industry_cmd.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "clear_map.h"
00014 #include "industry.h"
00015 #include "station_base.h"
00016 #include "train.h"
00017 #include "viewport_func.h"
00018 #include "command_func.h"
00019 #include "town.h"
00020 #include "news_func.h"
00021 #include "cheat_type.h"
00022 #include "genworld.h"
00023 #include "tree_map.h"
00024 #include "newgrf_cargo.h"
00025 #include "newgrf_debug.h"
00026 #include "newgrf_industrytiles.h"
00027 #include "autoslope.h"
00028 #include "water.h"
00029 #include "strings_func.h"
00030 #include "window_func.h"
00031 #include "date_func.h"
00032 #include "vehicle_func.h"
00033 #include "sound_func.h"
00034 #include "animated_tile_func.h"
00035 #include "effectvehicle_func.h"
00036 #include "effectvehicle_base.h"
00037 #include "ai/ai.hpp"
00038 #include "core/pool_func.hpp"
00039 #include "subsidy_func.h"
00040 #include "core/backup_type.hpp"
00041 #include "object_base.h"
00042 
00043 #include "table/strings.h"
00044 #include "table/industry_land.h"
00045 #include "table/build_industry.h"
00046 
00047 IndustryPool _industry_pool("Industry");
00048 INSTANTIATE_POOL_METHODS(Industry)
00049 
00050 void ShowIndustryViewWindow(int industry);
00051 void BuildOilRig(TileIndex tile);
00052 
00053 static byte _industry_sound_ctr;
00054 static TileIndex _industry_sound_tile;
00055 
00056 uint16 Industry::counts[NUM_INDUSTRYTYPES];
00057 
00058 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
00059 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
00060 IndustryBuildData _industry_builder; 
00061 
00068 void ResetIndustries()
00069 {
00070   memset(&_industry_specs, 0, sizeof(_industry_specs));
00071   memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
00072 
00073   /* once performed, enable only the current climate industries */
00074   for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
00075     _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
00076         HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
00077   }
00078 
00079   memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
00080   memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
00081 
00082   /* Reset any overrides that have been set. */
00083   _industile_mngr.ResetOverride();
00084   _industry_mngr.ResetOverride();
00085 }
00086 
00095 IndustryType GetIndustryType(TileIndex tile)
00096 {
00097   assert(IsTileType(tile, MP_INDUSTRY));
00098 
00099   const Industry *ind = Industry::GetByTile(tile);
00100   assert(ind != NULL);
00101   return ind->type;
00102 }
00103 
00112 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
00113 {
00114   assert(thistype < NUM_INDUSTRYTYPES);
00115   return &_industry_specs[thistype];
00116 }
00117 
00126 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
00127 {
00128   assert(gfx < INVALID_INDUSTRYTILE);
00129   return &_industry_tile_specs[gfx];
00130 }
00131 
00132 Industry::~Industry()
00133 {
00134   if (CleaningPool()) return;
00135 
00136   /* Industry can also be destroyed when not fully initialized.
00137    * This means that we do not have to clear tiles either.
00138    * Also we must not decrement industry counts in that case. */
00139   if (this->location.w == 0) return;
00140 
00141   TILE_AREA_LOOP(tile_cur, this->location) {
00142     if (IsTileType(tile_cur, MP_INDUSTRY)) {
00143       if (GetIndustryIndex(tile_cur) == this->index) {
00144         DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur);
00145 
00146         /* MakeWaterKeepingClass() can also handle 'land' */
00147         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
00148       }
00149     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
00150       DeleteOilRig(tile_cur);
00151     }
00152   }
00153 
00154   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
00155     TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42);
00156     ta.ClampToMap();
00157 
00158     /* Remove the farmland and convert it to regular tiles over time. */
00159     TILE_AREA_LOOP(tile_cur, ta) {
00160       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
00161           GetIndustryIndexOfField(tile_cur) == this->index) {
00162         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
00163       }
00164     }
00165   }
00166 
00167   /* don't let any disaster vehicle target invalid industry */
00168   ReleaseDisastersTargetingIndustry(this->index);
00169 
00170   DecIndustryTypeCount(this->type);
00171 
00172   DeleteIndustryNews(this->index);
00173   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
00174   DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
00175 
00176   DeleteSubsidyWith(ST_INDUSTRY, this->index);
00177   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
00178 }
00179 
00184 void Industry::PostDestructor(size_t index)
00185 {
00186   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
00187   Station::RecomputeIndustriesNearForAll();
00188 }
00189 
00190 
00200 /* static */ Industry *Industry::GetRandom(EnumIndustryProc enum_proc, IndustryID skip, void *data)
00201 {
00202   assert(skip == INVALID_INDUSTRY || Industry::IsValidID(skip));
00203 
00204   uint16 max_num = 0;
00205   if (enum_proc != NULL) {
00206     /* A callback was given, count all matching industries. */
00207     Industry *ind;
00208     FOR_ALL_INDUSTRIES(ind) {
00209       if (ind->index != skip && enum_proc(ind, data)) max_num++;
00210     }
00211   } else {
00212     max_num = (uint16)Industry::GetNumItems();
00213     /* Subtract one if an industry to skip was given. max_num is at least
00214     * one here as otherwise skip could not be valid. */
00215     if (skip != INVALID_INDUSTRY) max_num--;
00216   }
00217   if (max_num == 0) return NULL;
00218 
00219   uint num = RandomRange(max_num) + 1;
00220   size_t index = MAX_UVALUE(size_t);
00221   do {
00222     index++;
00223 
00224     /* Make sure we have a valid industry */
00225     while (!Industry::IsValidID(index)) {
00226       index++;
00227       assert(index < Industry::GetPoolSize());
00228     }
00229 
00230     if (index != skip && (enum_proc == NULL || enum_proc(Industry::Get(index), data))) num--;
00231   } while (num > 0);
00232 
00233   return Industry::Get(index);
00234 }
00235 
00236 
00237 static void IndustryDrawSugarMine(const TileInfo *ti)
00238 {
00239   if (!IsIndustryCompleted(ti->tile)) return;
00240 
00241   const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
00242 
00243   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
00244 
00245   if (d->image_2 != 0) {
00246     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
00247   }
00248 
00249   if (d->image_3 != 0) {
00250     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
00251       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
00252   }
00253 }
00254 
00255 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
00256 {
00257   uint8 x = 0;
00258 
00259   if (IsIndustryCompleted(ti->tile)) {
00260     x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
00261     if (x == 0xFF) {
00262       x = 0;
00263     }
00264   }
00265 
00266   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
00267   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
00268 }
00269 
00270 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
00271 {
00272   if (IsIndustryCompleted(ti->tile)) {
00273     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
00274   } else {
00275     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
00276   }
00277 }
00278 
00279 static void IndustryDrawToyFactory(const TileInfo *ti)
00280 {
00281   const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
00282 
00283   if (d->image_1 != 0xFF) {
00284     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
00285   }
00286 
00287   if (d->image_2 != 0xFF) {
00288     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
00289   }
00290 
00291   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
00292   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
00293 }
00294 
00295 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
00296 {
00297   if (IsIndustryCompleted(ti->tile)) {
00298     uint8 image = GetAnimationFrame(ti->tile);
00299 
00300     if (image != 0 && image < 7) {
00301       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
00302         PAL_NONE,
00303         _coal_plant_sparks[image - 1].x,
00304         _coal_plant_sparks[image - 1].y
00305       );
00306     }
00307   }
00308 }
00309 
00310 typedef void IndustryDrawTileProc(const TileInfo *ti);
00311 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
00312   IndustryDrawSugarMine,
00313   IndustryDrawToffeeQuarry,
00314   IndustryDrawBubbleGenerator,
00315   IndustryDrawToyFactory,
00316   IndustryDrawCoalPlantSparks,
00317 };
00318 
00319 static void DrawTile_Industry(TileInfo *ti)
00320 {
00321   IndustryGfx gfx = GetIndustryGfx(ti->tile);
00322   Industry *ind = Industry::GetByTile(ti->tile);
00323   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00324 
00325   /* Retrieve pointer to the draw industry tile struct */
00326   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00327     /* Draw the tile using the specialized method of newgrf industrytile.
00328      * DrawNewIndustry will return false if ever the resolver could not
00329      * find any sprite to display.  So in this case, we will jump on the
00330      * substitute gfx instead. */
00331     if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
00332       return;
00333     } else {
00334       /* No sprite group (or no valid one) found, meaning no graphics associated.
