# industry_cmd.cpp

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    00001 /* $Id: industry_cmd.cpp 16060 2009-04-14 21:13:07Z rubidium $ */
    00002
    00005 #include "stdafx.h"
    00006 #include "openttd.h"
    00007 #include "clear_map.h"
    00008 #include "industry_map.h"
    00009 #include "station_map.h"
    00010 #include "train.h"
    00011 #include "landscape.h"
    00012 #include "viewport_func.h"
    00013 #include "command_func.h"
    00014 #include "town.h"
    00015 #include "news_func.h"
    00016 #include "variables.h"
    00017 #include "cheat_type.h"
    00018 #include "genworld.h"
    00019 #include "tree_map.h"
    00020 #include "newgrf.h"
    00021 #include "newgrf_commons.h"
    00022 #include "newgrf_industries.h"
    00023 #include "newgrf_industrytiles.h"
    00024 #include "autoslope.h"
    00025 #include "transparency.h"
    00026 #include "water.h"
    00027 #include "strings_func.h"
    00028 #include "functions.h"
    00029 #include "window_func.h"
    00030 #include "date_func.h"
    00031 #include "vehicle_func.h"
    00032 #include "sound_func.h"
    00033 #include "oldpool_func.h"
    00034 #include "animated_tile_func.h"
    00035 #include "effectvehicle_func.h"
    00036 #include "ai/ai.hpp"
    00037
    00038 #include "table/strings.h"
    00039 #include "table/industry_land.h"
    00040 #include "table/build_industry.h"
    00041
    00042 void ShowIndustryViewWindow(int industry);
    00043 void BuildOilRig(TileIndex tile);
    00044
    00045 static byte _industry_sound_ctr;
    00046 static TileIndex _industry_sound_tile;
    00047
    00048 int _total_industries;
    00049 uint16 _industry_counts[NUM_INDUSTRYTYPES];
    00050
    00051 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
    00052 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
    00053
    00058 void ResetIndustries()
    00059 {
    00060   memset(&_industry_specs, 0, sizeof(_industry_specs));
    00061   memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
    00062
    00063   /* once performed, enable only the current climate industries */
    00064   for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
    00065     _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
    00066         HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
    00067   }
    00068
    00069   memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
    00070   memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
    00071
    00072   /* Reset any overrides that have been set. */
    00073   _industile_mngr.ResetOverride();
    00074   _industry_mngr.ResetOverride();
    00075 }
    00076
    00077 void ResetIndustryCreationProbility(IndustryType type)
    00078 {
    00079   assert(type < INVALID_INDUSTRYTYPE);
    00080   _industry_specs[type].appear_creation[_settings_game.game_creation.landscape] = 0;
    00081 }
    00082
    00083 DEFINE_OLD_POOL_GENERIC(Industry, Industry)
    00084
    00085
    00093 IndustryType GetIndustryType(TileIndex tile)
    00094 {
    00095   assert(IsTileType(tile, MP_INDUSTRY));
    00096
    00097   const Industry *ind = GetIndustryByTile(tile);
    00098   return ind->IsValid() ? ind->type : (IndustryType)IT_INVALID;
    00099 }
    00100
    00109 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
    00110 {
    00111   assert(thistype < NUM_INDUSTRYTYPES);
    00112   return &_industry_specs[thistype];
    00113 }
    00114
    00123 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
    00124 {
    00125   assert(gfx < INVALID_INDUSTRYTILE);
    00126   return &_industry_tile_specs[gfx];
    00127 }
    00128
    00129 Industry::~Industry()
    00130 {
    00131   if (CleaningPool()) return;
    00132
    00133   /* Industry can also be destroyed when not fully initialized.
    00134    * This means that we do not have to clear tiles either. */
    00135   if (this->width == 0) {
    00136     this->xy = INVALID_TILE;
    00137     return;
    00138   }
    00139
    00140   BEGIN_TILE_LOOP(tile_cur, this->width, this->height, this->xy);
    00141     if (IsTileType(tile_cur, MP_INDUSTRY)) {
    00142       if (GetIndustryIndex(tile_cur) == this->index) {
    00143         /* MakeWaterKeepingClass() can also handle 'land' */
    00144         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
    00145       }
    00146     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
    00147       DeleteOilRig(tile_cur);
    00148     }
    00149   END_TILE_LOOP(tile_cur, this->width, this->height, this->xy);
    00150
    00151   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
    00152     /* Remove the farmland and convert it to regular tiles over time. */
    00153     BEGIN_TILE_LOOP(tile_cur, 42, 42, this->xy - TileDiffXY(21, 21)) {
    00154       tile_cur = TILE_MASK(tile_cur);
    00155       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
    00156           GetIndustryIndexOfField(tile_cur) == this->index) {
    00157         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
    00158       }
    00159     } END_TILE_LOOP(tile_cur, 42, 42, this->xy - TileDiff(21, 21))
    00160   }
    00161
    00162   /* don't let any disaster vehicle target invalid industry */
    00163   ReleaseDisastersTargetingIndustry(this->index);
    00164
    00165   DecIndustryTypeCount(this->type);
    00166
    00167   DeleteSubsidyWithIndustry(this->index);
    00168   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
    00169   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    00170   this->xy = INVALID_TILE;
    00171 }
    00172
    00173 static void IndustryDrawSugarMine(const TileInfo *ti)
    00174 {
    00175   const DrawIndustryAnimationStruct *d;
    00176
    00177   if (!IsIndustryCompleted(ti->tile)) return;
    00178
    00179   d = &_draw_industry_spec1[GetIndustryAnimationState(ti->tile)];
    00180
    00181   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
    00182
    00183   if (d->image_2 != 0) {
    00184     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
    00185   }
    00186
    00187   if (d->image_3 != 0) {
    00188     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
    00189       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
    00190   }
    00191 }
    00192
    00193 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
    00194 {
    00195   uint8 x = 0;
    00196
    00197   if (IsIndustryCompleted(ti->tile)) {
    00198     x = _industry_anim_offs_toffee[GetIndustryAnimationState(ti->tile)];
    00199     if (x == 0xFF)
    00200       x = 0;
    00201   }
    00202
    00203   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
    00204   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
    00205 }
    00206
    00207 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
    00208 {
    00209   if (IsIndustryCompleted(ti->tile)) {
    00210     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetIndustryAnimationState(ti->tile)]);
    00211   } else {
    00212     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
    00213   }
    00214 }
    00215
    00216 static void IndustryDrawToyFactory(const TileInfo *ti)
    00217 {
    00218   const DrawIndustryAnimationStruct *d;
    00219
    00220   d = &_industry_anim_offs_toys[GetIndustryAnimationState(ti->tile)];
    00221
    00222   if (d->image_1 != 0xFF) {
    00223     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
    00224   }
    00225
    00226   if (d->image_2 != 0xFF) {
    00227     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
    00228   }
    00229
    00230   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
    00231   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
    00232 }
    00233
    00234 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
    00235 {
    00236   if (IsIndustryCompleted(ti->tile)) {
    00237     uint8 image = GetIndustryAnimationState(ti->tile);
    00238
    00239     if (image != 0 && image < 7) {
    00240       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
    00241         PAL_NONE,
    00242         _coal_plant_sparks[image - 1].x,
    00243         _coal_plant_sparks[image - 1].y
    00244       );
    00245     }
    00246   }
    00247 }
    00248
    00249 typedef void IndustryDrawTileProc(const TileInfo *ti);
    00250 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
    00251   IndustryDrawSugarMine,
    00252   IndustryDrawToffeeQuarry,
    00253   IndustryDrawBubbleGenerator,
    00254   IndustryDrawToyFactory,
    00255   IndustryDrawCoalPlantSparks,
    00256 };
    00257
    00258 static void DrawTile_Industry(TileInfo *ti)
    00259 {
    00260   IndustryGfx gfx = GetIndustryGfx(ti->tile);
    00261   Industry *ind = GetIndustryByTile(ti->tile);
    00262   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00263   const DrawBuildingsTileStruct *dits;
    00264   SpriteID image;
    00265   SpriteID pal;
    00266
    00267   /* Retrieve pointer to the draw industry tile struct */
    00268   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00269     /* Draw the tile using the specialized method of newgrf industrytile.
    00270      * DrawNewIndustry will return false if ever the resolver could not
    00271      * find any sprite to display.  So in this case, we will jump on the
    00272      * substitute gfx instead. */
    00273     if (indts->grf_prop.spritegroup != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
    00274       return;
    00275     } else {
    00276       /* No sprite group (or no valid one) found, meaning no graphics associated.
