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 "openttd.h"
00014 #include "clear_map.h"
00015 #include "industry.h"
00016 #include "station_base.h"
00017 #include "train.h"
00018 #include "landscape.h"
00019 #include "viewport_func.h"
00020 #include "command_func.h"
00021 #include "town.h"
00022 #include "news_func.h"
00023 #include "variables.h"
00024 #include "cheat_type.h"
00025 #include "genworld.h"
00026 #include "tree_map.h"
00027 #include "newgrf.h"
00028 #include "newgrf_cargo.h"
00029 #include "newgrf_commons.h"
00030 #include "newgrf_industries.h"
00031 #include "newgrf_industrytiles.h"
00032 #include "autoslope.h"
00033 #include "transparency.h"
00034 #include "water.h"
00035 #include "strings_func.h"
00036 #include "functions.h"
00037 #include "window_func.h"
00038 #include "date_func.h"
00039 #include "vehicle_func.h"
00040 #include "sound_func.h"
00041 #include "animated_tile_func.h"
00042 #include "effectvehicle_func.h"
00043 #include "ai/ai.hpp"
00044 #include "core/pool_func.hpp"
00045 #include "subsidy_func.h"
00046 
00047 #include "table/strings.h"
00048 #include "table/industry_land.h"
00049 #include "table/build_industry.h"
00050 
00051 IndustryPool _industry_pool("Industry");
00052 INSTANTIATE_POOL_METHODS(Industry)
00053 
00054 void ShowIndustryViewWindow(int industry);
00055 void BuildOilRig(TileIndex tile);
00056 
00057 static byte _industry_sound_ctr;
00058 static TileIndex _industry_sound_tile;
00059 
00060 uint16 _industry_counts[NUM_INDUSTRYTYPES]; 
00061 
00062 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
00063 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
00064 
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 
00088 void ResetIndustryCreationProbility(IndustryType type)
00089 {
00090   assert(type < INVALID_INDUSTRYTYPE);
00091   _industry_specs[type].appear_creation[_settings_game.game_creation.landscape] = 0;
00092 }
00093 
00102 IndustryType GetIndustryType(TileIndex tile)
00103 {
00104   assert(IsTileType(tile, MP_INDUSTRY));
00105 
00106   const Industry *ind = Industry::GetByTile(tile);
00107   assert(ind != NULL);
00108   return ind->type;
00109 }
00110 
00119 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
00120 {
00121   assert(thistype < NUM_INDUSTRYTYPES);
00122   return &_industry_specs[thistype];
00123 }
00124 
00133 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
00134 {
00135   assert(gfx < INVALID_INDUSTRYTILE);
00136   return &_industry_tile_specs[gfx];
00137 }
00138 
00139 Industry::~Industry()
00140 {
00141   if (CleaningPool()) return;
00142 
00143   /* Industry can also be destroyed when not fully initialized.
00144    * This means that we do not have to clear tiles either. */
00145   if (this->width == 0) return;
00146 
00147   TILE_LOOP(tile_cur, this->width, this->height, this->xy) {
00148     if (IsTileType(tile_cur, MP_INDUSTRY)) {
00149       if (GetIndustryIndex(tile_cur) == this->index) {
00150         /* MakeWaterKeepingClass() can also handle 'land' */
00151         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
00152 
00153         /* MakeWaterKeepingClass() doesn't remove animation if the tiles
00154          * become watery, but be on the safe side an always remote it. */
00155         DeleteAnimatedTile(tile_cur);
00156       }
00157     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
00158       DeleteOilRig(tile_cur);
00159     }
00160   }
00161 
00162   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
00163     /* Remove the farmland and convert it to regular tiles over time. */
00164     TILE_LOOP(tile_cur, 42, 42, this->xy - TileDiffXY(21, 21)) {
00165       tile_cur = TILE_MASK(tile_cur);
00166       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
00167           GetIndustryIndexOfField(tile_cur) == this->index) {
00168         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
00169       }
00170     }
00171   }
00172 
00173   /* don't let any disaster vehicle target invalid industry */
00174   ReleaseDisastersTargetingIndustry(this->index);
00175 
00176   DecIndustryTypeCount(this->type);
00177 
00178   DeleteIndustryNews(this->index);
00179   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
00180 
00181   DeleteSubsidyWith(ST_INDUSTRY, this->index);
00182   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
00183 }
00184 
00189 void Industry::PostDestructor(size_t index)
00190 {
00191   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
00192   Station::RecomputeIndustriesNearForAll();
00193 }
00194 
00195 
00200 /* static */ Industry *Industry::GetRandom()
00201 {
00202   if (Industry::GetNumItems() == 0) return NULL;
00203   int num = RandomRange((uint16)Industry::GetNumItems());
00204   size_t index = MAX_UVALUE(size_t);
00205 
00206   while (num >= 0) {
00207     num--;
00208     index++;
00209 
00210     /* Make sure we have a valid industry */
00211     while (!Industry::IsValidID(index)) {
00212       index++;
00213       assert(index < Industry::GetPoolSize());
00214     }
00215   }
00216 
00217   return Industry::Get(index);
00218 }
00219 
00220 
00221 static void IndustryDrawSugarMine(const TileInfo *ti)
00222 {
00223   const DrawIndustryAnimationStruct *d;
00224 
00225   if (!IsIndustryCompleted(ti->tile)) return;
00226 
00227   d = &_draw_industry_spec1[GetIndustryAnimationState(ti->tile)];
00228 
00229   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
00230 
00231   if (d->image_2 != 0) {
00232     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
00233   }
00234 
00235   if (d->image_3 != 0) {
00236     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
00237       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
00238   }
00239 }
00240 
00241 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
00242 {
00243   uint8 x = 0;
00244 
00245   if (IsIndustryCompleted(ti->tile)) {
00246     x = _industry_anim_offs_toffee[GetIndustryAnimationState(ti->tile)];
00247     if (x == 0xFF)
00248       x = 0;
00249   }
00250 
00251   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
00252   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
00253 }
00254 
00255 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
00256 {
00257   if (IsIndustryCompleted(ti->tile)) {
00258     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetIndustryAnimationState(ti->tile)]);
00259   } else {
00260     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
00261   }
00262 }
00263 
00264 static void IndustryDrawToyFactory(const TileInfo *ti)
00265 {
00266   const DrawIndustryAnimationStruct *d;
00267 
00268   d = &_industry_anim_offs_toys[GetIndustryAnimationState(ti->tile)];
00269 
00270   if (d->image_1 != 0xFF) {
00271     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
00272   }
00273 
00274   if (d->image_2 != 0xFF) {
00275     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
00276   }
00277 
00278   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
00279   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
00280 }
00281 
00282 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
00283 {
00284   if (IsIndustryCompleted(ti->tile)) {
00285     uint8 image = GetIndustryAnimationState(ti->tile);
00286 
00287     if (image != 0 && image < 7) {
00288       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
00289         PAL_NONE,
00290         _coal_plant_sparks[image - 1].x,
00291         _coal_plant_sparks[image - 1].y
00292       );
00293     }
00294   }
00295 }
00296 
00297 typedef void IndustryDrawTileProc(const TileInfo *ti);
00298 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
00299   IndustryDrawSugarMine,
00300   IndustryDrawToffeeQuarry,
00301   IndustryDrawBubbleGenerator,
00302   IndustryDrawToyFactory,
00303   IndustryDrawCoalPlantSparks,
00304 };
00305 
00306 static void DrawTile_Industry(TileInfo *ti)
00307 {
00308   IndustryGfx gfx = GetIndustryGfx(ti->tile);
00309   Industry *ind = Industry::GetByTile(ti->tile);
00310   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00311   const DrawBuildingsTileStruct *dits;
00312   SpriteID image;
00313   SpriteID pal;
00314 
00315   /* Retrieve pointer to the draw industry tile struct */
00316   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00317     /* Draw the tile using the specialized method of newgrf industrytile.
00318      * DrawNewIndustry will return false if ever the resolver could not
00319      * find any sprite to display.  So in this case, we will jump on the
00320      * substitute gfx instead. */
00321     if (indts->grf_prop.spritegroup != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
00322       return;
00323     } else {
00324       /* No sprite group (or no valid one) found, meaning no graphics associated.
