industry_cmd.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "clear_map.h"
00014 #include "industry.h"
00015 #include "station_base.h"
00016 #include "landscape.h"
00017 #include "viewport_func.h"
00018 #include "command_func.h"
00019 #include "town.h"
00020 #include "news_func.h"
00021 #include "cheat_type.h"
00022 #include "genworld.h"
00023 #include "tree_map.h"
00024 #include "newgrf_cargo.h"
00025 #include "newgrf_debug.h"
00026 #include "newgrf_industrytiles.h"
00027 #include "autoslope.h"
00028 #include "water.h"
00029 #include "strings_func.h"
00030 #include "window_func.h"
00031 #include "date_func.h"
00032 #include "vehicle_func.h"
00033 #include "sound_func.h"
00034 #include "animated_tile_func.h"
00035 #include "effectvehicle_func.h"
00036 #include "effectvehicle_base.h"
00037 #include "ai/ai.hpp"
00038 #include "core/pool_func.hpp"
00039 #include "subsidy_func.h"
00040 #include "core/backup_type.hpp"
00041 #include "object_base.h"
00042 #include "game/game.hpp"
00043 
00044 #include "table/strings.h"
00045 #include "table/industry_land.h"
00046 #include "table/build_industry.h"
00047 
00048 IndustryPool _industry_pool("Industry");
00049 INSTANTIATE_POOL_METHODS(Industry)
00050 
00051 void ShowIndustryViewWindow(int industry);
00052 void BuildOilRig(TileIndex tile);
00053 
00054 static byte _industry_sound_ctr;
00055 static TileIndex _industry_sound_tile;
00056 
00057 uint16 Industry::counts[NUM_INDUSTRYTYPES];
00058 
00059 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
00060 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
00061 IndustryBuildData _industry_builder; 
00062 
00069 void ResetIndustries()
00070 {
00071   memset(&_industry_specs, 0, sizeof(_industry_specs));
00072   memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
00073 
00074   /* once performed, enable only the current climate industries */
00075   for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
00076     _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
00077         HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
00078   }
00079 
00080   memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
00081   memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
00082 
00083   /* Reset any overrides that have been set. */
00084   _industile_mngr.ResetOverride();
00085   _industry_mngr.ResetOverride();
00086 }
00087 
00096 IndustryType GetIndustryType(TileIndex tile)
00097 {
00098   assert(IsTileType(tile, MP_INDUSTRY));
00099 
00100   const Industry *ind = Industry::GetByTile(tile);
00101   assert(ind != NULL);
00102   return ind->type;
00103 }
00104 
00113 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
00114 {
00115   assert(thistype < NUM_INDUSTRYTYPES);
00116   return &_industry_specs[thistype];
00117 }
00118 
00127 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
00128 {
00129   assert(gfx < INVALID_INDUSTRYTILE);
00130   return &_industry_tile_specs[gfx];
00131 }
00132 
00133 Industry::~Industry()
00134 {
00135   if (CleaningPool()) return;
00136 
00137   /* Industry can also be destroyed when not fully initialized.
00138    * This means that we do not have to clear tiles either.
00139    * Also we must not decrement industry counts in that case. */
00140   if (this->location.w == 0) return;
00141 
00142   TILE_AREA_LOOP(tile_cur, this->location) {
00143     if (IsTileType(tile_cur, MP_INDUSTRY)) {
00144       if (GetIndustryIndex(tile_cur) == this->index) {
00145         DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur);
00146 
00147         /* MakeWaterKeepingClass() can also handle 'land' */
00148         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
00149       }
00150     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
00151       DeleteOilRig(tile_cur);
00152     }
00153   }
00154 
00155   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
00156     TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42);
00157     ta.ClampToMap();
00158 
00159     /* Remove the farmland and convert it to regular tiles over time. */
00160     TILE_AREA_LOOP(tile_cur, ta) {
00161       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
00162           GetIndustryIndexOfField(tile_cur) == this->index) {
00163         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
00164       }
00165     }
00166   }
00167 
00168   /* don't let any disaster vehicle target invalid industry */
00169   ReleaseDisastersTargetingIndustry(this->index);
00170 
00171   /* Clear the persistent storage. */
00172   delete this->psa;
00173 
00174   DecIndustryTypeCount(this->type);
00175 
00176   DeleteIndustryNews(this->index);
00177   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
00178   DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
00179 
00180   DeleteSubsidyWith(ST_INDUSTRY, this->index);
00181   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
00182 }
00183 
00188 void Industry::PostDestructor(size_t index)
00189 {
00190   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
00191   Station::RecomputeIndustriesNearForAll();
00192 }
00193 
00194 
00199 /* static */ Industry *Industry::GetRandom()
00200 {
00201   if (Industry::GetNumItems() == 0) return NULL;
00202   int num = RandomRange((uint16)Industry::GetNumItems());
00203   size_t index = MAX_UVALUE(size_t);
00204 
00205   while (num >= 0) {
00206     num--;
00207     index++;
00208 
00209     /* Make sure we have a valid industry */
00210     while (!Industry::IsValidID(index)) {
00211       index++;
00212       assert(index < Industry::GetPoolSize());
00213     }
00214   }
00215 
00216   return Industry::Get(index);
00217 }
00218 
00219 
00220 static void IndustryDrawSugarMine(const TileInfo *ti)
00221 {
00222   if (!IsIndustryCompleted(ti->tile)) return;
00223 
00224   const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
00225 
00226   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
00227 
00228   if (d->image_2 != 0) {
00229     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
00230   }
00231 
00232   if (d->image_3 != 0) {
00233     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
00234       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
00235   }
00236 }
00237 
00238 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
00239 {
00240   uint8 x = 0;
00241 
00242   if (IsIndustryCompleted(ti->tile)) {
00243     x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
00244     if (x == 0xFF) {
00245       x = 0;
00246     }
00247   }
00248 
00249   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
00250   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
00251 }
00252 
00253 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
00254 {
00255   if (IsIndustryCompleted(ti->tile)) {
00256     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
00257   }
00258   AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
00259 }
00260 
00261 static void IndustryDrawToyFactory(const TileInfo *ti)
00262 {
00263   const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
00264 
00265   if (d->image_1 != 0xFF) {
00266     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
00267   }
00268 
00269   if (d->image_2 != 0xFF) {
00270     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
00271   }
00272 
00273   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
00274   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
00275 }
00276 
00277 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
00278 {
00279   if (IsIndustryCompleted(ti->tile)) {
00280     uint8 image = GetAnimationFrame(ti->tile);
00281 
00282     if (image != 0 && image < 7) {
00283       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
00284         PAL_NONE,
00285         _coal_plant_sparks[image - 1].x,
00286         _coal_plant_sparks[image - 1].y
00287       );
00288     }
00289   }
00290 }
00291 
00292 typedef void IndustryDrawTileProc(const TileInfo *ti);
00293 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
00294   IndustryDrawSugarMine,
00295   IndustryDrawToffeeQuarry,
00296   IndustryDrawBubbleGenerator,
00297   IndustryDrawToyFactory,
00298   IndustryDrawCoalPlantSparks,
00299 };
00300 
00301 static void DrawTile_Industry(TileInfo *ti)
00302 {
00303   IndustryGfx gfx = GetIndustryGfx(ti->tile);
00304   Industry *ind = Industry::GetByTile(ti->tile);
00305   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00306 
00307   /* Retrieve pointer to the draw industry tile struct */
00308   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00309     /* Draw the tile using the specialized method of newgrf industrytile.
00310      * DrawNewIndustry will return false if ever the resolver could not
00311      * find any sprite to display.  So in this case, we will jump on the
00312      * substitute gfx instead. */
00313     if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
00314       return;
00315     } else {
00316       /* No sprite group (or no valid one) found, meaning no graphics associated.
00317        * Use the substitute one instead */
00318       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
00319         gfx = indts->grf_prop.subst_id;
00320         /* And point the industrytile spec accordingly */
00321         indts = GetIndustryTileSpec(gfx);
00322       }
00323     }
00324   }
00325 
00326   const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
00327       GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
00328       GetIndustryConstructionStage(ti->tile))];
00329 
00330   SpriteID image = dits->ground.sprite;
00331 
00332   /* DrawFoundation() modifies ti->z and ti->tileh */
00333   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00334 
00335   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
00336    * Do not do this if the tile's WaterClass is 'land'. */
00337   if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
00338     DrawWaterClassGround(ti);
00339   } else {
00340     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
00341   }
00342 
00343   /* If industries are transparent and invisible, do not draw the upper part */
00344   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
00345 
00346   /* Add industry on top of the ground? */
00347   image = dits->building.sprite;
00348   if (image != 0) {
00349     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
00350       ti->x + dits->subtile_x,
00351       ti->y + dits->subtile_y,
00352       dits->width,
00353       dits->height,
00354       dits->dz,
00355       ti->z,
00356       IsTransparencySet(TO_INDUSTRIES));
00357 
00358     if (IsTransparencySet(TO_INDUSTRIES)) return;
00359   }
00360 
00361   {
00362     int proc = dits->draw_proc - 1;
00363     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
00364   }
00365 }
00366 
00367 static int GetSlopePixelZ_Industry(TileIndex tile, uint x, uint y)
00368 {
00369   return GetTileMaxPixelZ(tile);
00370 }
00371 
00372 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
00373 {
00374   IndustryGfx gfx = GetIndustryGfx(tile);
00375 
00376   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
00377    * account for this, as other structures should
00378    * draw the wall of the foundation in this case.