    00277        * Use the substitute one instead */
    00278       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
    00279         gfx = indts->grf_prop.subst_id;
    00280         /* And point the industrytile spec accordingly */
    00281         indts = GetIndustryTileSpec(gfx);
    00282       }
    00283     }
    00284   }
    00285
    00286   dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
    00287       GetIndustryAnimationState(ti->tile) & INDUSTRY_COMPLETED :
    00288       GetIndustryConstructionStage(ti->tile))];
    00289
    00290   image = dits->ground.sprite;
    00291   if (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->ground.pal == PAL_NONE) {
    00292     pal = GENERAL_SPRITE_COLOUR(ind->random_colour);
    00293   } else {
    00294     pal = dits->ground.pal;
    00295   }
    00296
    00297   /* DrawFoundation() modifes ti->z and ti->tileh */
    00298   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00299
    00300   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
    00301    * Do not do this if the tile's WaterClass is 'land'. */
    00302   if (image == SPR_FLAT_WATER_TILE && IsIndustryTileOnWater(ti->tile)) {
    00303     DrawWaterClassGround(ti);
    00304   } else {
    00305     DrawGroundSprite(image, pal);
    00306   }
    00307
    00308   /* If industries are transparent and invisible, do not draw the upper part */
    00309   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
    00310
    00311   /* Add industry on top of the ground? */
    00312   image = dits->building.sprite;
    00313   if (image != 0) {
    00314     AddSortableSpriteToDraw(image,
    00315       (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->building.pal == PAL_NONE) ? GENERAL_SPRITE_COLOUR(ind->random_colour) : dits->building.pal,
    00316       ti->x + dits->subtile_x,
    00317       ti->y + dits->subtile_y,
    00318       dits->width,
    00319       dits->height,
    00320       dits->dz,
    00321       ti->z,
    00322       IsTransparencySet(TO_INDUSTRIES));
    00323
    00324     if (IsTransparencySet(TO_INDUSTRIES)) return;
    00325   }
    00326
    00327   {
    00328     int proc = dits->draw_proc - 1;
    00329     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
    00330   }
    00331 }
    00332
    00333 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
    00334 {
    00335   return GetTileMaxZ(tile);
    00336 }
    00337
    00338 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
    00339 {
    00340   IndustryGfx gfx = GetIndustryGfx(tile);
    00341
    00342   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
    00343    * account for this, as other structures should
    00344    * draw the wall of the foundation in this case.
    00345    */
    00346   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00347     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00348     if (indts->grf_prop.spritegroup != NULL && HasBit(indts->callback_flags, CBM_INDT_DRAW_FOUNDATIONS)) {
    00349       uint32 callback_res = GetIndustryTileCallback(CBID_INDUSTRY_DRAW_FOUNDATIONS, 0, 0, gfx, GetIndustryByTile(tile), tile);
    00350       if (callback_res == 0) return FOUNDATION_NONE;
    00351     }
    00352   }
    00353   return FlatteningFoundation(tileh);
    00354 }
    00355
    00356 static void GetAcceptedCargo_Industry(TileIndex tile, AcceptedCargo ac)
    00357 {
    00358   IndustryGfx gfx = GetIndustryGfx(tile);
    00359   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    00360
    00361   /* When we have to use a callback, we put our data in the next two variables */
    00362   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
    00363   uint8 raw_acceptance[lengthof(itspec->acceptance)];
    00364
    00365   /* And then these will always point to a same sized array with the required data */
    00366   const CargoID *accepts_cargo = itspec->accepts_cargo;
    00367   const uint8 *acceptance = itspec->acceptance;
    00368
    00369   if (HasBit(itspec->callback_flags, CBM_INDT_ACCEPT_CARGO)) {
    00370     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, GetIndustryByTile(tile), tile);
    00371     if (res != CALLBACK_FAILED) {
    00372       accepts_cargo = raw_accepts_cargo;
    00373       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
    00374     }
    00375   }
    00376
    00377   if (HasBit(itspec->callback_flags, CBM_INDT_CARGO_ACCEPTANCE)) {
    00378     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, GetIndustryByTile(tile), tile);
    00379     if (res != CALLBACK_FAILED) {
    00380       acceptance = raw_acceptance;
    00381       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_acceptance[i] = GB(res, i * 4, 4);
    00382     }
    00383   }
    00384
    00385   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
    00386     CargoID a = accepts_cargo[i];
    00387     /* Only set the value once. */
    00388     if (a != CT_INVALID && ac[a] == 0) ac[a] = acceptance[i];
    00389   }
    00390 }
    00391
    00392 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
    00393 {
    00394   const Industry *i = GetIndustryByTile(tile);
    00395   const IndustrySpec *is = GetIndustrySpec(i->type);
    00396
    00397   td->owner[0] = i->owner;
    00398   td->str = is->name;
    00399   if (!IsIndustryCompleted(tile)) {
    00400     SetDParamX(td->dparam, 0, td->str);
    00401     td->str = STR_2058_UNDER_CONSTRUCTION;
    00402   }
    00403
    00404   if (is->grf_prop.grffile != NULL) {
    00405     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->name;
    00406   }
    00407 }
    00408
    00409 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
    00410 {
    00411   Industry *i = GetIndustryByTile(tile);
    00412   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00413
    00414   /* water can destroy industries
    00415    * in editor you can bulldoze industries
    00416    * with magic_bulldozer cheat you can destroy industries
    00417    * (area around OILRIG is water, so water shouldn't flood it
    00418    */
    00419   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
    00420       !_cheats.magic_bulldozer.value) ||
    00421       ((flags & DC_AUTO) != 0) ||
    00422       (_current_company == OWNER_WATER &&
    00423         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
    00424         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
    00425     SetDParam(0, indspec->name);
    00426     return_cmd_error(flags & DC_AUTO ? STR_4800_IN_THE_WAY : INVALID_STRING_ID);
    00427   }
    00428
    00429   if (flags & DC_EXEC) {
    00430     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    00431     delete i;
    00432   }
    00433   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
    00434 }
    00435
    00436 static void TransportIndustryGoods(TileIndex tile)
    00437 {
    00438   Industry *i = GetIndustryByTile(tile);
    00439   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00440   bool moved_cargo = false;
    00441
    00442   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
    00443     uint cw = min(i->produced_cargo_waiting[j], 255);
    00444     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
    00445       i->produced_cargo_waiting[j] -= cw;
    00446
    00447       /* fluctuating economy? */
    00448       if (_economy.fluct <= 0) cw = (cw + 1) / 2;
    00449
    00450       i->this_month_production[j] += cw;
    00451
    00452       uint am = MoveGoodsToStation(i->xy, i->width, i->height, i->produced_cargo[j], cw);
    00453       i->this_month_transported[j] += am;
    00454
    00455       moved_cargo |= (am != 0);
    00456     }
    00457   }
    00458
    00459   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
    00460     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
    00461
    00462     if (newgfx != INDUSTRYTILE_NOANIM) {
    00463       ResetIndustryConstructionStage(tile);
    00464       SetIndustryCompleted(tile, true);
    00465       SetIndustryGfx(tile, newgfx);
    00466       MarkTileDirtyByTile(tile);
    00467     }
    00468   }
    00469 }
    00470
    00471
    00472 static void AnimateTile_Industry(TileIndex tile)
    00473 {
    00474   byte m;
    00475   IndustryGfx gfx = GetIndustryGfx(tile);
    00476
    00477   if (GetIndustryTileSpec(gfx)->animation_info != 0xFFFF) {
    00478     AnimateNewIndustryTile(tile);
    00479     return;
    00480   }
    00481
    00482   switch (gfx) {
    00483   case GFX_SUGAR_MINE_SIEVE:
    00484     if ((_tick_counter & 1) == 0) {
    00485       m = GetIndustryAnimationState(tile) + 1;
    00486
    00487       switch (m & 7) {
    00488       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
    00489       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
    00490       }
    00491
    00492       if (m >= 96) {
    00493         m = 0;
    00494         DeleteAnimatedTile(tile);
    00495       }
    00496       SetIndustryAnimationState(tile, m);
    00497
    00498       MarkTileDirtyByTile(tile);
    00499     }
    00500     break;
    00501
    00502   case GFX_TOFFEE_QUARY:
    00503     if ((_tick_counter & 3) == 0) {
    00504       m = GetIndustryAnimationState(tile);
    00505
    00506       if (_industry_anim_offs_toffee[m] == 0xFF) {
    00507         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
    00508       }
    00509
    00510       if (++m >= 70) {
    00511         m = 0;
    00512         DeleteAnimatedTile(tile);
    00513       }
    00514       SetIndustryAnimationState(tile, m);
    00515
    00516       MarkTileDirtyByTile(tile);
    00517     }
    00518     break;
    00519
    00520   case GFX_BUBBLE_CATCHER:
    00521     if ((_tick_counter & 1) == 0) {
    00522       m = GetIndustryAnimationState(tile);
    00523
    00524       if (++m >= 40) {
    00525         m = 0;
    00526         DeleteAnimatedTile(tile);
    00527       }
    00528       SetIndustryAnimationState(tile, m);
    00529
    00530       MarkTileDirtyByTile(tile);
    00531     }
    00532     break;
    00533
    00534   /* Sparks on a coal plant */
    00535   case GFX_POWERPLANT_SPARKS:
