# industry_cmd.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "clear_map.h"
    00014 #include "industry.h"
    00015 #include "station_base.h"
    00016 #include "train.h"
    00017 #include "viewport_func.h"
    00018 #include "command_func.h"
    00019 #include "town.h"
    00020 #include "news_func.h"
    00021 #include "cheat_type.h"
    00022 #include "genworld.h"
    00023 #include "tree_map.h"
    00024 #include "newgrf_cargo.h"
    00025 #include "newgrf_debug.h"
    00026 #include "newgrf_industrytiles.h"
    00027 #include "autoslope.h"
    00028 #include "water.h"
    00029 #include "strings_func.h"
    00030 #include "window_func.h"
    00031 #include "date_func.h"
    00032 #include "vehicle_func.h"
    00033 #include "sound_func.h"
    00034 #include "animated_tile_func.h"
    00035 #include "effectvehicle_func.h"
    00036 #include "effectvehicle_base.h"
    00037 #include "ai/ai.hpp"
    00038 #include "core/pool_func.hpp"
    00039 #include "subsidy_func.h"
    00040 #include "core/backup_type.hpp"
    00041 #include "object_base.h"
    00042 #include "tgp.h"
    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   DecIndustryTypeCount(this->type);
    00172
    00173   DeleteIndustryNews(this->index);
    00174   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
    00175   DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
    00176
    00177   DeleteSubsidyWith(ST_INDUSTRY, this->index);
    00178   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
    00179 }
    00180
    00185 void Industry::PostDestructor(size_t index)
    00186 {
    00187   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    00188   Station::RecomputeIndustriesNearForAll();
    00189 }
    00190
    00191
    00196 /* static */ Industry *Industry::GetRandom()
    00197 {
    00198   if (Industry::GetNumItems() == 0) return NULL;
    00199   int num = RandomRange((uint16)Industry::GetNumItems());
    00200   size_t index = MAX_UVALUE(size_t);
    00201
    00202   while (num >= 0) {
    00203     num--;
    00204     index++;
    00205
    00206     /* Make sure we have a valid industry */
    00207     while (!Industry::IsValidID(index)) {
    00208       index++;
    00209       assert(index < Industry::GetPoolSize());
    00210     }
    00211   }
    00212
    00213   return Industry::Get(index);
    00214 }
    00215
    00216
    00217 static void IndustryDrawSugarMine(const TileInfo *ti)
    00218 {
    00219   if (!IsIndustryCompleted(ti->tile)) return;
    00220
    00221   const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
    00222
    00223   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
    00224
    00225   if (d->image_2 != 0) {
    00226     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
    00227   }
    00228
    00229   if (d->image_3 != 0) {
    00230     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
    00231       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
    00232   }
    00233 }
    00234
    00235 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
    00236 {
    00237   uint8 x = 0;
    00238
    00239   if (IsIndustryCompleted(ti->tile)) {
    00240     x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
    00241     if (x == 0xFF) {
    00242       x = 0;
    00243     }
    00244   }
    00245
    00246   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
    00247   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
    00248 }
    00249
    00250 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
    00251 {
    00252   if (IsIndustryCompleted(ti->tile)) {
    00253     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
    00254   } else {
    00255     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
    00256   }
    00257 }
    00258
    00259 static void IndustryDrawToyFactory(const TileInfo *ti)
    00260 {
    00261   const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
    00262
    00263   if (d->image_1 != 0xFF) {
    00264     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
    00265   }
    00266
    00267   if (d->image_2 != 0xFF) {
    00268     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
    00269   }
    00270
    00271   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
    00272   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
    00273 }
    00274
    00275 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
    00276 {
    00277   if (IsIndustryCompleted(ti->tile)) {
    00278     uint8 image = GetAnimationFrame(ti->tile);
    00279
    00280     if (image != 0 && image < 7) {
    00281       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
    00282         PAL_NONE,
    00283         _coal_plant_sparks[image - 1].x,
    00284         _coal_plant_sparks[image - 1].y
    00285       );
    00286     }
    00287   }
    00288 }
    00289
    00290 typedef void IndustryDrawTileProc(const TileInfo *ti);
    00291 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
    00292   IndustryDrawSugarMine,
    00293   IndustryDrawToffeeQuarry,
    00294   IndustryDrawBubbleGenerator,
    00295   IndustryDrawToyFactory,
    00296   IndustryDrawCoalPlantSparks,
    00297 };
    00298
    00299 static void DrawTile_Industry(TileInfo *ti)
    00300 {
    00301   IndustryGfx gfx = GetIndustryGfx(ti->tile);
    00302   Industry *ind = Industry::GetByTile(ti->tile);
    00303   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00304
    00305   /* Retrieve pointer to the draw industry tile struct */
    00306   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00307     /* Draw the tile using the specialized method of newgrf industrytile.
    00308      * DrawNewIndustry will return false if ever the resolver could not
    00309      * find any sprite to display.  So in this case, we will jump on the
    00310      * substitute gfx instead. */
    00311     if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
    00312       return;
    00313     } else {
    00314       /* No sprite group (or no valid one) found, meaning no graphics associated.
    00315        * Use the substitute one instead */
    00316       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
    00317         gfx = indts->grf_prop.subst_id;
    00318         /* And point the industrytile spec accordingly */
    00319         indts = GetIndustryTileSpec(gfx);
    00320       }
    00321     }
    00322   }
    00323
    00324   const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
    00325       GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
    00326       GetIndustryConstructionStage(ti->tile))];
    00327
    00328   SpriteID image = dits->ground.sprite;
    00329
    00330   /* DrawFoundation() modifes ti->z and ti->tileh */
    00331   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00332
    00333   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
    00334    * Do not do this if the tile's WaterClass is 'land'. */
    00335   if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
    00336     DrawWaterClassGround(ti);
    00337   } else {
    00338     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
    00339   }
    00340
    00341   /* If industries are transparent and invisible, do not draw the upper part */
    00342   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
    00343
    00344   /* Add industry on top of the ground? */
    00345   image = dits->building.sprite;
    00346   if (image != 0) {
    00347     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
    00348       ti->x + dits->subtile_x,
    00349       ti->y + dits->subtile_y,
    00350       dits->width,
    00351       dits->height,
    00352       dits->dz,
    00353       ti->z,
    00354       IsTransparencySet(TO_INDUSTRIES));
    00355
    00356     if (IsTransparencySet(TO_INDUSTRIES)) return;
    00357   }
    00358
    00359   {
    00360     int proc = dits->draw_proc - 1;
    00361     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
    00362   }
    00363 }
    00364
    00365 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
    00366 {
    00367   return GetTileMaxZ(tile);
    00368 }
    00369
    00370 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
    00371 {
    00372   IndustryGfx gfx = GetIndustryGfx(tile);
    00373
    00374   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
    00375    * account for this, as other structures should
    00376    * draw the wall of the foundation in this case.