00379    */
00380   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00381     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00382     if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
00383       uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
00384       if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(indts->grf_prop.grffile, CBID_INDTILE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
00385     }
00386   }
00387   return FlatteningFoundation(tileh);
00388 }
00389 
00390 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00391 {
00392   IndustryGfx gfx = GetIndustryGfx(tile);
00393   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
00394 
00395   /* When we have to use a callback, we put our data in the next two variables */
00396   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
00397   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
00398 
00399   /* And then these will always point to a same sized array with the required data */
00400   const CargoID *accepts_cargo = itspec->accepts_cargo;
00401   const uint8 *cargo_acceptance = itspec->acceptance;
00402 
00403   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
00404     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
00405     if (res != CALLBACK_FAILED) {
00406       accepts_cargo = raw_accepts_cargo;
00407       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
00408     }
00409   }
00410 
00411   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
00412     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
00413     if (res != CALLBACK_FAILED) {
00414       cargo_acceptance = raw_cargo_acceptance;
00415       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
00416     }
00417   }
00418 
00419   const Industry *ind = Industry::GetByTile(tile);
00420   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
00421     CargoID a = accepts_cargo[i];
00422     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargoes
00423 
00424     /* Add accepted cargo */
00425     acceptance[a] += cargo_acceptance[i];
00426 
00427     /* Maybe set 'always accepted' bit (if it's not set already) */
00428     if (HasBit(*always_accepted, a)) continue;
00429 
00430     bool accepts = false;
00431     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00432       /* Test whether the industry itself accepts the cargo type */
00433       if (ind->accepts_cargo[cargo_index] == a) {
00434         accepts = true;
00435         break;
00436       }
00437     }
00438 
00439     if (accepts) continue;
00440 
00441     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
00442     SetBit(*always_accepted, a);
00443   }
00444 }
00445 
00446 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
00447 {
00448   const Industry *i = Industry::GetByTile(tile);
00449   const IndustrySpec *is = GetIndustrySpec(i->type);
00450 
00451   td->owner[0] = i->owner;
00452   td->str = is->name;
00453   if (!IsIndustryCompleted(tile)) {
00454     SetDParamX(td->dparam, 0, td->str);
00455     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00456   }
00457 
00458   if (is->grf_prop.grffile != NULL) {
00459     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName();
00460   }
00461 }
00462 
00463 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
00464 {
00465   Industry *i = Industry::GetByTile(tile);
00466   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00467 
00468   /* water can destroy industries
00469    * in editor you can bulldoze industries
00470    * with magic_bulldozer cheat you can destroy industries
00471    * (area around OILRIG is water, so water shouldn't flood it
00472    */
00473   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
00474       !_cheats.magic_bulldozer.value) ||
00475       ((flags & DC_AUTO) != 0) ||
00476       (_current_company == OWNER_WATER &&
00477         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
00478         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
00479     SetDParam(1, indspec->name);
00480     return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
00481   }
00482 
00483   if (flags & DC_EXEC) {
00484     AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
00485     Game::NewEvent(new ScriptEventIndustryClose(i->index));
00486     delete i;
00487   }
00488   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
00489 }
00490 
00491 static void TransportIndustryGoods(TileIndex tile)
00492 {
00493   Industry *i = Industry::GetByTile(tile);
00494   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00495   bool moved_cargo = false;
00496 
00497   StationFinder stations(i->location);
00498 
00499   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
00500     uint cw = min(i->produced_cargo_waiting[j], 255);
00501     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
00502       i->produced_cargo_waiting[j] -= cw;
00503 
00504       /* fluctuating economy? */
00505       if (EconomyIsInRecession()) cw = (cw + 1) / 2;
00506 
00507       i->this_month_production[j] += cw;
00508 
00509       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
00510       i->this_month_transported[j] += am;
00511 
00512       moved_cargo |= (am != 0);
00513     }
00514   }
00515 
00516   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
00517     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
00518 
00519     if (newgfx != INDUSTRYTILE_NOANIM) {
00520       ResetIndustryConstructionStage(tile);
00521       SetIndustryCompleted(tile, true);
00522       SetIndustryGfx(tile, newgfx);
00523       MarkTileDirtyByTile(tile);
00524     }
00525   }
00526 }
00527 
00528 
00529 static void AnimateTile_Industry(TileIndex tile)
00530 {
00531   IndustryGfx gfx = GetIndustryGfx(tile);
00532 
00533   if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
00534     AnimateNewIndustryTile(tile);
00535     return;
00536   }
00537 
00538   switch (gfx) {
00539   case GFX_SUGAR_MINE_SIEVE:
00540     if ((_tick_counter & 1) == 0) {
00541       byte m = GetAnimationFrame(tile) + 1;
00542 
00543       if (_settings_client.sound.ambient) {
00544         switch (m & 7) {
00545           case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
00546           case 6: SndPlayTileFx(SND_29_RIP, tile); break;
00547         }
00548       }
00549 
00550       if (m >= 96) {
00551         m = 0;
00552         DeleteAnimatedTile(tile);
00553       }
00554       SetAnimationFrame(tile, m);
00555 
00556       MarkTileDirtyByTile(tile);
00557     }
00558     break;
00559 
00560   case GFX_TOFFEE_QUARY:
00561     if ((_tick_counter & 3) == 0) {
00562       byte m = GetAnimationFrame(tile);
00563 
00564       if (_industry_anim_offs_toffee[m] == 0xFF && _settings_client.sound.ambient) {
00565         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
00566       }
00567 
00568       if (++m >= 70) {
00569         m = 0;
00570         DeleteAnimatedTile(tile);
00571       }
00572       SetAnimationFrame(tile, m);
00573 
00574       MarkTileDirtyByTile(tile);
00575     }
00576     break;
00577 
00578   case GFX_BUBBLE_CATCHER:
00579     if ((_tick_counter & 1) == 0) {
00580       byte m = GetAnimationFrame(tile);
00581 
00582       if (++m >= 40) {
00583         m = 0;
00584         DeleteAnimatedTile(tile);
00585       }
00586       SetAnimationFrame(tile, m);
00587 
00588       MarkTileDirtyByTile(tile);
00589     }
00590     break;
00591 
00592   /* Sparks on a coal plant */
00593   case GFX_POWERPLANT_SPARKS:
00594     if ((_tick_counter & 3) == 0) {
00595       byte m = GetAnimationFrame(tile);
00596       if (m == 6) {
00597         SetAnimationFrame(tile, 0);
00598         DeleteAnimatedTile(tile);
00599       } else {
00600         SetAnimationFrame(tile, m + 1);
00601         MarkTileDirtyByTile(tile);
00602       }
00603     }
00604     break;
00605 
00606   case GFX_TOY_FACTORY:
00607     if ((_tick_counter & 1) == 0) {
00608       byte m = GetAnimationFrame(tile) + 1;
00609 
00610       switch (m) {
00611         case  1: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2C_MACHINERY, tile); break;
00612         case 23: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
00613         case 28: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
00614         default:
00615           if (m >= 50) {
00616             int n = GetIndustryAnimationLoop(tile) + 1;
00617             m = 0;
00618             if (n >= 8) {
00619               n = 0;
00620               DeleteAnimatedTile(tile);
00621             }
00622             SetIndustryAnimationLoop(tile, n);
00623           }
00624       }
00625 
00626       SetAnimationFrame(tile, m);
00627       MarkTileDirtyByTile(tile);
00628     }
00629     break;
00630 
00631   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00632   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00633   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00634   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00635     if ((_tick_counter & 3) == 0) {
00636       IndustryGfx gfx = GetIndustryGfx(tile);
00637 
00638       gfx = (gfx < 155) ? gfx + 1 : 148;
00639       SetIndustryGfx(tile, gfx);
00640       MarkTileDirtyByTile(tile);
00641     }
00642     break;
00643 
00644   case GFX_OILWELL_ANIMATED_1:
00645   case GFX_OILWELL_ANIMATED_2:
00646   case GFX_OILWELL_ANIMATED_3:
00647     if ((_tick_counter & 7) == 0) {
00648       bool b = Chance16(1, 7);
00649       IndustryGfx gfx = GetIndustryGfx(tile);
00650 
00651       byte m = GetAnimationFrame(tile) + 1;
00652       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
00653         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
00654         SetIndustryConstructionStage(tile, 3);
00655         DeleteAnimatedTile(tile);
00656       } else {
00657         SetAnimationFrame(tile, m);
00658         SetIndustryGfx(tile, gfx);
00659         MarkTileDirtyByTile(tile);
00660       }
00661     }
00662     break;
00663 
00664   case GFX_COAL_MINE_TOWER_ANIMATED:
00665   case GFX_COPPER_MINE_TOWER_ANIMATED:
00666   case GFX_GOLD_MINE_TOWER_ANIMATED: {
00667       int state = _tick_counter & 0x7FF;
00668 
00669       if ((state -= 0x400) < 0) return;
00670 
00671       if (state < 0x1A0) {
00672         if (state < 0x20 || state >= 0x180) {
00673           byte m = GetAnimationFrame(tile);
00674           if (!(m & 0x40)) {
00675             SetAnimationFrame(tile, m | 0x40);
00676             if (_settings_client.sound.ambient) SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
00677           }
00678           if (state & 7) return;
00679         } else {
00680           if (state & 3) return;
00681         }
00682         byte m = (GetAnimationFrame(tile) + 1) | 0x40;
00683         if (m > 0xC2) m = 0xC0;
00684         SetAnimationFrame(tile, m);
00685         MarkTileDirtyByTile(tile);
00686       } else if (state >= 0x200 && state < 0x3A0) {
00687         int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
00688         if (state & i) return;
00689 
00690         byte m = (GetAnimationFrame(tile) & 0xBF) - 1;
00691         if (m < 0x80) m = 0x82;
00692         SetAnimationFrame(tile, m);
00693         MarkTileDirtyByTile(tile);
00694       }
00695       break;
00696     }
00697   }
00698 }
00699 
00700 static void CreateChimneySmoke(TileIndex tile)
00701 {
00702   uint x = TileX(tile) * TILE_SIZE;
00703   uint y = TileY(tile) * TILE_SIZE;
00704   int z = GetTileMaxPixelZ(tile);
00705 
00706   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
00707 }
00708 