    00536     if ((_tick_counter & 3) == 0) {
    00537       m = GetIndustryAnimationState(tile);
    00538       if (m == 6) {
    00539         SetIndustryAnimationState(tile, 0);
    00540         DeleteAnimatedTile(tile);
    00541       } else {
    00542         SetIndustryAnimationState(tile, m + 1);
    00543         MarkTileDirtyByTile(tile);
    00544       }
    00545     }
    00546     break;
    00547
    00548   case GFX_TOY_FACTORY:
    00549     if ((_tick_counter & 1) == 0) {
    00550       m = GetIndustryAnimationState(tile) + 1;
    00551
    00552       switch (m) {
    00553         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
    00554         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
    00555         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
    00556         default:
    00557           if (m >= 50) {
    00558             int n = GetIndustryAnimationLoop(tile) + 1;
    00559             m = 0;
    00560             if (n >= 8) {
    00561               n = 0;
    00562               DeleteAnimatedTile(tile);
    00563             }
    00564             SetIndustryAnimationLoop(tile, n);
    00565           }
    00566       }
    00567
    00568       SetIndustryAnimationState(tile, m);
    00569       MarkTileDirtyByTile(tile);
    00570     }
    00571     break;
    00572
    00573   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00574   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00575   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00576   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00577     if ((_tick_counter & 3) == 0) {
    00578       IndustryGfx gfx = GetIndustryGfx(tile);
    00579
    00580       gfx = (gfx < 155) ? gfx + 1 : 148;
    00581       SetIndustryGfx(tile, gfx);
    00582       MarkTileDirtyByTile(tile);
    00583     }
    00584     break;
    00585
    00586   case GFX_OILWELL_ANIMATED_1:
    00587   case GFX_OILWELL_ANIMATED_2:
    00588   case GFX_OILWELL_ANIMATED_3:
    00589     if ((_tick_counter & 7) == 0) {
    00590       bool b = Chance16(1, 7);
    00591       IndustryGfx gfx = GetIndustryGfx(tile);
    00592
    00593       m = GetIndustryAnimationState(tile) + 1;
    00594       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
    00595         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
    00596         SetIndustryConstructionStage(tile, 3);
    00597         DeleteAnimatedTile(tile);
    00598       } else {
    00599         SetIndustryAnimationState(tile, m);
    00600         SetIndustryGfx(tile, gfx);
    00601         MarkTileDirtyByTile(tile);
    00602       }
    00603     }
    00604     break;
    00605
    00606   case GFX_COAL_MINE_TOWER_ANIMATED:
    00607   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00608   case GFX_GOLD_MINE_TOWER_ANIMATED: {
    00609       int state = _tick_counter & 0x7FF;
    00610
    00611       if ((state -= 0x400) < 0)
    00612         return;
    00613
    00614       if (state < 0x1A0) {
    00615         if (state < 0x20 || state >= 0x180) {
    00616           m = GetIndustryAnimationState(tile);
    00617           if (!(m & 0x40)) {
    00618             SetIndustryAnimationState(tile, m | 0x40);
    00619             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
    00620           }
    00621           if (state & 7)
    00622             return;
    00623         } else {
    00624           if (state & 3)
    00625             return;
    00626         }
    00627         m = (GetIndustryAnimationState(tile) + 1) | 0x40;
    00628         if (m > 0xC2) m = 0xC0;
    00629         SetIndustryAnimationState(tile, m);
    00630         MarkTileDirtyByTile(tile);
    00631       } else if (state >= 0x200 && state < 0x3A0) {
    00632         int i;
    00633         i = (state < 0x220 || state >= 0x380) ? 7 : 3;
    00634         if (state & i)
    00635           return;
    00636
    00637         m = (GetIndustryAnimationState(tile) & 0xBF) - 1;
    00638         if (m < 0x80) m = 0x82;
    00639         SetIndustryAnimationState(tile, m);
    00640         MarkTileDirtyByTile(tile);
    00641       }
    00642     } break;
    00643   }
    00644 }
    00645
    00646 static void CreateChimneySmoke(TileIndex tile)
    00647 {
    00648   uint x = TileX(tile) * TILE_SIZE;
    00649   uint y = TileY(tile) * TILE_SIZE;
    00650   uint z = GetTileMaxZ(tile);
    00651
    00652   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
    00653 }
    00654
    00655 static void MakeIndustryTileBigger(TileIndex tile)
    00656 {
    00657   byte cnt = GetIndustryConstructionCounter(tile) + 1;
    00658   byte stage;
    00659
    00660   if (cnt != 4) {
    00661     SetIndustryConstructionCounter(tile, cnt);
    00662     return;
    00663   }
    00664
    00665   stage = GetIndustryConstructionStage(tile) + 1;
    00666   SetIndustryConstructionCounter(tile, 0);
    00667   SetIndustryConstructionStage(tile, stage);
    00668   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
    00669   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
    00670
    00671   MarkTileDirtyByTile(tile);
    00672
    00673   if (!IsIndustryCompleted(tile)) return;
    00674
    00675   IndustryGfx gfx = GetIndustryGfx(tile);
    00676   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00677     /* New industries are already animated on construction. */
    00678     return;
    00679   }
    00680
    00681   switch (gfx) {
    00682   case GFX_POWERPLANT_CHIMNEY:
    00683     CreateChimneySmoke(tile);
    00684     break;
    00685
    00686   case GFX_OILRIG_1:
    00687     if (GetIndustryGfx(tile + TileDiffXY(0, 1)) == GFX_OILRIG_1) BuildOilRig(tile);
    00688     break;
    00689
    00690   case GFX_TOY_FACTORY:
    00691   case GFX_BUBBLE_CATCHER:
    00692   case GFX_TOFFEE_QUARY:
    00693     SetIndustryAnimationState(tile, 0);
    00694     SetIndustryAnimationLoop(tile, 0);
    00695     break;
    00696
    00697   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00698   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00699   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00700   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00701     AddAnimatedTile(tile);
    00702     break;
    00703   }
    00704 }
    00705
    00706 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
    00707 {
    00708   int dir;
    00709   Vehicle *v;
    00710   static const int8 _bubble_spawn_location[3][4] = {
    00711     { 11,   0, -4, -14 },
    00712     { -4, -10, -4,   1 },
    00713     { 49,  59, 60,  65 },
    00714   };
    00715
    00716   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
    00717
    00718   dir = Random() & 3;
    00719
    00720   v = CreateEffectVehicleAbove(
    00721     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
    00722     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
    00723     _bubble_spawn_location[2][dir],
    00724     EV_BUBBLE
    00725   );
    00726
    00727   if (v != NULL) v->u.effect.animation_substate = dir;
    00728 }
    00729
    00730 static void TileLoop_Industry(TileIndex tile)
    00731 {
    00732   IndustryGfx newgfx;
    00733   IndustryGfx gfx;
    00734
    00735   if (IsIndustryTileOnWater(tile)) TileLoop_Water(tile);
    00736
    00737   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
    00738
    00739   if (!IsIndustryCompleted(tile)) {
    00740     MakeIndustryTileBigger(tile);
    00741     return;
    00742   }
    00743
    00744   if (_game_mode == GM_EDITOR) return;
    00745
    00746   TransportIndustryGoods(tile);
    00747
    00748   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
    00749
    00750   newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
    00751   if (newgfx != INDUSTRYTILE_NOANIM) {
    00752     ResetIndustryConstructionStage(tile);
    00753     SetIndustryGfx(tile, newgfx);
    00754     MarkTileDirtyByTile(tile);
    00755     return;
    00756   }
    00757
    00758   gfx = GetIndustryGfx(tile);
    00759
    00760   switch (gfx) {
    00761   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
    00762   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
    00763   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
    00764     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
    00765       switch (gfx) {
    00766         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
    00767         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
    00768         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
    00769       }
    00770       SetIndustryGfx(tile, gfx);
    00771       SetIndustryAnimationState(tile, 0x80);
    00772       AddAnimatedTile(tile);
    00773     }
    00774     break;
    00775
    00776   case GFX_OILWELL_NOT_ANIMATED:
    00777     if (Chance16(1, 6)) {
    00778       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
    00779       SetIndustryAnimationState(tile, 0);
    00780       AddAnimatedTile(tile);
    00781     }
    00782     break;
    00783
    00784   case GFX_COAL_MINE_TOWER_ANIMATED:
    00785   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00786   case GFX_GOLD_MINE_TOWER_ANIMATED:
    00787     if (!(_tick_counter & 0x400)) {
    00788       switch (gfx) {
    00789         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
    00790         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
    00791         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
    00792       }
    00793       SetIndustryGfx(tile, gfx);
    00794       SetIndustryCompleted(tile, true);
    00795       SetIndustryConstructionStage(tile, 3);
    00796       DeleteAnimatedTile(tile);
    00797     }
    00798     break;
    00799
    00800   case GFX_POWERPLANT_SPARKS:
    00801     if (Chance16(1, 3)) {
    00802       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
    00803       AddAnimatedTile(tile);
    00804     }
    00805     break;
    00806
    00807   case GFX_COPPER_MINE_CHIMNEY:
    00808     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
    00809     break;
    00810
    00811
    00812   case GFX_TOY_FACTORY: {