00325        * Use the substitute one instead */
00326       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
00327         gfx = indts->grf_prop.subst_id;
00328         /* And point the industrytile spec accordingly */
00329         indts = GetIndustryTileSpec(gfx);
00330       }
00331     }
00332   }
00333 
00334   dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
00335       GetIndustryAnimationState(ti->tile) & INDUSTRY_COMPLETED :
00336       GetIndustryConstructionStage(ti->tile))];
00337 
00338   image = dits->ground.sprite;
00339   if (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->ground.pal == PAL_NONE) {
00340     pal = GENERAL_SPRITE_COLOUR(ind->random_colour);
00341   } else {
00342     pal = dits->ground.pal;
00343   }
00344 
00345   /* DrawFoundation() modifes ti->z and ti->tileh */
00346   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00347 
00348   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
00349    * Do not do this if the tile's WaterClass is 'land'. */
00350   if (image == SPR_FLAT_WATER_TILE && IsIndustryTileOnWater(ti->tile)) {
00351     DrawWaterClassGround(ti);
00352   } else {
00353     DrawGroundSprite(image, pal);
00354   }
00355 
00356   /* If industries are transparent and invisible, do not draw the upper part */
00357   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
00358 
00359   /* Add industry on top of the ground? */
00360   image = dits->building.sprite;
00361   if (image != 0) {
00362     AddSortableSpriteToDraw(image,
00363       (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->building.pal == PAL_NONE) ? GENERAL_SPRITE_COLOUR(ind->random_colour) : dits->building.pal,
00364       ti->x + dits->subtile_x,
00365       ti->y + dits->subtile_y,
00366       dits->width,
00367       dits->height,
00368       dits->dz,
00369       ti->z,
00370       IsTransparencySet(TO_INDUSTRIES));
00371 
00372     if (IsTransparencySet(TO_INDUSTRIES)) return;
00373   }
00374 
00375   {
00376     int proc = dits->draw_proc - 1;
00377     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
00378   }
00379 }
00380 
00381 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
00382 {
00383   return GetTileMaxZ(tile);
00384 }
00385 
00386 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
00387 {
00388   IndustryGfx gfx = GetIndustryGfx(tile);
00389 
00390   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
00391    * account for this, as other structures should
00392    * draw the wall of the foundation in this case.
00393    */
00394   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00395     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00396     if (indts->grf_prop.spritegroup != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
00397       uint32 callback_res = GetIndustryTileCallback(CBID_INDUSTRY_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
00398       if (callback_res == 0) return FOUNDATION_NONE;
00399     }
00400   }
00401   return FlatteningFoundation(tileh);
00402 }
00403 
00404 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00405 {
00406   IndustryGfx gfx = GetIndustryGfx(tile);
00407   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
00408 
00409   /* When we have to use a callback, we put our data in the next two variables */
00410   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
00411   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
00412 
00413   /* And then these will always point to a same sized array with the required data */
00414   const CargoID *accepts_cargo = itspec->accepts_cargo;
00415   const uint8 *cargo_acceptance = itspec->acceptance;
00416 
00417   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
00418     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
00419     if (res != CALLBACK_FAILED) {
00420       accepts_cargo = raw_accepts_cargo;
00421       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
00422     }
00423   }
00424 
00425   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
00426     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
00427     if (res != CALLBACK_FAILED) {
00428       cargo_acceptance = raw_cargo_acceptance;
00429       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
00430     }
00431   }
00432 
00433   const Industry *ind = Industry::GetByTile(tile);
00434   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
00435     CargoID a = accepts_cargo[i];
00436     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
00437 
00438     /* Add accepted cargo */
00439     acceptance[a] += cargo_acceptance[i];
00440 
00441     /* Maybe set 'always accepted' bit (if it's not set already) */
00442     if (HasBit(*always_accepted, a)) continue;
00443 
00444     bool accepts = false;
00445     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00446       /* Test whether the industry itself accepts the cargo type */
00447       if (ind->accepts_cargo[cargo_index] == a) {
00448         accepts = true;
00449         break;
00450       }
00451     }
00452 
00453     if (accepts) continue;
00454 
00455     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
00456     SetBit(*always_accepted, a);
00457   }
00458 }
00459 
00460 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
00461 {
00462   const Industry *i = Industry::GetByTile(tile);
00463   const IndustrySpec *is = GetIndustrySpec(i->type);
00464 
00465   td->owner[0] = i->owner;
00466   td->str = is->name;
00467   if (!IsIndustryCompleted(tile)) {
00468     SetDParamX(td->dparam, 0, td->str);
00469     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00470   }
00471 
00472   if (is->grf_prop.grffile != NULL) {
00473     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->name;
00474   }
00475 }
00476 
00477 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
00478 {
00479   Industry *i = Industry::GetByTile(tile);
00480   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00481 
00482   /* water can destroy industries
00483    * in editor you can bulldoze industries
00484    * with magic_bulldozer cheat you can destroy industries
00485    * (area around OILRIG is water, so water shouldn't flood it
00486    */
00487   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
00488       !_cheats.magic_bulldozer.value) ||
00489       ((flags & DC_AUTO) != 0) ||
00490       (_current_company == OWNER_WATER &&
00491         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
00492         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
00493     SetDParam(0, indspec->name);
00494     return_cmd_error(flags & DC_AUTO ? STR_ERROR_UNMOVABLE_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
00495   }
00496 
00497   if (flags & DC_EXEC) {
00498     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
00499     delete i;
00500   }
00501   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
00502 }
00503 
00504 static void TransportIndustryGoods(TileIndex tile)
00505 {
00506   Industry *i = Industry::GetByTile(tile);
00507   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00508   bool moved_cargo = false;
00509 
00510   StationFinder stations(i->xy, i->width, i->height);
00511 
00512   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
00513     uint cw = min(i->produced_cargo_waiting[j], 255);
00514     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
00515       i->produced_cargo_waiting[j] -= cw;
00516 
00517       /* fluctuating economy? */
00518       if (_economy.fluct <= 0) cw = (cw + 1) / 2;
00519 
00520       i->this_month_production[j] += cw;
00521 
00522       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
00523       i->this_month_transported[j] += am;
00524 
00525       moved_cargo |= (am != 0);
00526     }
00527   }
00528 
00529   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
00530     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
00531 
00532     if (newgfx != INDUSTRYTILE_NOANIM) {
00533       ResetIndustryConstructionStage(tile);
00534       SetIndustryCompleted(tile, true);
00535       SetIndustryGfx(tile, newgfx);
00536       MarkTileDirtyByTile(tile);
00537     }
00538   }
00539 }
00540 
00541 
00542 static void AnimateTile_Industry(TileIndex tile)
00543 {
00544   byte m;
00545   IndustryGfx gfx = GetIndustryGfx(tile);
00546 
00547   if (GetIndustryTileSpec(gfx)->animation_info != 0xFFFF) {
00548     AnimateNewIndustryTile(tile);
00549     return;
00550   }
00551 
00552   switch (gfx) {
00553   case GFX_SUGAR_MINE_SIEVE:
00554     if ((_tick_counter & 1) == 0) {
00555       m = GetIndustryAnimationState(tile) + 1;
00556 
00557       switch (m & 7) {
00558       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
00559       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
00560       }
00561 
00562       if (m >= 96) {
00563         m = 0;
00564         DeleteAnimatedTile(tile);
00565       }
00566       SetIndustryAnimationState(tile, m);
00567 
00568       MarkTileDirtyByTile(tile);
00569     }
00570     break;
00571 
00572   case GFX_TOFFEE_QUARY:
00573     if ((_tick_counter & 3) == 0) {
00574       m = GetIndustryAnimationState(tile);
00575 
00576       if (_industry_anim_offs_toffee[m] == 0xFF) {
00577         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
00578       }
00579 
00580       if (++m >= 70) {
00581         m = 0;
00582         DeleteAnimatedTile(tile);
00583       }
00584       SetIndustryAnimationState(tile, m);
00585 
00586       MarkTileDirtyByTile(tile);
00587     }
00588     break;
00589 
00590   case GFX_BUBBLE_CATCHER:
00591     if ((_tick_counter & 1) == 0) {
00592       m = GetIndustryAnimationState(tile);
00593 
00594       if (++m >= 40) {
00595         m = 0;
00596         DeleteAnimatedTile(tile);
00597       }
00598       SetIndustryAnimationState(tile, m);
00599 
00600       MarkTileDirtyByTile(tile);
00601     }
00602     break;
00603 
00604   /* Sparks on a coal plant */