    00377    */
    00378   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00379     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00380     if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
    00381       uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00382       if (callback_res == 0) return FOUNDATION_NONE;
    00383     }
    00384   }
    00385   return FlatteningFoundation(tileh);
    00386 }
    00387
    00388 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00389 {
    00390   IndustryGfx gfx = GetIndustryGfx(tile);
    00391   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    00392
    00393   /* When we have to use a callback, we put our data in the next two variables */
    00394   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
    00395   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
    00396
    00397   /* And then these will always point to a same sized array with the required data */
    00398   const CargoID *accepts_cargo = itspec->accepts_cargo;
    00399   const uint8 *cargo_acceptance = itspec->acceptance;
    00400
    00401   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
    00402     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00403     if (res != CALLBACK_FAILED) {
    00404       accepts_cargo = raw_accepts_cargo;
    00405       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
    00406     }
    00407   }
    00408
    00409   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
    00410     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00411     if (res != CALLBACK_FAILED) {
    00412       cargo_acceptance = raw_cargo_acceptance;
    00413       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
    00414     }
    00415   }
    00416
    00417   const Industry *ind = Industry::GetByTile(tile);
    00418   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
    00419     CargoID a = accepts_cargo[i];
    00420     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
    00421
    00422     /* Add accepted cargo */
    00423     acceptance[a] += cargo_acceptance[i];
    00424
    00425     /* Maybe set 'always accepted' bit (if it's not set already) */
    00426     if (HasBit(*always_accepted, a)) continue;
    00427
    00428     bool accepts = false;
    00429     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00430       /* Test whether the industry itself accepts the cargo type */
    00431       if (ind->accepts_cargo[cargo_index] == a) {
    00432         accepts = true;
    00433         break;
    00434       }
    00435     }
    00436
    00437     if (accepts) continue;
    00438
    00439     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
    00440     SetBit(*always_accepted, a);
    00441   }
    00442 }
    00443
    00444 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
    00445 {
    00446   const Industry *i = Industry::GetByTile(tile);
    00447   const IndustrySpec *is = GetIndustrySpec(i->type);
    00448
    00449   td->owner[0] = i->owner;
    00450   td->str = is->name;
    00451   if (!IsIndustryCompleted(tile)) {
    00452     SetDParamX(td->dparam, 0, td->str);
    00453     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00454   }
    00455
    00456   if (is->grf_prop.grffile != NULL) {
    00457     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName();
    00458   }
    00459 }
    00460
    00461 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
    00462 {
    00463   Industry *i = Industry::GetByTile(tile);
    00464   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00465
    00466   /* water can destroy industries
    00467    * in editor you can bulldoze industries
    00468    * with magic_bulldozer cheat you can destroy industries
    00469    * (area around OILRIG is water, so water shouldn't flood it
    00470    */
    00471   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
    00472       !_cheats.magic_bulldozer.value) ||
    00473       ((flags & DC_AUTO) != 0) ||
    00474       (_current_company == OWNER_WATER &&
    00475         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
    00476         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
    00477     SetDParam(1, indspec->name);
    00478     return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
    00479   }
    00480
    00481   if (flags & DC_EXEC) {
    00482     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    00483     delete i;
    00484   }
    00485   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
    00486 }
    00487
    00488 static void TransportIndustryGoods(TileIndex tile)
    00489 {
    00490   Industry *i = Industry::GetByTile(tile);
    00491   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00492   bool moved_cargo = false;
    00493
    00494   StationFinder stations(i->location);
    00495
    00496   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
    00497     uint cw = min(i->produced_cargo_waiting[j], 255);
    00498     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
    00499       i->produced_cargo_waiting[j] -= cw;
    00500
    00501       /* fluctuating economy? */
    00502       if (EconomyIsInRecession()) cw = (cw + 1) / 2;
    00503
    00504       i->this_month_production[j] += cw;
    00505
    00506       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
    00507       i->this_month_transported[j] += am;
    00508
    00509       moved_cargo |= (am != 0);
    00510     }
    00511   }
    00512
    00513   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
    00514     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
    00515
    00516     if (newgfx != INDUSTRYTILE_NOANIM) {
    00517       ResetIndustryConstructionStage(tile);
    00518       SetIndustryCompleted(tile, true);
    00519       SetIndustryGfx(tile, newgfx);
    00520       MarkTileDirtyByTile(tile);
    00521     }
    00522   }
    00523 }
    00524
    00525
    00526 static void AnimateTile_Industry(TileIndex tile)
    00527 {
    00528   IndustryGfx gfx = GetIndustryGfx(tile);
    00529
    00530   if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
    00531     AnimateNewIndustryTile(tile);
    00532     return;
    00533   }
    00534
    00535   switch (gfx) {
    00536   case GFX_SUGAR_MINE_SIEVE:
    00537     if ((_tick_counter & 1) == 0) {
    00538       byte m = GetAnimationFrame(tile) + 1;
    00539
    00540       switch (m & 7) {
    00541       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
    00542       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
    00543       }
    00544
    00545       if (m >= 96) {
    00546         m = 0;
    00547         DeleteAnimatedTile(tile);
    00548       }
    00549       SetAnimationFrame(tile, m);
    00550
    00551       MarkTileDirtyByTile(tile);
    00552     }
    00553     break;
    00554
    00555   case GFX_TOFFEE_QUARY:
    00556     if ((_tick_counter & 3) == 0) {
    00557       byte m = GetAnimationFrame(tile);
    00558
    00559       if (_industry_anim_offs_toffee[m] == 0xFF) {
    00560         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
    00561       }
    00562
    00563       if (++m >= 70) {
    00564         m = 0;
    00565         DeleteAnimatedTile(tile);
    00566       }
    00567       SetAnimationFrame(tile, m);
    00568
    00569       MarkTileDirtyByTile(tile);
    00570     }
    00571     break;
    00572
    00573   case GFX_BUBBLE_CATCHER:
    00574     if ((_tick_counter & 1) == 0) {
    00575       byte m = GetAnimationFrame(tile);
    00576
    00577       if (++m >= 40) {
    00578         m = 0;
    00579         DeleteAnimatedTile(tile);
    00580       }
    00581       SetAnimationFrame(tile, m);
    00582
    00583       MarkTileDirtyByTile(tile);
    00584     }
    00585     break;
    00586
    00587   /* Sparks on a coal plant */
    00588   case GFX_POWERPLANT_SPARKS:
    00589     if ((_tick_counter & 3) == 0) {
    00590       byte m = GetAnimationFrame(tile);
    00591       if (m == 6) {
    00592         SetAnimationFrame(tile, 0);
    00593         DeleteAnimatedTile(tile);
    00594       } else {
    00595         SetAnimationFrame(tile, m + 1);
    00596         MarkTileDirtyByTile(tile);
    00597       }
    00598     }
    00599     break;
    00600
    00601   case GFX_TOY_FACTORY:
    00602     if ((_tick_counter & 1) == 0) {
    00603       byte m = GetAnimationFrame(tile) + 1;
    00604
    00605       switch (m) {
    00606         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
    00607         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
    00608         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
    00609         default:
    00610           if (m >= 50) {
    00611             int n = GetIndustryAnimationLoop(tile) + 1;
    00612             m = 0;
    00613             if (n >= 8) {
    00614               n = 0;
    00615               DeleteAnimatedTile(tile);
    00616             }
    00617             SetIndustryAnimationLoop(tile, n);
    00618           }
    00619       }
    00620
    00621       SetAnimationFrame(tile, m);
    00622       MarkTileDirtyByTile(tile);
    00623     }
    00624     break;
    00625
    00626   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00627   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00628   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00629   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00630     if ((_tick_counter & 3) == 0) {
    00631       IndustryGfx gfx = GetIndustryGfx(tile);
    00632
    00633       gfx = (gfx < 155) ? gfx + 1 : 148;
    00634       SetIndustryGfx(tile, gfx);
    00635       MarkTileDirtyByTile(tile);
    00636     }
    00637     break;
    00638
    00639   case GFX_OILWELL_ANIMATED_1:
    00640   case GFX_OILWELL_ANIMATED_2:
    00641   case GFX_OILWELL_ANIMATED_3:
    00642     if ((_tick_counter & 7) == 0) {
    00643       bool b = Chance16(1, 7);
    00644       IndustryGfx gfx = GetIndustryGfx(tile);
    00645
    00646       byte m = GetAnimationFrame(tile) + 1;
    00647       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
    00648         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
    00649         SetIndustryConstructionStage(tile, 3);
    00650         DeleteAnimatedTile(tile);
    00651       } else {
    00652         SetAnimationFrame(tile, m);
    00653         SetIndustryGfx(tile, gfx);
    00654         MarkTileDirtyByTile(tile);
    00655       }
    00656     }
    00657     break;
    00658
    00659   case GFX_COAL_MINE_TOWER_ANIMATED:
    00660   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00661   case GFX_GOLD_MINE_TOWER_ANIMATED: {
    00662       int state = _tick_counter & 0x7FF;
    00663
    00664       if ((state -= 0x400) < 0) return;
    00665
    00666       if (state < 0x1A0) {
    00667         if (state < 0x20 || state >= 0x180) {
    00668           byte m = GetAnimationFrame(tile);
    00669           if (!(m & 0x40)) {
    00670             SetAnimationFrame(tile, m | 0x40);
    00671             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
    00672           }
    00673           if (state & 7) return;
    00674         } else {
    00675           if (state & 3) return;
    00676         }
    00677         byte m = (GetAnimationFrame(tile) + 1) | 0x40;
    00678         if (m > 0xC2) m = 0xC0;
    00679         SetAnimationFrame(tile, m);
    00680         MarkTileDirtyByTile(tile);
    00681       } else if (state >= 0x200 && state < 0x3A0) {
    00682         int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
    00683         if (state & i) return;
    00684
    00685         byte m = (GetAnimationFrame(tile) & 0xBF) - 1;
    00686         if (m < 0x80) m = 0x82;
    00687         SetAnimationFrame(tile, m);
    00688         MarkTileDirtyByTile(tile);
    00689       }
    00690       break;
    00691     }
    00692   }
    00693 }
    00694
    00695 static void CreateChimneySmoke(TileIndex tile)
    00696 {
    00697   uint x = TileX(tile) * TILE_SIZE;
    00698   uint y = TileY(tile) * TILE_SIZE;
    00699   uint z = GetTileMaxZ(tile);
    00700
    00701   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
    00702 }
    00703
    00704 static void MakeIndustryTileBigger(TileIndex tile)
    00705 {
    00706   byte cnt = GetIndustryConstructionCounter(tile) + 1;
    00707   if (cnt != 4) {
    00708     SetIndustryConstructionCounter(tile, cnt);
    00709     return;
    00710   }
    00711
    00712   byte stage = GetIndustryConstructionStage(tile) + 1;
    00713   SetIndustryConstructionCounter(tile, 0);
    00714   SetIndustryConstructionStage(tile, stage);
    00715   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
    00716   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
    00717
    00718   MarkTileDirtyByTile(tile);
    00719
    00720   if (!IsIndustryCompleted(tile)) return;
    00721
    00722   IndustryGfx gfx = GetIndustryGfx(tile);
    00723   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00724     /* New industries are already animated on construction. */
    00725     return;
    00726   }
    00727
    00728   switch (gfx) {
    00729   case GFX_POWERPLANT_CHIMNEY:
    00730     CreateChimneySmoke(tile);
    00731     break;
    00732
    00733   case GFX_OILRIG_1: {
    00734     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
    00735      * tiles (like the default oil rig). Do a proper check to ensure the
    00736      * tiles belong to the same industry and based on that build the oil rig's
    00737      * station. */
    00738     TileIndex other = tile + TileDiffXY(0, 1);
    00739
    00740     if (IsTileType(other, MP_INDUSTRY) &&
    00741         GetIndustryGfx(other) == GFX_OILRIG_1 &&
    00742         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
    00743       BuildOilRig(tile);
    00744     }
    00745     break;
    00746   }
    00747
    00748   case GFX_TOY_FACTORY:
    00749   case GFX_BUBBLE_CATCHER:
    00750   case GFX_TOFFEE_QUARY:
    00751     SetAnimationFrame(tile, 0);
    00752     SetIndustryAnimationLoop(tile, 0);
    00753     break;
    00754
    00755   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00756   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00757   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00758   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00759     AddAnimatedTile(tile);
    00760     break;
    00761   }
    00762 }
    00763
    00764 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
    00765 {
    00766   static const int8 _bubble_spawn_location[3][4] = {
    00767     { 11,   0, -4, -14 },
    00768     { -4, -10, -4,   1 },
    00769     { 49,  59, 60,  65 },
    00770   };
    00771
    00772   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
    00773
    00774   int dir = Random() & 3;
    00775
    00776   EffectVehicle *v = CreateEffectVehicleAbove(
    00777     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
    00778     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
    00779     _bubble_spawn_location[2][dir],
    00780     EV_BUBBLE
    00781   );
    00782
    00783   if (v != NULL) v->animation_substate = dir;
    00784 }
    00785
    00786 static void TileLoop_Industry(TileIndex tile)
    00787 {
    00788   if (IsTileOnWater(tile)) TileLoop_Water(tile);
    00789
    00790   /* Normally this doesn't happen, but if an industry NewGRF is removed
    00791    * an industry that was previously build on water can now be flooded.