00709 static void MakeIndustryTileBigger(TileIndex tile)
00710 {
00711   byte cnt = GetIndustryConstructionCounter(tile) + 1;
00712   if (cnt != 4) {
00713     SetIndustryConstructionCounter(tile, cnt);
00714     return;
00715   }
00716 
00717   byte stage = GetIndustryConstructionStage(tile) + 1;
00718   SetIndustryConstructionCounter(tile, 0);
00719   SetIndustryConstructionStage(tile, stage);
00720   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
00721   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
00722 
00723   MarkTileDirtyByTile(tile);
00724 
00725   if (!IsIndustryCompleted(tile)) return;
00726 
00727   IndustryGfx gfx = GetIndustryGfx(tile);
00728   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00729     /* New industries are already animated on construction. */
00730     return;
00731   }
00732 
00733   switch (gfx) {
00734   case GFX_POWERPLANT_CHIMNEY:
00735     CreateChimneySmoke(tile);
00736     break;
00737 
00738   case GFX_OILRIG_1: {
00739     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
00740      * tiles (like the default oil rig). Do a proper check to ensure the
00741      * tiles belong to the same industry and based on that build the oil rig's
00742      * station. */
00743     TileIndex other = tile + TileDiffXY(0, 1);
00744 
00745     if (IsTileType(other, MP_INDUSTRY) &&
00746         GetIndustryGfx(other) == GFX_OILRIG_1 &&
00747         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
00748       BuildOilRig(tile);
00749     }
00750     break;
00751   }
00752 
00753   case GFX_TOY_FACTORY:
00754   case GFX_BUBBLE_CATCHER:
00755   case GFX_TOFFEE_QUARY:
00756     SetAnimationFrame(tile, 0);
00757     SetIndustryAnimationLoop(tile, 0);
00758     break;
00759 
00760   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00761   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00762   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00763   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00764     AddAnimatedTile(tile);
00765     break;
00766   }
00767 }
00768 
00769 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
00770 {
00771   static const int8 _bubble_spawn_location[3][4] = {
00772     { 11,   0, -4, -14 },
00773     { -4, -10, -4,   1 },
00774     { 49,  59, 60,  65 },
00775   };
00776 
00777   if (_settings_client.sound.ambient) SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
00778 
00779   int dir = Random() & 3;
00780 
00781   EffectVehicle *v = CreateEffectVehicleAbove(
00782     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
00783     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
00784     _bubble_spawn_location[2][dir],
00785     EV_BUBBLE
00786   );
00787 
00788   if (v != NULL) v->animation_substate = dir;
00789 }
00790 
00791 static void TileLoop_Industry(TileIndex tile)
00792 {
00793   if (IsTileOnWater(tile)) TileLoop_Water(tile);
00794 
00795   /* Normally this doesn't happen, but if an industry NewGRF is removed
00796    * an industry that was previously build on water can now be flooded.
00797    * If this happens the tile is no longer an industry tile after
00798    * returning from TileLoop_Water. */
00799   if (!IsTileType(tile, MP_INDUSTRY)) return;
00800 
00801   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
00802 
00803   if (!IsIndustryCompleted(tile)) {
00804     MakeIndustryTileBigger(tile);
00805     return;
00806   }
00807 
00808   if (_game_mode == GM_EDITOR) return;
00809 
00810   TransportIndustryGoods(tile);
00811 
00812   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
00813 
00814   IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
00815   if (newgfx != INDUSTRYTILE_NOANIM) {
00816     ResetIndustryConstructionStage(tile);
00817     SetIndustryGfx(tile, newgfx);
00818     MarkTileDirtyByTile(tile);
00819     return;
00820   }
00821 
00822   IndustryGfx gfx = GetIndustryGfx(tile);
00823   switch (gfx) {
00824   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
00825   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
00826   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
00827     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
00828       switch (gfx) {
00829         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
00830         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
00831         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
00832       }
00833       SetIndustryGfx(tile, gfx);
00834       SetAnimationFrame(tile, 0x80);
00835       AddAnimatedTile(tile);
00836     }
00837     break;
00838 
00839   case GFX_OILWELL_NOT_ANIMATED:
00840     if (Chance16(1, 6)) {
00841       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
00842       SetAnimationFrame(tile, 0);
00843       AddAnimatedTile(tile);
00844     }
00845     break;
00846 
00847   case GFX_COAL_MINE_TOWER_ANIMATED:
00848   case GFX_COPPER_MINE_TOWER_ANIMATED:
00849   case GFX_GOLD_MINE_TOWER_ANIMATED:
00850     if (!(_tick_counter & 0x400)) {
00851       switch (gfx) {
00852         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
00853         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
00854         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
00855       }
00856       SetIndustryGfx(tile, gfx);
00857       SetIndustryCompleted(tile, true);
00858       SetIndustryConstructionStage(tile, 3);
00859       DeleteAnimatedTile(tile);
00860     }
00861     break;
00862 
00863   case GFX_POWERPLANT_SPARKS:
00864     if (Chance16(1, 3)) {
00865       if (_settings_client.sound.ambient) SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
00866       AddAnimatedTile(tile);
00867     }
00868     break;
00869 
00870   case GFX_COPPER_MINE_CHIMNEY:
00871     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_COPPER_MINE_SMOKE);
00872     break;
00873 
00874 
00875   case GFX_TOY_FACTORY: {
00876       Industry *i = Industry::GetByTile(tile);
00877       if (i->was_cargo_delivered) {
00878         i->was_cargo_delivered = false;
00879         SetIndustryAnimationLoop(tile, 0);
00880         AddAnimatedTile(tile);
00881       }
00882     }
00883     break;
00884 
00885   case GFX_BUBBLE_GENERATOR:
00886     TileLoopIndustry_BubbleGenerator(tile);
00887     break;
00888 
00889   case GFX_TOFFEE_QUARY:
00890     AddAnimatedTile(tile);
00891     break;
00892 
00893   case GFX_SUGAR_MINE_SIEVE:
00894     if (Chance16(1, 3)) AddAnimatedTile(tile);
00895     break;
00896   }
00897 }
00898 
00899 static bool ClickTile_Industry(TileIndex tile)
00900 {
00901   ShowIndustryViewWindow(GetIndustryIndex(tile));
00902   return true;
00903 }
00904 
00905 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00906 {
00907   return 0;
00908 }
00909 
00910 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
00911 {
00912   /* If the founder merges, the industry was created by the merged company */
00913   Industry *i = Industry::GetByTile(tile);
00914   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
00915 }
00916 
00922 bool IsTileForestIndustry(TileIndex tile)
00923 {
00924   /* Check for industry tile */
00925   if (!IsTileType(tile, MP_INDUSTRY)) return false;
00926 
00927   const Industry *ind = Industry::GetByTile(tile);
00928 
00929   /* Check for organic industry (i.e. not processing or extractive) */
00930   if ((GetIndustrySpec(ind->type)->life_type & INDUSTRYLIFE_ORGANIC) == 0) return false;
00931 
00932   /* Check for wood production */
00933   for (uint i = 0; i < lengthof(ind->produced_cargo); i++) {
00934     /* The industry produces wood. */
00935     if (ind->produced_cargo[i] != CT_INVALID && CargoSpec::Get(ind->produced_cargo[i])->label == 'WOOD') return true;
00936   }
00937 
00938   return false;
00939 }
00940 
00941 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
00942 
00943 static bool IsBadFarmFieldTile(TileIndex tile)
00944 {
00945   switch (GetTileType(tile)) {
00946     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00947     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00948     default:       return true;
00949   }
00950 }
00951 
00952 static bool IsBadFarmFieldTile2(TileIndex tile)
00953 {
00954   switch (GetTileType(tile)) {
00955     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00956     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00957     default:       return true;
00958   }
00959 }
00960 
00961 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction, bool north)
00962 {
00963   do {
00964     tile = TILE_MASK(tile);
00965 
00966     if (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS)) {
00967       byte or_ = type;
00968 
00969       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
00970 
00971       if (direction == AXIS_X) {
00972         if (north) {
00973           SetFenceNW(tile, or_);
00974         } else {
00975           SetFenceSE(tile, or_);
00976         }
00977       } else {
00978         if (north) {
00979           SetFenceNE(tile, or_);
00980         } else {
00981           SetFenceSW(tile, or_);
00982         }
00983       }
00984     }
00985 
00986     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00987   } while (--size);
00988 }
00989 
00990 static void PlantFarmField(TileIndex tile, IndustryID industry)
00991 {
00992   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
00993     if (GetTileZ(tile) + 2 >= GetSnowLine()) return;
00994   }
00995 
00996   /* determine field size */
00997   uint32 r = (Random() & 0x303) + 0x404;
00998   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
00999   uint size_x = GB(r, 0, 8);
01000   uint size_y = GB(r, 8, 8);
01001 
01002   TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
01003   ta.ClampToMap();
01004 
01005   if (ta.w == 0 || ta.h == 0) return;
01006 
01007   /* check the amount of bad tiles */
01008   int count = 0;
01009   TILE_AREA_LOOP(cur_tile, ta) {
01010     assert(cur_tile < MapSize());
01011     count += IsBadFarmFieldTile(cur_tile);
01012   }
01013   if (count * 2 >= ta.w * ta.h) return;
01014 
01015   /* determine type of field */
01016   r = Random();
01017   uint counter = GB(r, 5, 3);
01018   uint field_type = GB(r, 8, 8) * 9 >> 8;
01019 
01020   /* make field */
01021   TILE_AREA_LOOP(cur_tile, ta) {
01022     assert(cur_tile < MapSize());
01023     if (!IsBadFarmFieldTile2(cur_tile)) {
01024       MakeField(cur_tile, field_type, industry);
01025       SetClearCounter(cur_tile, counter);
01026       MarkTileDirtyByTile(cur_tile);
01027     }
01028   }
01029 
01030   int type = 3;
01031   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
01032     type = _plantfarmfield_type[Random() & 0xF];
01033   }
01034 
01035   SetupFarmFieldFence(ta.tile, ta.h, type, AXIS_Y, true);
01036   SetupFarmFieldFence(ta.tile, ta.w, type, AXIS_X, true);
01037   SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y, false);
01038   SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X, false);
01039 }
01040 
01041 void PlantRandomFarmField(const Industry *i)
01042 {
01043   int x = i->location.w / 2 + Random() % 31 - 16;
01044   int y = i->location.h / 2 + Random() % 31 - 16;
01045 
01046   TileIndex tile = TileAddWrap(i->location.tile, x, y);
01047 
01048   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
01049 }
01050 
01057 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
01058 {
01059   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { 
01060     /* found a tree */
01061 
01062     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01063 
01064     _industry_sound_ctr = 1;
01065     _industry_sound_tile = tile;