00335        * Use the substitute one instead */
00336       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
00337         gfx = indts->grf_prop.subst_id;
00338         /* And point the industrytile spec accordingly */
00339         indts = GetIndustryTileSpec(gfx);
00340       }
00341     }
00342   }
00343 
00344   const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
00345       GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
00346       GetIndustryConstructionStage(ti->tile))];
00347 
00348   SpriteID image = dits->ground.sprite;
00349 
00350   /* DrawFoundation() modifes ti->z and ti->tileh */
00351   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00352 
00353   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
00354    * Do not do this if the tile's WaterClass is 'land'. */
00355   if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
00356     DrawWaterClassGround(ti);
00357   } else {
00358     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
00359   }
00360 
00361   /* If industries are transparent and invisible, do not draw the upper part */
00362   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
00363 
00364   /* Add industry on top of the ground? */
00365   image = dits->building.sprite;
00366   if (image != 0) {
00367     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
00368       ti->x + dits->subtile_x,
00369       ti->y + dits->subtile_y,
00370       dits->width,
00371       dits->height,
00372       dits->dz,
00373       ti->z,
00374       IsTransparencySet(TO_INDUSTRIES));
00375 
00376     if (IsTransparencySet(TO_INDUSTRIES)) return;
00377   }
00378 
00379   {
00380     int proc = dits->draw_proc - 1;
00381     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
00382   }
00383 }
00384 
00385 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
00386 {
00387   return GetTileMaxZ(tile);
00388 }
00389 
00390 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
00391 {
00392   IndustryGfx gfx = GetIndustryGfx(tile);
00393 
00394   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
00395    * account for this, as other structures should
00396    * draw the wall of the foundation in this case.
00397    */
00398   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00399     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00400     if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
00401       uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
00402       if (callback_res == 0) return FOUNDATION_NONE;
00403     }
00404   }
00405   return FlatteningFoundation(tileh);
00406 }
00407 
00408 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00409 {
00410   IndustryGfx gfx = GetIndustryGfx(tile);
00411   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
00412 
00413   /* When we have to use a callback, we put our data in the next two variables */
00414   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
00415   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
00416 
00417   /* And then these will always point to a same sized array with the required data */
00418   const CargoID *accepts_cargo = itspec->accepts_cargo;
00419   const uint8 *cargo_acceptance = itspec->acceptance;
00420 
00421   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
00422     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
00423     if (res != CALLBACK_FAILED) {
00424       accepts_cargo = raw_accepts_cargo;
00425       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
00426     }
00427   }
00428 
00429   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
00430     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
00431     if (res != CALLBACK_FAILED) {
00432       cargo_acceptance = raw_cargo_acceptance;
00433       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
00434     }
00435   }
00436 
00437   const Industry *ind = Industry::GetByTile(tile);
00438   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
00439     CargoID a = accepts_cargo[i];
00440     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
00441 
00442     /* Add accepted cargo */
00443     acceptance[a] += cargo_acceptance[i];
00444 
00445     /* Maybe set 'always accepted' bit (if it's not set already) */
00446     if (HasBit(*always_accepted, a)) continue;
00447 
00448     bool accepts = false;
00449     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00450       /* Test whether the industry itself accepts the cargo type */
00451       if (ind->accepts_cargo[cargo_index] == a) {
00452         accepts = true;
00453         break;
00454       }
00455     }
00456 
00457     if (accepts) continue;
00458 
00459     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
00460     SetBit(*always_accepted, a);
00461   }
00462 }
00463 
00464 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
00465 {
00466   const Industry *i = Industry::GetByTile(tile);
00467   const IndustrySpec *is = GetIndustrySpec(i->type);
00468 
00469   td->owner[0] = i->owner;
00470   td->str = is->name;
00471   if (!IsIndustryCompleted(tile)) {
00472     SetDParamX(td->dparam, 0, td->str);
00473     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00474   }
00475 
00476   if (is->grf_prop.grffile != NULL) {
00477     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName();
00478   }
00479 }
00480 
00481 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
00482 {
00483   Industry *i = Industry::GetByTile(tile);
00484   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00485 
00486   /* water can destroy industries
00487    * in editor you can bulldoze industries
00488    * with magic_bulldozer cheat you can destroy industries
00489    * (area around OILRIG is water, so water shouldn't flood it
00490    */
00491   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
00492       !_cheats.magic_bulldozer.value) ||
00493       ((flags & DC_AUTO) != 0) ||
00494       (_current_company == OWNER_WATER &&
00495         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
00496         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
00497     SetDParam(1, indspec->name);
00498     return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
00499   }
00500 
00501   if (flags & DC_EXEC) {
00502     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
00503     delete i;
00504   }
00505   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
00506 }
00507 
00508 static void TransportIndustryGoods(TileIndex tile)
00509 {
00510   Industry *i = Industry::GetByTile(tile);
00511   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00512   bool moved_cargo = false;
00513 
00514   StationFinder stations(i->location);
00515 
00516   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
00517     uint cw = min(i->produced_cargo_waiting[j], 255);
00518     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
00519       i->produced_cargo_waiting[j] -= cw;
00520 
00521       /* fluctuating economy? */
00522       if (EconomyIsInRecession()) cw = (cw + 1) / 2;
00523 
00524       i->this_month_production[j] += cw;
00525 
00526       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations(), tile);
00527       i->this_month_transported[j] += am;
00528 
00529       moved_cargo |= (am != 0);
00530     }
00531   }
00532 
00533   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
00534     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
00535 
00536     if (newgfx != INDUSTRYTILE_NOANIM) {
00537       ResetIndustryConstructionStage(tile);
00538       SetIndustryCompleted(tile, true);
00539       SetIndustryGfx(tile, newgfx);
00540       MarkTileDirtyByTile(tile);
00541     }
00542   }
00543 }
00544 
00545 
00546 static void AnimateTile_Industry(TileIndex tile)
00547 {
00548   IndustryGfx gfx = GetIndustryGfx(tile);
00549 
00550   if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
00551     AnimateNewIndustryTile(tile);
00552     return;
00553   }
00554 
00555   switch (gfx) {
00556   case GFX_SUGAR_MINE_SIEVE:
00557     if ((_tick_counter & 1) == 0) {
00558       byte m = GetAnimationFrame(tile) + 1;
00559 
00560       switch (m & 7) {
00561       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
00562       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
00563       }
00564 
00565       if (m >= 96) {
00566         m = 0;
00567         DeleteAnimatedTile(tile);
00568       }
00569       SetAnimationFrame(tile, m);
00570 
00571       MarkTileDirtyByTile(tile);
00572     }
00573     break;
00574 
00575   case GFX_TOFFEE_QUARY:
00576     if ((_tick_counter & 3) == 0) {
00577       byte m = GetAnimationFrame(tile);
00578 
00579       if (_industry_anim_offs_toffee[m] == 0xFF) {
00580         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
00581       }
00582 
00583       if (++m >= 70) {
00584         m = 0;
00585         DeleteAnimatedTile(tile);
00586       }
00587       SetAnimationFrame(tile, m);
00588 
00589       MarkTileDirtyByTile(tile);
00590     }
00591     break;
00592 
00593   case GFX_BUBBLE_CATCHER:
00594     if ((_tick_counter & 1) == 0) {
00595       byte m = GetAnimationFrame(tile);
00596 
00597       if (++m >= 40) {
00598         m = 0;
00599         DeleteAnimatedTile(tile);
00600       }
00601       SetAnimationFrame(tile, m);
00602 
00603       MarkTileDirtyByTile(tile);
00604     }
00605     break;
00606 
00607   /* Sparks on a coal plant */
00608   case GFX_POWERPLANT_SPARKS:
00609     if ((_tick_counter & 3) == 0) {
00610       byte m = GetAnimationFrame(tile);
00611       if (m == 6) {
00612         SetAnimationFrame(tile, 0);
00613         DeleteAnimatedTile(tile);
00614       } else {
00615         SetAnimationFrame(tile, m + 1);
00616         MarkTileDirtyByTile(tile);
00617       }
00618     }
00619     break;
00620 
00621   case GFX_TOY_FACTORY:
00622     if ((_tick_counter & 1) == 0) {
00623       byte m = GetAnimationFrame(tile) + 1;
00624 
00625       switch (m) {
00626         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
00627         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
00628         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
00629         default:
00630           if (m >= 50) {
00631             int n = GetIndustryAnimationLoop(tile) + 1;
00632             m = 0;
00633             if (n >= 8) {
00634               n = 0;
00635               DeleteAnimatedTile(tile);
00636             }
00637             SetIndustryAnimationLoop(tile, n);
00638           }
00639       }
00640 
00641       SetAnimationFrame(tile, m);
00642       MarkTileDirtyByTile(tile);
00643     }
00644     break;
00645 
00646   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00647   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00648   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00649   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00650     if ((_tick_counter & 3) == 0) {