    00813       Industry *i = GetIndustryByTile(tile);
    00814       if (i->was_cargo_delivered) {
    00815         i->was_cargo_delivered = false;
    00816         SetIndustryAnimationLoop(tile, 0);
    00817         AddAnimatedTile(tile);
    00818       }
    00819     }
    00820     break;
    00821
    00822   case GFX_BUBBLE_GENERATOR:
    00823     TileLoopIndustry_BubbleGenerator(tile);
    00824     break;
    00825
    00826   case GFX_TOFFEE_QUARY:
    00827     AddAnimatedTile(tile);
    00828     break;
    00829
    00830   case GFX_SUGAR_MINE_SIEVE:
    00831     if (Chance16(1, 3)) AddAnimatedTile(tile);
    00832     break;
    00833   }
    00834 }
    00835
    00836 static bool ClickTile_Industry(TileIndex tile)
    00837 {
    00838   ShowIndustryViewWindow(GetIndustryIndex(tile));
    00839   return true;
    00840 }
    00841
    00842 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00843 {
    00844   return 0;
    00845 }
    00846
    00847 static void GetProducedCargo_Industry(TileIndex tile, CargoID *b)
    00848 {
    00849   const Industry *i = GetIndustryByTile(tile);
    00850
    00851   b[0] = i->produced_cargo[0];
    00852   b[1] = i->produced_cargo[1];
    00853 }
    00854
    00855 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
    00856 {
    00857   /* If the founder merges, the industry was created by the merged company */
    00858   Industry *i = GetIndustryByTile(tile);
    00859   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
    00860 }
    00861
    00862 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
    00863
    00864 static bool IsBadFarmFieldTile(TileIndex tile)
    00865 {
    00866   switch (GetTileType(tile)) {
    00867     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00868     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00869     default:       return true;
    00870   }
    00871 }
    00872
    00873 static bool IsBadFarmFieldTile2(TileIndex tile)
    00874 {
    00875   switch (GetTileType(tile)) {
    00876     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00877     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00878     default:       return true;
    00879   }
    00880 }
    00881
    00882 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
    00883 {
    00884   do {
    00885     tile = TILE_MASK(tile);
    00886
    00887     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
    00888       byte or_ = type;
    00889
    00890       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
    00891
    00892       if (direction == AXIS_X) {
    00893         SetFenceSE(tile, or_);
    00894       } else {
    00895         SetFenceSW(tile, or_);
    00896       }
    00897     }
    00898
    00899     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00900   } while (--size);
    00901 }
    00902
    00903 static void PlantFarmField(TileIndex tile, IndustryID industry)
    00904 {
    00905   uint size_x, size_y;
    00906   uint32 r;
    00907   uint count;
    00908   uint counter;
    00909   uint field_type;
    00910   int type;
    00911
    00912   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    00913     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
    00914       return;
    00915   }
    00916
    00917   /* determine field size */
    00918   r = (Random() & 0x303) + 0x404;
    00919   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
    00920   size_x = GB(r, 0, 8);
    00921   size_y = GB(r, 8, 8);
    00922
    00923   /* offset tile to match size */
    00924   tile -= TileDiffXY(size_x / 2, size_y / 2);
    00925
    00926   if (TileX(tile) + size_x >= MapSizeX() || TileY(tile) + size_y >= MapSizeY()) return;
    00927
    00928   /* check the amount of bad tiles */
    00929   count = 0;
    00930   BEGIN_TILE_LOOP(cur_tile, size_x, size_y, tile)
    00931     assert(cur_tile < MapSize());
    00932     count += IsBadFarmFieldTile(cur_tile);
    00933   END_TILE_LOOP(cur_tile, size_x, size_y, tile)
    00934   if (count * 2 >= size_x * size_y) return;
    00935
    00936   /* determine type of field */
    00937   r = Random();
    00938   counter = GB(r, 5, 3);
    00939   field_type = GB(r, 8, 8) * 9 >> 8;
    00940
    00941   /* make field */
    00942   BEGIN_TILE_LOOP(cur_tile, size_x, size_y, tile)
    00943     assert(cur_tile < MapSize());
    00944     if (!IsBadFarmFieldTile2(cur_tile)) {
    00945       MakeField(cur_tile, field_type, industry);
    00946       SetClearCounter(cur_tile, counter);
    00947       MarkTileDirtyByTile(cur_tile);
    00948     }
    00949   END_TILE_LOOP(cur_tile, size_x, size_y, tile)
    00950
    00951   type = 3;
    00952   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
    00953     type = _plantfarmfield_type[Random() & 0xF];
    00954   }
    00955
    00956   SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
    00957   SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
    00958   SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
    00959   SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
    00960 }
    00961
    00962 void PlantRandomFarmField(const Industry *i)
    00963 {
    00964   int x = i->width  / 2 + Random() % 31 - 16;
    00965   int y = i->height / 2 + Random() % 31 - 16;
    00966
    00967   TileIndex tile = TileAddWrap(i->xy, x, y);
    00968
    00969   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
    00970 }
    00971
    00978 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
    00979 {
    00980   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) {
    00981     CompanyID old_company = _current_company;
    00982     /* found a tree */
    00983
    00984     _current_company = OWNER_NONE;
    00985     _industry_sound_ctr = 1;
    00986     _industry_sound_tile = tile;
    00987     SndPlayTileFx(SND_38_CHAINSAW, tile);
    00988
    00989     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00990
    00991     _current_company = old_company;
    00992     return true;
    00993   }
    00994   return false;
    00995 }
    00996
    01001 static void ChopLumberMillTrees(Industry *i)
    01002 {
    01003   TileIndex tile = i->xy;
    01004
    01005   if (!IsIndustryCompleted(tile)) return;
    01006
    01007   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL))
    01008     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45);
    01009 }
    01010
    01011 static void ProduceIndustryGoods(Industry *i)
    01012 {
    01013   uint32 r;
    01014   uint num;
    01015   const IndustrySpec *indsp = GetIndustrySpec(i->type);
    01016
    01017   /* play a sound? */
    01018   if ((i->counter & 0x3F) == 0) {
    01019     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
    01020       SndPlayTileFx(
    01021         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
    01022         i->xy);
    01023     }
    01024   }
    01025
    01026   i->counter--;
    01027
    01028   /* produce some cargo */
    01029   if ((i->counter & 0xFF) == 0) {
    01030     if (HasBit(indsp->callback_flags, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
    01031
    01032     IndustryBehaviour indbehav = indsp->behaviour;
    01033     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
    01034     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
    01035
    01036     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
    01037       bool plant;
    01038       if (HasBit(indsp->callback_flags, CBM_IND_SPECIAL_EFFECT)) {
    01039         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->xy) != 0);
    01040       } else {
    01041         plant = Chance16(1, 8);
    01042       }
    01043
    01044       if (plant) PlantRandomFarmField(i);
    01045     }
    01046     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
    01047       bool cut = ((i->counter & 0x1FF) == 0);
    01048       if (HasBit(indsp->callback_flags, CBM_IND_SPECIAL_EFFECT)) {
    01049         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->xy) != 0);
    01050       }
    01051
    01052       if (cut) ChopLumberMillTrees(i);
    01053     }
    01054
    01055     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
    01056     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
    01057   }
    01058 }
    01059
    01060 void OnTick_Industry()
    01061 {
    01062   Industry *i;
    01063
    01064   if (_industry_sound_ctr != 0) {
    01065     _industry_sound_ctr++;
    01066
    01067     if (_industry_sound_ctr == 75) {
    01068       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
    01069     } else if (_industry_sound_ctr == 160) {
    01070       _industry_sound_ctr = 0;
    01071       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
    01072     }
    01073   }
    01074
    01075   if (_game_mode == GM_EDITOR) return;
    01076
    01077   FOR_ALL_INDUSTRIES(i) {
    01078     ProduceIndustryGoods(i);
    01079   }
    01080 }
    01081
    01082 static bool CheckNewIndustry_NULL(TileIndex tile)
    01083 {
    01084   return true;
    01085 }
    01086
    01087 static bool CheckNewIndustry_Forest(TileIndex tile)
    01088 {
    01089   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01090     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
    01091       _error_message = STR_4831_FOREST_CAN_ONLY_BE_PLANTED;
    01092       return false;
    01093     }
    01094   }
    01095   return true;
    01096 }
    01097
    01098 static bool CheckNewIndustry_OilRefinery(TileIndex tile)
    01099 {
    01100   if (_game_mode == GM_EDITOR) return true;
    01101   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
    01102
    01103   _error_message = STR_483B_CAN_ONLY_BE_POSITIONED;
    01104   return false;
    01105 }
    01106
    01107 extern bool _ignore_restrictions;
    01108
    01109 static bool CheckNewIndustry_OilRig(TileIndex tile)
    01110 {
    01111   if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
    01112   if (TileHeight(tile) == 0 &&
    01113       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
    01114
    01115   _error_message = STR_483B_CAN_ONLY_BE_POSITIONED;
    01116   return false;
    01117 }
    01118