01066     if (_settings_client.sound.ambient) SndPlayTileFx(SND_38_CHAINSAW, tile);
01067 
01068     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
01069 
01070     cur_company.Restore();
01071     return true;
01072   }
01073   return false;
01074 }
01075 
01080 static void ChopLumberMillTrees(Industry *i)
01081 {
01082   /* We only want to cut trees if all tiles are completed. */
01083   TILE_AREA_LOOP(tile_cur, i->location) {
01084     if (i->TileBelongsToIndustry(tile_cur)) {
01085       if (!IsIndustryCompleted(tile_cur)) return;
01086     }
01087   }
01088 
01089   TileIndex tile = i->location.tile;
01090   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles  to search.
01091     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo.
01092   }
01093 }
01094 
01095 static void ProduceIndustryGoods(Industry *i)
01096 {
01097   const IndustrySpec *indsp = GetIndustrySpec(i->type);
01098 
01099   /* play a sound? */
01100   if ((i->counter & 0x3F) == 0) {
01101     uint32 r;
01102     uint num;
01103     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0 && _settings_client.sound.ambient) {
01104       SndPlayTileFx(
01105         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
01106         i->location.tile);
01107     }
01108   }
01109 
01110   i->counter--;
01111 
01112   /* produce some cargo */
01113   if ((i->counter % INDUSTRY_PRODUCE_TICKS) == 0) {
01114     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
01115 
01116     IndustryBehaviour indbehav = indsp->behaviour;
01117     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
01118     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
01119 
01120     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
01121       uint16 cb_res = CALLBACK_FAILED;
01122       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01123         cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile);
01124       }
01125 
01126       bool plant;
01127       if (cb_res != CALLBACK_FAILED) {
01128         plant = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
01129       } else {
01130         plant = Chance16(1, 8);
01131       }
01132 
01133       if (plant) PlantRandomFarmField(i);
01134     }
01135     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
01136       uint16 cb_res = CALLBACK_FAILED;
01137       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01138         cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 1, i, i->type, i->location.tile);
01139       }
01140 
01141       bool cut;
01142       if (cb_res != CALLBACK_FAILED) {
01143         cut = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
01144       } else {
01145         cut = ((i->counter % INDUSTRY_CUT_TREE_TICKS) == 0);
01146       }
01147 
01148       if (cut) ChopLumberMillTrees(i);
01149     }
01150 
01151     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
01152     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
01153   }
01154 }
01155 
01156 void OnTick_Industry()
01157 {
01158   if (_industry_sound_ctr != 0) {
01159     _industry_sound_ctr++;
01160 
01161     if (_industry_sound_ctr == 75) {
01162       if (_settings_client.sound.ambient) SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
01163     } else if (_industry_sound_ctr == 160) {
01164       _industry_sound_ctr = 0;
01165       if (_settings_client.sound.ambient) SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
01166     }
01167   }
01168 
01169   if (_game_mode == GM_EDITOR) return;
01170 
01171   Industry *i;
01172   FOR_ALL_INDUSTRIES(i) {
01173     ProduceIndustryGoods(i);
01174   }
01175 }
01176 
01182 static CommandCost CheckNewIndustry_NULL(TileIndex tile)
01183 {
01184   return CommandCost();
01185 }
01186 
01192 static CommandCost CheckNewIndustry_Forest(TileIndex tile)
01193 {
01194   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01195     if (GetTileZ(tile) < HighestSnowLine() + 2) {
01196       return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
01197     }
01198   }
01199   return CommandCost();
01200 }
01201 
01207 static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
01208 {
01209   if (_game_mode == GM_EDITOR) return CommandCost();
01210   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
01211 
01212   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
01213 }
01214 
01215 extern bool _ignore_restrictions;
01216 
01222 static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
01223 {
01224   if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
01225   if (TileHeight(tile) == 0 &&
01226       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
01227 
01228   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
01229 }
01230 
01236 static CommandCost CheckNewIndustry_Farm(TileIndex tile)
01237 {
01238   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01239     if (GetTileZ(tile) + 2 >= HighestSnowLine()) {
01240       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01241     }
01242   }
01243   return CommandCost();
01244 }
01245 
01251 static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
01252 {
01253   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
01254     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01255   }
01256   return CommandCost();
01257 }
01258 
01264 static CommandCost CheckNewIndustry_Water(TileIndex tile)
01265 {
01266   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
01267     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
01268   }
01269   return CommandCost();
01270 }
01271 
01277 static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
01278 {
01279   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
01280     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
01281   }
01282   return CommandCost();
01283 }
01284 
01290 static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
01291 {
01292   if (GetTileZ(tile) > 4) {
01293     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
01294   }
01295   return CommandCost();
01296 }
01297 
01303 typedef CommandCost CheckNewIndustryProc(TileIndex tile);
01304 
01306 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
01307   CheckNewIndustry_NULL,        
01308   CheckNewIndustry_Forest,      
01309   CheckNewIndustry_OilRefinery, 
01310   CheckNewIndustry_Farm,        
01311   CheckNewIndustry_Plantation,  
01312   CheckNewIndustry_Water,       
01313   CheckNewIndustry_Lumbermill,  
01314   CheckNewIndustry_BubbleGen,   
01315   CheckNewIndustry_OilRig,      
01316 };
01317 
01328 static CommandCost FindTownForIndustry(TileIndex tile, int type, Town **t)
01329 {
01330   *t = ClosestTownFromTile(tile, UINT_MAX);
01331 
01332   if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
01333 
01334   const Industry *i;
01335   FOR_ALL_INDUSTRIES(i) {
01336     if (i->type == (byte)type && i->town == *t) {
01337       *t = NULL;
01338       return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
01339     }
01340   }
01341 
01342   return CommandCost();
01343 }
01344 
01345 bool IsSlopeRefused(Slope current, Slope refused)
01346 {
01347   if (IsSteepSlope(current)) return true;
01348   if (current != SLOPE_FLAT) {
01349     if (IsSteepSlope(refused)) return true;
01350 
01351     Slope t = ComplementSlope(current);
01352 
01353     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
01354     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
01355     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
01356     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
01357   }
01358 
01359   return false;
01360 }
01361 
01374 static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check = NULL)
01375 {
01376   bool refused_slope = false;
01377   bool custom_shape = false;
01378 
01379   do {
01380     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
01381     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
01382 
01383     if (!IsValidTile(cur_tile)) {
01384       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01385     }
01386 
01387     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
01388       if (!IsTileType(cur_tile, MP_WATER) ||
01389           GetTileSlope(cur_tile) != SLOPE_FLAT) {
01390         return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01391       }
01392     } else {
01393       CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
01394       if (ret.Failed()) return ret;
01395       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01396 
01397       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
01398 
01399       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
01400 
01401       /* Perform land/water check if not disabled */
01402       if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01403 
01404       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
01405         custom_shape = true;
01406         CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type);
01407         if (ret.Failed()) return ret;
01408       } else {
01409         Slope tileh = GetTileSlope(cur_tile);
01410         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
01411       }
01412 
01413       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
01414           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
01415         if (!IsTileType(cur_tile, MP_HOUSE)) {
01416           return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
01417         }
01418 
01419         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
01420         Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01421         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
01422         cur_company.Restore();
01423 
01424         if (ret.Failed()) return ret;
01425       } else {
01426         /* Clear the tiles, but do not affect town ratings */
01427         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
01428 
01429         if (ret.Failed()) return ret;
01430       }
01431     }
01432   } while ((++it)->ti.x != -0x80);
01433 
01434   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
01435 
01436   /* It is almost impossible to have a fully flat land in TG, so what we
01437    *  do is that we check if we can make the land flat later on. See
01438    *  CheckIfCanLevelIndustryPlatform(). */
01439   if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
01440     return CommandCost();
01441   }
01442   return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01443 }
01444 
01452 static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
01453 {
01454   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->cache.population < 1200) {
01455     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
01456   }
01457 
01458   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
01459     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER);
01460   }
01461 
01462   return CommandCost();
01463 }
01464 
01465 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
01466 {
01467   /* Check if we don't leave the map */
01468   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
01469 
01470   TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
01471   TILE_AREA_LOOP(tile_walk, ta) {
01472     uint curh = TileHeight(tile_walk);
01473     /* Is the tile clear? */
01474     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
01475 
01476     /* Don't allow too big of a change if this is the sub-tile check */
01477     if (internal != 0 && Delta(curh, height) > 1) return false;
01478 
01479     /* Different height, so the surrounding tiles of this tile