00651       IndustryGfx gfx = GetIndustryGfx(tile);
00652 
00653       gfx = (gfx < 155) ? gfx + 1 : 148;
00654       SetIndustryGfx(tile, gfx);
00655       MarkTileDirtyByTile(tile);
00656     }
00657     break;
00658 
00659   case GFX_OILWELL_ANIMATED_1:
00660   case GFX_OILWELL_ANIMATED_2:
00661   case GFX_OILWELL_ANIMATED_3:
00662     if ((_tick_counter & 7) == 0) {
00663       bool b = Chance16(1, 7);
00664       IndustryGfx gfx = GetIndustryGfx(tile);
00665 
00666       byte m = GetAnimationFrame(tile) + 1;
00667       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
00668         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
00669         SetIndustryConstructionStage(tile, 3);
00670         DeleteAnimatedTile(tile);
00671       } else {
00672         SetAnimationFrame(tile, m);
00673         SetIndustryGfx(tile, gfx);
00674         MarkTileDirtyByTile(tile);
00675       }
00676     }
00677     break;
00678 
00679   case GFX_COAL_MINE_TOWER_ANIMATED:
00680   case GFX_COPPER_MINE_TOWER_ANIMATED:
00681   case GFX_GOLD_MINE_TOWER_ANIMATED: {
00682       int state = _tick_counter & 0x7FF;
00683 
00684       if ((state -= 0x400) < 0) return;
00685 
00686       if (state < 0x1A0) {
00687         if (state < 0x20 || state >= 0x180) {
00688           byte m = GetAnimationFrame(tile);
00689           if (!(m & 0x40)) {
00690             SetAnimationFrame(tile, m | 0x40);
00691             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
00692           }
00693           if (state & 7) return;
00694         } else {
00695           if (state & 3) return;
00696         }
00697         byte m = (GetAnimationFrame(tile) + 1) | 0x40;
00698         if (m > 0xC2) m = 0xC0;
00699         SetAnimationFrame(tile, m);
00700         MarkTileDirtyByTile(tile);
00701       } else if (state >= 0x200 && state < 0x3A0) {
00702         int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
00703         if (state & i) return;
00704 
00705         byte m = (GetAnimationFrame(tile) & 0xBF) - 1;
00706         if (m < 0x80) m = 0x82;
00707         SetAnimationFrame(tile, m);
00708         MarkTileDirtyByTile(tile);
00709       }
00710       break;
00711     }
00712   }
00713 }
00714 
00715 static void CreateChimneySmoke(TileIndex tile)
00716 {
00717   uint x = TileX(tile) * TILE_SIZE;
00718   uint y = TileY(tile) * TILE_SIZE;
00719   uint z = GetTileMaxZ(tile);
00720 
00721   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
00722 }
00723 
00724 static void MakeIndustryTileBigger(TileIndex tile)
00725 {
00726   byte cnt = GetIndustryConstructionCounter(tile) + 1;
00727   if (cnt != 4) {
00728     SetIndustryConstructionCounter(tile, cnt);
00729     return;
00730   }
00731 
00732   byte stage = GetIndustryConstructionStage(tile) + 1;
00733   SetIndustryConstructionCounter(tile, 0);
00734   SetIndustryConstructionStage(tile, stage);
00735   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
00736   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
00737 
00738   MarkTileDirtyByTile(tile);
00739 
00740   if (!IsIndustryCompleted(tile)) return;
00741 
00742   IndustryGfx gfx = GetIndustryGfx(tile);
00743   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00744     /* New industries are already animated on construction. */
00745     return;
00746   }
00747 
00748   switch (gfx) {
00749   case GFX_POWERPLANT_CHIMNEY:
00750     CreateChimneySmoke(tile);
00751     break;
00752 
00753   case GFX_OILRIG_1: {
00754     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
00755      * tiles (like the default oil rig). Do a proper check to ensure the
00756      * tiles belong to the same industry and based on that build the oil rig's
00757      * station. */
00758     TileIndex other = tile + TileDiffXY(0, 1);
00759 
00760     if (IsTileType(other, MP_INDUSTRY) &&
00761         GetIndustryGfx(other) == GFX_OILRIG_1 &&
00762         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
00763       BuildOilRig(tile);
00764     }
00765     break;
00766   }
00767 
00768   case GFX_TOY_FACTORY:
00769   case GFX_BUBBLE_CATCHER:
00770   case GFX_TOFFEE_QUARY:
00771     SetAnimationFrame(tile, 0);
00772     SetIndustryAnimationLoop(tile, 0);
00773     break;
00774 
00775   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00776   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00777   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00778   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00779     AddAnimatedTile(tile);
00780     break;
00781   }
00782 }
00783 
00784 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
00785 {
00786   static const int8 _bubble_spawn_location[3][4] = {
00787     { 11,   0, -4, -14 },
00788     { -4, -10, -4,   1 },
00789     { 49,  59, 60,  65 },
00790   };
00791 
00792   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
00793 
00794   int dir = Random() & 3;
00795 
00796   EffectVehicle *v = CreateEffectVehicleAbove(
00797     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
00798     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
00799     _bubble_spawn_location[2][dir],
00800     EV_BUBBLE
00801   );
00802 
00803   if (v != NULL) v->animation_substate = dir;
00804 }
00805 
00806 static void TileLoop_Industry(TileIndex tile)
00807 {
00808   if (IsTileOnWater(tile)) TileLoop_Water(tile);
00809 
00810   /* Normally this doesn't happen, but if an industry NewGRF is removed
00811    * an industry that was previously build on water can now be flooded.
00812    * If this happens the tile is no longer an industry tile after
00813    * returning from TileLoop_Water. */
00814   if (!IsTileType(tile, MP_INDUSTRY)) return;
00815 
00816   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
00817 
00818   if (!IsIndustryCompleted(tile)) {
00819     MakeIndustryTileBigger(tile);
00820     return;
00821   }
00822 
00823   if (_game_mode == GM_EDITOR) return;
00824 
00825   TransportIndustryGoods(tile);
00826 
00827   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
00828 
00829   IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
00830   if (newgfx != INDUSTRYTILE_NOANIM) {
00831     ResetIndustryConstructionStage(tile);
00832     SetIndustryGfx(tile, newgfx);
00833     MarkTileDirtyByTile(tile);
00834     return;
00835   }
00836 
00837   IndustryGfx gfx = GetIndustryGfx(tile);
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       SetAnimationFrame(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       SetAnimationFrame(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 ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
00926 {
00927   /* If the founder merges, the industry was created by the merged company */
00928   Industry *i = Industry::GetByTile(tile);
00929   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
00930 }
00931 
00932 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
00933 
00934 static bool IsBadFarmFieldTile(TileIndex tile)
00935 {
00936   switch (GetTileType(tile)) {
00937     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00938     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00939     default:       return true;
00940   }
00941 }
00942 
00943 static bool IsBadFarmFieldTile2(TileIndex tile)
00944 {
00945   switch (GetTileType(tile)) {
00946     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00947     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00948     default:       return true;
00949   }
00950 }
00951 
00952 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
00953 {
00954   do {
00955     tile = TILE_MASK(tile);
00956 
00957     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
00958       byte or_ = type;
00959 
00960       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
00961 
00962       if (direction == AXIS_X) {
00963         SetFenceSE(tile, or_);
00964       } else {
00965         SetFenceSW(tile, or_);
00966       }
00967     }
00968 
00969     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00970   } while (--size);
00971 }
00972 
00973 static void PlantFarmField(TileIndex tile, IndustryID industry)
00974 {
00975   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
00976     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine()) return;
00977   }
00978 
00979   /* determine field size */
00980   uint32 r = (Random() & 0x303) + 0x404;
00981   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
00982   uint size_x = GB(r, 0, 8);
00983   uint size_y = GB(r, 8, 8);
00984 
00985   TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
00986   ta.ClampToMap();
00987 
00988   if (ta.w == 0 || ta.h == 0) return;
00989 
00990   /* check the amount of bad tiles */
00991   int count = 0;
00992   TILE_AREA_LOOP(cur_tile, ta) {
00993     assert(cur_tile < MapSize());
00994     count += IsBadFarmFieldTile(cur_tile);
00995   }
00996   if (count * 2 >= ta.w * ta.h) return;
00997 
00998   /* determine type of field */
00999   r = Random();
01000   uint counter = GB(r, 5, 3);
01001   uint field_type = GB(r, 8, 8) * 9 >> 8;
01002 
01003   /* make field */
01004   TILE_AREA_LOOP(cur_tile, ta) {
01005     assert(cur_tile < MapSize());
01006     if (!IsBadFarmFieldTile2(cur_tile)) {
01007       MakeField(cur_tile, field_type, industry);
01008       SetClearCounter(cur_tile, counter);
01009       MarkTileDirtyByTile(cur_tile);
01010     }
01011   }
01012 
01013   int type = 3;
01014   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
01015     type = _plantfarmfield_type[Random() & 0xF];
01016   }
01017 
01018   SetupFarmFieldFence(ta.tile - TileDiffXY(1, 0), ta.h, type, AXIS_Y);
01019   SetupFarmFieldFence(ta.tile - TileDiffXY(0, 1), ta.w, type, AXIS_X);
01020   SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y);
01021   SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X);
01022 }
01023 
01024 void PlantRandomFarmField(const Industry *i)
01025 {
01026   int x = i->location.w / 2 + Random() % 31 - 16;
01027   int y = i->location.h / 2 + Random() % 31 - 16;
01028 
01029   TileIndex tile = TileAddWrap(i->location.tile, x, y);
01030 
01031   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
01032 }
01033 
01040 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
01041 {
01042   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { 
01043     /* found a tree */
01044 
01045     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01046 
01047     _industry_sound_ctr = 1;
01048     _industry_sound_tile = tile;
01049     SndPlayTileFx(SND_38_CHAINSAW, tile);
01050 
01051     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
01052 
01053     cur_company.Restore();
01054     return true;
01055   }
01056   return false;
01057 }
01058 
01063 static void ChopLumberMillTrees(Industry *i)
01064 {
01065   TileIndex tile = i->location.tile;
01066 
01067   if (!IsIndustryCompleted(tile)) return;  // Can't proceed if not completed.