00605   case GFX_POWERPLANT_SPARKS:
00606     if ((_tick_counter & 3) == 0) {
00607       m = GetIndustryAnimationState(tile);
00608       if (m == 6) {
00609         SetIndustryAnimationState(tile, 0);
00610         DeleteAnimatedTile(tile);
00611       } else {
00612         SetIndustryAnimationState(tile, m + 1);
00613         MarkTileDirtyByTile(tile);
00614       }
00615     }
00616     break;
00617 
00618   case GFX_TOY_FACTORY:
00619     if ((_tick_counter & 1) == 0) {
00620       m = GetIndustryAnimationState(tile) + 1;
00621 
00622       switch (m) {
00623         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
00624         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
00625         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
00626         default:
00627           if (m >= 50) {
00628             int n = GetIndustryAnimationLoop(tile) + 1;
00629             m = 0;
00630             if (n >= 8) {
00631               n = 0;
00632               DeleteAnimatedTile(tile);
00633             }
00634             SetIndustryAnimationLoop(tile, n);
00635           }
00636       }
00637 
00638       SetIndustryAnimationState(tile, m);
00639       MarkTileDirtyByTile(tile);
00640     }
00641     break;
00642 
00643   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00644   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00645   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00646   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00647     if ((_tick_counter & 3) == 0) {
00648       IndustryGfx gfx = GetIndustryGfx(tile);
00649 
00650       gfx = (gfx < 155) ? gfx + 1 : 148;
00651       SetIndustryGfx(tile, gfx);
00652       MarkTileDirtyByTile(tile);
00653     }
00654     break;
00655 
00656   case GFX_OILWELL_ANIMATED_1:
00657   case GFX_OILWELL_ANIMATED_2:
00658   case GFX_OILWELL_ANIMATED_3:
00659     if ((_tick_counter & 7) == 0) {
00660       bool b = Chance16(1, 7);
00661       IndustryGfx gfx = GetIndustryGfx(tile);
00662 
00663       m = GetIndustryAnimationState(tile) + 1;
00664       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
00665         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
00666         SetIndustryConstructionStage(tile, 3);
00667         DeleteAnimatedTile(tile);
00668       } else {
00669         SetIndustryAnimationState(tile, m);
00670         SetIndustryGfx(tile, gfx);
00671         MarkTileDirtyByTile(tile);
00672       }
00673     }
00674     break;
00675 
00676   case GFX_COAL_MINE_TOWER_ANIMATED:
00677   case GFX_COPPER_MINE_TOWER_ANIMATED:
00678   case GFX_GOLD_MINE_TOWER_ANIMATED: {
00679       int state = _tick_counter & 0x7FF;
00680 
00681       if ((state -= 0x400) < 0)
00682         return;
00683 
00684       if (state < 0x1A0) {
00685         if (state < 0x20 || state >= 0x180) {
00686           m = GetIndustryAnimationState(tile);
00687           if (!(m & 0x40)) {
00688             SetIndustryAnimationState(tile, m | 0x40);
00689             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
00690           }
00691           if (state & 7)
00692             return;
00693         } else {
00694           if (state & 3)
00695             return;
00696         }
00697         m = (GetIndustryAnimationState(tile) + 1) | 0x40;
00698         if (m > 0xC2) m = 0xC0;
00699         SetIndustryAnimationState(tile, m);
00700         MarkTileDirtyByTile(tile);
00701       } else if (state >= 0x200 && state < 0x3A0) {
00702         int i;
00703         i = (state < 0x220 || state >= 0x380) ? 7 : 3;
00704         if (state & i)
00705           return;
00706 
00707         m = (GetIndustryAnimationState(tile) & 0xBF) - 1;
00708         if (m < 0x80) m = 0x82;
00709         SetIndustryAnimationState(tile, m);
00710         MarkTileDirtyByTile(tile);
00711       }
00712     } break;
00713   }
00714 }
00715 
00716 static void CreateChimneySmoke(TileIndex tile)
00717 {
00718   uint x = TileX(tile) * TILE_SIZE;
00719   uint y = TileY(tile) * TILE_SIZE;
00720   uint z = GetTileMaxZ(tile);
00721 
00722   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
00723 }
00724 
00725 static void MakeIndustryTileBigger(TileIndex tile)
00726 {
00727   byte cnt = GetIndustryConstructionCounter(tile) + 1;
00728   byte stage;
00729 
00730   if (cnt != 4) {
00731     SetIndustryConstructionCounter(tile, cnt);
00732     return;
00733   }
00734 
00735   stage = GetIndustryConstructionStage(tile) + 1;
00736   SetIndustryConstructionCounter(tile, 0);
00737   SetIndustryConstructionStage(tile, stage);
00738   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
00739   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
00740 
00741   MarkTileDirtyByTile(tile);
00742 
00743   if (!IsIndustryCompleted(tile)) return;
00744 
00745   IndustryGfx gfx = GetIndustryGfx(tile);
00746   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00747     /* New industries are already animated on construction. */
00748     return;
00749   }
00750 
00751   switch (gfx) {
00752   case GFX_POWERPLANT_CHIMNEY:
00753     CreateChimneySmoke(tile);
00754     break;
00755 
00756   case GFX_OILRIG_1: {
00757     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
00758      * tiles (like the default oil rig). Do a proper check to ensure the
00759      * tiles belong to the same industry and based on that build the oil rig's
00760      * station. */
00761     TileIndex other = tile + TileDiffXY(0, 1);
00762 
00763     if (IsTileType(other, MP_INDUSTRY) &&
00764         GetIndustryGfx(other) == GFX_OILRIG_1 &&
00765         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
00766       BuildOilRig(tile);
00767     }
00768   } break;
00769 
00770   case GFX_TOY_FACTORY:
00771   case GFX_BUBBLE_CATCHER:
00772   case GFX_TOFFEE_QUARY:
00773     SetIndustryAnimationState(tile, 0);
00774     SetIndustryAnimationLoop(tile, 0);
00775     break;
00776 
00777   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00778   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00779   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00780   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00781     AddAnimatedTile(tile);
00782     break;
00783   }
00784 }
00785 
00786 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
00787 {
00788   static const int8 _bubble_spawn_location[3][4] = {
00789     { 11,   0, -4, -14 },
00790     { -4, -10, -4,   1 },
00791     { 49,  59, 60,  65 },
00792   };
00793 
00794   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
00795 
00796   int dir = Random() & 3;
00797 
00798   EffectVehicle *v = CreateEffectVehicleAbove(
00799     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
00800     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
00801     _bubble_spawn_location[2][dir],
00802     EV_BUBBLE
00803   );
00804 
00805   if (v != NULL) v->animation_substate = dir;
00806 }
00807 
00808 static void TileLoop_Industry(TileIndex tile)
00809 {
00810   IndustryGfx newgfx;
00811   IndustryGfx gfx;
00812 
00813   if (IsIndustryTileOnWater(tile)) TileLoop_Water(tile);
00814 
00815   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
00816 
00817   if (!IsIndustryCompleted(tile)) {
00818     MakeIndustryTileBigger(tile);
00819     return;
00820   }
00821 
00822   if (_game_mode == GM_EDITOR) return;
00823 
00824   TransportIndustryGoods(tile);
00825 
00826   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
00827 
00828   newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
00829   if (newgfx != INDUSTRYTILE_NOANIM) {
00830     ResetIndustryConstructionStage(tile);
00831     SetIndustryGfx(tile, newgfx);
00832     MarkTileDirtyByTile(tile);
00833     return;
00834   }
00835 
00836   gfx = GetIndustryGfx(tile);
00837 
00838   switch (gfx) {
00839   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
00840   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
00841   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
00842     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
00843       switch (gfx) {
00844         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
00845         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
00846         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
00847       }
00848       SetIndustryGfx(tile, gfx);
00849       SetIndustryAnimationState(tile, 0x80);
00850       AddAnimatedTile(tile);
00851     }
00852     break;
00853 
00854   case GFX_OILWELL_NOT_ANIMATED:
00855     if (Chance16(1, 6)) {
00856       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
00857       SetIndustryAnimationState(tile, 0);
00858       AddAnimatedTile(tile);
00859     }
00860     break;
00861 
00862   case GFX_COAL_MINE_TOWER_ANIMATED:
00863   case GFX_COPPER_MINE_TOWER_ANIMATED:
00864   case GFX_GOLD_MINE_TOWER_ANIMATED:
00865     if (!(_tick_counter & 0x400)) {
00866       switch (gfx) {
00867         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
00868         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
00869         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
00870       }
00871       SetIndustryGfx(tile, gfx);
00872       SetIndustryCompleted(tile, true);
00873       SetIndustryConstructionStage(tile, 3);
00874       DeleteAnimatedTile(tile);
00875     }
00876     break;
00877 
00878   case GFX_POWERPLANT_SPARKS:
00879     if (Chance16(1, 3)) {
00880       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
00881       AddAnimatedTile(tile);
00882     }
00883     break;
00884 
00885   case GFX_COPPER_MINE_CHIMNEY:
00886     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
00887     break;
00888 
00889 
00890   case GFX_TOY_FACTORY: {
00891       Industry *i = Industry::GetByTile(tile);
00892       if (i->was_cargo_delivered) {
00893         i->was_cargo_delivered = false;
00894         SetIndustryAnimationLoop(tile, 0);
00895         AddAnimatedTile(tile);
00896       }
00897     }
00898     break;
00899 