    00792    * If this happens the tile is no longer an industry tile after
    00793    * returning from TileLoop_Water. */
    00794   if (!IsTileType(tile, MP_INDUSTRY)) return;
    00795
    00796   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
    00797
    00798   if (!IsIndustryCompleted(tile)) {
    00799     MakeIndustryTileBigger(tile);
    00800     return;
    00801   }
    00802
    00803   if (_game_mode == GM_EDITOR) return;
    00804
    00805   TransportIndustryGoods(tile);
    00806
    00807   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
    00808
    00809   IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
    00810   if (newgfx != INDUSTRYTILE_NOANIM) {
    00811     ResetIndustryConstructionStage(tile);
    00812     SetIndustryGfx(tile, newgfx);
    00813     MarkTileDirtyByTile(tile);
    00814     return;
    00815   }
    00816
    00817   IndustryGfx gfx = GetIndustryGfx(tile);
    00818   switch (gfx) {
    00819   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
    00820   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
    00821   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
    00822     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
    00823       switch (gfx) {
    00824         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
    00825         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
    00826         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
    00827       }
    00828       SetIndustryGfx(tile, gfx);
    00829       SetAnimationFrame(tile, 0x80);
    00830       AddAnimatedTile(tile);
    00831     }
    00832     break;
    00833
    00834   case GFX_OILWELL_NOT_ANIMATED:
    00835     if (Chance16(1, 6)) {
    00836       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
    00837       SetAnimationFrame(tile, 0);
    00838       AddAnimatedTile(tile);
    00839     }
    00840     break;
    00841
    00842   case GFX_COAL_MINE_TOWER_ANIMATED:
    00843   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00844   case GFX_GOLD_MINE_TOWER_ANIMATED:
    00845     if (!(_tick_counter & 0x400)) {
    00846       switch (gfx) {
    00847         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
    00848         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
    00849         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
    00850       }
    00851       SetIndustryGfx(tile, gfx);
    00852       SetIndustryCompleted(tile, true);
    00853       SetIndustryConstructionStage(tile, 3);
    00854       DeleteAnimatedTile(tile);
    00855     }
    00856     break;
    00857
    00858   case GFX_POWERPLANT_SPARKS:
    00859     if (Chance16(1, 3)) {
    00860       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
    00861       AddAnimatedTile(tile);
    00862     }
    00863     break;
    00864
    00865   case GFX_COPPER_MINE_CHIMNEY:
    00866     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_COPPER_MINE_SMOKE);
    00867     break;
    00868
    00869
    00870   case GFX_TOY_FACTORY: {
    00871       Industry *i = Industry::GetByTile(tile);
    00872       if (i->was_cargo_delivered) {
    00873         i->was_cargo_delivered = false;
    00874         SetIndustryAnimationLoop(tile, 0);
    00875         AddAnimatedTile(tile);
    00876       }
    00877     }
    00878     break;
    00879
    00880   case GFX_BUBBLE_GENERATOR:
    00881     TileLoopIndustry_BubbleGenerator(tile);
    00882     break;
    00883
    00884   case GFX_TOFFEE_QUARY:
    00885     AddAnimatedTile(tile);
    00886     break;
    00887
    00888   case GFX_SUGAR_MINE_SIEVE:
    00889     if (Chance16(1, 3)) AddAnimatedTile(tile);
    00890     break;
    00891   }
    00892 }
    00893
    00894 static bool ClickTile_Industry(TileIndex tile)
    00895 {
    00896   ShowIndustryViewWindow(GetIndustryIndex(tile));
    00897   return true;
    00898 }
    00899
    00900 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00901 {
    00902   return 0;
    00903 }
    00904
    00905 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
    00906 {
    00907   /* If the founder merges, the industry was created by the merged company */
    00908   Industry *i = Industry::GetByTile(tile);
    00909   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
    00910 }
    00911
    00912 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
    00913
    00914 static bool IsBadFarmFieldTile(TileIndex tile)
    00915 {
    00916   switch (GetTileType(tile)) {
    00917     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00918     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00919     default:       return true;
    00920   }
    00921 }
    00922
    00923 static bool IsBadFarmFieldTile2(TileIndex tile)
    00924 {
    00925   switch (GetTileType(tile)) {
    00926     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00927     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00928     default:       return true;
    00929   }
    00930 }
    00931
    00932 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
    00933 {
    00934   do {
    00935     tile = TILE_MASK(tile);
    00936
    00937     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
    00938       byte or_ = type;
    00939
    00940       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
    00941
    00942       if (direction == AXIS_X) {
    00943         SetFenceSE(tile, or_);
    00944       } else {
    00945         SetFenceSW(tile, or_);
    00946       }
    00947     }
    00948
    00949     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00950   } while (--size);
    00951 }
    00952
    00953 static void PlantFarmField(TileIndex tile, IndustryID industry)
    00954 {
    00955   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    00956     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine()) return;
    00957   }
    00958
    00959   /* determine field size */
    00960   uint32 r = (Random() & 0x303) + 0x404;
    00961   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
    00962   uint size_x = GB(r, 0, 8);
    00963   uint size_y = GB(r, 8, 8);
    00964
    00965   TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
    00966   ta.ClampToMap();
    00967
    00968   if (ta.w == 0 || ta.h == 0) return;
    00969
    00970   /* check the amount of bad tiles */
    00971   int count = 0;
    00972   TILE_AREA_LOOP(cur_tile, ta) {
    00973     assert(cur_tile < MapSize());
    00974     count += IsBadFarmFieldTile(cur_tile);
    00975   }
    00976   if (count * 2 >= ta.w * ta.h) return;
    00977
    00978   /* determine type of field */
    00979   r = Random();
    00980   uint counter = GB(r, 5, 3);
    00981   uint field_type = GB(r, 8, 8) * 9 >> 8;
    00982
    00983   /* make field */
    00984   TILE_AREA_LOOP(cur_tile, ta) {
    00985     assert(cur_tile < MapSize());
    00986     if (!IsBadFarmFieldTile2(cur_tile)) {
    00987       MakeField(cur_tile, field_type, industry);
    00988       SetClearCounter(cur_tile, counter);
    00989       MarkTileDirtyByTile(cur_tile);
    00990     }
    00991   }
    00992
    00993   int type = 3;
    00994   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
    00995     type = _plantfarmfield_type[Random() & 0xF];
    00996   }
    00997
    00998   SetupFarmFieldFence(ta.tile - TileDiffXY(1, 0), ta.h, type, AXIS_Y);
    00999   SetupFarmFieldFence(ta.tile - TileDiffXY(0, 1), ta.w, type, AXIS_X);
    01000   SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y);
    01001   SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X);
    01002 }
    01003
    01004 void PlantRandomFarmField(const Industry *i)
    01005 {
    01006   int x = i->location.w / 2 + Random() % 31 - 16;
    01007   int y = i->location.h / 2 + Random() % 31 - 16;
    01008
    01009   TileIndex tile = TileAddWrap(i->location.tile, x, y);
    01010
    01011   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
    01012 }
    01013
    01020 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
    01021 {
    01022   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) {
    01023     /* found a tree */
    01024
    01025     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01026
    01027     _industry_sound_ctr = 1;
    01028     _industry_sound_tile = tile;
    01029     SndPlayTileFx(SND_38_CHAINSAW, tile);
    01030
    01031     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    01032
    01033     cur_company.Restore();
    01034     return true;
    01035   }
    01036   return false;
    01037 }
    01038
    01043 static void ChopLumberMillTrees(Industry *i)
    01044 {
    01045   TileIndex tile = i->location.tile;
    01046
    01047   if (!IsIndustryCompleted(tile)) return;  // Can't proceed if not completed.