01068 
01069   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles  to search.
01070     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo.
01071   }
01072 }
01073 
01074 static void ProduceIndustryGoods(Industry *i)
01075 {
01076   const IndustrySpec *indsp = GetIndustrySpec(i->type);
01077 
01078   /* play a sound? */
01079   if ((i->counter & 0x3F) == 0) {
01080     uint32 r;
01081     uint num;
01082     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
01083       SndPlayTileFx(
01084         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
01085         i->location.tile);
01086     }
01087   }
01088 
01089   i->counter--;
01090 
01091   /* produce some cargo */
01092   if ((i->counter & 0xFF) == 0) {
01093     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
01094 
01095     IndustryBehaviour indbehav = indsp->behaviour;
01096     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
01097     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
01098 
01099     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
01100       bool plant;
01101       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01102         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0);
01103       } else {
01104         plant = Chance16(1, 8);
01105       }
01106 
01107       if (plant) PlantRandomFarmField(i);
01108     }
01109     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
01110       bool cut = ((i->counter & 0x1FF) == 0);
01111       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01112         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0);
01113       }
01114 
01115       if (cut) ChopLumberMillTrees(i);
01116     }
01117 
01118     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
01119     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
01120   }
01121 }
01122 
01123 void OnTick_Industry()
01124 {
01125   if (_industry_sound_ctr != 0) {
01126     _industry_sound_ctr++;
01127 
01128     if (_industry_sound_ctr == 75) {
01129       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
01130     } else if (_industry_sound_ctr == 160) {
01131       _industry_sound_ctr = 0;
01132       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
01133     }
01134   }
01135 
01136   if (_game_mode == GM_EDITOR) return;
01137 
01138   Industry *i;
01139   FOR_ALL_INDUSTRIES(i) {
01140     ProduceIndustryGoods(i);
01141   }
01142 }
01143 
01149 static CommandCost CheckNewIndustry_NULL(TileIndex tile)
01150 {
01151   return CommandCost();
01152 }
01153 
01159 static CommandCost CheckNewIndustry_Forest(TileIndex tile)
01160 {
01161   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01162     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
01163       return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
01164     }
01165   }
01166   return CommandCost();
01167 }
01168 
01174 static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
01175 {
01176   if (_game_mode == GM_EDITOR) return CommandCost();
01177   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
01178 
01179   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
01180 }
01181 
01182 extern bool _ignore_restrictions;
01183 
01189 static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
01190 {
01191   if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
01192   if (TileHeight(tile) == 0 &&
01193       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
01194 
01195   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
01196 }
01197 
01203 static CommandCost CheckNewIndustry_Farm(TileIndex tile)
01204 {
01205   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01206     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
01207       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01208     }
01209   }
01210   return CommandCost();
01211 }
01212 
01218 static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
01219 {
01220   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
01221     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01222   }
01223   return CommandCost();
01224 }
01225 
01231 static CommandCost CheckNewIndustry_Water(TileIndex tile)
01232 {
01233   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
01234     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
01235   }
01236   return CommandCost();
01237 }
01238 
01244 static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
01245 {
01246   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
01247     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
01248   }
01249   return CommandCost();
01250 }
01251 
01257 static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
01258 {
01259   if (GetTileZ(tile) > TILE_HEIGHT * 4) {
01260     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
01261   }
01262   return CommandCost();
01263 }
01264 
01270 typedef CommandCost CheckNewIndustryProc(TileIndex tile);
01271 
01273 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
01274   CheckNewIndustry_NULL,        
01275   CheckNewIndustry_Forest,      
01276   CheckNewIndustry_OilRefinery, 
01277   CheckNewIndustry_Farm,        
01278   CheckNewIndustry_Plantation,  
01279   CheckNewIndustry_Water,       
01280   CheckNewIndustry_Lumbermill,  
01281   CheckNewIndustry_BubbleGen,   
01282   CheckNewIndustry_OilRig,      
01283 };
01284 
01295 static CommandCost FindTownForIndustry(TileIndex tile, int type, const Town **t)
01296 {
01297   *t = ClosestTownFromTile(tile, UINT_MAX);
01298 
01299   if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
01300 
01301   const Industry *i;
01302   FOR_ALL_INDUSTRIES(i) {
01303     if (i->type == (byte)type && i->town == *t) {
01304       *t = NULL;
01305       return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
01306     }
01307   }
01308 
01309   return CommandCost();
01310 }
01311 
01312 bool IsSlopeRefused(Slope current, Slope refused)
01313 {
01314   if (IsSteepSlope(current)) return true;
01315   if (current != SLOPE_FLAT) {
01316     if (IsSteepSlope(refused)) return true;
01317 
01318     Slope t = ComplementSlope(current);
01319 
01320     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
01321     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
01322     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
01323     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
01324   }
01325 
01326   return false;
01327 }
01328 
01341 static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check = NULL)
01342 {
01343   bool refused_slope = false;
01344   bool custom_shape = false;
01345 
01346   do {
01347     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
01348     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
01349 
01350     if (!IsValidTile(cur_tile)) {
01351       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01352     }
01353 
01354     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
01355       if (!IsTileType(cur_tile, MP_WATER) ||
01356           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
01357         return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01358       }
01359     } else {
01360       CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
01361       if (ret.Failed()) return ret;
01362       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01363 
01364       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
01365 
01366       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
01367 
01368       /* Perform land/water check if not disabled */
01369       if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01370 
01371       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
01372         custom_shape = true;
01373         CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type);
01374         if (ret.Failed()) return ret;
01375       } else {
01376         Slope tileh = GetTileSlope(cur_tile, NULL);
01377         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
01378       }
01379 
01380       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
01381           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
01382         if (!IsTileType(cur_tile, MP_HOUSE)) {
01383           return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
01384         }
01385 
01386         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
01387         Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01388         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
01389         cur_company.Restore();
01390 
01391         if (ret.Failed()) return ret;
01392       } else {
01393         /* Clear the tiles, but do not affect town ratings */
01394         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
01395 
01396         if (ret.Failed()) return ret;
01397       }
01398     }
01399   } while ((++it)->ti.x != -0x80);
01400 
01401   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
01402 
01403   /* It is almost impossible to have a fully flat land in TG, so what we
01404    *  do is that we check if we can make the land flat later on. See
01405    *  CheckIfCanLevelIndustryPlatform(). */
01406   if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
01407     return CommandCost();
01408   }
01409   return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01410 }
01411 
01419 static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
01420 {
01421   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
01422     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
01423   }
01424 
01425   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
01426     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01427   }
01428 
01429   return CommandCost();
01430 }
01431 
01432 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
01433 {
01434   /* Check if we don't leave the map */
01435   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
01436 
01437   TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
01438   TILE_AREA_LOOP(tile_walk, ta) {
01439     uint curh = TileHeight(tile_walk);
01440     /* Is the tile clear? */
01441     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
01442 
01443     /* Don't allow too big of a change if this is the sub-tile check */
01444     if (internal != 0 && Delta(curh, height) > 1) return false;
01445 
01446     /* Different height, so the surrounding tiles of this tile
01447      *  has to be correct too (in level, or almost in level)
01448      *  else you get a chain-reaction of terraforming. */
01449     if (internal == 0 && curh != height) {
01450       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
01451         return false;
01452       }
01453     }
01454   }
01455 
01456   return true;
01457 }
01458 
01463 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
01464 {
01465   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
01466   int max_x = 0;
01467   int max_y = 0;
01468 
01469   /* Finds dimensions of largest variant of this industry */
01470   do {
01471     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
01472     if (it->ti.x > max_x) max_x = it->ti.x;
01473     if (it->ti.y > max_y) max_y = it->ti.y;
01474   } while ((++it)->ti.x != MKEND);
01475 
01476   /* Remember level height */
01477   uint h = TileHeight(tile);
01478 
01479   if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
01480   /* Check that all tiles in area and surrounding are clear
01481    * this determines that there are no obstructing items */
01482 
01483   TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
01484       max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
01485 
01486   if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
01487 
01488   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
01489    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
01490   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01491 
01492   TILE_AREA_LOOP(tile_walk, ta) {
01493     uint curh = TileHeight(tile_walk);
01494     if (curh != h) {
01495       /* This tile needs terraforming. Check if we can do that without
01496        *  damaging the surroundings too much. */
01497       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
01498         cur_company.Restore();
01499         return false;
01500       }
01501       /* This is not 100% correct check, but the best we can do without modifying the map.