    01119 static bool CheckNewIndustry_Farm(TileIndex tile)
    01120 {
    01121   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01122     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
    01123       _error_message = STR_0239_SITE_UNSUITABLE;
    01124       return false;
    01125     }
    01126   }
    01127   return true;
    01128 }
    01129
    01130 static bool CheckNewIndustry_Plantation(TileIndex tile)
    01131 {
    01132   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
    01133     _error_message = STR_0239_SITE_UNSUITABLE;
    01134     return false;
    01135   }
    01136
    01137   return true;
    01138 }
    01139
    01140 static bool CheckNewIndustry_Water(TileIndex tile)
    01141 {
    01142   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
    01143     _error_message = STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT;
    01144     return false;
    01145   }
    01146
    01147   return true;
    01148 }
    01149
    01150 static bool CheckNewIndustry_Lumbermill(TileIndex tile)
    01151 {
    01152   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
    01153     _error_message = STR_0317_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
    01154     return false;
    01155   }
    01156   return true;
    01157 }
    01158
    01159 static bool CheckNewIndustry_BubbleGen(TileIndex tile)
    01160 {
    01161   return GetTileZ(tile) <= TILE_HEIGHT * 4;
    01162 }
    01163
    01164 typedef bool CheckNewIndustryProc(TileIndex tile);
    01165 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
    01166   CheckNewIndustry_NULL,
    01167   CheckNewIndustry_Forest,
    01168   CheckNewIndustry_OilRefinery,
    01169   CheckNewIndustry_Farm,
    01170   CheckNewIndustry_Plantation,
    01171   CheckNewIndustry_Water,
    01172   CheckNewIndustry_Lumbermill,
    01173   CheckNewIndustry_BubbleGen,
    01174   CheckNewIndustry_OilRig
    01175 };
    01176
    01177 static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
    01178 {
    01179   const Town *t;
    01180   const Industry *i;
    01181
    01182   t = ClosestTownFromTile(tile, UINT_MAX);
    01183
    01184   if (_settings_game.economy.multiple_industry_per_town) return t;
    01185
    01186   FOR_ALL_INDUSTRIES(i) {
    01187     if (i->type == (byte)type &&
    01188         i->town == t) {
    01189       _error_message = STR_0287_ONLY_ONE_ALLOWED_PER_TOWN;
    01190       return NULL;
    01191     }
    01192   }
    01193
    01194   return t;
    01195 }
    01196
    01197 bool IsSlopeRefused(Slope current, Slope refused)
    01198 {
    01199   if (IsSteepSlope(current)) return true;
    01200   if (current != SLOPE_FLAT) {
    01201     if (IsSteepSlope(refused)) return true;
    01202
    01203     Slope t = ComplementSlope(current);
    01204
    01205     if (refused & SLOPE_W && (t & SLOPE_NW)) return true;
    01206     if (refused & SLOPE_S && (t & SLOPE_NE)) return true;
    01207     if (refused & SLOPE_E && (t & SLOPE_SW)) return true;
    01208     if (refused & SLOPE_N && (t & SLOPE_SE)) return true;
    01209   }
    01210
    01211   return false;
    01212 }
    01213
    01214 static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
    01215 {
    01216   _error_message = STR_0239_SITE_UNSUITABLE;
    01217   bool refused_slope = false;
    01218   bool custom_shape = false;
    01219
    01220   do {
    01221     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
    01222     if (TileX(tile) + it->ti.x >= MapSizeX()) return false;
    01223     if (TileY(tile) + it->ti.y >= MapSizeY()) return false;
    01224     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01225
    01226     if (!IsValidTile(cur_tile)) {
    01227       if (gfx == GFX_WATERTILE_SPECIALCHECK) continue;
    01228       return false;
    01229     }
    01230
    01231     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
    01232       if (!IsTileType(cur_tile, MP_WATER) ||
    01233           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
    01234         return false;
    01235       }
    01236     } else {
    01237       if (!EnsureNoVehicleOnGround(cur_tile)) return false;
    01238       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return false;
    01239
    01240       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
    01241
    01242       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
    01243
    01244       /* Perform land/water check if not disabled */
    01245       if (!HasBit(its->slopes_refused, 5) && (IsWaterTile(cur_tile) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return false;
    01246
    01247       if (HasBit(its->callback_flags, CBM_INDT_SHAPE_CHECK)) {
    01248         custom_shape = true;
    01249         if (!PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index)) return false;
    01250       } else {
    01251         Slope tileh = GetTileSlope(cur_tile, NULL);
    01252         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
    01253       }
    01254
    01255       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
    01256           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
    01257         if (!IsTileType(cur_tile, MP_HOUSE)) {
    01258           _error_message = STR_030D_CAN_ONLY_BE_BUILT_IN_TOWNS;
    01259           return false;
    01260         }
    01261
    01262         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
    01263         CompanyID old_company = _current_company;
    01264         _current_company = OWNER_TOWN;
    01265         bool not_clearable = CmdFailed(DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR));
    01266         _current_company = old_company;
    01267
    01268         if (not_clearable) return false;
    01269       } else {
    01270         /* Clear the tiles, but do not affect town ratings */
    01271         bool not_clearable = CmdFailed(DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR));
    01272
    01273         if (not_clearable) return false;
    01274       }
    01275     }
    01276   } while ((++it)->ti.x != -0x80);
    01277
    01278   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
    01279
    01280   /* It is almost impossible to have a fully flat land in TG, so what we
    01281    *  do is that we check if we can make the land flat later on. See
    01282    *  CheckIfCanLevelIndustryPlatform(). */
    01283   return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
    01284 }
    01285
    01286 static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
    01287 {
    01288   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
    01289     _error_message = STR_029D_CAN_ONLY_BE_BUILT_IN_TOWNS;
    01290     return false;
    01291   }
    01292
    01293   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
    01294     _error_message = STR_0239_SITE_UNSUITABLE;
    01295     return false;
    01296   }
    01297
    01298   return true;
    01299 }
    01300
    01301 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
    01302 {
    01303   int size_x, size_y;
    01304   uint curh;
    01305
    01306   size_x = 2;
    01307   size_y = 2;
    01308
    01309   /* Check if we don't leave the map */
    01310   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
    01311
    01312   tile += TileDiffXY(-1, -1);
    01313   BEGIN_TILE_LOOP(tile_walk, size_x, size_y, tile) {
    01314     curh = TileHeight(tile_walk);
    01315     /* Is the tile clear? */
    01316     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES))
    01317       return false;
    01318
    01319     /* Don't allow too big of a change if this is the sub-tile check */
    01320     if (internal != 0 && Delta(curh, height) > 1) return false;
    01321
    01322     /* Different height, so the surrounding tiles of this tile
    01323      *  has to be correct too (in level, or almost in level)
    01324      *  else you get a chain-reaction of terraforming. */
    01325     if (internal == 0 && curh != height) {
    01326       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1))
    01327         return false;
    01328     }
    01329   } END_TILE_LOOP(tile_walk, size_x, size_y, tile);
    01330
    01331   return true;
    01332 }
    01333
    01338 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
    01339 {
    01340   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
    01341   int max_x = 0;
    01342   int max_y = 0;
    01343   TileIndex cur_tile;
    01344   uint size_x, size_y;
    01345   uint h, curh;
    01346
    01347   /* Finds dimensions of largest variant of this industry */
    01348   do {
    01349     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
    01350     if (it->ti.x > max_x) max_x = it->ti.x;
    01351     if (it->ti.y > max_y) max_y = it->ti.y;
    01352   } while ((++it)->ti.x != MKEND);
    01353
    01354   /* Remember level height */
    01355   h = TileHeight(tile);
    01356
    01357   if (TileX(tile) <= 1 || TileY(tile) <= 1) return false;
    01358   /* Check that all tiles in area and surrounding are clear
    01359    * this determines that there are no obstructing items */
    01360   cur_tile = tile + TileDiffXY(-1, -1);
    01361   size_x = max_x + 4;
    01362   size_y = max_y + 4;
    01363
    01364   /* Check if we don't leave the map */
    01365   if (TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
    01366
    01367   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
    01368    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
    01369   CompanyID old_company = _current_company;
    01370   _current_company = OWNER_TOWN;
    01371
    01372   BEGIN_TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
    01373     curh = TileHeight(tile_walk);
    01374     if (curh != h) {
    01375       /* This tile needs terraforming. Check if we can do that without
    01376        *  damaging the surroundings too much. */
    01377       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
    01378         _current_company = old_company;
    01379         return false;
    01380       }
    01381       /* This is not 100% correct check, but the best we can do without modifying the map.