    01048
    01049   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles  to search.
    01050     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo.
    01051   }
    01052 }
    01053
    01054 static void ProduceIndustryGoods(Industry *i)
    01055 {
    01056   const IndustrySpec *indsp = GetIndustrySpec(i->type);
    01057
    01058   /* play a sound? */
    01059   if ((i->counter & 0x3F) == 0) {
    01060     uint32 r;
    01061     uint num;
    01062     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
    01063       SndPlayTileFx(
    01064         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
    01065         i->location.tile);
    01066     }
    01067   }
    01068
    01069   i->counter--;
    01070
    01071   /* produce some cargo */
    01072   if ((i->counter % INDUSTRY_PRODUCE_TICKS) == 0) {
    01073     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
    01074
    01075     IndustryBehaviour indbehav = indsp->behaviour;
    01076     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
    01077     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
    01078
    01079     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
    01080       bool plant;
    01081       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01082         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0);
    01083       } else {
    01084         plant = Chance16(1, 8);
    01085       }
    01086
    01087       if (plant) PlantRandomFarmField(i);
    01088     }
    01089     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
    01090       bool cut = ((i->counter % INDUSTRY_CUT_TREE_TICKS) == 0);
    01091       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01092         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0);
    01093       }
    01094
    01095       if (cut) ChopLumberMillTrees(i);
    01096     }
    01097
    01098     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
    01099     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
    01100   }
    01101 }
    01102
    01103 void OnTick_Industry()
    01104 {
    01105   if (_industry_sound_ctr != 0) {
    01106     _industry_sound_ctr++;
    01107
    01108     if (_industry_sound_ctr == 75) {
    01109       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
    01110     } else if (_industry_sound_ctr == 160) {
    01111       _industry_sound_ctr = 0;
    01112       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
    01113     }
    01114   }
    01115
    01116   if (_game_mode == GM_EDITOR) return;
    01117
    01118   Industry *i;
    01119   FOR_ALL_INDUSTRIES(i) {
    01120     ProduceIndustryGoods(i);
    01121   }
    01122 }
    01123
    01129 static CommandCost CheckNewIndustry_NULL(TileIndex tile)
    01130 {
    01131   return CommandCost();
    01132 }
    01133
    01139 static CommandCost CheckNewIndustry_Forest(TileIndex tile)
    01140 {
    01141   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01142     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
    01143       return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
    01144     }
    01145   }
    01146   return CommandCost();
    01147 }
    01148
    01154 static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
    01155 {
    01156   if (_game_mode == GM_EDITOR) return CommandCost();
    01157   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
    01158
    01159   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
    01160 }
    01161
    01162 extern bool _ignore_restrictions;
    01163
    01169 static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
    01170 {
    01171   if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
    01172   if (TileHeight(tile) == 0 &&
    01173       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
    01174
    01175   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
    01176 }
    01177
    01183 static CommandCost CheckNewIndustry_Farm(TileIndex tile)
    01184 {
    01185   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01186     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
    01187       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01188     }
    01189   }
    01190   return CommandCost();
    01191 }
    01192
    01198 static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
    01199 {
    01200   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
    01201     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01202   }
    01203   return CommandCost();
    01204 }
    01205
    01211 static CommandCost CheckNewIndustry_Water(TileIndex tile)
    01212 {
    01213   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
    01214     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
    01215   }
    01216   return CommandCost();
    01217 }
    01218
    01224 static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
    01225 {
    01226   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
    01227     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
    01228   }
    01229   return CommandCost();
    01230 }
    01231
    01237 static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
    01238 {
    01239   if (GetTileZ(tile) > TILE_HEIGHT * 4) {
    01240     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
    01241   }
    01242   return CommandCost();
    01243 }
    01244
    01250 typedef CommandCost CheckNewIndustryProc(TileIndex tile);
    01251
    01253 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
    01254   CheckNewIndustry_NULL,
    01255   CheckNewIndustry_Forest,
    01256   CheckNewIndustry_OilRefinery,
    01257   CheckNewIndustry_Farm,
    01258   CheckNewIndustry_Plantation,
    01259   CheckNewIndustry_Water,
    01260   CheckNewIndustry_Lumbermill,
    01261   CheckNewIndustry_BubbleGen,
    01262   CheckNewIndustry_OilRig,
    01263 };
    01264
    01275 static CommandCost FindTownForIndustry(TileIndex tile, int type, const Town **t)
    01276 {
    01277   *t = ClosestTownFromTile(tile, UINT_MAX);
    01278
    01279   if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
    01280
    01281   const Industry *i;
    01282   FOR_ALL_INDUSTRIES(i) {
    01283     if (i->type == (byte)type && i->town == *t) {
    01284       *t = NULL;
    01285       return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
    01286     }
    01287   }
    01288
    01289   return CommandCost();
    01290 }
    01291
    01292 bool IsSlopeRefused(Slope current, Slope refused)
    01293 {
    01294   if (IsSteepSlope(current)) return true;
    01295   if (current != SLOPE_FLAT) {
    01296     if (IsSteepSlope(refused)) return true;
    01297
    01298     Slope t = ComplementSlope(current);
    01299
    01300     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
    01301     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
    01302     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
    01303     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
    01304   }
    01305
    01306   return false;
    01307 }
    01308
    01321 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)
    01322 {
    01323   bool refused_slope = false;
    01324   bool custom_shape = false;
    01325
    01326   do {
    01327     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
    01328     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
    01329
    01330     if (!IsValidTile(cur_tile)) {
    01331       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01332     }
    01333
    01334     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
    01335       if (!IsTileType(cur_tile, MP_WATER) ||
    01336           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
    01337         return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01338       }
    01339     } else {
    01340       CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
    01341       if (ret.Failed()) return ret;
    01342       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01343
    01344       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
    01345
    01346       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
    01347
    01348       /* Perform land/water check if not disabled */
    01349       if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01350
    01351       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
    01352         custom_shape = true;
    01353         CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type);
    01354         if (ret.Failed()) return ret;
    01355       } else {
    01356         Slope tileh = GetTileSlope(cur_tile, NULL);
    01357         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
    01358       }
    01359
    01360       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
    01361           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
    01362         if (!IsTileType(cur_tile, MP_HOUSE)) {
    01363           return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
    01364         }
    01365
    01366         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
    01367         Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01368         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    01369         cur_company.Restore();
    01370
    01371         if (ret.Failed()) return ret;
    01372       } else {
    01373         /* Clear the tiles, but do not affect town ratings */
    01374         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01375
    01376         if (ret.Failed()) return ret;
    01377       }
    01378     }
    01379   } while ((++it)->ti.x != -0x80);
    01380
    01381   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
    01382
    01383   /* It is almost impossible to have a fully flat land in TG, so what we
    01384    *  do is that we check if we can make the land flat later on. See
    01385    *  CheckIfCanLevelIndustryPlatform(). */
    01386   if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
    01387     return CommandCost();
    01388   }
    01389   return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01390 }
    01391
    01399 static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
    01400 {
    01401   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
    01402     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
    01403   }
    01404
    01405   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
    01406     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01407   }
    01408
    01409   return CommandCost();
    01410 }
    01411
    01412 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
    01413 {
    01414   /* Max. allowed delta when levelling land.
