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_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER);
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 };