01502        *  What is missing, is if the difference in height is more than 1.. */
01503       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
01504         cur_company.Restore();
01505         return false;
01506       }
01507     }
01508   }
01509 
01510   if (flags & DC_EXEC) {
01511     /* Terraform the land under the industry */
01512     TILE_AREA_LOOP(tile_walk, ta) {
01513       uint curh = TileHeight(tile_walk);
01514       while (curh != h) {
01515         /* We give the terraforming for free here, because we can't calculate
01516          *  exact cost in the test-round, and as we all know, that will cause
01517          *  a nice assert if they don't match ;) */
01518         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
01519         curh += (curh > h) ? -1 : 1;
01520       }
01521     }
01522   }
01523 
01524   cur_company.Restore();
01525   return true;
01526 }
01527 
01528 
01535 static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
01536 {
01537   const IndustrySpec *indspec = GetIndustrySpec(type);
01538   const Industry *i;
01539   FOR_ALL_INDUSTRIES(i) {
01540     /* Within 14 tiles from another industry is considered close */
01541     if (DistanceMax(tile, i->location.tile) > 14) continue;
01542 
01543     /* check if there are any conflicting industry types around */
01544     if (i->type == indspec->conflicting[0] ||
01545         i->type == indspec->conflicting[1] ||
01546         i->type == indspec->conflicting[2]) {
01547       return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
01548     }
01549   }
01550   return CommandCost();
01551 }
01552 
01554 void UpdateIndustryAcceptance(Industry *ind)
01555 {
01556   CargoArray accepted;
01557   uint32 always_accepted = 0;
01558 
01559   /* Gather always accepted cargos for all tiles of this industry. */
01560   TILE_AREA_LOOP(tile, ind->location) {
01561     if (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == ind->index) {
01562       AddAcceptedCargo_Industry(tile, accepted, &always_accepted);
01563     }
01564   }
01565 
01566   /* Create mask of produced cargos. */
01567   uint32 produced = 0;
01568   for (uint i = 0; i < lengthof(ind->produced_cargo); i++) {
01569     if (ind->produced_cargo[i] != CT_INVALID) SetBit(produced, ind->produced_cargo[i]);
01570   }
01571 
01572   ind->produced_accepted_mask = always_accepted & produced;
01573 }
01574 
01586 static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, const Town *t, Owner founder, uint16 initial_random_bits)
01587 {
01588   const IndustrySpec *indspec = GetIndustrySpec(type);
01589 
01590   i->location = TileArea(tile, 1, 1);
01591   i->type = type;
01592   Industry::IncIndustryTypeCount(type);
01593 
01594   i->produced_cargo[0] = indspec->produced_cargo[0];
01595   i->produced_cargo[1] = indspec->produced_cargo[1];
01596   i->accepts_cargo[0] = indspec->accepts_cargo[0];
01597   i->accepts_cargo[1] = indspec->accepts_cargo[1];
01598   i->accepts_cargo[2] = indspec->accepts_cargo[2];
01599   i->production_rate[0] = indspec->production_rate[0];
01600   i->production_rate[1] = indspec->production_rate[1];
01601 
01602   /* don't use smooth economy for industries using production related callbacks */
01603   if (indspec->UsesSmoothEconomy()) {
01604     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
01605     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
01606   }
01607 
01608   i->town = t;
01609   i->owner = OWNER_NONE;
01610 
01611   uint16 r = Random();
01612   i->random_colour = GB(r, 0, 4);
01613   i->counter = GB(r, 4, 12);
01614   i->random = initial_random_bits;
01615   i->produced_cargo_waiting[0] = 0;
01616   i->produced_cargo_waiting[1] = 0;
01617   i->incoming_cargo_waiting[0] = 0;
01618   i->incoming_cargo_waiting[1] = 0;
01619   i->incoming_cargo_waiting[2] = 0;
01620   i->this_month_production[0] = 0;
01621   i->this_month_production[1] = 0;
01622   i->this_month_transported[0] = 0;
01623   i->this_month_transported[1] = 0;
01624   i->last_month_pct_transported[0] = 0;
01625   i->last_month_pct_transported[1] = 0;
01626   i->last_month_transported[0] = 0;
01627   i->last_month_transported[1] = 0;
01628   i->was_cargo_delivered = false;
01629   i->last_prod_year = _cur_year;
01630   i->last_month_production[0] = i->production_rate[0] * 8;
01631   i->last_month_production[1] = i->production_rate[1] * 8;
01632   i->founder = founder;
01633 
01634   i->construction_date = _date;
01635   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
01636       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
01637 
01638   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
01639    * 0 = created prior of newindustries
01640    * else, chosen layout + 1 */
01641   i->selected_layout = layout + 1;
01642 
01643   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
01644 
01645   i->prod_level = PRODLEVEL_DEFAULT;
01646 
01647   /* Call callbacks after the regular fields got initialised. */
01648 
01649   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
01650     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
01651     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
01652   }
01653 
01654   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
01655     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
01656     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) {
01657       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01658       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01659       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01660     }
01661   }
01662 
01663   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
01664     for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
01665     for (uint j = 0; j < lengthof(i->produced_cargo); j++) {
01666       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01667       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01668       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01669     }
01670   }
01671 
01672   /* Plant the tiles */
01673 
01674   do {
01675     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
01676 
01677     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
01678       i->location.Add(cur_tile);
01679 
01680       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
01681 
01682       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
01683 
01684       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
01685 
01686       if (_generating_world) {
01687         SetIndustryConstructionCounter(cur_tile, 3);
01688         SetIndustryConstructionStage(cur_tile, 2);
01689       }
01690 
01691       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
01692       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
01693       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
01694       if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
01695     }
01696   } while ((++it)->ti.x != -0x80);
01697 
01698   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
01699     for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
01700   }
01701   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
01702 
01703   UpdateIndustryAcceptance(i);
01704   Station::RecomputeIndustriesNearForAll();
01705 }
01706 
01723 static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
01724 {
01725   assert(itspec_index < indspec->num_table);
01726   const IndustryTileTable *it = indspec->table[itspec_index];
01727   bool custom_shape_check = false;
01728 
01729   *ip = NULL;
01730 
01731   SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
01732   CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
01733   _cleared_object_areas = object_areas;
01734   if (ret.Failed()) return ret;
01735 
01736   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
01737     ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type);
01738   } else {
01739     ret = _check_new_industry_procs[indspec->check_proc](tile);
01740   }
01741   if (ret.Failed()) return ret;
01742 
01743   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
01744       !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) {
01745     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01746   }
01747 
01748   ret = CheckIfFarEnoughFromConflictingIndustry(tile, type);
01749   if (ret.Failed()) return ret;
01750 
01751   const Town *t = NULL;
01752   ret = FindTownForIndustry(tile, type, &t);
01753   if (ret.Failed()) return ret;
01754   assert(t != NULL);
01755 
01756   ret = CheckIfIndustryIsAllowed(tile, type, t);
01757   if (ret.Failed()) return ret;
01758 
01759   if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES);
01760 
01761   if (flags & DC_EXEC) {
01762     *ip = new Industry(tile);
01763     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
01764     DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
01765   }
01766 
01767   return CommandCost();
01768 }
01769 
01781 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01782 {
01783   IndustryType it = GB(p1, 0, 8);
01784   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
01785 
01786   const IndustrySpec *indspec = GetIndustrySpec(it);
01787 
01788   /* Check if the to-be built/founded industry is available for this climate. */
01789   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
01790 
01791   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
01792    * Raw material industries are industries that do not accept cargo (at least for now) */
01793   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
01794     return CMD_ERROR;
01795   }
01796 
01797   if (_game_mode != GM_EDITOR && !CheckIfCallBackAllowsAvailability(it, IACT_USERCREATION)) {
01798     return CMD_ERROR;
01799   }
01800 
01801   Randomizer randomizer;
01802   randomizer.SetSeed(p2);
01803   uint16 random_initial_bits = GB(p2, 0, 16);
01804   uint32 random_var8f = randomizer.Next();
01805   int num_layouts = indspec->num_table;
01806   CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
01807 
01808   Industry *ind = NULL;
01809   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
01810     if (flags & DC_EXEC) {
01811       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
01812       Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01813       /* Prospecting has a chance to fail, however we cannot guarantee that something can
01814        * be built on the map, so the chance gets lower when the map is fuller, but there
01815        * is nothing we can really do about that. */
01816       if (Random() <= indspec->prospecting_chance) {