    01382        *  What is missing, is if the difference in height is more than 1.. */
    01383       if (CmdFailed(DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND))) {
    01384         _current_company = old_company;
    01385         return false;
    01386       }
    01387     }
    01388   } END_TILE_LOOP(tile_walk, size_x, size_y, cur_tile)
    01389
    01390   if (flags & DC_EXEC) {
    01391     /* Terraform the land under the industry */
    01392     BEGIN_TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
    01393       curh = TileHeight(tile_walk);
    01394       while (curh != h) {
    01395         /* We give the terraforming for free here, because we can't calculate
    01396          *  exact cost in the test-round, and as we all know, that will cause
    01397          *  a nice assert if they don't match ;) */
    01398         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
    01399         curh += (curh > h) ? -1 : 1;
    01400       }
    01401     } END_TILE_LOOP(tile_walk, size_x, size_y, cur_tile)
    01402   }
    01403
    01404   _current_company = old_company;
    01405   return true;
    01406 }
    01407
    01408
    01409 static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
    01410 {
    01411   const IndustrySpec *indspec = GetIndustrySpec(type);
    01412   const Industry *i;
    01413
    01414   if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
    01415     /* Allow primary industries to be placed close to any other industry */
    01416     return true;
    01417
    01418   FOR_ALL_INDUSTRIES(i) {
    01419     /* Within 14 tiles from another industry is considered close */
    01420     bool in_low_distance = DistanceMax(tile, i->xy) <= 14;
    01421
    01422     /* check if an industry that accepts the same goods is nearby */
    01423     if (in_low_distance &&
    01424         !indspec->IsRawIndustry() && // not a primary industry?
    01425         indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
    01426         /* at least one of those options must be true */
    01427         _game_mode != GM_EDITOR || // editor must not be stopped
    01428         !_settings_game.economy.same_industry_close ||
    01429         !_settings_game.economy.multiple_industry_per_town)) {
    01430       _error_message = STR_INDUSTRY_TOO_CLOSE;
    01431       return false;
    01432     }
    01433
    01434     /* check if there are any conflicting industry types around */
    01435     if ((i->type == indspec->conflicting[0] ||
    01436         i->type == indspec->conflicting[1] ||
    01437         i->type == indspec->conflicting[2]) &&
    01438         in_low_distance) {
    01439       _error_message = STR_INDUSTRY_TOO_CLOSE;
    01440       return false;
    01441     }
    01442   }
    01443   return true;
    01444 }
    01445
    01449 enum ProductionLevels {
    01450   PRODLEVEL_CLOSURE = 0x00,
    01451   PRODLEVEL_MINIMUM = 0x04,
    01452   PRODLEVEL_DEFAULT = 0x10,
    01453   PRODLEVEL_MAXIMUM = 0x80,
    01454 };
    01455
    01456 static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner owner, Owner founder)
    01457 {
    01458   const IndustrySpec *indspec = GetIndustrySpec(type);
    01459   uint32 r;
    01460   uint j;
    01461
    01462   i->xy = tile;
    01463   i->width = i->height = 0;
    01464   i->type = type;
    01465   IncIndustryTypeCount(type);
    01466
    01467   i->produced_cargo[0] = indspec->produced_cargo[0];
    01468   i->produced_cargo[1] = indspec->produced_cargo[1];
    01469   i->accepts_cargo[0] = indspec->accepts_cargo[0];
    01470   i->accepts_cargo[1] = indspec->accepts_cargo[1];
    01471   i->accepts_cargo[2] = indspec->accepts_cargo[2];
    01472   i->production_rate[0] = indspec->production_rate[0];
    01473   i->production_rate[1] = indspec->production_rate[1];
    01474
    01475   /* don't use smooth economy for industries using production related callbacks */
    01476   if (_settings_game.economy.smooth_economy &&
    01477       !(HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    01478       !(HasBit(indspec->callback_flags, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CHANGE))             // production change callbacks
    01479   ) {
    01480     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8 , 255);
    01481     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8 , 255);
    01482   }
    01483
    01484   i->town = t;
    01485   i->owner = owner;
    01486
    01487   r = Random();
    01488   i->random_colour = GB(r, 0, 4);
    01489   i->counter = GB(r, 4, 12);
    01490   i->random = GB(r, 16, 16);
    01491   i->produced_cargo_waiting[0] = 0;
    01492   i->produced_cargo_waiting[1] = 0;
    01493   i->incoming_cargo_waiting[0] = 0;
    01494   i->incoming_cargo_waiting[1] = 0;
    01495   i->incoming_cargo_waiting[2] = 0;
    01496   i->this_month_production[0] = 0;
    01497   i->this_month_production[1] = 0;
    01498   i->this_month_transported[0] = 0;
    01499   i->this_month_transported[1] = 0;
    01500   i->last_month_pct_transported[0] = 0;
    01501   i->last_month_pct_transported[1] = 0;
    01502   i->last_month_transported[0] = 0;
    01503   i->last_month_transported[1] = 0;
    01504   i->was_cargo_delivered = false;
    01505   i->last_prod_year = _cur_year;
    01506   i->last_month_production[0] = i->production_rate[0] * 8;
    01507   i->last_month_production[1] = i->production_rate[1] * 8;
    01508   i->founder = founder;
    01509
    01510   if (HasBit(indspec->callback_flags, CBM_IND_DECIDE_COLOUR)) {
    01511     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
    01512     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
    01513   }
    01514
    01515   if (HasBit(indspec->callback_flags, CBM_IND_INPUT_CARGO_TYPES)) {
    01516     for (j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
    01517     for (j = 0; j < lengthof(i->accepts_cargo); j++) {
    01518       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01519       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01520       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01521     }
    01522   }
    01523
    01524   if (HasBit(indspec->callback_flags, CBM_IND_OUTPUT_CARGO_TYPES)) {
    01525     for (j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
    01526     for (j = 0; j < lengthof(i->produced_cargo); j++) {
    01527       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01528       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01529       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01530     }
    01531   }
    01532
    01533   i->construction_date = _date;
    01534   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
    01535       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
    01536
    01537   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
    01538    * 0 = created prior of newindustries
    01539    * else, chosen layout + 1 */
    01540   i->selected_layout = layout + 1;
    01541
    01542   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
    01543
    01544   i->prod_level = PRODLEVEL_DEFAULT;
    01545
    01546   do {
    01547     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01548
    01549     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
    01550       byte size;
    01551
    01552       size = it->ti.x;
    01553       if (size > i->width) i->width = size;
    01554       size = it->ti.y;
    01555       if (size > i->height)i->height = size;
    01556
    01557       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
    01558
    01559       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01560
    01561       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
    01562
    01563       if (_generating_world) {
    01564         SetIndustryConstructionCounter(cur_tile, 3);
    01565         SetIndustryConstructionStage(cur_tile, 2);
    01566       }
    01567
    01568       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
    01569       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
    01570       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
    01571       if (its->animation_info != 0xFFFF) AddAnimatedTile(cur_tile);
    01572     }
    01573   } while ((++it)->ti.x != -0x80);
    01574
    01575   i->width++;
    01576   i->height++;
    01577
    01578   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
    01579     for (j = 0; j != 50; j++) PlantRandomFarmField(i);
    01580   }
    01581   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    01582 }
    01583
    01594 static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed, Owner founder)
    01595 {
    01596   const IndustryTileTable *it = indspec->table[itspec_index];
    01597   bool custom_shape_check = false;
    01598
    01599   if (!CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check)) return NULL;
    01600
    01601   if (HasBit(GetIndustrySpec(type)->callback_flags, CBM_IND_LOCATION)) {
    01602     if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed)) return NULL;
    01603   } else {
    01604     if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
    01605   }
    01606
    01607   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NONE, it, type)) return NULL;
    01608   if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL;
    01609
    01610   const Town *t = CheckMultipleIndustryInTown(tile, type);
    01611   if (t == NULL) return NULL;
    01612
    01613   if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
    01614
    01615   if (!Industry::CanAllocateItem()) return NULL;
    01616
    01617   if (flags & DC_EXEC) {
    01618     Industry *i = new Industry(tile);
    01619     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_EXEC, it, type);
    01620     DoCreateNewIndustry(i, tile, type, it, itspec_index, t, OWNER_NONE, founder);
    01621
    01622     return i;
    01623   }
    01624
    01625   /* We need to return a non-NULL pointer to tell we have created an industry.