00900   case GFX_BUBBLE_GENERATOR:
00901     TileLoopIndustry_BubbleGenerator(tile);
00902     break;
00903 
00904   case GFX_TOFFEE_QUARY:
00905     AddAnimatedTile(tile);
00906     break;
00907 
00908   case GFX_SUGAR_MINE_SIEVE:
00909     if (Chance16(1, 3)) AddAnimatedTile(tile);
00910     break;
00911   }
00912 }
00913 
00914 static bool ClickTile_Industry(TileIndex tile)
00915 {
00916   ShowIndustryViewWindow(GetIndustryIndex(tile));
00917   return true;
00918 }
00919 
00920 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00921 {
00922   return 0;
00923 }
00924 
00925 static void AddProducedCargo_Industry(TileIndex tile, CargoArray &produced)
00926 {
00927   const Industry *i = Industry::GetByTile(tile);
00928 
00929   for (uint j = 0; j < lengthof(i->produced_cargo); j++) {
00930     CargoID cargo = i->produced_cargo[j];
00931     if (cargo != CT_INVALID) produced[cargo]++;
00932   }
00933 }
00934 
00935 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
00936 {
00937   /* If the founder merges, the industry was created by the merged company */
00938   Industry *i = Industry::GetByTile(tile);
00939   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
00940 }
00941 
00942 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
00943 
00944 static bool IsBadFarmFieldTile(TileIndex tile)
00945 {
00946   switch (GetTileType(tile)) {
00947     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00948     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00949     default:       return true;
00950   }
00951 }
00952 
00953 static bool IsBadFarmFieldTile2(TileIndex tile)
00954 {
00955   switch (GetTileType(tile)) {
00956     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00957     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00958     default:       return true;
00959   }
00960 }
00961 
00962 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
00963 {
00964   do {
00965     tile = TILE_MASK(tile);
00966 
00967     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
00968       byte or_ = type;
00969 
00970       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
00971 
00972       if (direction == AXIS_X) {
00973         SetFenceSE(tile, or_);
00974       } else {
00975         SetFenceSW(tile, or_);
00976       }
00977     }
00978 
00979     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00980   } while (--size);
00981 }
00982 
00983 static void PlantFarmField(TileIndex tile, IndustryID industry)
00984 {
00985   uint size_x, size_y;
00986   uint32 r;
00987   uint count;
00988   uint counter;
00989   uint field_type;
00990   int type;
00991 
00992   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
00993     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
00994       return;
00995   }
00996 
00997   /* determine field size */
00998   r = (Random() & 0x303) + 0x404;
00999   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
01000   size_x = GB(r, 0, 8);
01001   size_y = GB(r, 8, 8);
01002 
01003   /* offset tile to match size */
01004   tile -= TileDiffXY(size_x / 2, size_y / 2);
01005 
01006   if (TileX(tile) + size_x >= MapSizeX() || TileY(tile) + size_y >= MapSizeY()) return;
01007 
01008   /* check the amount of bad tiles */
01009   count = 0;
01010   TILE_LOOP(cur_tile, size_x, size_y, tile) {
01011     assert(cur_tile < MapSize());
01012     count += IsBadFarmFieldTile(cur_tile);
01013   }
01014   if (count * 2 >= size_x * size_y) return;
01015 
01016   /* determine type of field */
01017   r = Random();
01018   counter = GB(r, 5, 3);
01019   field_type = GB(r, 8, 8) * 9 >> 8;
01020 
01021   /* make field */
01022   TILE_LOOP(cur_tile, size_x, size_y, tile) {
01023     assert(cur_tile < MapSize());
01024     if (!IsBadFarmFieldTile2(cur_tile)) {
01025       MakeField(cur_tile, field_type, industry);
01026       SetClearCounter(cur_tile, counter);
01027       MarkTileDirtyByTile(cur_tile);
01028     }
01029   }
01030 
01031   type = 3;
01032   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
01033     type = _plantfarmfield_type[Random() & 0xF];
01034   }
01035 
01036   SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
01037   SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
01038   SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
01039   SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
01040 }
01041 
01042 void PlantRandomFarmField(const Industry *i)
01043 {
01044   int x = i->width  / 2 + Random() % 31 - 16;
01045   int y = i->height / 2 + Random() % 31 - 16;
01046 
01047   TileIndex tile = TileAddWrap(i->xy, x, y);
01048 
01049   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
01050 }
01051 
01058 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
01059 {
01060   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { 
01061     CompanyID old_company = _current_company;
01062     /* found a tree */
01063 
01064     _current_company = OWNER_NONE;
01065     _industry_sound_ctr = 1;
01066     _industry_sound_tile = tile;
01067     SndPlayTileFx(SND_38_CHAINSAW, tile);
01068 
01069     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
01070 
01071     _current_company = old_company;
01072     return true;
01073   }
01074   return false;
01075 }
01076 
01081 static void ChopLumberMillTrees(Industry *i)
01082 {
01083   TileIndex tile = i->xy;
01084 
01085   if (!IsIndustryCompleted(tile)) return;  
01086 
01087   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) 
01088     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); 
01089 }
01090 
01091 static void ProduceIndustryGoods(Industry *i)
01092 {
01093   uint32 r;
01094   uint num;
01095   const IndustrySpec *indsp = GetIndustrySpec(i->type);
01096 
01097   /* play a sound? */
01098   if ((i->counter & 0x3F) == 0) {
01099     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
01100       SndPlayTileFx(
01101         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
01102         i->xy);
01103     }
01104   }
01105 
01106   i->counter--;
01107 
01108   /* produce some cargo */
01109   if ((i->counter & 0xFF) == 0) {
01110     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
01111 
01112     IndustryBehaviour indbehav = indsp->behaviour;
01113     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
01114     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
01115 
01116     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
01117       bool plant;
01118       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01119         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->xy) != 0);
01120       } else {
01121         plant = Chance16(1, 8);
01122       }
01123 
01124       if (plant) PlantRandomFarmField(i);
01125     }
01126     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
01127       bool cut = ((i->counter & 0x1FF) == 0);
01128       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01129         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->xy) != 0);
01130       }
01131 
01132       if (cut) ChopLumberMillTrees(i);
01133     }
01134 
01135     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
01136     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
01137   }
01138 }
01139 
01140 void OnTick_Industry()
01141 {
01142   Industry *i;
01143 
01144   if (_industry_sound_ctr != 0) {
01145     _industry_sound_ctr++;
01146 
01147     if (_industry_sound_ctr == 75) {
01148       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
01149     } else if (_industry_sound_ctr == 160) {
01150       _industry_sound_ctr = 0;
01151       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
01152     }
01153   }
01154 
01155   if (_game_mode == GM_EDITOR) return;
01156 
01157   FOR_ALL_INDUSTRIES(i) {
01158     ProduceIndustryGoods(i);
01159   }
01160 }
01161 
01162 static bool CheckNewIndustry_NULL(TileIndex tile)
01163 {
01164   return true;
01165 }
01166 
01167 static bool CheckNewIndustry_Forest(TileIndex tile)
01168 {
01169   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01170     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
01171       _error_message = STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED;
01172       return false;
01173     }
01174   }
01175   return true;
01176 }
01177 
01178 static bool CheckNewIndustry_OilRefinery(TileIndex tile)
01179 {
01180   if (_game_mode == GM_EDITOR) return true;
01181   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
01182 
01183   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
01184   return false;
01185 }
01186 
01187 extern bool _ignore_restrictions;
01188 
01189 static bool CheckNewIndustry_OilRig(TileIndex tile)
01190 {
01191   if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
01192   if (TileHeight(tile) == 0 &&
01193       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
01194 
01195   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
01196   return false;
01197 }
01198 
01199 static bool CheckNewIndustry_Farm(TileIndex tile)
01200 {
01201   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01202     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
01203       _error_message = STR_ERROR_SITE_UNSUITABLE;
01204       return false;
01205     }
01206   }
01207   return true;
01208 }
01209 
01210 static bool CheckNewIndustry_Plantation(TileIndex tile)
01211 {
01212   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
01213     _error_message = STR_ERROR_SITE_UNSUITABLE;
01214     return false;
01215   }
01216 
01217   return true;
01218 }
01219 
01220 static bool CheckNewIndustry_Water(TileIndex tile)
01221 {
01222   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
01223     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT;
01224     return false;
01225   }
01226 
01227   return true;
01228 }
01229 
01230 static bool CheckNewIndustry_Lumbermill(TileIndex tile)
01231 {
01232   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