01817         for (int i = 0; i < 5000; i++) {
01818           /* We should not have more than one Random() in a function call
01819            * because parameter evaluation order is not guaranteed in the c++ standard
01820            */
01821           tile = RandomTile();
01822           /* Start with a random layout */
01823           int layout = RandomRange(num_layouts);
01824           /* Check now each layout, starting with the random one */
01825           for (int j = 0; j < num_layouts; j++) {
01826             layout = (layout + 1) % num_layouts;
01827             ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind);
01828             if (ret.Succeeded()) break;
01829           }
01830           if (ret.Succeeded()) break;
01831         }
01832       }
01833       cur_company.Restore();
01834     }
01835   } else {
01836     int layout = GB(p1, 8, 8);
01837     if (layout >= num_layouts) return CMD_ERROR;
01838 
01839     /* Check subsequently each layout, starting with the given layout in p1 */
01840     for (int i = 0; i < num_layouts; i++) {
01841       layout = (layout + 1) % num_layouts;
01842       ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind);
01843       if (ret.Succeeded()) break;
01844     }
01845 
01846     /* If it still failed, there's no suitable layout to build here, return the error */
01847     if (ret.Failed()) return ret;
01848   }
01849 
01850   if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) {
01851     /* Created a new industry in-game, advertise the event. */
01852     SetDParam(0, indspec->name);
01853     if (indspec->new_industry_text > STR_LAST_STRINGID) {
01854       SetDParam(1, STR_TOWN_NAME);
01855       SetDParam(2, ind->town->index);
01856     } else {
01857       SetDParam(1, ind->town->index);
01858     }
01859     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
01860     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
01861   }
01862 
01863   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
01864 }
01865 
01866 
01874 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
01875 {
01876   const IndustrySpec *indspec = GetIndustrySpec(type);
01877 
01878   uint32 seed = Random();
01879   uint32 seed2 = Random();
01880   Industry *i = NULL;
01881   CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
01882   assert(i != NULL || ret.Failed());
01883   return i;
01884 }
01885 
01892 static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
01893 {
01894   const IndustrySpec *ind_spc = GetIndustrySpec(it);
01895   uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
01896   if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
01897       !CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) ||
01898       (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY)) {
01899     *force_at_least_one = false;
01900     return 0;
01901   } else {
01902     /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
01903      * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
01904     chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
01905 
01906     *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
01907     return chance;
01908   }
01909 }
01910 
01917 static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
01918 {
01919   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
01920     *min_number = 0;
01921     return 0;
01922   }
01923 
01924   const IndustrySpec *ind_spc = GetIndustrySpec(it);
01925   byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
01926   if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
01927       ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
01928       ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
01929       !CheckIfCallBackAllowsAvailability(it, IACT_RANDOMCREATION)) {
01930     *min_number = 0;
01931     return 0;
01932   }
01933   *min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
01934   return chance;
01935 }
01936 
01941 static uint GetNumberOfIndustries()
01942 {
01943   /* Number of industries on a 256x256 map. */
01944   static const uint16 numof_industry_table[] = {
01945     0,    // none
01946     0,    // minimal
01947     10,   // very low
01948     25,   // low
01949     55,   // normal
01950     80,   // high
01951   };
01952 
01953   assert(lengthof(numof_industry_table) == ID_END);
01954   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
01955   return ScaleByMapSize(numof_industry_table[difficulty]);
01956 }
01957 
01962 static void AdvertiseIndustryOpening(const Industry *ind)
01963 {
01964   const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
01965   SetDParam(0, ind_spc->name);
01966   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
01967     SetDParam(1, STR_TOWN_NAME);
01968     SetDParam(2, ind->town->index);
01969   } else {
01970     SetDParam(1, ind->town->index);
01971   }
01972   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
01973   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
01974 }
01975 
01984 static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
01985 {
01986   uint tries = try_hard ? 10000u : 2000u;
01987   for (; tries > 0; tries--) {
01988     Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
01989     if (ind != NULL) return ind;
01990   }
01991   return NULL;
01992 }
01993 
01999 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
02000 {
02001   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02002 
02003   IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
02004   PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
02005 
02006   cur_company.Restore();
02007 }
02008 
02013 static uint GetCurrentTotalNumberOfIndustries()
02014 {
02015   int total = 0;
02016   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
02017   return total;
02018 }
02019 
02020 
02022 void IndustryTypeBuildData::Reset()
02023 {
02024   this->probability  = 0;
02025   this->min_number   = 0;
02026   this->target_count = 0;
02027   this->max_wait     = 1;
02028   this->wait_count   = 0;
02029 }
02030 
02032 void IndustryBuildData::Reset()
02033 {
02034   this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
02035 
02036   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02037     this->builddata[it].Reset();
02038   }
02039 }
02040 
02042 void IndustryBuildData::MonthlyLoop()
02043 {
02044   static const int NEWINDS_PER_MONTH = 0x38000 / (10 * 12); // lower 16 bits is a float fraction, 3.5 industries per decade, divided by 10 * 12 months.
02045   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting,
02046 
02047   /* To prevent running out of unused industries for the player to connect,
02048    * add a fraction of new industries each month, but only if the manager can keep up. */
02049   uint max_behind = 1 + min(99u, ScaleByMapSize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts).
02050   if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
02051     this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH);
02052   }
02053 }
02054 
02059 void GenerateIndustries()
02060 {
02061   if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
02062 
02063   uint32 industry_probs[NUM_INDUSTRYTYPES];
02064   bool force_at_least_one[NUM_INDUSTRYTYPES];
02065   uint32 total_prob = 0;
02066   uint num_forced = 0;
02067 
02068   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02069     industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
02070     total_prob += industry_probs[it];
02071     if (force_at_least_one[it]) num_forced++;
02072   }
02073 
02074   uint total_amount = GetNumberOfIndustries();
02075   if (total_prob == 0 || total_amount < num_forced) {
02076     /* Only place the forced ones */
02077     total_amount = num_forced;
02078   }
02079 
02080   SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
02081 
02082   /* Try to build one industry per type independent of any probabilities */
02083   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02084     if (force_at_least_one[it]) {
02085       assert(total_amount > 0);
02086       total_amount--;
02087       PlaceInitialIndustry(it, true);
02088     }
02089   }
02090 
02091   /* Add the remaining industries according to their probabilities */
02092   for (uint i = 0; i < total_amount; i++) {
02093     uint32 r = RandomRange(total_prob);
02094     IndustryType it = 0;
02095     while (r >= industry_probs[it]) {
02096       r -= industry_probs[it];
02097       it++;
02098       assert(it < NUM_INDUSTRYTYPES);
02099     }
02100     assert(industry_probs[it] > 0);
02101     PlaceInitialIndustry(it, false);
02102   }
02103   _industry_builder.Reset();
02104 }
02105 
02110 static void UpdateIndustryStatistics(Industry *i)
02111 {
02112   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
02113     if (i->produced_cargo[j] != CT_INVALID) {
02114       byte pct = 0;
02115       if (i->this_month_production[j] != 0) {
02116         i->last_prod_year = _cur_year;
02117         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
02118       }
02119       i->last_month_pct_transported[j] = pct;
02120 
02121       i->last_month_production[j] = i->this_month_production[j];
02122       i->this_month_production[j] = 0;
02123 
02124       i->last_month_transported[j] = i->this_month_transported[j];
02125       i->this_month_transported[j] = 0;
02126 
02127       /* Average production over the last eight months. */
02128       i->average_production[j] = (i->average_production[j] * 7 + i->last_month_production[j]) / 8;
02129     }
02130   }
02131 }
02132 
02137 void Industry::RecomputeProductionMultipliers()
02138 {
02139   const IndustrySpec *indspec = GetIndustrySpec(this->type);
02140   assert(!indspec->UsesSmoothEconomy());
02141 
02142   /* Rates are rounded up, so e.g. oilrig always produces some passengers */
02143   this->production_rate[0] = min(CeilDiv(indspec->production_rate[0] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
02144   this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
02145 }
02146 
02147 
02153 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
02154 {
02155   byte min_number;
02156   uint32 probability = GetIndustryGamePlayProbability(it, &min_number);
02157   bool changed = min_number != this->min_number || probability != this->probability;
02158   this->min_number = min_number;
02159   this->probability = probability;
02160   return changed;
02161 }
02162 
02164 void IndustryBuildData::SetupTargetCount()
02165 {
02166   bool changed = false;
02167   uint num_planned = 0; // Number of industries planned in the industry build data.