01480      *  has to be correct too (in level, or almost in level)
01481      *  else you get a chain-reaction of terraforming. */
01482     if (internal == 0 && curh != height) {
01483       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
01484         return false;
01485       }
01486     }
01487   }
01488 
01489   return true;
01490 }
01491 
01496 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
01497 {
01498   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
01499   int max_x = 0;
01500   int max_y = 0;
01501 
01502   /* Finds dimensions of largest variant of this industry */
01503   do {
01504     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
01505     if (it->ti.x > max_x) max_x = it->ti.x;
01506     if (it->ti.y > max_y) max_y = it->ti.y;
01507   } while ((++it)->ti.x != MKEND);
01508 
01509   /* Remember level height */
01510   uint h = TileHeight(tile);
01511 
01512   if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
01513   /* Check that all tiles in area and surrounding are clear
01514    * this determines that there are no obstructing items */
01515 
01516   TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
01517       max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
01518 
01519   if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
01520 
01521   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
01522    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
01523   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01524 
01525   TILE_AREA_LOOP(tile_walk, ta) {
01526     uint curh = TileHeight(tile_walk);
01527     if (curh != h) {
01528       /* This tile needs terraforming. Check if we can do that without
01529        *  damaging the surroundings too much. */
01530       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
01531         cur_company.Restore();
01532         return false;
01533       }
01534       /* This is not 100% correct check, but the best we can do without modifying the map.
01535        *  What is missing, is if the difference in height is more than 1.. */
01536       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
01537         cur_company.Restore();
01538         return false;
01539       }
01540     }
01541   }
01542 
01543   if (flags & DC_EXEC) {
01544     /* Terraform the land under the industry */
01545     TILE_AREA_LOOP(tile_walk, ta) {
01546       uint curh = TileHeight(tile_walk);
01547       while (curh != h) {
01548         /* We give the terraforming for free here, because we can't calculate
01549          *  exact cost in the test-round, and as we all know, that will cause
01550          *  a nice assert if they don't match ;) */
01551         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
01552         curh += (curh > h) ? -1 : 1;
01553       }
01554     }
01555   }
01556 
01557   cur_company.Restore();
01558   return true;
01559 }
01560 
01561 
01568 static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
01569 {
01570   const IndustrySpec *indspec = GetIndustrySpec(type);
01571   const Industry *i;
01572   FOR_ALL_INDUSTRIES(i) {
01573     /* Within 14 tiles from another industry is considered close */
01574     if (DistanceMax(tile, i->location.tile) > 14) continue;
01575 
01576     /* check if there are any conflicting industry types around */
01577     if (i->type == indspec->conflicting[0] ||
01578         i->type == indspec->conflicting[1] ||
01579         i->type == indspec->conflicting[2]) {
01580       return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
01581     }
01582   }
01583   return CommandCost();
01584 }
01585 
01590 static void AdvertiseIndustryOpening(const Industry *ind)
01591 {
01592   const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
01593   SetDParam(0, ind_spc->name);
01594   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
01595     SetDParam(1, STR_TOWN_NAME);
01596     SetDParam(2, ind->town->index);
01597   } else {
01598     SetDParam(1, ind->town->index);
01599   }
01600   AddIndustryNewsItem(ind_spc->new_industry_text, NT_INDUSTRY_OPEN, ind->index);
01601   AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
01602   Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
01603 }
01604 
01616 static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, Town *t, Owner founder, uint16 initial_random_bits)
01617 {
01618   const IndustrySpec *indspec = GetIndustrySpec(type);
01619 
01620   i->location = TileArea(tile, 1, 1);
01621   i->type = type;
01622   Industry::IncIndustryTypeCount(type);
01623 
01624   i->produced_cargo[0] = indspec->produced_cargo[0];
01625   i->produced_cargo[1] = indspec->produced_cargo[1];
01626   i->accepts_cargo[0] = indspec->accepts_cargo[0];
01627   i->accepts_cargo[1] = indspec->accepts_cargo[1];
01628   i->accepts_cargo[2] = indspec->accepts_cargo[2];
01629   i->production_rate[0] = indspec->production_rate[0];
01630   i->production_rate[1] = indspec->production_rate[1];
01631 
01632   /* don't use smooth economy for industries using production related callbacks */
01633   if (indspec->UsesSmoothEconomy()) {
01634     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
01635     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
01636   }
01637 
01638   i->town = t;
01639   i->owner = OWNER_NONE;
01640 
01641   uint16 r = Random();
01642   i->random_colour = GB(r, 0, 4);
01643   i->counter = GB(r, 4, 12);
01644   i->random = initial_random_bits;
01645   i->produced_cargo_waiting[0] = 0;
01646   i->produced_cargo_waiting[1] = 0;
01647   i->incoming_cargo_waiting[0] = 0;
01648   i->incoming_cargo_waiting[1] = 0;
01649   i->incoming_cargo_waiting[2] = 0;
01650   i->this_month_production[0] = 0;
01651   i->this_month_production[1] = 0;
01652   i->this_month_transported[0] = 0;
01653   i->this_month_transported[1] = 0;
01654   i->last_month_pct_transported[0] = 0;
01655   i->last_month_pct_transported[1] = 0;
01656   i->last_month_transported[0] = 0;
01657   i->last_month_transported[1] = 0;
01658   i->was_cargo_delivered = false;
01659   i->last_prod_year = _cur_year;
01660   i->founder = founder;
01661 
01662   i->construction_date = _date;
01663   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
01664       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
01665 
01666   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
01667    * 0 = created prior of newindustries
01668    * else, chosen layout + 1 */
01669   i->selected_layout = layout + 1;
01670 
01671   i->prod_level = PRODLEVEL_DEFAULT;
01672 
01673   /* Call callbacks after the regular fields got initialised. */
01674 
01675   if (HasBit(indspec->callback_mask, CBM_IND_PROD_CHANGE_BUILD)) {
01676     uint16 res = GetIndustryCallback(CBID_INDUSTRY_PROD_CHANGE_BUILD, 0, Random(), i, type, INVALID_TILE);
01677     if (res != CALLBACK_FAILED) {
01678       if (res < PRODLEVEL_MINIMUM || res > PRODLEVEL_MAXIMUM) {
01679         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_PROD_CHANGE_BUILD, res);
01680       } else {
01681         i->prod_level = res;
01682         i->RecomputeProductionMultipliers();
01683       }
01684     }
01685   }
01686 
01687   if (_generating_world) {
01688     i->last_month_production[0] = i->production_rate[0] * 8;
01689     i->last_month_production[1] = i->production_rate[1] * 8;
01690   } else {
01691     i->last_month_production[0] = i->last_month_production[1] = 0;
01692   }
01693 
01694   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
01695     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
01696     if (res != CALLBACK_FAILED) {
01697       if (GB(res, 4, 11) != 0) ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_DECIDE_COLOUR, res);
01698       i->random_colour = GB(res, 0, 4);
01699     }
01700   }
01701 
01702   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
01703     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
01704     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) {
01705       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01706       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01707       if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
01708         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res);
01709         break;
01710       }
01711       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01712     }
01713   }
01714 
01715   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
01716     for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
01717     for (uint j = 0; j < lengthof(i->produced_cargo); j++) {
01718       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01719       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01720       if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
01721         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res);
01722         break;
01723       }
01724       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01725     }
01726   }
01727 
01728   /* Plant the tiles */
01729 
01730   do {
01731     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
01732 
01733     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
01734       i->location.Add(cur_tile);
01735 
01736       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
01737 
01738       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
01739 
01740       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
01741 
01742       if (_generating_world) {
01743         SetIndustryConstructionCounter(cur_tile, 3);
01744         SetIndustryConstructionStage(cur_tile, 2);
01745       }
01746 
01747       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
01748       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
01749       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
01750       if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
01751     }
01752   } while ((++it)->ti.x != -0x80);
01753 
01754   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
01755     for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
01756   }
01757   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
01758 
01759   Station::RecomputeIndustriesNearForAll();
01760 }
01761 
01778 static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
01779 {
01780   assert(itspec_index < indspec->num_table);
01781   const IndustryTileTable *it = indspec->table[itspec_index];
01782   bool custom_shape_check = false;
01783 
01784   *ip = NULL;
01785 
01786   SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
01787   CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
01788   _cleared_object_areas = object_areas;
01789   if (ret.Failed()) return ret;
01790 
01791   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
01792     ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type);
01793   } else {
01794     ret = _check_new_industry_procs[indspec->check_proc](tile);
01795   }
01796   if (ret.Failed()) return ret;
01797 
01798   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
01799       !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) {
01800     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01801   }
01802 
01803   ret = CheckIfFarEnoughFromConflictingIndustry(tile, type);
01804   if (ret.Failed()) return ret;
01805 
01806   Town *t = NULL;
01807   ret = FindTownForIndustry(tile, type, &t);
01808   if (ret.Failed()) return ret;
01809   assert(t != NULL);
01810 
01811   ret = CheckIfIndustryIsAllowed(tile, type, t);
01812   if (ret.Failed()) return ret;
01813 