01233     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
01234     return false;
01235   }
01236   return true;
01237 }
01238 
01239 static bool CheckNewIndustry_BubbleGen(TileIndex tile)
01240 {
01241   return GetTileZ(tile) <= TILE_HEIGHT * 4;
01242 }
01243 
01244 typedef bool CheckNewIndustryProc(TileIndex tile);
01245 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
01246   CheckNewIndustry_NULL,
01247   CheckNewIndustry_Forest,
01248   CheckNewIndustry_OilRefinery,
01249   CheckNewIndustry_Farm,
01250   CheckNewIndustry_Plantation,
01251   CheckNewIndustry_Water,
01252   CheckNewIndustry_Lumbermill,
01253   CheckNewIndustry_BubbleGen,
01254   CheckNewIndustry_OilRig
01255 };
01256 
01257 static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
01258 {
01259   const Town *t;
01260   const Industry *i;
01261 
01262   t = ClosestTownFromTile(tile, UINT_MAX);
01263 
01264   if (_settings_game.economy.multiple_industry_per_town) return t;
01265 
01266   FOR_ALL_INDUSTRIES(i) {
01267     if (i->type == (byte)type &&
01268         i->town == t) {
01269       _error_message = STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN;
01270       return NULL;
01271     }
01272   }
01273 
01274   return t;
01275 }
01276 
01277 bool IsSlopeRefused(Slope current, Slope refused)
01278 {
01279   if (IsSteepSlope(current)) return true;
01280   if (current != SLOPE_FLAT) {
01281     if (IsSteepSlope(refused)) return true;
01282 
01283     Slope t = ComplementSlope(current);
01284 
01285     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
01286     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
01287     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
01288     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
01289   }
01290 
01291   return false;
01292 }
01293 
01294 static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
01295 {
01296   _error_message = STR_ERROR_SITE_UNSUITABLE;
01297   bool refused_slope = false;
01298   bool custom_shape = false;
01299 
01300   do {
01301     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
01302     if (TileX(tile) + it->ti.x >= MapSizeX()) return false;
01303     if (TileY(tile) + it->ti.y >= MapSizeY()) return false;
01304     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
01305 
01306     if (!IsValidTile(cur_tile)) {
01307       if (gfx == GFX_WATERTILE_SPECIALCHECK) continue;
01308       return false;
01309     }
01310 
01311     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
01312       if (!IsTileType(cur_tile, MP_WATER) ||
01313           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
01314         return false;
01315       }
01316     } else {
01317       if (!EnsureNoVehicleOnGround(cur_tile)) return false;
01318       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return false;
01319 
01320       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
01321 
01322       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
01323 
01324       /* Perform land/water check if not disabled */
01325       if (!HasBit(its->slopes_refused, 5) && (IsWaterTile(cur_tile) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return false;
01326 
01327       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
01328         custom_shape = true;
01329         if (!PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index)) return false;
01330       } else {
01331         Slope tileh = GetTileSlope(cur_tile, NULL);
01332         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
01333       }
01334 
01335       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
01336           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
01337         if (!IsTileType(cur_tile, MP_HOUSE)) {
01338           _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS;
01339           return false;
01340         }
01341 
01342         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
01343         CompanyID old_company = _current_company;
01344         _current_company = OWNER_TOWN;
01345         bool not_clearable = CmdFailed(DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR));
01346         _current_company = old_company;
01347 
01348         if (not_clearable) return false;
01349       } else {
01350         /* Clear the tiles, but do not affect town ratings */
01351         bool not_clearable = CmdFailed(DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR));
01352 
01353         if (not_clearable) return false;
01354       }
01355     }
01356   } while ((++it)->ti.x != -0x80);
01357 
01358   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
01359 
01360   /* It is almost impossible to have a fully flat land in TG, so what we
01361    *  do is that we check if we can make the land flat later on. See
01362    *  CheckIfCanLevelIndustryPlatform(). */
01363   return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
01364 }
01365 
01366 static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
01367 {
01368   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
01369     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200;
01370     return false;
01371   }
01372 
01373   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
01374     _error_message = STR_ERROR_SITE_UNSUITABLE;
01375     return false;
01376   }
01377 
01378   return true;
01379 }
01380 
01381 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
01382 {
01383   int size_x, size_y;
01384   uint curh;
01385 
01386   size_x = 2;
01387   size_y = 2;
01388 
01389   /* Check if we don't leave the map */
01390   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
01391 
01392   tile += TileDiffXY(-1, -1);
01393   TILE_LOOP(tile_walk, size_x, size_y, tile) {
01394     curh = TileHeight(tile_walk);
01395     /* Is the tile clear? */
01396     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES))
01397       return false;
01398 
01399     /* Don't allow too big of a change if this is the sub-tile check */
01400     if (internal != 0 && Delta(curh, height) > 1) return false;
01401 
01402     /* Different height, so the surrounding tiles of this tile
01403      *  has to be correct too (in level, or almost in level)
01404      *  else you get a chain-reaction of terraforming. */
01405     if (internal == 0 && curh != height) {
01406       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1))
01407         return false;
01408     }
01409   }
01410 
01411   return true;
01412 }
01413 
01418 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
01419 {
01420   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
01421   int max_x = 0;
01422   int max_y = 0;
01423   TileIndex cur_tile;
01424   uint size_x, size_y;
01425   uint h, curh;
01426 
01427   /* Finds dimensions of largest variant of this industry */
01428   do {
01429     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
01430     if (it->ti.x > max_x) max_x = it->ti.x;
01431     if (it->ti.y > max_y) max_y = it->ti.y;
01432   } while ((++it)->ti.x != MKEND);
01433 
01434   /* Remember level height */
01435   h = TileHeight(tile);
01436 
01437   if (TileX(tile) <= 1 || TileY(tile) <= 1) return false;
01438   /* Check that all tiles in area and surrounding are clear
01439    * this determines that there are no obstructing items */
01440   cur_tile = tile + TileDiffXY(-1, -1);
01441   size_x = max_x + 4;
01442   size_y = max_y + 4;
01443 
01444   /* Check if we don't leave the map */
01445   if (TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
01446 
01447   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
01448    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
01449   CompanyID old_company = _current_company;
01450   _current_company = OWNER_TOWN;
01451 
01452   TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
01453     curh = TileHeight(tile_walk);
01454     if (curh != h) {
01455       /* This tile needs terraforming. Check if we can do that without
01456        *  damaging the surroundings too much. */
01457       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
01458         _current_company = old_company;
01459         return false;
01460       }
01461       /* This is not 100% correct check, but the best we can do without modifying the map.
01462        *  What is missing, is if the difference in height is more than 1.. */
01463       if (CmdFailed(DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND))) {
01464         _current_company = old_company;
01465         return false;
01466       }
01467     }
01468   }
01469 
01470   if (flags & DC_EXEC) {
01471     /* Terraform the land under the industry */
01472     TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
01473       curh = TileHeight(tile_walk);
01474       while (curh != h) {
01475         /* We give the terraforming for free here, because we can't calculate
01476          *  exact cost in the test-round, and as we all know, that will cause
01477          *  a nice assert if they don't match ;) */
01478         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
01479         curh += (curh > h) ? -1 : 1;
01480       }
01481     }
01482   }
01483 
01484   _current_company = old_company;
01485   return true;
01486 }
01487 
01488 
01489 static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
01490 {
01491   const IndustrySpec *indspec = GetIndustrySpec(type);
01492   const Industry *i;
01493 
01494   if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
01495     /* Allow primary industries to be placed close to any other industry */
01496     return true;
01497 
01498   FOR_ALL_INDUSTRIES(i) {
01499     /* Within 14 tiles from another industry is considered close */
01500     bool in_low_distance = DistanceMax(tile, i->xy) <= 14;
01501 
01502     /* check if an industry that accepts the same goods is nearby */
01503     if (in_low_distance &&
01504         !indspec->IsRawIndustry() && // not a primary industry?
