
    02562     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
    02563     recalculate_multipliers = true;
    02564     if (str == STR_NULL) str = indspec->production_up_text;
    02565   }
    02566
    02567   /* Decrease if needed */
    02568   while (div-- != 0 && !closeit) {
    02569     if (i->prod_level == PRODLEVEL_MINIMUM) {
    02570       closeit = true;
    02571     } else {
    02572       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
    02573       recalculate_multipliers = true;
    02574       if (str == STR_NULL) str = indspec->production_down_text;
    02575     }
    02576   }
    02577
    02578   /* Increase or Decreasing the production level if needed */
    02579   if (increment != 0) {
    02580     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
    02581       closeit = true;
    02582     } else {
    02583       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02584       recalculate_multipliers = true;
    02585     }
    02586   }
    02587
    02588   /* Recalculate production_rate
    02589    * For non-smooth economy these should always be synchronized with prod_level */
    02590   if (recalculate_multipliers) i->RecomputeProductionMultipliers();
    02591
    02592   /* Close if needed and allowed */
    02593   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
    02594     i->prod_level = PRODLEVEL_CLOSURE;
    02595     str = indspec->closure_text;
    02596   }
    02597
    02598   if (!suppress_message && str != STR_NULL) {
    02599     NewsSubtype ns;
    02600     /* Compute news category */
    02601     if (closeit) {
    02602       ns = NS_INDUSTRY_CLOSE;
    02603       AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
    02604       Game::NewEvent(new ScriptEventIndustryClose(i->index));
    02605     } else {
    02606       switch (WhoCanServiceIndustry(i)) {
    02607         case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02608         case 1: ns = NS_INDUSTRY_OTHER;   break;
    02609         case 2: ns = NS_INDUSTRY_COMPANY; break;
    02610         default: NOT_REACHED();
    02611       }
    02612     }
    02613     /* Set parameters of news string */
    02614     if (str > STR_LAST_STRINGID) {
    02615       SetDParam(0, STR_TOWN_NAME);
    02616       SetDParam(1, i->town->index);
    02617       SetDParam(2, indspec->name);
    02618     } else if (closeit) {
    02619       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
    02620       SetDParam(1, i->town->index);
    02621       SetDParam(2, indspec->name);
    02622     } else {
    02623       SetDParam(0, i->index);
    02624     }
    02625     /* and report the news to the user */
    02626     AddNewsItem(str,
    02627       ns,
    02628       closeit ? NR_TILE : NR_INDUSTRY,
    02629       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
    02630   }
    02631 }
    02632
    02640 void IndustryDailyLoop()
    02641 {
    02642   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
    02643
    02644   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
    02645    * the lower 16 bit are a fractional part that might accumulate over several days until it
    02646    * is sufficient for an industry. */
    02647   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
    02648
    02649   /* Reset the active part of the counter, just keeping the "factional part" */
    02650   _economy.industry_daily_change_counter &= 0xFFFF;
    02651
    02652   if (change_loop == 0) {
    02653     return;  // Nothing to do? get out
    02654   }
    02655
    02656   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02657
    02658   /* perform the required industry changes for the day */
    02659
    02660   uint perc = 3; // Between 3% and 9% chance of creating a new industry.
    02661   if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
    02662     perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
    02663   }
    02664   for (uint16 j = 0; j < change_loop; j++) {
    02665     if (Chance16(perc, 100)) {
    02666       _industry_builder.TryBuildNewIndustry();
    02667     } else {
    02668       Industry *i = Industry::GetRandom();
    02669       if (i != NULL) {
    02670         ChangeIndustryProduction(i, false);
    02671         SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02672       }
    02673     }
    02674   }
    02675
    02676   cur_company.Restore();
    02677
    02678   /* production-change */
    02679   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02680 }
    02681
    02682 void IndustryMonthlyLoop()
    02683 {
    02684   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02685
    02686   _industry_builder.MonthlyLoop();
    02687
    02688   Industry *i;
    02689   FOR_ALL_INDUSTRIES(i) {
    02690     UpdateIndustryStatistics(i);
    02691     if (i->prod_level == PRODLEVEL_CLOSURE) {
    02692       delete i;
    02693     } else {
    02694       ChangeIndustryProduction(i, true);
    02695       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02696     }
    02697   }
    02698
    02699   cur_company.Restore();
    02700
    02701   /* production-change */
    02702   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02703 }
    02704
    02705
    02706 void InitializeIndustries()
    02707 {
    02708   Industry::ResetIndustryCounts();
    02709   _industry_sound_tile = 0;
    02710
    02711   _industry_builder.Reset();
    02712 }
    02713
    02718 bool IndustrySpec::IsRawIndustry() const
    02719 {
    02720   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
    02721   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
    02722       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
    02723 }
    02724
    02729 Money IndustrySpec::GetConstructionCost() const
    02730 {
    02731   /* Building raw industries like secondary uses different price base */
    02732   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
    02733       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
    02734 }
    02735
    02742 Money IndustrySpec::GetRemovalCost() const
    02743 {
    02744   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
    02745 }
    02746
    02751 bool IndustrySpec::UsesSmoothEconomy() const
    02752 {
    02753   return _settings_game.economy.smooth_economy &&
    02754     !(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    02755     !(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
    02756 }
    02757
    02758 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
    02759 {
    02760   if (AutoslopeEnabled()) {
    02761     /* We imitate here TTDP's behaviour:
    02762      *  - Both new and old slope must not be steep.
    02763      *  - TileMaxZ must not be changed.
    02764      *  - Allow autoslope by default.
    02765      *  - Disallow autoslope if callback succeeds and returns non-zero.
    02766      */
    02767     Slope tileh_old = GetTileSlope(tile);
    02768     /* TileMaxZ must not be changed. Slopes must not be steep. */
    02769     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02770       const IndustryGfx gfx = GetIndustryGfx(tile);
    02771       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    02772
    02773       /* Call callback 3C 'disable autosloping for industry tiles'. */
    02774       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
    02775         /* If the callback fails, allow autoslope. */
    02776         uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    02777         if (res == CALLBACK_FAILED || !ConvertBooleanCallback(itspec->grf_prop.grffile, CBID_INDTILE_AUTOSLOPE, res)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02778       } else {
    02779         /* allow autoslope */
    02780         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02781       }
    02782     }
    02783   }
    02784   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02785 }
    02786
    02787 extern const TileTypeProcs _tile_type_industry_procs = {
    02788   DrawTile_Industry,           // draw_tile_proc
    02789   GetSlopePixelZ_Industry,     // get_slope_z_proc
    02790   ClearTile_Industry,          // clear_tile_proc
    02791   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
    02792   GetTileDesc_Industry,        // get_tile_desc_proc
    02793   GetTileTrackStatus_Industry, // get_tile_track_status_proc
    02794   ClickTile_Industry,          // click_tile_proc
    02795   AnimateTile_Industry,        // animate_tile_proc
    02796   TileLoop_Industry,           // tile_loop_proc
    02797   ChangeTileOwner_Industry,    // change_tile_owner_proc
    02798   NULL,                        // add_produced_cargo_proc
    02799   NULL,                        // vehicle_enter_tile_proc
    02800   GetFoundation_Industry,      // get_foundation_proc
    02801   TerraformTile_Industry,      // terraform_tile_proc
    02802 };