    01415    * @see comment in industry_type.h for more information why we need this. */
    01416   uint max_delta;
    01417
    01418   if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world) {
    01419     if (_settings_game.game_creation.tgen_smoothness == SMOOTHNESS_VERY_ROUGH) {
    01420       max_delta = IND_MAX_LEVELLING_VERY_ROUGH;
    01421     } else if (_settings_game.game_creation.tgen_smoothness == SMOOTHNESS_CEREALLY_ROUGH) {
    01422       max_delta = IND_MAX_LEVELLING_CEREALLY_ROUGH;
    01423     } else {
    01424       max_delta = IND_MAX_LEVELLING_NORMAL;
    01425     }
    01426   } else {
    01427     max_delta = IND_MAX_LEVELLING_NORMAL;
    01428   }
    01429
    01430   /* Check if we don't leave the map */
    01431   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
    01432
    01433   TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
    01434   TILE_AREA_LOOP(tile_walk, ta) {
    01435     uint curh = TileHeight(tile_walk);
    01436     /* Is the tile clear? */
    01437     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
    01438
    01439     /* Don't allow too big of a change if this is the sub-tile check */
    01440     uint8 IND_LEVELLING_MAX_HEIGHT  = _settings_game.construction.extra_industry_placement_logic;
    01441     if (internal != 0 && ((height < IND_LEVELLING_MAX_HEIGHT && Delta(curh, height) > max_delta)
    01442         ||  (height >= IND_LEVELLING_MAX_HEIGHT && Delta(curh, height) > IND_MAX_LEVELLING_NORMAL))) {
    01443       return false;
    01444     }
    01445
    01446     /* Different height, so the surrounding tiles of this tile
    01447      *  has to be correct too (in level, or almost in level)
    01448      *  else you get a chain-reaction of terraforming. */
    01449     if (internal == 0 && curh != height) {
    01450       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
    01451         return false;
    01452       }
    01453     }
    01454   }
    01455
    01456   return true;
    01457 }
    01458
    01463 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
    01464 {
    01465   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
    01466   int max_x = 0;
    01467   int max_y = 0;
    01468
    01469   /* Finds dimensions of largest variant of this industry */
    01470   do {
    01471     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
    01472     if (it->ti.x > max_x) max_x = it->ti.x;
    01473     if (it->ti.y > max_y) max_y = it->ti.y;
    01474   } while ((++it)->ti.x != MKEND);
    01475
    01476   /* Remember level height */
    01477   uint h = TileHeight(tile);
    01478
    01479   if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
    01480   /* Check that all tiles in area and surrounding are clear
    01481    * this determines that there are no obstructing items */
    01482
    01483   TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
    01484       max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
    01485
    01486   if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
    01487
    01488   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
    01489    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
    01490   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01491
    01492   TILE_AREA_LOOP(tile_walk, ta) {
    01493     uint curh = TileHeight(tile_walk);
    01494     if (curh != h) {
    01495       /* This tile needs terraforming. Check if we can do that without
    01496        *  damaging the surroundings too much. */
    01497       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
    01498         cur_company.Restore();
    01499         return false;
    01500       }
    01501       /* This is not 100% correct check, but the best we can do without modifying the map.
    01502        *  What is missing, is if the difference in height is more than 1.. */
    01503       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
    01504         cur_company.Restore();
    01505         return false;
    01506       }
    01507     }
    01508   }
    01509
    01510   if (flags & DC_EXEC) {
    01511     /* Terraform the land under the industry */
    01512     TILE_AREA_LOOP(tile_walk, ta) {
    01513       uint curh = TileHeight(tile_walk);
    01514       while (curh != h) {
    01515         /* We give the terraforming for free here, because we can't calculate
    01516          *  exact cost in the test-round, and as we all know, that will cause
    01517          *  a nice assert if they don't match ;) */
    01518         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
    01519         curh += (curh > h) ? -1 : 1;
    01520       }
    01521     }
    01522   }
    01523
    01524   cur_company.Restore();
    01525   return true;
    01526 }
    01527
    01528
    01535 static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
    01536 {
    01537   const IndustrySpec *indspec = GetIndustrySpec(type);
    01538   const Industry *i;
    01539   FOR_ALL_INDUSTRIES(i) {
    01540     /* Within 14 tiles from another industry is considered close */
    01541     if (DistanceMax(tile, i->location.tile) > 14) continue;
    01542
    01543     /* check if there are any conflicting industry types around */
    01544     if (i->type == indspec->conflicting[0] ||
    01545         i->type == indspec->conflicting[1] ||
    01546         i->type == indspec->conflicting[2]) {
    01547       return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
    01548     }
    01549   }
    01550   return CommandCost();
    01551 }
    01552
    01564 static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, const Town *t, Owner founder, uint16 initial_random_bits)
    01565 {
    01566   const IndustrySpec *indspec = GetIndustrySpec(type);
    01567
    01568   i->location = TileArea(tile, 1, 1);
    01569   i->type = type;
    01570   Industry::IncIndustryTypeCount(type);
    01571
    01572   i->produced_cargo[0] = indspec->produced_cargo[0];
    01573   i->produced_cargo[1] = indspec->produced_cargo[1];
    01574   i->accepts_cargo[0] = indspec->accepts_cargo[0];
    01575   i->accepts_cargo[1] = indspec->accepts_cargo[1];
    01576   i->accepts_cargo[2] = indspec->accepts_cargo[2];
    01577   i->production_rate[0] = indspec->production_rate[0];
    01578   i->production_rate[1] = indspec->production_rate[1];
    01579
    01580   /* don't use smooth economy for industries using production related callbacks */
    01581   if (indspec->UsesSmoothEconomy()) {
    01582     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
    01583     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
    01584   }
    01585
    01586   i->town = t;
    01587   i->owner = OWNER_NONE;
    01588
    01589   uint16 r = Random();
    01590   i->random_colour = GB(r, 0, 4);
    01591   i->counter = GB(r, 4, 12);
    01592   i->random = initial_random_bits;
    01593   i->produced_cargo_waiting[0] = 0;
    01594   i->produced_cargo_waiting[1] = 0;
    01595   i->incoming_cargo_waiting[0] = 0;
    01596   i->incoming_cargo_waiting[1] = 0;
    01597   i->incoming_cargo_waiting[2] = 0;
    01598   i->this_month_production[0] = 0;
    01599   i->this_month_production[1] = 0;
    01600   i->this_month_transported[0] = 0;
    01601   i->this_month_transported[1] = 0;
    01602   i->last_month_pct_transported[0] = 0;
    01603   i->last_month_pct_transported[1] = 0;
    01604   i->last_month_transported[0] = 0;
    01605   i->last_month_transported[1] = 0;
    01606   i->was_cargo_delivered = false;
    01607   i->last_prod_year = _cur_year;
    01608   i->last_month_production[0] = i->production_rate[0] * 8;
    01609   i->last_month_production[1] = i->production_rate[1] * 8;
    01610   i->founder = founder;
    01611
    01612   i->construction_date = _date;
    01613   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
    01614       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
    01615
    01616   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
    01617    * 0 = created prior of newindustries
    01618    * else, chosen layout + 1 */
    01619   i->selected_layout = layout + 1;
    01620
    01621   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
    01622
    01623   i->prod_level = PRODLEVEL_DEFAULT;
    01624
    01625   /* Call callbacks after the regular fields got initialised. */
    01626
    01627   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
    01628     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
    01629     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
    01630   }
    01631
    01632   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
    01633     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
    01634     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) {
    01635       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01636       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01637       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01638     }
    01639   }
    01640
    01641   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
    01642     for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
    01643     for (uint j = 0; j < lengthof(i->produced_cargo); j++) {
    01644       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01645       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01646       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01647     }
    01648   }
    01649
    01650   /* Plant the tiles */
    01651
    01652   do {
    01653     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01654
    01655     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
    01656       i->location.Add(cur_tile);
    01657
    01658       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
    01659
    01660       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01661
    01662       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
    01663
    01664       if (_generating_world) {
    01665         SetIndustryConstructionCounter(cur_tile, 3);
    01666         SetIndustryConstructionStage(cur_tile, 2);
    01667       }
    01668
    01669       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
    01670       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
    01671       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
    01672       if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
    01673     }
    01674   } while ((++it)->ti.x != -0x80);
    01675
    01676   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
    01677     for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
    01678   }
    01679   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    01680
    01681   Station::RecomputeIndustriesNearForAll();
    01682 }
    01683
    01700 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)
    01701 {
    01702   assert(itspec_index < indspec->num_table);
    01703   const IndustryTileTable *it = indspec->table[itspec_index];
    01704   bool custom_shape_check = false;
    01705
    01706   *ip = NULL;
    01707
    01708   SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
    01709   CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
    01710   _cleared_object_areas = object_areas;
    01711   if (ret.Failed()) return ret;
    01712
    01713   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
    01714     ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type);
    01715   } else {
    01716     ret = _check_new_industry_procs[indspec->check_proc](tile);
    01717   }
    01718   if (ret.Failed()) return ret;
    01719
    01720   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
    01721       !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) {
    01722     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01723   }
    01724
    01725   ret = CheckIfFarEnoughFromConflictingIndustry(tile, type);
    01726   if (ret.Failed()) return ret;
    01727
    01728   const Town *t = NULL;
    01729   ret = FindTownForIndustry(tile, type, &t);
    01730   if (ret.Failed()) return ret;
    01731   assert(t != NULL);
    01732
    01733   ret = CheckIfIndustryIsAllowed(tile, type, t);
    01734   if (ret.Failed()) return ret;
    01735
    01736   if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES);
    01737
    01738   if (flags & DC_EXEC) {
    01739     *ip = new Industry(tile);
    01740     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
    01741     DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
    01742   }
    01743
    01744   return CommandCost();
    01745 }
    01746
    01758 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01759 {
    01760   IndustryType it = GB(p1, 0, 8);
    01761   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