01505         indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
01506         /* at least one of those options must be true */
01507         _game_mode != GM_EDITOR || // editor must not be stopped
01508         !_settings_game.economy.same_industry_close ||
01509         !_settings_game.economy.multiple_industry_per_town)) {
01510       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
01511       return false;
01512     }
01513 
01514     /* check if there are any conflicting industry types around */
01515     if ((i->type == indspec->conflicting[0] ||
01516         i->type == indspec->conflicting[1] ||
01517         i->type == indspec->conflicting[2]) &&
01518         in_low_distance) {
01519       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
01520       return false;
01521     }
01522   }
01523   return true;
01524 }
01525 
01529 enum ProductionLevels {
01530   PRODLEVEL_CLOSURE = 0x00,  
01531   PRODLEVEL_MINIMUM = 0x04,  
01532   PRODLEVEL_DEFAULT = 0x10,  
01533   PRODLEVEL_MAXIMUM = 0x80,  
01534 };
01535 
01536 static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner owner, Owner founder)
01537 {
01538   const IndustrySpec *indspec = GetIndustrySpec(type);
01539   uint32 r;
01540   uint j;
01541 
01542   i->xy = tile;
01543   i->width = i->height = 0;
01544   i->type = type;
01545   IncIndustryTypeCount(type);
01546 
01547   i->produced_cargo[0] = indspec->produced_cargo[0];
01548   i->produced_cargo[1] = indspec->produced_cargo[1];
01549   i->accepts_cargo[0] = indspec->accepts_cargo[0];
01550   i->accepts_cargo[1] = indspec->accepts_cargo[1];
01551   i->accepts_cargo[2] = indspec->accepts_cargo[2];
01552   i->production_rate[0] = indspec->production_rate[0];
01553   i->production_rate[1] = indspec->production_rate[1];
01554 
01555   /* don't use smooth economy for industries using production related callbacks */
01556   if (_settings_game.economy.smooth_economy &&
01557       !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
01558       !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE))             // production change callbacks
01559   ) {
01560     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
01561     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
01562   }
01563 
01564   i->town = t;
01565   i->owner = owner;
01566 
01567   r = Random();
01568   i->random_colour = GB(r, 0, 4);
01569   i->counter = GB(r, 4, 12);
01570   i->random = GB(r, 16, 16);
01571   i->produced_cargo_waiting[0] = 0;
01572   i->produced_cargo_waiting[1] = 0;
01573   i->incoming_cargo_waiting[0] = 0;
01574   i->incoming_cargo_waiting[1] = 0;
01575   i->incoming_cargo_waiting[2] = 0;
01576   i->this_month_production[0] = 0;
01577   i->this_month_production[1] = 0;
01578   i->this_month_transported[0] = 0;
01579   i->this_month_transported[1] = 0;
01580   i->last_month_pct_transported[0] = 0;
01581   i->last_month_pct_transported[1] = 0;
01582   i->last_month_transported[0] = 0;
01583   i->last_month_transported[1] = 0;
01584   i->was_cargo_delivered = false;
01585   i->last_prod_year = _cur_year;
01586   i->last_month_production[0] = i->production_rate[0] * 8;
01587   i->last_month_production[1] = i->production_rate[1] * 8;
01588   i->founder = founder;
01589 
01590   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
01591     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
01592     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
01593   }
01594 
01595   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
01596     for (j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
01597     for (j = 0; j < lengthof(i->accepts_cargo); j++) {
01598       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01599       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01600       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01601     }
01602   }
01603 
01604   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
01605     for (j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
01606     for (j = 0; j < lengthof(i->produced_cargo); j++) {
01607       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01608       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01609       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01610     }
01611   }
01612 
01613   i->construction_date = _date;
01614   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
01615       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
01616 
01617   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
01618    * 0 = created prior of newindustries
01619    * else, chosen layout + 1 */
01620   i->selected_layout = layout + 1;
01621 
01622   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
01623 
01624   i->prod_level = PRODLEVEL_DEFAULT;
01625 
01626   do {
01627     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
01628 
01629     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
01630       byte size;
01631 
01632       size = it->ti.x;
01633       if (size > i->width) i->width = size;
01634       size = it->ti.y;
01635       if (size > i->height)i->height = size;
01636 
01637       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
01638 
01639       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
01640 
01641       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
01642 
01643       if (_generating_world) {
01644         SetIndustryConstructionCounter(cur_tile, 3);
01645         SetIndustryConstructionStage(cur_tile, 2);
01646       }
01647 
01648       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
01649       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
01650       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
01651       if (its->animation_info != 0xFFFF) AddAnimatedTile(cur_tile);
01652     }
01653   } while ((++it)->ti.x != -0x80);
01654 
01655   i->width++;
01656   i->height++;
01657 
01658   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
01659     for (j = 0; j != 50; j++) PlantRandomFarmField(i);
01660   }
01661   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
01662 
01663   Station::RecomputeIndustriesNearForAll();
01664 }
01665 
01676 static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed, Owner founder)
01677 {
01678   assert(itspec_index < indspec->num_table);
01679   const IndustryTileTable *it = indspec->table[itspec_index];
01680   bool custom_shape_check = false;
01681 
01682   if (!CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check)) return NULL;
01683 
01684   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
01685     if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed)) return NULL;
01686   } else {
01687     if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
01688   }
01689 
01690   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) return NULL;
01691   if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL;
01692 
01693   const Town *t = CheckMultipleIndustryInTown(tile, type);
01694   if (t == NULL) return NULL;
01695 
01696   if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
01697 
01698   if (!Industry::CanAllocateItem()) return NULL;
01699 
01700   if (flags & DC_EXEC) {
01701     Industry *i = new Industry(tile);
01702     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
01703     DoCreateNewIndustry(i, tile, type, it, itspec_index, t, OWNER_NONE, founder);
01704 
01705     return i;
01706   }
01707 
01708   /* We need to return a non-NULL pointer to tell we have created an industry.
01709    * However, we haven't created a real one (no DC_EXEC), so return a fake one. */
01710   return (Industry *)-1;
01711 }
01712 
01723 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01724 {
01725   IndustryType it = GB(p1, 0, 8);
01726   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
01727 
01728   const IndustrySpec *indspec = GetIndustrySpec(it);
01729 
01730   /* Check if the to-be built/founded industry is available for this climate. */
01731   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
01732 
01733   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
01734    * Raw material industries are industries that do not accept cargo (at least for now) */
01735   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
01736     return CMD_ERROR;
01737   }
01738 
01739   const Industry *ind = NULL;
01740   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
01741     if (flags & DC_EXEC) {
01742       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
01743       CompanyID founder = _current_company;
01744       _current_company = OWNER_TOWN;
01745       /* Prospecting has a chance to fail, however we cannot guarantee that something can
01746        * be built on the map, so the chance gets lower when the map is fuller, but there
01747        * is nothing we can really do about that. */
01748       if (Random() <= indspec->prospecting_chance) {
01749         for (int i = 0; i < 5000; i++) {
01750           /* We should not have more than one Random() in a function call
01751            * because parameter evaluation order is not guaranteed in the c++ standard
01752            */
01753           tile = RandomTile();
01754           ind = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), p2, founder);
01755           if (ind != NULL) {
01756             break;
01757           }
01758         }
01759       }
01760       _current_company = founder;
01761     }
01762   } else {
01763     int count = indspec->num_table;
01764     const IndustryTileTable * const *itt = indspec->table;
01765     int num = GB(p1, 8, 8);
01766     if (num >= count) return CMD_ERROR;
01767 
01768     _error_message = STR_ERROR_SITE_UNSUITABLE;
01769     do {
01770       if (--count < 0) return CMD_ERROR;
01771       if (--num < 0) num = indspec->num_table - 1;
01772     } while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, it));
01773 
01774     ind = CreateNewIndustryHelper(tile, it, flags, indspec, num, p2, _current_company);
01775     if (ind == NULL) return CMD_ERROR;
01776   }
01777 
01778   if ((flags & DC_EXEC) && _game_mode != GM_EDITOR && ind != NULL) {
01779     SetDParam(0, indspec->name);
01780     if (indspec->new_industry_text > STR_LAST_STRINGID) {
01781       SetDParam(1, STR_TOWN_NAME);
01782       SetDParam(2, ind->town->index);
01783     } else {
01784       SetDParam(1, ind->town->index);
01785     }
01786     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
01787     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
01788   }
01789 
01790   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
01791 }
01792 
01793 
01794 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
01795 {
01796   const IndustrySpec *indspec = GetIndustrySpec(type);
01797 
01798   uint32 seed = Random();
01799   return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE);
01800 }
01801 
01802 enum {
01803   NB_NUMOFINDUSTRY = 11,
01804   NB_DIFFICULTY_LEVEL = 5,
01805 };
01806 
01807 static const byte _numof_industry_table[NB_DIFFICULTY_LEVEL][NB_NUMOFINDUSTRY] = {
01808   /* difficulty settings for number of industries */
01809   {0, 0, 0, 0, 0, 0, 0, 0,  0,  0,  0},   // none
01810   {0, 1, 1, 1, 1, 1, 1, 1,  1,  1,  1},   // very low
01811   {0, 1, 1, 1, 2, 2, 3, 3,  4,  4,  5},   // low
01812   {0, 1, 2, 3, 4, 5, 6, 7,  8,  9, 10},   // normal
01813   {0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10},   // high
01814 };
01815 
01820 static void PlaceInitialIndustry(IndustryType type, int amount)
01821 {
01822   /* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the
01823    * _numof_industry_table.  newgrf can specify a big amount */
01824   int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings_game.difficulty.number_industries][amount];
01825   const IndustrySpec *ind_spc = GetIndustrySpec(type);
01826 
01827   /* These are always placed next to the coastline, so we scale by the perimeter instead. */
01828   num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
01829 
01830   if (_settings_game.difficulty.number_industries != 0) {
01831     CompanyID old_company = _current_company;
01832     _current_company = OWNER_NONE;
01833     assert(num > 0);
01834 
01835     do {
01836       uint i;
01837 
01838       IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
01839 
01840       for (i = 0; i < 2000; i++) {
01841         if (CreateNewIndustry(RandomTile(), type) != NULL) break;
01842       }
01843     } while (--num);
01844 
01845     _current_company = old_company;
01846   }
01847 }
01848 
01851 void GenerateIndustries()
01852 {
01853   uint i = 0;
01854   uint8 chance;
01855   IndustryType it;
01856   const IndustrySpec *ind_spc;
01857 
01858   /* Find the total amount of industries */
01859   if (_settings_game.difficulty.number_industries > 0) {
01860     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
01861 
01862       ind_spc = GetIndustrySpec(it);
01863 
01864       if (!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
01865         ResetIndustryCreationProbility(it);
01866       }
01867 
01868       chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
01869       if (ind_spc->enabled && chance > 0 && ind_spc->num_table > 0) {
01870         /* once the chance of appearance is determind, it have to be scaled by
01871          * the difficulty level. The "chance" in question is more an index into
01872          * the _numof_industry_table,in fact */
01873         int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
01874 
01875         /* These are always placed next to the coastline, so we scale by the perimeter instead. */
01876         num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
01877         i += num;
01878       }
01879     }
01880   }
01881 
01882   SetGeneratingWorldProgress(GWP_INDUSTRY, i);
01883 
01884   if (_settings_game.difficulty.number_industries > 0) {
01885     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
01886       /* Once the number of industries has been determined, let's really create them.