    01626    * However, we haven't created a real one (no DC_EXEC), so return a fake one. */
    01627   return GetIndustry(0);
    01628 }
    01629
    01639 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01640 {
    01641   const IndustrySpec *indspec = GetIndustrySpec(GB(p1, 0, 16));
    01642   const Industry *ind = NULL;
    01643
    01644   /* Check if the to-be built/founded industry is available for this climate. */
    01645   if (!indspec->enabled) {
    01646     return CMD_ERROR;
    01647   }
    01648
    01649   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
    01650    * Raw material industries are industries that do not accept cargo (at least for now) */
    01651   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
    01652     return CMD_ERROR;
    01653   }
    01654
    01655   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
    01656     if (flags & DC_EXEC) {
    01657       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
    01658       CompanyID founder = _current_company;
    01659       _current_company = OWNER_TOWN;
    01660       /* Prospecting has a chance to fail, however we cannot guarantee that something can
    01661        * be built on the map, so the chance gets lower when the map is fuller, but there
    01662        * is nothing we can really do about that. */
    01663       if (Random() <= indspec->prospecting_chance) {
    01664         for (int i = 0; i < 5000; i++) {
    01665           /* We should not have more than one Random() in a function call
    01666            * because parameter evaluation order is not guaranteed in the c++ standard
    01667            */
    01668           tile = RandomTile();
    01669           ind = CreateNewIndustryHelper(tile, p1, flags, indspec, RandomRange(indspec->num_table), p2, founder);
    01670           if (ind != NULL) {
    01671             break;
    01672           }
    01673         }
    01674       }
    01675       _current_company = founder;
    01676     }
    01677   } else {
    01678     int count = indspec->num_table;
    01679     const IndustryTileTable * const *itt = indspec->table;
    01680     int num = Clamp(GB(p1, 16, 16), 0, count - 1);
    01681
    01682     _error_message = STR_0239_SITE_UNSUITABLE;
    01683     do {
    01684       if (--count < 0) return CMD_ERROR;
    01685       if (--num < 0) num = indspec->num_table - 1;
    01686     } while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, p1));
    01687
    01688     ind = CreateNewIndustryHelper(tile, p1, flags, indspec, num, p2, _current_company);
    01689     if (ind == NULL) return CMD_ERROR;
    01690   }
    01691
    01692   if (flags & DC_EXEC && _game_mode != GM_EDITOR && ind != NULL) {
    01693     SetDParam(0, indspec->name);
    01694     if (indspec->new_industry_text > STR_LAST_STRINGID) {
    01695       SetDParam(1, STR_TOWN);
    01696       SetDParam(2, ind->town->index);
    01697     } else {
    01698       SetDParam(1, ind->town->index);
    01699     }
    01700     AddNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->xy, 0);
    01701     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01702   }
    01703
    01704   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
    01705 }
    01706
    01707
    01708 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
    01709 {
    01710   const IndustrySpec *indspec = GetIndustrySpec(type);
    01711
    01712   uint32 seed = Random();
    01713   return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE);
    01714 }
    01715
    01716 enum {
    01717   NB_NUMOFINDUSTRY = 11,
    01718   NB_DIFFICULTY_LEVEL = 5,
    01719 };
    01720
    01721 static const byte _numof_industry_table[NB_DIFFICULTY_LEVEL][NB_NUMOFINDUSTRY] = {
    01722   /* difficulty settings for number of industries */
    01723   {0, 0, 0, 0, 0, 0, 0, 0,  0,  0,  0},   // none
    01724   {0, 1, 1, 1, 1, 1, 1, 1,  1,  1,  1},   // very low
    01725   {0, 1, 1, 1, 2, 2, 3, 3,  4,  4,  5},   // low
    01726   {0, 1, 2, 3, 4, 5, 6, 7,  8,  9, 10},   // normal
    01727   {0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10},   // high
    01728 };
    01729
    01734 static void PlaceInitialIndustry(IndustryType type, int amount)
    01735 {
    01736   /* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the
    01737    * _numof_industry_table.  newgrf can specify a big amount */
    01738   int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings_game.difficulty.number_industries][amount];
    01739   const IndustrySpec *ind_spc = GetIndustrySpec(type);
    01740
    01741   /* These are always placed next to the coastline, so we scale by the perimeter instead. */
    01742   num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
    01743
    01744   if (_settings_game.difficulty.number_industries != 0) {
    01745     CompanyID old_company = _current_company;
    01746     _current_company = OWNER_NONE;
    01747     assert(num > 0);
    01748
    01749     do {
    01750       uint i;
    01751
    01752       IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
    01753
    01754       for (i = 0; i < 2000; i++) {
    01755         if (CreateNewIndustry(RandomTile(), type) != NULL) break;
    01756       }
    01757     } while (--num);
    01758
    01759     _current_company = old_company;
    01760   }
    01761 }
    01762
    01765 void GenerateIndustries()
    01766 {
    01767   uint i = 0;
    01768   uint8 chance;
    01769   IndustryType it;
    01770   const IndustrySpec *ind_spc;
    01771
    01772   /* Find the total amount of industries */
    01773   if (_settings_game.difficulty.number_industries > 0) {
    01774     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01775
    01776       ind_spc = GetIndustrySpec(it);
    01777
    01778       if (!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
    01779         ResetIndustryCreationProbility(it);
    01780       }
    01781
    01782       chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
    01783       if (ind_spc->enabled && chance > 0) {
    01784         /* once the chance of appearance is determind, it have to be scaled by
    01785          * the difficulty level. The "chance" in question is more an index into
    01786          * the _numof_industry_table,in fact */
    01787         int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
    01788
    01789         /* These are always placed next to the coastline, so we scale by the perimeter instead. */
    01790         num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
    01791         i += num;
    01792       }
    01793     }
    01794   }
    01795
    01796   SetGeneratingWorldProgress(GWP_INDUSTRY, i);
    01797
    01798   if (_settings_game.difficulty.number_industries > 0) {
    01799     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01800       /* Once the number of industries has been determined, let's really create them.
    01801        * The test for chance allows us to try create industries that are available only
    01802        * for this landscape.