    01762
    01763   const IndustrySpec *indspec = GetIndustrySpec(it);
    01764
    01765   /* Check if the to-be built/founded industry is available for this climate. */
    01766   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
    01767
    01768   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
    01769    * Raw material industries are industries that do not accept cargo (at least for now) */
    01770   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
    01771     return CMD_ERROR;
    01772   }
    01773
    01774   if (_game_mode != GM_EDITOR && !CheckIfCallBackAllowsAvailability(it, IACT_USERCREATION)) {
    01775     return CMD_ERROR;
    01776   }
    01777
    01778   Randomizer randomizer;
    01779   randomizer.SetSeed(p2);
    01780   uint16 random_initial_bits = GB(p2, 0, 16);
    01781   uint32 random_var8f = randomizer.Next();
    01782   int num_layouts = indspec->num_table;
    01783   CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
    01784
    01785   Industry *ind = NULL;
    01786   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
    01787     if (flags & DC_EXEC) {
    01788       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
    01789       Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01790       /* Prospecting has a chance to fail, however we cannot guarantee that something can
    01791        * be built on the map, so the chance gets lower when the map is fuller, but there
    01792        * is nothing we can really do about that. */
    01793       if (Random() <= indspec->prospecting_chance) {
    01794         for (int i = 0; i < 5000; i++) {
    01795           /* We should not have more than one Random() in a function call
    01796            * because parameter evaluation order is not guaranteed in the c++ standard
    01797            */
    01798           tile = RandomTile();
    01799           /* Start with a random layout */
    01800           int layout = RandomRange(num_layouts);
    01801           /* Check now each layout, starting with the random one */
    01802           for (int j = 0; j < num_layouts; j++) {
    01803             layout = (layout + 1) % num_layouts;
    01804             ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind);
    01805             if (ret.Succeeded()) break;
    01806           }
    01807           if (ret.Succeeded()) break;
    01808         }
    01809       }
    01810       cur_company.Restore();
    01811     }
    01812   } else {
    01813     int layout = GB(p1, 8, 8);
    01814     if (layout >= num_layouts) return CMD_ERROR;
    01815
    01816     /* Check subsequently each layout, starting with the given layout in p1 */
    01817     for (int i = 0; i < num_layouts; i++) {
    01818       layout = (layout + 1) % num_layouts;
    01819       ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind);
    01820       if (ret.Succeeded()) break;
    01821     }
    01822
    01823     /* If it still failed, there's no suitable layout to build here, return the error */
    01824     if (ret.Failed()) return ret;
    01825   }
    01826
    01827   if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) {
    01828     /* Created a new industry in-game, advertise the event. */
    01829     SetDParam(0, indspec->name);
    01830     if (indspec->new_industry_text > STR_LAST_STRINGID) {
    01831       SetDParam(1, STR_TOWN_NAME);
    01832       SetDParam(2, ind->town->index);
    01833     } else {
    01834       SetDParam(1, ind->town->index);
    01835     }
    01836     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01837     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01838   }
    01839
    01840   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
    01841 }
    01842
    01843
    01851 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
    01852 {
    01853   const IndustrySpec *indspec = GetIndustrySpec(type);
    01854
    01855   uint32 seed = Random();
    01856   uint32 seed2 = Random();
    01857   Industry *i = NULL;
    01858   CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
    01859   assert(i != NULL || ret.Failed());
    01860   return i;
    01861 }
    01862
    01869 static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
    01870 {
    01871   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01872   uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
    01873   if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
    01874       !CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) ||
    01875       (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY)) {
    01876     *force_at_least_one = false;
    01877     return 0;
    01878   } else {
    01879     /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
    01880      * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
    01881     chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
    01882
    01883     *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
    01884     return chance;
    01885   }
    01886 }
    01887
    01894 static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
    01895 {
    01896   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
    01897     *min_number = 0;
    01898     return 0;
    01899   }
    01900
    01901   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01902   byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
    01903   if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
    01904       ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
    01905       ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
    01906       !CheckIfCallBackAllowsAvailability(it, IACT_RANDOMCREATION)) {
    01907     *min_number = 0;
    01908     return 0;
    01909   }
    01910   *min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
    01911   return chance;
    01912 }
    01913
    01918 static uint GetNumberOfIndustries()
    01919 {
    01920   /* Number of industries on a 256x256 map. */
    01921   static const uint16 numof_industry_table[] = {
    01922     0,    // none
    01923     0,    // minimal
    01924     10,   // very low
    01925     25,   // low
    01926     55,   // normal
    01927     80,   // high
    01928   };
    01929
    01930   assert(lengthof(numof_industry_table) == ID_END);
    01931   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
    01932   return ScaleByMapSize(numof_industry_table[difficulty]);
    01933 }
    01934
    01939 static void AdvertiseIndustryOpening(const Industry *ind)
    01940 {
    01941   const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
    01942   SetDParam(0, ind_spc->name);
    01943   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
    01944     SetDParam(1, STR_TOWN_NAME);
    01945     SetDParam(2, ind->town->index);
    01946   } else {
    01947     SetDParam(1, ind->town->index);
    01948   }
    01949   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01950   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01951 }
    01952
    01961 static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
    01962 {
    01963   uint tries = try_hard ? 10000u : 2000u;
    01964   for (; tries > 0; tries--) {
    01965     Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
    01966     if (ind != NULL) return ind;
    01967   }
    01968   return NULL;
    01969 }
    01970
    01976 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
    01977 {
    01978   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01979
    01980   IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
    01981   PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
    01982
    01983   cur_company.Restore();
    01984 }
    01985
    01990 static uint GetCurrentTotalNumberOfIndustries()
    01991 {
    01992   int total = 0;
    01993   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
    01994   return total;
    01995 }
    01996
    01997
    01999 void IndustryTypeBuildData::Reset()
    02000 {
    02001   this->probability  = 0;
    02002   this->min_number   = 0;
    02003   this->target_count = 0;
    02004   this->max_wait     = 1;
    02005   this->wait_count   = 0;
    02006 }
    02007
    02009 void IndustryBuildData::Reset()
    02010 {
    02011   this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
    02012
    02013   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02014     this->builddata[it].Reset();
    02015   }
    02016 }
    02017
    02019 void IndustryBuildData::MonthlyLoop()
    02020 {
    02021   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.
    02022   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting,
    02023
    02024   /* To prevent running out of unused industries for the player to connect,
    02025    * add a fraction of new industries each month, but only if the manager can keep up. */
    02026   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).
    02027   if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
    02028     this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH);
    02029   }
    02030 }
    02031
    02036 void GenerateIndustries()
    02037 {
    02038   if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
    02039
    02040   uint32 industry_probs[NUM_INDUSTRYTYPES];
    02041   bool force_at_least_one[NUM_INDUSTRYTYPES];
    02042   uint32 total_prob = 0;
    02043   uint num_forced = 0;
    02044
    02045   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02046     industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
    02047     total_prob += industry_probs[it];
    02048     if (force_at_least_one[it]) num_forced++;
    02049   }
    02050
    02051   uint total_amount = GetNumberOfIndustries();
    02052   if (total_prob == 0 || total_amount < num_forced) {
    02053     /* Only place the forced ones */
    02054     total_amount = num_forced;
    02055   }
    02056
    02057   SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
    02058
    02059   /* Try to build one industry per type independent of any probabilities */
    02060   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02061     if (force_at_least_one[it]) {
    02062       assert(total_amount > 0);
    02063       total_amount--;
    02064       PlaceInitialIndustry(it, true);
    02065     }
    02066   }
    02067
    02068   /* Add the remaining industries according to their probabilities */
    02069   for (uint i = 0; i < total_amount; i++) {
    02070     uint32 r = RandomRange(total_prob);
    02071     IndustryType it = 0;
    02072     while (r >= industry_probs[it]) {
    02073       r -= industry_probs[it];
    02074       it++;
    02075       assert(it < NUM_INDUSTRYTYPES);
    02076     }
    02077     assert(industry_probs[it] > 0);
    02078     PlaceInitialIndustry(it, false);
    02079   }
    02080   _industry_builder.Reset();
    02081 }
    02082
    02087 static void UpdateIndustryStatistics(Industry *i)
    02088 {
    02089   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02090     if (i->produced_cargo[j] != CT_INVALID) {
    02091       byte pct = 0;
    02092       if (i->this_month_production[j] != 0) {
    02093         i->last_prod_year = _cur_year;
    02094         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
    02095       }
    02096       i->last_month_pct_transported[j] = pct;
    02097
    02098       i->last_month_production[j] = i->this_month_production[j];
    02099       i->this_month_production[j] = 0;
    02100
    02101       i->last_month_transported[j] = i->this_month_transported[j];
    02102       i->this_month_transported[j] = 0;
    02103     }
    02104   }
    02105 }
    02106
    02111 void Industry::RecomputeProductionMultipliers()
    02112 {
    02113   const IndustrySpec *indspec = GetIndustrySpec(this->type);
    02114   assert(!indspec->UsesSmoothEconomy());
    02115
    02116   /* Rates are rounded up, so e.g. oilrig always produces some passengers */
    02117   this->production_rate[0] = min(CeilDiv(indspec->production_rate[0] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
    02118   this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
    02119 }
    02120
    02121
    02127 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
    02128 {
    02129   byte min_number;
    02130   uint32 probability = GetIndustryGamePlayProbability(it, &min_number);
    02131   bool changed = min_number != this->min_number || probability != this->probability;
    02132   this->min_number = min_number;
    02133   this->probability = probability;
    02134   return changed;
    02135 }
    02136
    02138 void IndustryBuildData::SetupTargetCount()
    02139 {
    02140   bool changed = false;
    02141   uint num_planned = 0; // Number of industries planned in the industry build data.