01887        * The test for chance allows us to try create industries that are available only
01888        * for this landscape.
01889        * @todo :  Do we really have to pass chance as un-scaled value, since we've already
01890        *          processed that scaling above? No, don't think so.  Will find a way. */
01891       ind_spc = GetIndustrySpec(it);
01892       if (ind_spc->enabled && ind_spc->num_table > 0) {
01893         chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
01894         if (chance > 0) PlaceInitialIndustry(it, chance);
01895       }
01896     }
01897   }
01898 }
01899 
01900 static void UpdateIndustryStatistics(Industry *i)
01901 {
01902   byte pct;
01903   bool refresh = false;
01904 
01905   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
01906     if (i->produced_cargo[j] != CT_INVALID) {
01907       pct = 0;
01908       if (i->this_month_production[j] != 0) {
01909         i->last_prod_year = _cur_year;
01910         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
01911       }
01912       i->last_month_pct_transported[j] = pct;
01913 
01914       i->last_month_production[j] = i->this_month_production[j];
01915       i->this_month_production[j] = 0;
01916 
01917       i->last_month_transported[j] = i->this_month_transported[j];
01918       i->this_month_transported[j] = 0;
01919       refresh = true;
01920     }
01921   }
01922 
01923   if (refresh) SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01924 }
01925 
01927 struct ProbabilityHelper {
01928   uint16 prob;      
01929   IndustryType ind; 
01930 };
01931 
01935 static void MaybeNewIndustry()
01936 {
01937   Industry *ind;               // will receive the industry's creation pointer
01938   IndustryType rndtype, j;     // Loop controlers
01939   const IndustrySpec *ind_spc;
01940   uint num = 0;
01941   ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
01942   uint16 probability_max = 0;
01943 
01944   /* Generate a list of all possible industries that can be built. */
01945   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
01946     ind_spc = GetIndustrySpec(j);
01947     byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
01948 
01949     if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0) continue;
01950 
01951     /* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
01952      * and if appearing chance for this landscape is above 0, this industry can be chosen */
01953     if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
01954       probability_max += chance;
01955       /* adds the result for this industry */
01956       cumulative_probs[num].ind = j;
01957       cumulative_probs[num++].prob = probability_max;
01958     }
01959   }
01960 
01961   /* Abort if there is no industry buildable */
01962   if (probability_max == 0) return;
01963 
01964   /* Find a random type, with maximum being what has been evaluate above*/
01965   rndtype = RandomRange(probability_max);
01966   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
01967     /* and choose the index of the industry that matches as close as possible this random type */
01968     if (cumulative_probs[j].prob >= rndtype) break;
01969   }
01970 
01971   ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
01972   /*  Check if it is allowed */
01973   if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
01974   if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
01975 
01976   /* try to create 2000 times this industry */
01977   num = 2000;
01978   for (;;) {
01979     ind = CreateNewIndustry(RandomTile(), cumulative_probs[j].ind);
01980     if (ind != NULL) break;
01981     if (--num == 0) return;
01982   }
01983 
01984   SetDParam(0, ind_spc->name);
01985   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
01986     SetDParam(1, STR_TOWN_NAME);
01987     SetDParam(2, ind->town->index);
01988   } else {
01989     SetDParam(1, ind->town->index);
01990   }
01991   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
01992   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
01993 }
01994 
02003 static bool CheckIndustryCloseDownProtection(IndustryType type)
02004 {
02005   const IndustrySpec *indspec = GetIndustrySpec(type);
02006 
02007   /* oil wells (or the industries with that flag set) are always allowed to closedown */
02008   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
02009   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1;
02010 }
02011 
02021 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
02022 {
02023   const IndustrySpec *indspec = GetIndustrySpec(ind->type);
02024 
02025   /* Check for acceptance of cargo */
02026   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
02027     if (ind->accepts_cargo[j] == CT_INVALID) continue;
02028     if (cargo == ind->accepts_cargo[j]) {
02029       if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
02030         uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO,
02031             0, GetReverseCargoTranslation(cargo, indspec->grf_prop.grffile),
02032             ind, ind->type, ind->xy);
02033         if (res == 0) continue;
02034       }
02035       *c_accepts = true;
02036       break;
02037     }
02038   }
02039 
02040   /* Check for produced cargo */
02041   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
02042     if (ind->produced_cargo[j] == CT_INVALID) continue;
02043     if (cargo == ind->produced_cargo[j]) {
02044       *c_produces = true;
02045       break;
02046     }
02047   }
02048 }
02049 
02063 static int WhoCanServiceIndustry(Industry *ind)
02064 {
02065   /* Find all stations within reach of the industry */
02066   StationList stations;
02067   FindStationsAroundTiles(ind->xy, ind->width, ind->height, &stations);
02068 
02069   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
02070 
02071   const Vehicle *v;
02072   int result = 0;
02073   FOR_ALL_VEHICLES(v) {
02074     /* Is it worthwhile to try this vehicle? */
02075     if (v->owner != _local_company && result != 0) continue;
02076 
02077     /* Check whether it accepts the right kind of cargo */
02078     bool c_accepts = false;
02079     bool c_produces = false;
02080     if (v->type == VEH_TRAIN && Train::From(v)->IsFrontEngine()) {
02081       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
02082         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
02083       }
02084     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
02085       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
02086     } else {
02087       continue;
02088     }
02089     if (!c_accepts && !c_produces) continue; // Wrong cargo
02090 
02091     /* Check orders of the vehicle.
02092      * We cannot check the first of shared orders only, since the first vehicle in such a chain
02093      * may have a different cargo type.
02094      */
02095     const Order *o;
02096     FOR_VEHICLE_ORDERS(v, o) {
02097       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
02098         /* Vehicle visits a station to load or unload */
02099         Station *st = Station::Get(o->GetDestination());
02100         assert(st != NULL);
02101 
02102         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
02103         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
02104 
02105         if (stations.Contains(st)) {
02106           if (v->owner == _local_company) return 2; // Company services industry
02107           result = 1; // Competitor services industry
02108         }
02109       }
02110     }
02111   }
02112   return result;
02113 }
02114 
02122 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
02123 {
02124   NewsSubtype ns;
02125 
02126   switch (WhoCanServiceIndustry(ind)) {
02127     case 0: ns = NS_INDUSTRY_NOBODY;  break;
02128     case 1: ns = NS_INDUSTRY_OTHER;   break;
02129     case 2: ns = NS_INDUSTRY_COMPANY; break;
02130     default: NOT_REACHED();
02131   }
02132   SetDParam(2, abs(percent));
02133   SetDParam(0, CargoSpec::Get(type)->name);
02134   SetDParam(1, ind->index);
02135   AddIndustryNewsItem(
02136     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
02137     ns,
02138     ind->index
02139   );
02140 }
02141 
02142 enum {
02143   PERCENT_TRANSPORTED_60 = 153,
02144   PERCENT_TRANSPORTED_80 = 204,
02145 };
02146 
02151 static void ChangeIndustryProduction(Industry *i, bool monthly)
02152 {
02153   StringID str = STR_NULL;
02154   bool closeit = false;
02155   const IndustrySpec *indspec = GetIndustrySpec(i->type);
02156   bool standard = false;
02157   bool suppress_message = false;
02158   bool recalculate_multipliers = false; 
02159   /* don't use smooth economy for industries using production related callbacks */
02160   bool smooth_economy = _settings_game.economy.smooth_economy &&
02161                         !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
02162                         !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
02163   byte div = 0;
02164   byte mul = 0;
02165   int8 increment = 0;
02166 
02167   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
02168   if (callback_enabled) {
02169     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->xy);
02170     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
02171       suppress_message = HasBit(res, 7);
02172       /* Get the custom message if any */
02173       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
02174       res = GB(res, 0, 4);
02175       switch (res) {
02176         default: NOT_REACHED();
02177         case 0x0: break;                  // Do nothing, but show the custom message if any
02178         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
02179         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
02180         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
02181         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
02182         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
02183         case 0x8: div = res - 0x3; break; // Divide production by 32
02184         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
02185         case 0xC: mul = res - 0x7; break; // Multiply production by 32
02186         case 0xD:                         // decrement production
02187         case 0xE:                         // increment production
02188           increment = res == 0x0D ? -1 : 1;
02189           break;
02190         case 0xF:                         // Set production to third byte of register 0x100
02191           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02192           recalculate_multipliers = true;
02193           break;
02194       }
02195     }
02196   } else {
02197     if (monthly != smooth_economy) return;
02198     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
02199   }
02200 
02201   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
02202     /* decrease or increase */
02203     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
02204 
02205     if (smooth_economy) {
02206       closeit = true;
02207       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
02208         if (i->produced_cargo[j] == CT_INVALID) continue;
02209         uint32 r = Random();
02210         int old_prod, new_prod, percent;
02211         /* If over 60% is transported, mult is 1, else mult is -1. */
02212         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
02213 
02214         new_prod = old_prod = i->production_rate[j];
02215 
02216         /* For industries with only_decrease flags (temperate terrain Oil Wells),
02217          * the multiplier will always be -1 so they will only decrease. */
02218         if (only_decrease) {
02219           mult = -1;
02220         /* For normal industries, if over 60% is transported, 33% chance for decrease.