01814   if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES);
01815 
01816   if (flags & DC_EXEC) {
01817     *ip = new Industry(tile);
01818     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
01819     DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
01820   }
01821 
01822   return CommandCost();
01823 }
01824 
01837 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01838 {
01839   IndustryType it = GB(p1, 0, 8);
01840   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
01841 
01842   const IndustrySpec *indspec = GetIndustrySpec(it);
01843 
01844   /* Check if the to-be built/founded industry is available for this climate. */
01845   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
01846 
01847   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
01848    * Raw material industries are industries that do not accept cargo (at least for now) */
01849   if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
01850     return CMD_ERROR;
01851   }
01852 
01853   if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) {
01854     return CMD_ERROR;
01855   }
01856 
01857   Randomizer randomizer;
01858   randomizer.SetSeed(p2);
01859   uint16 random_initial_bits = GB(p2, 0, 16);
01860   uint32 random_var8f = randomizer.Next();
01861   int num_layouts = indspec->num_table;
01862   CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
01863   const bool deity_prospect = _current_company == OWNER_DEITY && !HasBit(p1, 16);
01864 
01865   Industry *ind = NULL;
01866   if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) {
01867     if (flags & DC_EXEC) {
01868       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
01869       Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01870       /* Prospecting has a chance to fail, however we cannot guarantee that something can
01871        * be built on the map, so the chance gets lower when the map is fuller, but there
01872        * is nothing we can really do about that. */
01873       if (deity_prospect || Random() <= indspec->prospecting_chance) {
01874         for (int i = 0; i < 5000; i++) {
01875           /* We should not have more than one Random() in a function call
01876            * because parameter evaluation order is not guaranteed in the c++ standard
01877            */
01878           tile = RandomTile();
01879           /* Start with a random layout */
01880           int layout = RandomRange(num_layouts);
01881           /* Check now each layout, starting with the random one */
01882           for (int j = 0; j < num_layouts; j++) {
01883             layout = (layout + 1) % num_layouts;
01884             ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_PROSPECTCREATION, &ind);
01885             if (ret.Succeeded()) break;
01886           }
01887           if (ret.Succeeded()) break;
01888         }
01889       }
01890       cur_company.Restore();
01891     }
01892   } else {
01893     int layout = GB(p1, 8, 8);
01894     if (layout >= num_layouts) return CMD_ERROR;
01895 
01896     /* Check subsequently each layout, starting with the given layout in p1 */
01897     for (int i = 0; i < num_layouts; i++) {
01898       layout = (layout + 1) % num_layouts;
01899       ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind);
01900       if (ret.Succeeded()) break;
01901     }
01902 
01903     /* If it still failed, there's no suitable layout to build here, return the error */
01904     if (ret.Failed()) return ret;
01905   }
01906 
01907   if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) {
01908     AdvertiseIndustryOpening(ind);
01909   }
01910 
01911   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
01912 }
01913 
01914 
01922 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
01923 {
01924   const IndustrySpec *indspec = GetIndustrySpec(type);
01925 
01926   uint32 seed = Random();
01927   uint32 seed2 = Random();
01928   Industry *i = NULL;
01929   CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
01930   assert(i != NULL || ret.Failed());
01931   return i;
01932 }
01933 
01940 static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
01941 {
01942   const IndustrySpec *ind_spc = GetIndustrySpec(it);
01943   uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
01944   if (!ind_spc->enabled || ind_spc->num_table == 0 ||
01945       (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) ||
01946       (chance = GetIndustryProbabilityCallback(it, IACT_MAPGENERATION, chance)) == 0) {
01947     *force_at_least_one = false;
01948     return 0;
01949   } else {
01950     /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
01951      * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
01952     chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
01953 
01954     *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
01955     return chance;
01956   }
01957 }
01958 
01965 static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
01966 {
01967   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
01968     *min_number = 0;
01969     return 0;
01970   }
01971 
01972   const IndustrySpec *ind_spc = GetIndustrySpec(it);
01973   byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
01974   if (!ind_spc->enabled || ind_spc->num_table == 0 ||
01975       ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
01976       ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
01977       (chance = GetIndustryProbabilityCallback(it, IACT_RANDOMCREATION, chance)) == 0) {
01978     *min_number = 0;
01979     return 0;
01980   }
01981   *min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
01982   return chance;
01983 }
01984 
01989 static uint GetNumberOfIndustries()
01990 {
01991   /* Number of industries on a 256x256 map. */
01992   static const uint16 numof_industry_table[] = {
01993     0,    // none
01994     0,    // minimal
01995     10,   // very low
01996     25,   // low
01997     55,   // normal
01998     80,   // high
01999   };
02000 
02001   assert(lengthof(numof_industry_table) == ID_END);
02002   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
02003   return ScaleByMapSize(numof_industry_table[difficulty]);
02004 }
02005 
02014 static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
02015 {
02016   uint tries = try_hard ? 10000u : 2000u;
02017   for (; tries > 0; tries--) {
02018     Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
02019     if (ind != NULL) return ind;
02020   }
02021   return NULL;
02022 }
02023 
02029 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
02030 {
02031   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02032 
02033   IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
02034   PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
02035 
02036   cur_company.Restore();
02037 }
02038 
02043 static uint GetCurrentTotalNumberOfIndustries()
02044 {
02045   int total = 0;
02046   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
02047   return total;
02048 }
02049 
02050 
02052 void IndustryTypeBuildData::Reset()
02053 {
02054   this->probability  = 0;
02055   this->min_number   = 0;
02056   this->target_count = 0;
02057   this->max_wait     = 1;
02058   this->wait_count   = 0;
02059 }
02060 
02062 void IndustryBuildData::Reset()
02063 {
02064   this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
02065 
02066   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02067     this->builddata[it].Reset();
02068   }
02069 }
02070 
02072 void IndustryBuildData::MonthlyLoop()
02073 {
02074   static const int NEWINDS_PER_MONTH = 0x38000 / (10 * 12); // lower 16 bits is a float fraction, 3.5 industries per decade, divided by 10 * 12 months.
02075   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting.
02076 
02077   /* To prevent running out of unused industries for the player to connect,
02078    * add a fraction of new industries each month, but only if the manager can keep up. */
02079   uint max_behind = 1 + min(99u, ScaleByMapSize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts).
02080   if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
02081     this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH);
02082   }
02083 }
02084 
02089 void GenerateIndustries()
02090 {
02091   if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
02092 
02093   uint32 industry_probs[NUM_INDUSTRYTYPES];
02094   bool force_at_least_one[NUM_INDUSTRYTYPES];
02095   uint32 total_prob = 0;
02096   uint num_forced = 0;
02097 
02098   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02099     industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
02100     total_prob += industry_probs[it];
02101     if (force_at_least_one[it]) num_forced++;
02102   }
02103 
02104   uint total_amount = GetNumberOfIndustries();
02105   if (total_prob == 0 || total_amount < num_forced) {
02106     /* Only place the forced ones */
02107     total_amount = num_forced;
02108   }
02109 
02110   SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
02111 
02112   /* Try to build one industry per type independent of any probabilities */
02113   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02114     if (force_at_least_one[it]) {
02115       assert(total_amount > 0);
02116       total_amount--;
02117       PlaceInitialIndustry(it, true);
02118     }
02119   }
02120 
02121   /* Add the remaining industries according to their probabilities */
02122   for (uint i = 0; i < total_amount; i++) {
02123     uint32 r = RandomRange(total_prob);
02124     IndustryType it = 0;
02125     while (r >= industry_probs[it]) {
02126       r -= industry_probs[it];
02127       it++;
02128       assert(it < NUM_INDUSTRYTYPES);
02129     }
02130     assert(industry_probs[it] > 0);
02131     PlaceInitialIndustry(it, false);
02132   }
02133   _industry_builder.Reset();
02134 }
02135 
02140 static void UpdateIndustryStatistics(Industry *i)
02141 {
02142   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
02143     if (i->produced_cargo[j] != CT_INVALID) {
02144       byte pct = 0;
02145       if (i->this_month_production[j] != 0) {
02146         i->last_prod_year = _cur_year;
02147         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
02148       }
02149       i->last_month_pct_transported[j] = pct;
02150 
02151       i->last_month_production[j] = i->this_month_production[j];
02152       i->this_month_production[j] = 0;
02153 
02154       i->last_month_transported[j] = i->this_month_transported[j];
02155       i->this_month_transported[j] = 0;
02156     }
02157   }
02158 }
02159 
02164 void Industry::RecomputeProductionMultipliers()
02165 {
02166   const IndustrySpec *indspec = GetIndustrySpec(this->type);
02167   assert(!indspec->UsesSmoothEconomy());
02168 
02169   /* Rates are rounded up, so e.g. oilrig always produces some passengers */
02170   this->production_rate[0] = min(CeilDiv(indspec->production_rate[0] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
02171   this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
02172 }
02173 
02174 
02180 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
02181 {
02182   byte min_number;
02183   uint32 probability = GetIndustryGamePlayProbability(it, &min_number);
02184   bool changed = min_number != this->min_number || probability != this->probability;
02185   this->min_number = min_number;
02186   this->probability = probability;
02187   return changed;
02188 }
02189 
02191 void IndustryBuildData::SetupTargetCount()
02192 {
02193   bool changed = false;
02194   uint num_planned = 0; // Number of industries planned in the industry build data.