    02142   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02143     changed |= this->builddata[it].GetIndustryTypeData(it);
    02144     num_planned += this->builddata[it].target_count;
    02145   }
    02146   uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
    02147   changed |= num_planned != total_amount;
    02148   if (!changed) return; // All industries are still the same, no need to re-randomize.
    02149
    02150   /* Initialize the target counts. */
    02151   uint force_build = 0;  // Number of industries that should always be available.
    02152   uint32 total_prob = 0; // Sum of probabilities.
    02153   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02154     IndustryTypeBuildData *ibd = this->builddata + it;
    02155     force_build += ibd->min_number;
    02156     ibd->target_count = ibd->min_number;
    02157     total_prob += ibd->probability;
    02158   }
    02159
    02160   if (total_prob == 0) return; // No buildable industries.
    02161
    02162   /* Subtract forced industries from the number of industries available for construction. */
    02163   total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
    02164
    02165   /* Assign number of industries that should be aimed for, by using the probability as a weight. */
    02166   while (total_amount > 0) {
    02167     uint32 r = RandomRange(total_prob);
    02168     IndustryType it = 0;
    02169     while (r >= this->builddata[it].probability) {
    02170       r -= this->builddata[it].probability;
    02171       it++;
    02172       assert(it < NUM_INDUSTRYTYPES);
    02173     }
    02174     assert(this->builddata[it].probability > 0);
    02175     this->builddata[it].target_count++;
    02176     total_amount--;
    02177   }
    02178 }
    02179
    02183 void IndustryBuildData::TryBuildNewIndustry()
    02184 {
    02185   this->SetupTargetCount();
    02186
    02187   int missing = 0;       // Number of industries that need to be build.
    02188   uint count = 0;        // Number of industry types eligible for build.
    02189   uint32 total_prob = 0; // Sum of probabilities.
    02190   IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
    02191   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02192     int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
    02193     missing += difference;
    02194     if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
    02195     if (difference > 0) {
    02196       if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
    02197         /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
    02198         if (forced_build == NUM_INDUSTRYTYPES ||
    02199             difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
    02200           forced_build = it;
    02201         }
    02202       }
    02203       total_prob += difference;
    02204       count++;
    02205     }
    02206   }
    02207
    02208   if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
    02209
    02210   if (count >= 1) {
    02211     /* If not forced, pick a weighted random industry to build.
    02212      * For the case that count == 1, there is no need to draw a random number. */
    02213     IndustryType it;
    02214     if (forced_build != NUM_INDUSTRYTYPES) {
    02215       it = forced_build;
    02216     } else {
    02217       /* Non-forced, select an industry type to build (weighted random). */
    02218       uint32 r = 0; // Initialized to silence the compiler.
    02219       if (count > 1) r = RandomRange(total_prob);
    02220       for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02221         if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
    02222         int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
    02223         if (difference <= 0) continue; // Too many of this kind.
    02224         if (count == 1) break;
    02225         if (r < (uint)difference) break;
    02226         r -= difference;
    02227       }
    02228       assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
    02229     }
    02230
    02231     /* Try to create the industry. */
    02232     const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
    02233     if (ind == NULL) {
    02234       this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
    02235       this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2);
    02236     } else {
    02237       AdvertiseIndustryOpening(ind);
    02238       this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
    02239     }
    02240   }
    02241
    02242   /* Decrement wait counters. */
    02243   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02244     if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
    02245   }
    02246 }
    02247
    02256 static bool CheckIndustryCloseDownProtection(IndustryType type)
    02257 {
    02258   const IndustrySpec *indspec = GetIndustrySpec(type);
    02259
    02260   /* oil wells (or the industries with that flag set) are always allowed to closedown */
    02261   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
    02262   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1;
    02263 }
    02264
    02274 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
    02275 {
    02276   if (cargo == CT_INVALID) return;
    02277
    02278   /* Check for acceptance of cargo */
    02279   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
    02280     if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) {
    02281       *c_accepts = true;
    02282       break;
    02283     }
    02284   }
    02285
    02286   /* Check for produced cargo */
    02287   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
    02288     if (cargo == ind->produced_cargo[j]) {
    02289       *c_produces = true;
    02290       break;
    02291     }
    02292   }
    02293 }
    02294
    02308 static int WhoCanServiceIndustry(Industry *ind)
    02309 {
    02310   /* Find all stations within reach of the industry */
    02311   StationList stations;
    02312   FindStationsAroundTiles(ind->location, &stations);
    02313
    02314   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
    02315
    02316   const Vehicle *v;
    02317   int result = 0;
    02318   FOR_ALL_VEHICLES(v) {
    02319     /* Is it worthwhile to try this vehicle? */
    02320     if (v->owner != _local_company && result != 0) continue;
    02321
    02322     /* Check whether it accepts the right kind of cargo */
    02323     bool c_accepts = false;
    02324     bool c_produces = false;
    02325     if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
    02326       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02327         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
    02328       }
    02329     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
    02330       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
    02331     } else {
    02332       continue;
    02333     }
    02334     if (!c_accepts && !c_produces) continue; // Wrong cargo
    02335
    02336     /* Check orders of the vehicle.
    02337      * We cannot check the first of shared orders only, since the first vehicle in such a chain
    02338      * may have a different cargo type.
    02339      */
    02340     const Order *o;
    02341     FOR_VEHICLE_ORDERS(v, o) {
    02342       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
    02343         /* Vehicle visits a station to load or unload */
    02344         Station *st = Station::Get(o->GetDestination());
    02345         assert(st != NULL);
    02346
    02347         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
    02348         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
    02349
    02350         if (stations.Contains(st)) {
    02351           if (v->owner == _local_company) return 2; // Company services industry
    02352           result = 1; // Competitor services industry
    02353         }
    02354       }
    02355     }
    02356   }
    02357   return result;
    02358 }
    02359
    02367 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
    02368 {
    02369   NewsSubtype ns;
    02370
    02371   switch (WhoCanServiceIndustry(ind)) {
    02372     case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02373     case 1: ns = NS_INDUSTRY_OTHER;   break;
    02374     case 2: ns = NS_INDUSTRY_COMPANY; break;
    02375     default: NOT_REACHED();
    02376   }
    02377   SetDParam(2, abs(percent));
    02378   SetDParam(0, CargoSpec::Get(type)->name);
    02379   SetDParam(1, ind->index);
    02380   AddIndustryNewsItem(
    02381     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
    02382     ns,
    02383     ind->index
    02384   );
    02385 }
    02386
    02387 static const uint PERCENT_TRANSPORTED_60 = 153;
    02388 static const uint PERCENT_TRANSPORTED_80 = 204;
    02389
    02395 static void ChangeIndustryProduction(Industry *i, bool monthly)
    02396 {
    02397   StringID str = STR_NULL;
    02398   bool closeit = false;
    02399   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    02400   bool standard = false;
    02401   bool suppress_message = false;
    02402   bool recalculate_multipliers = false;
    02403   /* don't use smooth economy for industries using production related callbacks */
    02404   bool smooth_economy = indspec->UsesSmoothEconomy();
    02405   byte div = 0;
    02406   byte mul = 0;
    02407   int8 increment = 0;
    02408
    02409   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
    02410   if (callback_enabled) {
    02411     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
    02412     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
    02413       suppress_message = HasBit(res, 7);
    02414       /* Get the custom message if any */
    02415       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
    02416       res = GB(res, 0, 4);
    02417       switch (res) {
    02418         default: NOT_REACHED();
    02419         case 0x0: break;                  // Do nothing, but show the custom message if any
    02420         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
    02421         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
    02422         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
    02423         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
    02424         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
    02425         case 0x8: div = res - 0x3; break; // Divide production by 32
    02426         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
    02427         case 0xC: mul = res - 0x7; break; // Multiply production by 32
    02428         case 0xD:                         // decrement production
    02429         case 0xE:                         // increment production
    02430           increment = res == 0x0D ? -1 : 1;
    02431           break;
    02432         case 0xF:                         // Set production to third byte of register 0x100
    02433           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02434           recalculate_multipliers = true;
    02435           break;
    02436       }
    02437     }
    02438   } else {
    02439     if (monthly != smooth_economy) return;
    02440     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
    02441   }
    02442
    02443   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
    02444     /* decrease or increase */
    02445     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
    02446
    02447     if (smooth_economy) {
    02448       closeit = true;
    02449       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02450         if (i->produced_cargo[j] == CT_INVALID) continue;
    02451         uint32 r = Random();
    02452         int old_prod, new_prod, percent;
    02453         /* If over 60% is transported, mult is 1, else mult is -1. */
    02454         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
    02455
    02456         new_prod = old_prod = i->production_rate[j];
    02457
    02458         /* For industries with only_decrease flags (temperate terrain Oil Wells),
    02459          * the multiplier will always be -1 so they will only decrease. */
    02460         if (only_decrease) {
    02461           mult = -1;
    02462         /* For normal industries, if over 60% is transported, 33% chance for decrease.