02221          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
02222         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
02223           mult *= -1;
02224         }
02225 
02226         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
02227          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
02228         if (Chance16I(1, 22, r >> 16)) {
02229           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
02230         }
02231 
02232         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
02233         new_prod = Clamp(new_prod, 1, 255);
02234 
02235         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1)
02236           new_prod = Clamp(new_prod, 0, 16);
02237 
02238         /* Do not stop closing the industry when it has the lowest possible production rate */
02239         if (new_prod == old_prod && old_prod > 1) {
02240           closeit = false;
02241           continue;
02242         }
02243 
02244         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
02245         i->production_rate[j] = new_prod;
02246 
02247         /* Close the industry when it has the lowest possible production rate */
02248         if (new_prod > 1) closeit = false;
02249 
02250         if (abs(percent) >= 10) {
02251           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
02252         }
02253       }
02254     } else {
02255       if (only_decrease || Chance16(1, 3)) {
02256         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
02257         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
02258           mul = 1; // Increase production
02259         } else {
02260           div = 1; // Decrease production
02261         }
02262       }
02263     }
02264   }
02265 
02266   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
02267     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
02268       closeit = true;
02269     }
02270   }
02271 
02272   /* Increase if needed */
02273   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
02274     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
02275     recalculate_multipliers = true;
02276     if (str == STR_NULL) str = indspec->production_up_text;
02277   }
02278 
02279   /* Decrease if needed */
02280   while (div-- != 0 && !closeit) {
02281     if (i->prod_level == PRODLEVEL_MINIMUM) {
02282       closeit = true;
02283     } else {
02284       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
02285       recalculate_multipliers = true;
02286       if (str == STR_NULL) str = indspec->production_down_text;
02287     }
02288   }
02289 
02290   /* Increase or Decreasing the production level if needed */
02291   if (increment != 0) {
02292     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
02293       closeit = true;
02294     } else {
02295       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02296       recalculate_multipliers = true;
02297     }
02298   }
02299 
02300   /* Recalculate production_rate
02301    * For non-smooth economy these should always be synchronized with prod_level */
02302   if (recalculate_multipliers) {
02303     /* Rates are rounded up, so e.g. oilrig always produces some passengers */
02304     i->production_rate[0] = min((indspec->production_rate[0] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
02305     i->production_rate[1] = min((indspec->production_rate[1] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
02306   }
02307 
02308   /* Close if needed and allowed */
02309   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
02310     i->prod_level = PRODLEVEL_CLOSURE;
02311     str = indspec->closure_text;
02312   }
02313 
02314   if (!suppress_message && str != STR_NULL) {
02315     NewsSubtype ns;
02316     /* Compute news category */
02317     if (closeit) {
02318       ns = NS_INDUSTRY_CLOSE;
02319       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
02320     } else {
02321       switch (WhoCanServiceIndustry(i)) {
02322         case 0: ns = NS_INDUSTRY_NOBODY;  break;
02323         case 1: ns = NS_INDUSTRY_OTHER;   break;
02324         case 2: ns = NS_INDUSTRY_COMPANY; break;
02325         default: NOT_REACHED();
02326       }
02327     }
02328     /* Set parameters of news string */
02329     if (str > STR_LAST_STRINGID) {
02330       SetDParam(0, STR_TOWN_NAME);
02331       SetDParam(1, i->town->index);
02332       SetDParam(2, indspec->name);
02333     } else if (closeit) {
02334       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
02335       SetDParam(1, i->town->index);
02336       SetDParam(2, indspec->name);
02337     } else {
02338       SetDParam(0, i->index);
02339     }
02340     /* and report the news to the user */
02341     AddNewsItem(str,
02342       ns,
02343       closeit ? NR_TILE : NR_INDUSTRY,
02344       closeit ? i->xy + TileDiffXY(1, 1) : i->index);
02345   }
02346 }
02347 
02353 void IndustryDailyLoop()
02354 {
02355   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
02356 
02357   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
02358    * the lower 16 bit are a fractional part that might accumulate over several days until it
02359    * is sufficient for an industry. */
02360   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
02361 
02362   /* Reset the active part of the counter, just keeping the "factional part" */
02363   _economy.industry_daily_change_counter &= 0xFFFF;
02364 
02365   if (change_loop == 0) {
02366     return;  // Nothing to do? get out
02367   }
02368 
02369   CompanyID old_company = _current_company;
02370   _current_company = OWNER_NONE;
02371 
02372   /* perform the required industry changes for the day */
02373   for (uint16 j = 0; j < change_loop; j++) {
02374     /* 3% chance that we start a new industry */
02375     if (Chance16(3, 100)) {
02376       MaybeNewIndustry();
02377     } else {
02378       Industry *i = Industry::GetRandom();
02379       if (i != NULL) ChangeIndustryProduction(i, false);
02380     }
02381   }
02382 
02383   _current_company = old_company;
02384 
02385   /* production-change */
02386   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02387 }
02388 
02389 void IndustryMonthlyLoop()
02390 {
02391   Industry *i;
02392   CompanyID old_company = _current_company;
02393   _current_company = OWNER_NONE;
02394 
02395   FOR_ALL_INDUSTRIES(i) {
02396     UpdateIndustryStatistics(i);
02397     if (i->prod_level == PRODLEVEL_CLOSURE) {
02398       delete i;
02399     } else {
02400       ChangeIndustryProduction(i, true);
02401     }
02402   }
02403 
02404   _current_company = old_company;
02405 
02406   /* production-change */
02407   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02408 }
02409 
02410 
02411 void InitializeIndustries()
02412 {
02413   _industry_pool.CleanPool();
02414 
02415   ResetIndustryCounts();
02416   _industry_sound_tile = 0;
02417 }
02418 
02419 bool IndustrySpec::IsRawIndustry() const
02420 {
02421   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
02422   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
02423       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
02424 }
02425 
02426 Money IndustrySpec::GetConstructionCost() const
02427 {
02428   /* Building raw industries like secondary uses different price base */
02429   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
02430       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
02431 }
02432 
02433 Money IndustrySpec::GetRemovalCost() const
02434 {
02435   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
02436 }
02437 
02438 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02439 {
02440   if (AutoslopeEnabled()) {
02441     /* We imitate here TTDP's behaviour:
02442      *  - Both new and old slope must not be steep.
02443      *  - TileMaxZ must not be changed.
02444      *  - Allow autoslope by default.
02445      *  - Disallow autoslope if callback succeeds and returns non-zero.
02446      */
02447     Slope tileh_old = GetTileSlope(tile, NULL);
02448     /* TileMaxZ must not be changed. Slopes must not be steep. */
02449     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
02450       const IndustryGfx gfx = GetIndustryGfx(tile);
02451       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
02452 
02453       /* Call callback 3C 'disable autosloping for industry tiles'. */
02454       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
02455         /* If the callback fails, allow autoslope. */
02456         uint16 res = GetIndustryTileCallback(CBID_INDUSTRY_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
02457         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02458       } else {
02459         /* allow autoslope */
02460         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02461       }
02462     }
02463   }
02464   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02465 }
02466 
02467 extern const TileTypeProcs _tile_type_industry_procs = {
02468   DrawTile_Industry,           // draw_tile_proc
02469   GetSlopeZ_Industry,          // get_slope_z_proc
02470   ClearTile_Industry,          // clear_tile_proc
02471   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
02472   GetTileDesc_Industry,        // get_tile_desc_proc
02473   GetTileTrackStatus_Industry, // get_tile_track_status_proc
02474   ClickTile_Industry,          // click_tile_proc
02475   AnimateTile_Industry,        // animate_tile_proc
02476   TileLoop_Industry,           // tile_loop_proc
02477   ChangeTileOwner_Industry,    // change_tile_owner_proc
02478   AddProducedCargo_Industry,   // add_produced_cargo_proc
02479   NULL,                        // vehicle_enter_tile_proc
02480   GetFoundation_Industry,      // get_foundation_proc
02481   TerraformTile_Industry,      // terraform_tile_proc
02482 };

Generated on Sat Dec 26 20:06:01 2009 for OpenTTD by  doxygen 1.5.6