02168   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02169     changed |= this->builddata[it].GetIndustryTypeData(it);
02170     num_planned += this->builddata[it].target_count;
02171   }
02172   uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
02173   changed |= num_planned != total_amount;
02174   if (!changed) return; // All industries are still the same, no need to re-randomize.
02175 
02176   /* Initialize the target counts. */
02177   uint force_build = 0;  // Number of industries that should always be available.
02178   uint32 total_prob = 0; // Sum of probabilities.
02179   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02180     IndustryTypeBuildData *ibd = this->builddata + it;
02181     force_build += ibd->min_number;
02182     ibd->target_count = ibd->min_number;
02183     total_prob += ibd->probability;
02184   }
02185 
02186   if (total_prob == 0) return; // No buildable industries.
02187 
02188   /* Subtract forced industries from the number of industries available for construction. */
02189   total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
02190 
02191   /* Assign number of industries that should be aimed for, by using the probability as a weight. */
02192   while (total_amount > 0) {
02193     uint32 r = RandomRange(total_prob);
02194     IndustryType it = 0;
02195     while (r >= this->builddata[it].probability) {
02196       r -= this->builddata[it].probability;
02197       it++;
02198       assert(it < NUM_INDUSTRYTYPES);
02199     }
02200     assert(this->builddata[it].probability > 0);
02201     this->builddata[it].target_count++;
02202     total_amount--;
02203   }
02204 }
02205 
02209 void IndustryBuildData::TryBuildNewIndustry()
02210 {
02211   this->SetupTargetCount();
02212 
02213   int missing = 0;       // Number of industries that need to be build.
02214   uint count = 0;        // Number of industry types eligible for build.
02215   uint32 total_prob = 0; // Sum of probabilities.
02216   IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
02217   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02218     int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
02219     missing += difference;
02220     if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
02221     if (difference > 0) {
02222       if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
02223         /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
02224         if (forced_build == NUM_INDUSTRYTYPES ||
02225             difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
02226           forced_build = it;
02227         }
02228       }
02229       total_prob += difference;
02230       count++;
02231     }
02232   }
02233 
02234   if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
02235 
02236   if (count >= 1) {
02237     /* If not forced, pick a weighted random industry to build.
02238      * For the case that count == 1, there is no need to draw a random number. */
02239     IndustryType it;
02240     if (forced_build != NUM_INDUSTRYTYPES) {
02241       it = forced_build;
02242     } else {
02243       /* Non-forced, select an industry type to build (weighted random). */
02244       uint32 r = 0; // Initialized to silence the compiler.
02245       if (count > 1) r = RandomRange(total_prob);
02246       for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
02247         if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
02248         int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
02249         if (difference <= 0) continue; // Too many of this kind.
02250         if (count == 1) break;
02251         if (r < (uint)difference) break;
02252         r -= difference;
02253       }
02254       assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
02255     }
02256 
02257     /* Try to create the industry. */
02258     const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
02259     if (ind == NULL) {
02260       this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
02261       this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2);
02262     } else {
02263       AdvertiseIndustryOpening(ind);
02264       this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
02265     }
02266   }
02267 
02268   /* Decrement wait counters. */
02269   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02270     if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
02271   }
02272 }
02273 
02282 static bool CheckIndustryCloseDownProtection(IndustryType type)
02283 {
02284   const IndustrySpec *indspec = GetIndustrySpec(type);
02285 
02286   /* oil wells (or the industries with that flag set) are always allowed to closedown */
02287   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
02288   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1;
02289 }
02290 
02300 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
02301 {
02302   if (cargo == CT_INVALID) return;
02303 
02304   /* Check for acceptance of cargo */
02305   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
02306     if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) {
02307       *c_accepts = true;
02308       break;
02309     }
02310   }
02311 
02312   /* Check for produced cargo */
02313   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
02314     if (cargo == ind->produced_cargo[j]) {
02315       *c_produces = true;
02316       break;
02317     }
02318   }
02319 }
02320 
02334 static int WhoCanServiceIndustry(Industry *ind)
02335 {
02336   /* Find all stations within reach of the industry */
02337   StationList stations;
02338   FindStationsAroundTiles(ind->location, &stations);
02339 
02340   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
02341 
02342   const Vehicle *v;
02343   int result = 0;
02344   FOR_ALL_VEHICLES(v) {
02345     /* Is it worthwhile to try this vehicle? */
02346     if (v->owner != _local_company && result != 0) continue;
02347 
02348     /* Check whether it accepts the right kind of cargo */
02349     bool c_accepts = false;
02350     bool c_produces = false;
02351     if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
02352       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
02353         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
02354       }
02355     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
02356       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
02357     } else {
02358       continue;
02359     }
02360     if (!c_accepts && !c_produces) continue; // Wrong cargo
02361 
02362     /* Check orders of the vehicle.
02363      * We cannot check the first of shared orders only, since the first vehicle in such a chain
02364      * may have a different cargo type.
02365      */
02366     const Order *o;
02367     FOR_VEHICLE_ORDERS(v, o) {
02368       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
02369         /* Vehicle visits a station to load or unload */
02370         Station *st = Station::Get(o->GetDestination());
02371         assert(st != NULL);
02372 
02373         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
02374         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
02375 
02376         if (stations.Contains(st)) {
02377           if (v->owner == _local_company) return 2; // Company services industry
02378           result = 1; // Competitor services industry
02379         }
02380       }
02381     }
02382   }
02383   return result;
02384 }
02385 
02393 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
02394 {
02395   NewsSubtype ns;
02396 
02397   switch (WhoCanServiceIndustry(ind)) {
02398     case 0: ns = NS_INDUSTRY_NOBODY;  break;
02399     case 1: ns = NS_INDUSTRY_OTHER;   break;
02400     case 2: ns = NS_INDUSTRY_COMPANY; break;
02401     default: NOT_REACHED();
02402   }
02403   SetDParam(2, abs(percent));
02404   SetDParam(0, CargoSpec::Get(type)->name);
02405   SetDParam(1, ind->index);
02406   AddIndustryNewsItem(
02407     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
02408     ns,
02409     ind->index
02410   );
02411 }
02412 
02413 static const uint PERCENT_TRANSPORTED_60 = 153;
02414 static const uint PERCENT_TRANSPORTED_80 = 204;
02415 
02421 static void ChangeIndustryProduction(Industry *i, bool monthly)
02422 {
02423   StringID str = STR_NULL;
02424   bool closeit = false;
02425   const IndustrySpec *indspec = GetIndustrySpec(i->type);
02426   bool standard = false;
02427   bool suppress_message = false;
02428   bool recalculate_multipliers = false; 
02429   /* don't use smooth economy for industries using production related callbacks */
02430   bool smooth_economy = indspec->UsesSmoothEconomy();
02431   byte div = 0;
02432   byte mul = 0;
02433   int8 increment = 0;
02434 
02435   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
02436   if (callback_enabled) {
02437     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
02438     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
02439       suppress_message = HasBit(res, 7);
02440       /* Get the custom message if any */
02441       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
02442       res = GB(res, 0, 4);
02443       switch (res) {
02444         default: NOT_REACHED();
02445         case 0x0: break;                  // Do nothing, but show the custom message if any
02446         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
02447         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
02448         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
02449         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
02450         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
02451         case 0x8: div = res - 0x3; break; // Divide production by 32
02452         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
02453         case 0xC: mul = res - 0x7; break; // Multiply production by 32
02454         case 0xD:                         // decrement production
02455         case 0xE:                         // increment production
02456           increment = res == 0x0D ? -1 : 1;
02457           break;
02458         case 0xF:                         // Set production to third byte of register 0x100
02459           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02460           recalculate_multipliers = true;
02461           break;
02462       }
02463     }
02464   } else {
02465     if (monthly != smooth_economy) return;
02466     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
02467   }
02468 
02469   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
02470     /* decrease or increase */
02471     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
02472 
02473     if (smooth_economy) {
02474       closeit = true;
02475       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
02476         if (i->produced_cargo[j] == CT_INVALID) continue;
02477         uint32 r = Random();
02478         int old_prod, new_prod, percent;
02479         /* If over 60% is transported, mult is 1, else mult is -1. */
02480         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
02481 
02482         new_prod = old_prod = i->production_rate[j];
02483 
02484         /* For industries with only_decrease flags (temperate terrain Oil Wells),
02485          * the multiplier will always be -1 so they will only decrease. */
02486         if (only_decrease) {
02487           mult = -1;
02488         /* For normal industries, if over 60% is transported, 33% chance for decrease.