02195   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02196     changed |= this->builddata[it].GetIndustryTypeData(it);
02197     num_planned += this->builddata[it].target_count;
02198   }
02199   uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
02200   changed |= num_planned != total_amount;
02201   if (!changed) return; // All industries are still the same, no need to re-randomize.
02202 
02203   /* Initialize the target counts. */
02204   uint force_build = 0;  // Number of industries that should always be available.
02205   uint32 total_prob = 0; // Sum of probabilities.
02206   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02207     IndustryTypeBuildData *ibd = this->builddata + it;
02208     force_build += ibd->min_number;
02209     ibd->target_count = ibd->min_number;
02210     total_prob += ibd->probability;
02211   }
02212 
02213   if (total_prob == 0) return; // No buildable industries.
02214 
02215   /* Subtract forced industries from the number of industries available for construction. */
02216   total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
02217 
02218   /* Assign number of industries that should be aimed for, by using the probability as a weight. */
02219   while (total_amount > 0) {
02220     uint32 r = RandomRange(total_prob);
02221     IndustryType it = 0;
02222     while (r >= this->builddata[it].probability) {
02223       r -= this->builddata[it].probability;
02224       it++;
02225       assert(it < NUM_INDUSTRYTYPES);
02226     }
02227     assert(this->builddata[it].probability > 0);
02228     this->builddata[it].target_count++;
02229     total_amount--;
02230   }
02231 }
02232 
02236 void IndustryBuildData::TryBuildNewIndustry()
02237 {
02238   this->SetupTargetCount();
02239 
02240   int missing = 0;       // Number of industries that need to be build.
02241   uint count = 0;        // Number of industry types eligible for build.
02242   uint32 total_prob = 0; // Sum of probabilities.
02243   IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
02244   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02245     int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
02246     missing += difference;
02247     if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
02248     if (difference > 0) {
02249       if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
02250         /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
02251         if (forced_build == NUM_INDUSTRYTYPES ||
02252             difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
02253           forced_build = it;
02254         }
02255       }
02256       total_prob += difference;
02257       count++;
02258     }
02259   }
02260 
02261   if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
02262 
02263   if (count >= 1) {
02264     /* If not forced, pick a weighted random industry to build.
02265      * For the case that count == 1, there is no need to draw a random number. */
02266     IndustryType it;
02267     if (forced_build != NUM_INDUSTRYTYPES) {
02268       it = forced_build;
02269     } else {
02270       /* Non-forced, select an industry type to build (weighted random). */
02271       uint32 r = 0; // Initialized to silence the compiler.
02272       if (count > 1) r = RandomRange(total_prob);
02273       for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
02274         if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
02275         int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
02276         if (difference <= 0) continue; // Too many of this kind.
02277         if (count == 1) break;
02278         if (r < (uint)difference) break;
02279         r -= difference;
02280       }
02281       assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
02282     }
02283 
02284     /* Try to create the industry. */
02285     const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
02286     if (ind == NULL) {
02287       this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
02288       this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2);
02289     } else {
02290       AdvertiseIndustryOpening(ind);
02291       this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
02292     }
02293   }
02294 
02295   /* Decrement wait counters. */
02296   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02297     if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
02298   }
02299 }
02300 
02309 static bool CheckIndustryCloseDownProtection(IndustryType type)
02310 {
02311   const IndustrySpec *indspec = GetIndustrySpec(type);
02312 
02313   /* oil wells (or the industries with that flag set) are always allowed to closedown */
02314   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
02315   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1;
02316 }
02317 
02327 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
02328 {
02329   if (cargo == CT_INVALID) return;
02330 
02331   /* Check for acceptance of cargo */
02332   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
02333     if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) {
02334       *c_accepts = true;
02335       break;
02336     }
02337   }
02338 
02339   /* Check for produced cargo */
02340   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
02341     if (cargo == ind->produced_cargo[j]) {
02342       *c_produces = true;
02343       break;
02344     }
02345   }
02346 }
02347 
02361 static int WhoCanServiceIndustry(Industry *ind)
02362 {
02363   /* Find all stations within reach of the industry */
02364   StationList stations;
02365   FindStationsAroundTiles(ind->location, &stations);
02366 
02367   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
02368 
02369   const Vehicle *v;
02370   int result = 0;
02371   FOR_ALL_VEHICLES(v) {
02372     /* Is it worthwhile to try this vehicle? */
02373     if (v->owner != _local_company && result != 0) continue;
02374 
02375     /* Check whether it accepts the right kind of cargo */
02376     bool c_accepts = false;
02377     bool c_produces = false;
02378     if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
02379       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
02380         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
02381       }
02382     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
02383       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
02384     } else {
02385       continue;
02386     }
02387     if (!c_accepts && !c_produces) continue; // Wrong cargo
02388 
02389     /* Check orders of the vehicle.
02390      * We cannot check the first of shared orders only, since the first vehicle in such a chain
02391      * may have a different cargo type.
02392      */
02393     const Order *o;
02394     FOR_VEHICLE_ORDERS(v, o) {
02395       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
02396         /* Vehicle visits a station to load or unload */
02397         Station *st = Station::Get(o->GetDestination());
02398         assert(st != NULL);
02399 
02400         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
02401         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
02402 
02403         if (stations.Contains(st)) {
02404           if (v->owner == _local_company) return 2; // Company services industry
02405           result = 1; // Competitor services industry
02406         }
02407       }
02408     }
02409   }
02410   return result;
02411 }
02412 
02420 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
02421 {
02422   NewsType nt;
02423 
02424   switch (WhoCanServiceIndustry(ind)) {
02425     case 0: nt = NT_INDUSTRY_NOBODY;  break;
02426     case 1: nt = NT_INDUSTRY_OTHER;   break;
02427     case 2: nt = NT_INDUSTRY_COMPANY; break;
02428     default: NOT_REACHED();
02429   }
02430   SetDParam(2, abs(percent));
02431   SetDParam(0, CargoSpec::Get(type)->name);
02432   SetDParam(1, ind->index);
02433   AddIndustryNewsItem(
02434     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
02435     nt,
02436     ind->index
02437   );
02438 }
02439 
02440 static const uint PERCENT_TRANSPORTED_60 = 153;
02441 static const uint PERCENT_TRANSPORTED_80 = 204;
02442 
02448 static void ChangeIndustryProduction(Industry *i, bool monthly)
02449 {
02450   StringID str = STR_NULL;
02451   bool closeit = false;
02452   const IndustrySpec *indspec = GetIndustrySpec(i->type);
02453   bool standard = false;
02454   bool suppress_message = false;
02455   bool recalculate_multipliers = false; 
02456   /* don't use smooth economy for industries using production related callbacks */
02457   bool smooth_economy = indspec->UsesSmoothEconomy();
02458   byte div = 0;
02459   byte mul = 0;
02460   int8 increment = 0;
02461 
02462   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
02463   if (callback_enabled) {
02464     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
02465     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
02466       suppress_message = HasBit(res, 7);
02467       /* Get the custom message if any */
02468       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
02469       res = GB(res, 0, 4);
02470       switch (res) {
02471         default: NOT_REACHED();
02472         case 0x0: break;                  // Do nothing, but show the custom message if any
02473         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
02474         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
02475         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
02476         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
02477         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
02478         case 0x8: div = res - 0x3; break; // Divide production by 32
02479         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
02480         case 0xC: mul = res - 0x7; break; // Multiply production by 32
02481         case 0xD:                         // decrement production
02482         case 0xE:                         // increment production
02483           increment = res == 0x0D ? -1 : 1;
02484           break;
02485         case 0xF:                         // Set production to third byte of register 0x100
02486           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02487           recalculate_multipliers = true;
02488           break;
02489       }
02490     }
02491   } else {
02492     if (monthly != smooth_economy) return;
02493     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
02494   }
02495 
02496   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
02497     /* decrease or increase */
02498     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
02499 
02500     if (smooth_economy) {
02501       closeit = true;
02502       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
02503         if (i->produced_cargo[j] == CT_INVALID) continue;
02504         uint32 r = Random();
02505         int old_prod, new_prod, percent;
02506         /* If over 60% is transported, mult is 1, else mult is -1. */
02507         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
02508 
02509         new_prod = old_prod = i->production_rate[j];
02510 
02511         /* For industries with only_decrease flags (temperate terrain Oil Wells),
02512          * the multiplier will always be -1 so they will only decrease. */
02513         if (only_decrease) {
02514           mult = -1;
02515         /* For normal industries, if over 60% is transported, 33% chance for decrease.