    02463          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
    02464         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
    02465           mult *= -1;
    02466         }
    02467
    02468         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
    02469          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
    02470         if (Chance16I(1, 22, r >> 16)) {
    02471           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
    02472         }
    02473
    02474         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
    02475         new_prod = Clamp(new_prod, 1, 255);
    02476
    02477         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1) {
    02478           new_prod = Clamp(new_prod, 0, 16);
    02479         }
    02480
    02481         /* Do not stop closing the industry when it has the lowest possible production rate */
    02482         if (new_prod == old_prod && old_prod > 1) {
    02483           closeit = false;
    02484           continue;
    02485         }
    02486
    02487         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
    02488         i->production_rate[j] = new_prod;
    02489
    02490         /* Close the industry when it has the lowest possible production rate */
    02491         if (new_prod > 1) closeit = false;
    02492
    02493         if (abs(percent) >= 10) {
    02494           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
    02495         }
    02496       }
    02497     } else {
    02498       if (only_decrease || Chance16(1, 3)) {
    02499         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
    02500         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
    02501           mul = 1; // Increase production
    02502         } else {
    02503           div = 1; // Decrease production
    02504         }
    02505       }
    02506     }
    02507   }
    02508
    02509   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
    02510     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
    02511       closeit = true;
    02512     }
    02513   }
    02514
    02515   /* Increase if needed */
    02516   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
    02517     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
    02518     recalculate_multipliers = true;
    02519     if (str == STR_NULL) str = indspec->production_up_text;
    02520   }
    02521
    02522   /* Decrease if needed */
    02523   while (div-- != 0 && !closeit) {
    02524     if (i->prod_level == PRODLEVEL_MINIMUM) {
    02525       closeit = true;
    02526     } else {
    02527       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
    02528       recalculate_multipliers = true;
    02529       if (str == STR_NULL) str = indspec->production_down_text;
    02530     }
    02531   }
    02532
    02533   /* Increase or Decreasing the production level if needed */
    02534   if (increment != 0) {
    02535     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
    02536       closeit = true;
    02537     } else {
    02538       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02539       recalculate_multipliers = true;
    02540     }
    02541   }
    02542
    02543   /* Recalculate production_rate
    02544    * For non-smooth economy these should always be synchronized with prod_level */
    02545   if (recalculate_multipliers) i->RecomputeProductionMultipliers();
    02546
    02547   /* Close if needed and allowed */
    02548   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
    02549     i->prod_level = PRODLEVEL_CLOSURE;
    02550     str = indspec->closure_text;
    02551   }
    02552
    02553   if (!suppress_message && str != STR_NULL) {
    02554     NewsSubtype ns;
    02555     /* Compute news category */
    02556     if (closeit) {
    02557       ns = NS_INDUSTRY_CLOSE;
    02558       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    02559     } else {
    02560       switch (WhoCanServiceIndustry(i)) {
    02561         case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02562         case 1: ns = NS_INDUSTRY_OTHER;   break;
    02563         case 2: ns = NS_INDUSTRY_COMPANY; break;
    02564         default: NOT_REACHED();
    02565       }
    02566     }
    02567     /* Set parameters of news string */
    02568     if (str > STR_LAST_STRINGID) {
    02569       SetDParam(0, STR_TOWN_NAME);
    02570       SetDParam(1, i->town->index);
    02571       SetDParam(2, indspec->name);
    02572     } else if (closeit) {
    02573       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
    02574       SetDParam(1, i->town->index);
    02575       SetDParam(2, indspec->name);
    02576     } else {
    02577       SetDParam(0, i->index);
    02578     }
    02579     /* and report the news to the user */
    02580     AddNewsItem(str,
    02581       ns,
    02582       closeit ? NR_TILE : NR_INDUSTRY,
    02583       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
    02584   }
    02585 }
    02586
    02594 void IndustryDailyLoop()
    02595 {
    02596   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
    02597
    02598   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
    02599    * the lower 16 bit are a fractional part that might accumulate over several days until it
    02600    * is sufficient for an industry. */
    02601   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
    02602
    02603   /* Reset the active part of the counter, just keeping the "factional part" */
    02604   _economy.industry_daily_change_counter &= 0xFFFF;
    02605
    02606   if (change_loop == 0) {
    02607     return;  // Nothing to do? get out
    02608   }
    02609
    02610   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02611
    02612   /* perform the required industry changes for the day */
    02613
    02614   uint perc = 3; // Between 3% and 9% chance of creating a new industry.
    02615   if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
    02616     perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
    02617   }
    02618   for (uint16 j = 0; j < change_loop; j++) {
    02619     if (Chance16(perc, 100)) {
    02620       _industry_builder.TryBuildNewIndustry();
    02621     } else {
    02622       Industry *i = Industry::GetRandom();
    02623       if (i != NULL) {
    02624         ChangeIndustryProduction(i, false);
    02625         SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02626       }
    02627     }
    02628   }
    02629
    02630   cur_company.Restore();
    02631
    02632   /* production-change */
    02633   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02634 }
    02635
    02636 void IndustryMonthlyLoop()
    02637 {
    02638   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02639
    02640   _industry_builder.MonthlyLoop();
    02641
    02642   Industry *i;
    02643   FOR_ALL_INDUSTRIES(i) {
    02644     UpdateIndustryStatistics(i);
    02645     if (i->prod_level == PRODLEVEL_CLOSURE) {
    02646       delete i;
    02647     } else {
    02648       ChangeIndustryProduction(i, true);
    02649       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02650     }
    02651   }
    02652
    02653   cur_company.Restore();
    02654
    02655   /* production-change */
    02656   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02657 }
    02658
    02659
    02660 void InitializeIndustries()
    02661 {
    02662   Industry::ResetIndustryCounts();
    02663   _industry_sound_tile = 0;
    02664
    02665   _industry_builder.Reset();
    02666 }
    02667
    02672 bool IndustrySpec::IsRawIndustry() const
    02673 {
    02674   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
    02675   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
    02676       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
    02677 }
    02678
    02683 Money IndustrySpec::GetConstructionCost() const
    02684 {
    02685   /* Building raw industries like secondary uses different price base */
    02686   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
    02687       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
    02688 }
    02689
    02696 Money IndustrySpec::GetRemovalCost() const
    02697 {
    02698   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
    02699 }
    02700
    02705 bool IndustrySpec::UsesSmoothEconomy() const
    02706 {
    02707   return _settings_game.economy.smooth_economy &&
    02708     !(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    02709     !(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
    02710 }
    02711
    02712 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02713 {
    02714   if (AutoslopeEnabled()) {
    02715     /* We imitate here TTDP's behaviour:
    02716      *  - Both new and old slope must not be steep.
    02717      *  - TileMaxZ must not be changed.
    02718      *  - Allow autoslope by default.
    02719      *  - Disallow autoslope if callback succeeds and returns non-zero.
    02720      */
    02721     Slope tileh_old = GetTileSlope(tile, NULL);
    02722     /* TileMaxZ must not be changed. Slopes must not be steep. */
    02723     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02724       const IndustryGfx gfx = GetIndustryGfx(tile);
    02725       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    02726
    02727       /* Call callback 3C 'disable autosloping for industry tiles'. */
    02728       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
    02729         /* If the callback fails, allow autoslope. */
    02730         uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    02731         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02732       } else {
    02733         /* allow autoslope */
    02734         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02735       }
    02736     }
    02737   }
    02738   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02739 }
    02740
    02741 extern const TileTypeProcs _tile_type_industry_procs = {
    02742   DrawTile_Industry,           // draw_tile_proc
    02743   GetSlopeZ_Industry,          // get_slope_z_proc
    02744   ClearTile_Industry,          // clear_tile_proc
    02745   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
    02746   GetTileDesc_Industry,        // get_tile_desc_proc
    02747   GetTileTrackStatus_Industry, // get_tile_track_status_proc
    02748   ClickTile_Industry,          // click_tile_proc
    02749   AnimateTile_Industry,        // animate_tile_proc
    02750   TileLoop_Industry,           // tile_loop_proc
    02751   ChangeTileOwner_Industry,    // change_tile_owner_proc
    02752   NULL,                        // add_produced_cargo_proc
    02753   NULL,                        // vehicle_enter_tile_proc
    02754   GetFoundation_Industry,      // get_foundation_proc
    02755   TerraformTile_Industry,      // terraform_tile_proc
    02756 };