02489          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
02490         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
02491           mult *= -1;
02492         }
02493 
02494         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
02495          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
02496         if (Chance16I(1, 22, r >> 16)) {
02497           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
02498         }
02499 
02500         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
02501         new_prod = Clamp(new_prod, 1, 255);
02502 
02503         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1) {
02504           new_prod = Clamp(new_prod, 0, 16);
02505         }
02506 
02507         /* Do not stop closing the industry when it has the lowest possible production rate */
02508         if (new_prod == old_prod && old_prod > 1) {
02509           closeit = false;
02510           continue;
02511         }
02512 
02513         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
02514         i->production_rate[j] = new_prod;
02515 
02516         /* Close the industry when it has the lowest possible production rate */
02517         if (new_prod > 1) closeit = false;
02518 
02519         if (abs(percent) >= 10) {
02520           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
02521         }
02522       }
02523     } else {
02524       if (only_decrease || Chance16(1, 3)) {
02525         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
02526         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
02527           mul = 1; // Increase production
02528         } else {
02529           div = 1; // Decrease production
02530         }
02531       }
02532     }
02533   }
02534 
02535   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
02536     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
02537       closeit = true;
02538     }
02539   }
02540 
02541   /* Increase if needed */
02542   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
02543     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
02544     recalculate_multipliers = true;
02545     if (str == STR_NULL) str = indspec->production_up_text;
02546   }
02547 
02548   /* Decrease if needed */
02549   while (div-- != 0 && !closeit) {
02550     if (i->prod_level == PRODLEVEL_MINIMUM) {
02551       closeit = true;
02552     } else {
02553       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
02554       recalculate_multipliers = true;
02555       if (str == STR_NULL) str = indspec->production_down_text;
02556     }
02557   }
02558 
02559   /* Increase or Decreasing the production level if needed */
02560   if (increment != 0) {
02561     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
02562       closeit = true;
02563     } else {
02564       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02565       recalculate_multipliers = true;
02566     }
02567   }
02568 
02569   /* Recalculate production_rate
02570    * For non-smooth economy these should always be synchronized with prod_level */
02571   if (recalculate_multipliers) i->RecomputeProductionMultipliers();
02572 
02573   /* Close if needed and allowed */
02574   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
02575     i->prod_level = PRODLEVEL_CLOSURE;
02576     str = indspec->closure_text;
02577   }
02578 
02579   if (!suppress_message && str != STR_NULL) {
02580     NewsSubtype ns;
02581     /* Compute news category */
02582     if (closeit) {
02583       ns = NS_INDUSTRY_CLOSE;
02584       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
02585     } else {
02586       switch (WhoCanServiceIndustry(i)) {
02587         case 0: ns = NS_INDUSTRY_NOBODY;  break;
02588         case 1: ns = NS_INDUSTRY_OTHER;   break;
02589         case 2: ns = NS_INDUSTRY_COMPANY; break;
02590         default: NOT_REACHED();
02591       }
02592     }
02593     /* Set parameters of news string */
02594     if (str > STR_LAST_STRINGID) {
02595       SetDParam(0, STR_TOWN_NAME);
02596       SetDParam(1, i->town->index);
02597       SetDParam(2, indspec->name);
02598     } else if (closeit) {
02599       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
02600       SetDParam(1, i->town->index);
02601       SetDParam(2, indspec->name);
02602     } else {
02603       SetDParam(0, i->index);
02604     }
02605     /* and report the news to the user */
02606     AddNewsItem(str,
02607       ns,
02608       closeit ? NR_TILE : NR_INDUSTRY,
02609       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
02610   }
02611 }
02612 
02620 void IndustryDailyLoop()
02621 {
02622   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
02623 
02624   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
02625    * the lower 16 bit are a fractional part that might accumulate over several days until it
02626    * is sufficient for an industry. */
02627   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
02628 
02629   /* Reset the active part of the counter, just keeping the "factional part" */
02630   _economy.industry_daily_change_counter &= 0xFFFF;
02631 
02632   if (change_loop == 0) {
02633     return;  // Nothing to do? get out
02634   }
02635 
02636   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02637 
02638   /* perform the required industry changes for the day */
02639 
02640   uint perc = 3; // Between 3% and 9% chance of creating a new industry.
02641   if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
02642     perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
02643   }
02644   for (uint16 j = 0; j < change_loop; j++) {
02645     if (Chance16(perc, 100)) {
02646       _industry_builder.TryBuildNewIndustry();
02647     } else {
02648       Industry *i = Industry::GetRandom();
02649       if (i != NULL) {
02650         ChangeIndustryProduction(i, false);
02651         SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
02652       }
02653     }
02654   }
02655 
02656   cur_company.Restore();
02657 
02658   /* production-change */
02659   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02660 }
02661 
02662 void IndustryMonthlyLoop()
02663 {
02664   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02665 
02666   _industry_builder.MonthlyLoop();
02667 
02668   Industry *i;
02669   FOR_ALL_INDUSTRIES(i) {
02670     UpdateIndustryStatistics(i);
02671     UpdateIndustryAcceptance(i);
02672     if (i->prod_level == PRODLEVEL_CLOSURE) {
02673       delete i;
02674     } else {
02675       ChangeIndustryProduction(i, true);
02676       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
02677     }
02678   }
02679 
02680   cur_company.Restore();
02681 
02682   /* production-change */
02683   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02684 }
02685 
02686 
02687 void InitializeIndustries()
02688 {
02689   Industry::ResetIndustryCounts();
02690   _industry_sound_tile = 0;
02691 
02692   _industry_builder.Reset();
02693 }
02694 
02699 bool IndustrySpec::IsRawIndustry() const
02700 {
02701   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
02702   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
02703       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
02704 }
02705 
02710 Money IndustrySpec::GetConstructionCost() const
02711 {
02712   /* Building raw industries like secondary uses different price base */
02713   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
02714       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
02715 }
02716 
02723 Money IndustrySpec::GetRemovalCost() const
02724 {
02725   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
02726 }
02727 
02732 bool IndustrySpec::UsesSmoothEconomy() const
02733 {
02734   return _settings_game.economy.smooth_economy &&
02735     !(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
02736     !(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
02737 }
02738 
02739 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02740 {
02741   if (AutoslopeEnabled()) {
02742     /* We imitate here TTDP's behaviour:
02743      *  - Both new and old slope must not be steep.
02744      *  - TileMaxZ must not be changed.
02745      *  - Allow autoslope by default.
02746      *  - Disallow autoslope if callback succeeds and returns non-zero.
02747      */
02748     Slope tileh_old = GetTileSlope(tile, NULL);
02749     /* TileMaxZ must not be changed. Slopes must not be steep. */
02750     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
02751       const IndustryGfx gfx = GetIndustryGfx(tile);
02752       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
02753 
02754       /* Call callback 3C 'disable autosloping for industry tiles'. */
02755       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
02756         /* If the callback fails, allow autoslope. */
02757         uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
02758         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02759       } else {
02760         /* allow autoslope */
02761         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02762       }
02763     }
02764   }
02765   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02766 }
02767 
02768 extern const TileTypeProcs _tile_type_industry_procs = {
02769   DrawTile_Industry,           // draw_tile_proc
02770   GetSlopeZ_Industry,          // get_slope_z_proc
02771   ClearTile_Industry,          // clear_tile_proc
02772   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
02773   GetTileDesc_Industry,        // get_tile_desc_proc
02774   GetTileTrackStatus_Industry, // get_tile_track_status_proc
02775   ClickTile_Industry,          // click_tile_proc
02776   AnimateTile_Industry,        // animate_tile_proc
02777   TileLoop_Industry,           // tile_loop_proc
02778   ChangeTileOwner_Industry,    // change_tile_owner_proc
02779   NULL,                        // add_produced_cargo_proc
02780   NULL,                        // vehicle_enter_tile_proc
02781   GetFoundation_Industry,      // get_foundation_proc
02782   TerraformTile_Industry,      // terraform_tile_proc
02783 };

Generated on Mon May 9 05:18:54 2011 for OpenTTD by  doxygen 1.6.1