02516          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
02517         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
02518           mult *= -1;
02519         }
02520 
02521         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
02522          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
02523         if (Chance16I(1, 22, r >> 16)) {
02524           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
02525         }
02526 
02527         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
02528         new_prod = Clamp(new_prod, 1, 255);
02529 
02530         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1) {
02531           new_prod = Clamp(new_prod, 0, 16);
02532         }
02533 
02534         /* Do not stop closing the industry when it has the lowest possible production rate */
02535         if (new_prod == old_prod && old_prod > 1) {
02536           closeit = false;
02537           continue;
02538         }
02539 
02540         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
02541         i->production_rate[j] = new_prod;
02542 
02543         /* Close the industry when it has the lowest possible production rate */
02544         if (new_prod > 1) closeit = false;
02545 
02546         if (abs(percent) >= 10) {
02547           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
02548         }
02549       }
02550     } else {
02551       if (only_decrease || Chance16(1, 3)) {
02552         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
02553         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
02554           mul = 1; // Increase production
02555         } else {
02556           div = 1; // Decrease production
02557         }
02558       }
02559     }
02560   }
02561 
02562   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
02563     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
02564       closeit = true;
02565     }
02566   }
02567 
02568   /* Increase if needed */
02569   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
02570     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
02571     recalculate_multipliers = true;
02572     if (str == STR_NULL) str = indspec->production_up_text;
02573   }
02574 
02575   /* Decrease if needed */
02576   while (div-- != 0 && !closeit) {
02577     if (i->prod_level == PRODLEVEL_MINIMUM) {
02578       closeit = true;
02579     } else {
02580       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
02581       recalculate_multipliers = true;
02582       if (str == STR_NULL) str = indspec->production_down_text;
02583     }
02584   }
02585 
02586   /* Increase or Decreasing the production level if needed */
02587   if (increment != 0) {
02588     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
02589       closeit = true;
02590     } else {
02591       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02592       recalculate_multipliers = true;
02593     }
02594   }
02595 
02596   /* Recalculate production_rate
02597    * For non-smooth economy these should always be synchronized with prod_level */
02598   if (recalculate_multipliers) i->RecomputeProductionMultipliers();
02599 
02600   /* Close if needed and allowed */
02601   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
02602     i->prod_level = PRODLEVEL_CLOSURE;
02603     SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
02604     str = indspec->closure_text;
02605   }
02606 
02607   if (!suppress_message && str != STR_NULL) {
02608     NewsType nt;
02609     /* Compute news category */
02610     if (closeit) {
02611       nt = NT_INDUSTRY_CLOSE;
02612       AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
02613       Game::NewEvent(new ScriptEventIndustryClose(i->index));
02614     } else {
02615       switch (WhoCanServiceIndustry(i)) {
02616         case 0: nt = NT_INDUSTRY_NOBODY;  break;
02617         case 1: nt = NT_INDUSTRY_OTHER;   break;
02618         case 2: nt = NT_INDUSTRY_COMPANY; break;
02619         default: NOT_REACHED();
02620       }
02621     }
02622     /* Set parameters of news string */
02623     if (str > STR_LAST_STRINGID) {
02624       SetDParam(0, STR_TOWN_NAME);
02625       SetDParam(1, i->town->index);
02626       SetDParam(2, indspec->name);
02627     } else if (closeit) {
02628       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
02629       SetDParam(1, i->town->index);
02630       SetDParam(2, indspec->name);
02631     } else {
02632       SetDParam(0, i->index);
02633     }
02634     /* and report the news to the user */
02635     if (closeit) {
02636       AddTileNewsItem(str, nt, i->location.tile + TileDiffXY(1, 1));
02637     } else {
02638       AddIndustryNewsItem(str, nt, i->index);
02639     }
02640   }
02641 }
02642 
02650 void IndustryDailyLoop()
02651 {
02652   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
02653 
02654   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
02655    * the lower 16 bit are a fractional part that might accumulate over several days until it
02656    * is sufficient for an industry. */
02657   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
02658 
02659   /* Reset the active part of the counter, just keeping the "fractional part" */
02660   _economy.industry_daily_change_counter &= 0xFFFF;
02661 
02662   if (change_loop == 0) {
02663     return;  // Nothing to do? get out
02664   }
02665 
02666   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02667 
02668   /* perform the required industry changes for the day */
02669 
02670   uint perc = 3; // Between 3% and 9% chance of creating a new industry.
02671   if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
02672     perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
02673   }
02674   for (uint16 j = 0; j < change_loop; j++) {
02675     if (Chance16(perc, 100)) {
02676       _industry_builder.TryBuildNewIndustry();
02677     } else {
02678       Industry *i = Industry::GetRandom();
02679       if (i != NULL) {
02680         ChangeIndustryProduction(i, false);
02681         SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
02682       }
02683     }
02684   }
02685 
02686   cur_company.Restore();
02687 
02688   /* production-change */
02689   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02690 }
02691 
02692 void IndustryMonthlyLoop()
02693 {
02694   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02695 
02696   _industry_builder.MonthlyLoop();
02697 
02698   Industry *i;
02699   FOR_ALL_INDUSTRIES(i) {
02700     UpdateIndustryStatistics(i);
02701     if (i->prod_level == PRODLEVEL_CLOSURE) {
02702       delete i;
02703     } else {
02704       ChangeIndustryProduction(i, true);
02705       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
02706     }
02707   }
02708 
02709   cur_company.Restore();
02710 
02711   /* production-change */
02712   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02713 }
02714 
02715 
02716 void InitializeIndustries()
02717 {
02718   Industry::ResetIndustryCounts();
02719   _industry_sound_tile = 0;
02720 
02721   _industry_builder.Reset();
02722 }
02723 
02728 bool IndustrySpec::IsRawIndustry() const
02729 {
02730   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0;
02731 }
02732 
02737 bool IndustrySpec::IsProcessingIndustry() const
02738 {
02739   /* Lumber mills are neither raw nor processing */
02740   return (this->life_type & INDUSTRYLIFE_PROCESSING) != 0 &&
02741       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
02742 }
02743 
02748 Money IndustrySpec::GetConstructionCost() const
02749 {
02750   /* Building raw industries like secondary uses different price base */
02751   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
02752       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
02753 }
02754 
02761 Money IndustrySpec::GetRemovalCost() const
02762 {
02763   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
02764 }
02765 
02770 bool IndustrySpec::UsesSmoothEconomy() const
02771 {
02772   return _settings_game.economy.smooth_economy &&
02773     !(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
02774     !(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE) || HasBit(this->callback_mask, CBM_IND_PROD_CHANGE_BUILD)); // production change callbacks
02775 }
02776 
02777 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
02778 {
02779   if (AutoslopeEnabled()) {
02780     /* We imitate here TTDP's behaviour:
02781      *  - Both new and old slope must not be steep.
02782      *  - TileMaxZ must not be changed.
02783      *  - Allow autoslope by default.
02784      *  - Disallow autoslope if callback succeeds and returns non-zero.
02785      */
02786     Slope tileh_old = GetTileSlope(tile);
02787     /* TileMaxZ must not be changed. Slopes must not be steep. */
02788     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
02789       const IndustryGfx gfx = GetIndustryGfx(tile);
02790       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
02791 
02792       /* Call callback 3C 'disable autosloping for industry tiles'. */
02793       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
02794         /* If the callback fails, allow autoslope. */
02795         uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
02796         if (res == CALLBACK_FAILED || !ConvertBooleanCallback(itspec->grf_prop.grffile, CBID_INDTILE_AUTOSLOPE, res)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02797       } else {
02798         /* allow autoslope */
02799         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02800       }
02801     }
02802   }
02803   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02804 }
02805 
02806 extern const TileTypeProcs _tile_type_industry_procs = {
02807   DrawTile_Industry,           // draw_tile_proc
02808   GetSlopePixelZ_Industry,     // get_slope_z_proc
02809   ClearTile_Industry,          // clear_tile_proc
02810   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
02811   GetTileDesc_Industry,        // get_tile_desc_proc
02812   GetTileTrackStatus_Industry, // get_tile_track_status_proc
02813   ClickTile_Industry,          // click_tile_proc
02814   AnimateTile_Industry,        // animate_tile_proc
02815   TileLoop_Industry,           // tile_loop_proc
02816   ChangeTileOwner_Industry,    // change_tile_owner_proc
02817   NULL,                        // add_produced_cargo_proc
02818   NULL,                        // vehicle_enter_tile_proc
02819   GetFoundation_Industry,      // get_foundation_proc
02820   TerraformTile_Industry,      // terraform_tile_proc
02821 };