    01803        * @todo :  Do we really have to pass chance as un-scaled value, since we've already
    01804        *          processed that scaling above? No, don't think so.  Will find a way. */
    01805       ind_spc = GetIndustrySpec(it);
    01806       if (ind_spc->enabled) {
    01807         chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
    01808         if (chance > 0) PlaceInitialIndustry(it, chance);
    01809       }
    01810     }
    01811   }
    01812 }
    01813
    01814 static void UpdateIndustryStatistics(Industry *i)
    01815 {
    01816   byte pct;
    01817   bool refresh = false;
    01818
    01819   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    01820     if (i->produced_cargo[j] != CT_INVALID) {
    01821       pct = 0;
    01822       if (i->this_month_production[j] != 0) {
    01823         i->last_prod_year = _cur_year;
    01824         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
    01825       }
    01826       i->last_month_pct_transported[j] = pct;
    01827
    01828       i->last_month_production[j] = i->this_month_production[j];
    01829       i->this_month_production[j] = 0;
    01830
    01831       i->last_month_transported[j] = i->this_month_transported[j];
    01832       i->this_month_transported[j] = 0;
    01833       refresh = true;
    01834     }
    01835   }
    01836
    01837   if (refresh) InvalidateWindow(WC_INDUSTRY_VIEW, i->index);
    01838 }
    01839
    01841 struct ProbabilityHelper {
    01842   uint16 prob;
    01843   IndustryType ind;
    01844 };
    01845
    01849 static void MaybeNewIndustry(void)
    01850 {
    01851   Industry *ind;               // will receive the industry's creation pointer
    01852   IndustryType rndtype, j;     // Loop controlers
    01853   const IndustrySpec *ind_spc;
    01854   uint num = 0;
    01855   ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
    01856   uint16 probability_max = 0;
    01857
    01858   /* Generate a list of all possible industries that can be built. */
    01859   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
    01860     ind_spc = GetIndustrySpec(j);
    01861     byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
    01862
    01863     if (!ind_spc->enabled || chance == 0) continue;
    01864
    01865     /* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
    01866      * and if appearing chance for this landscape is above 0, this industry can be chosen */
    01867     if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
    01868       probability_max += chance;
    01869       /* adds the result for this industry */
    01870       cumulative_probs[num].ind = j;
    01871       cumulative_probs[num++].prob = probability_max;
    01872     }
    01873   }
    01874
    01875   /* Abort if there is no industry buildable */
    01876   if (probability_max == 0) return;
    01877
    01878   /* Find a random type, with maximum being what has been evaluate above*/
    01879   rndtype = RandomRange(probability_max);
    01880   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
    01881     /* and choose the index of the industry that matches as close as possible this random type */
    01882     if (cumulative_probs[j].prob >= rndtype) break;
    01883   }
    01884
    01885   ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
    01886   /*  Check if it is allowed */
    01887   if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
    01888   if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
    01889
    01890   /* try to create 2000 times this industry */
    01891   num = 2000;
    01892   for (;;) {
    01893     ind = CreateNewIndustry(RandomTile(), cumulative_probs[j].ind);
    01894     if (ind != NULL) break;
    01895     if (--num == 0) return;
    01896   }
    01897
    01898   SetDParam(0, ind_spc->name);
    01899   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
    01900     SetDParam(1, STR_TOWN);
    01901     SetDParam(2, ind->town->index);
    01902   } else {
    01903     SetDParam(1, ind->town->index);
    01904   }
    01905   AddNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->xy, 0);
    01906   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01907 }
    01908
    01917 static bool CheckIndustryCloseDownProtection(IndustryType type)
    01918 {
    01919   const IndustrySpec *indspec = GetIndustrySpec(type);
    01920
    01921   /* oil wells (or the industries with that flag set) are always allowed to closedown */
    01922   if (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
    01923   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1;
    01924 }
    01925
    01935 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
    01936 {
    01937   const IndustrySpec *indspec = GetIndustrySpec(ind->type);
    01938
    01939   /* Check for acceptance of cargo */
    01940   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
    01941     if (ind->accepts_cargo[j] == CT_INVALID) continue;
    01942     if (cargo == ind->accepts_cargo[j]) {
    01943       if (HasBit(indspec->callback_flags, CBM_IND_REFUSE_CARGO)) {
    01944         uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO,
    01945             0, GetReverseCargoTranslation(cargo, indspec->grf_prop.grffile),
    01946             ind, ind->type, ind->xy);
    01947         if (res == 0) continue;
    01948       }
    01949       *c_accepts = true;
    01950       break;
    01951     }
    01952   }
    01953
    01954   /* Check for produced cargo */
    01955   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
    01956     if (ind->produced_cargo[j] == CT_INVALID) continue;
    01957     if (cargo == ind->produced_cargo[j]) {
    01958       *c_produces = true;
    01959       break;
    01960     }
    01961   }
    01962 }
    01963
    01977 int WhoCanServiceIndustry(Industry *ind)
    01978 {
    01979   /* Find all stations within reach of the industry */
    01980   StationList stations;
    01981   FindStationsAroundTiles(ind->xy, ind->width, ind->height, &stations);
    01982
    01983   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
    01984
    01985   const Vehicle *v;
    01986   int result = 0;
    01987   FOR_ALL_VEHICLES(v) {
    01988     /* Is it worthwhile to try this vehicle? */
    01989     if (v->owner != _local_company && result != 0) continue;
    01990
    01991     /* Check whether it accepts the right kind of cargo */
    01992     bool c_accepts = false;
    01993     bool c_produces = false;
    01994     if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
    01995       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01996         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
    01997       }
    01998     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
    01999       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
    02000     } else {
    02001       continue;
    02002     }
    02003     if (!c_accepts && !c_produces) continue; // Wrong cargo
    02004
    02005     /* Check orders of the vehicle.
    02006      * We cannot check the first of shared orders only, since the first vehicle in such a chain
    02007      * may have a different cargo type.
    02008      */
    02009     const Order *o;
    02010     FOR_VEHICLE_ORDERS(v, o) {
    02011       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
    02012         /* Vehicle visits a station to load or unload */
    02013         Station *st = GetStation(o->GetDestination());
    02014         if (!st->IsValid()) continue;
    02015
    02016         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
    02017         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
    02018
    02019         if (stations.Contains(st)) {
    02020           if (v->owner == _local_company) return 2; // Company services industry
    02021           result = 1; // Competitor services industry
    02022         }
    02023       }
    02024     }
    02025   }
    02026   return result;
    02027 }
    02028
    02036 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
    02037 {
    02038   NewsSubtype ns;
    02039
    02040   switch (WhoCanServiceIndustry(ind)) {
    02041     case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02042     case 1: ns = NS_INDUSTRY_OTHER;   break;
    02043     case 2: ns = NS_INDUSTRY_COMPANY; break;
    02044     default: NOT_REACHED(); break;
    02045   }
    02046   SetDParam(2, abs(percent));
    02047   SetDParam(0, GetCargo(type)->name);
    02048   SetDParam(1, ind->index);
    02049   AddNewsItem(
    02050     percent >= 0 ? STR_INDUSTRY_PROD_GOUP : STR_INDUSTRY_PROD_GODOWN,
    02051     ns,
    02052     ind->xy + TileDiffXY(1, 1), 0
    02053   );
    02054 }
    02055
    02056 enum {
    02057   PERCENT_TRANSPORTED_60 = 153,
    02058   PERCENT_TRANSPORTED_80 = 204,
    02059 };
    02060
    02065 static void ChangeIndustryProduction(Industry *i, bool monthly)
    02066 {
    02067   StringID str = STR_NULL;
    02068   bool closeit = false;
    02069   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    02070   bool standard = false;
    02071   bool suppress_message = false;
    02072   bool recalculate_multipliers = false;
    02073   /* don't use smooth economy for industries using production related callbacks */
    02074   bool smooth_economy = _settings_game.economy.smooth_economy &&
    02075                         !(HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    02076                         !(HasBit(indspec->callback_flags, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
    02077   byte div = 0;
    02078   byte mul = 0;
    02079   int8 increment = 0;
    02080
    02081   bool callback_enabled = HasBit(indspec->callback_flags, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
    02082   if (callback_enabled) {
    02083     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->xy);
    02084     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
    02085       suppress_message = HasBit(res, 7);
    02086       /* Get the custom message if any */
    02087       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
    02088       res = GB(res, 0, 4);
    02089       switch(res) {
    02090         default: NOT_REACHED();
    02091         case 0x0: break;                  // Do nothing, but show the custom message if any
    02092         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
    02093         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
    02094         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
    02095         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
    02096         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
    02097         case 0x8: div = res - 0x3; break; // Divide production by 32
    02098         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
    02099         case 0xC: mul = res - 0x7; break; // Multiply production by 32
    02100         case 0xD:                         // decrement production
    02101         case 0xE:                         // increment production
    02102           increment = res == 0x0D ? -1 : 1;
    02103           break;
    02104         case 0xF:                         // Set production to third byte of register 0x100
    02105           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02106           recalculate_multipliers = true;
    02107           break;
    02108       }
    02109     }
    02110   } else {
    02111     if (monthly != smooth_economy) return;
    02112     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
    02113   }
    02114
    02115   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
    02116     /* decrease or increase */
    02117     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
    02118
    02119     if (smooth_economy) {
    02120       closeit = true;
    02121       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02122         if (i->produced_cargo[j] == CT_INVALID) continue;
    02123         uint32 r = Random();
    02124         int old_prod, new_prod, percent;
    02125         /* If over 60% is transported, mult is 1, else mult is -1. */
    02126         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
    02127
    02128         new_prod = old_prod = i->production_rate[j];
    02129
    02130         /* For industries with only_decrease flags (temperate terrain Oil Wells),
    02131          * the multiplier will always be -1 so they will only decrease. */
    02132         if (only_decrease) {
    02133           mult = -1;
    02134         /* For normal industries, if over 60% is transported, 33% chance for decrease.
    02135          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
    02136         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
    02137           mult *= -1;
    02138         }
    02139
    02140         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
    02141          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
    02142         if (Chance16I(1, 22, r >> 16)) {
    02143           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
    02144         }
    02145
    02146         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
    02147         new_prod = Clamp(new_prod, 1, 255);
    02148
    02149         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1)
    02150           new_prod = Clamp(new_prod, 0, 16);
    02151
    02152         /* Do not stop closing the industry when it has the lowest possible production rate */
    02153         if (new_prod == old_prod && old_prod > 1) {
    02154           closeit = false;
    02155           continue;
    02156         }
    02157
    02158         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
    02159         i->production_rate[j] = new_prod;
    02160
    02161         /* Close the industry when it has the lowest possible production rate */
    02162         if (new_prod > 1) closeit = false;
    02163
    02164         if (abs(percent) >= 10) {
    02165           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
    02166         }
    02167       }
    02168     } else {
    02169       if (only_decrease || Chance16(1, 3)) {
    02170         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
    02171         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
    02172           mul = 1; // Increase production
    02173         } else {
    02174           div = 1; // Decrease production
    02175         }
    02176       }
    02177     }
    02178   }
    02179
    02180   if (!callback_enabled && indspec->life_type & INDUSTRYLIFE_PROCESSING) {
    02181     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
    02182       closeit = true;
    02183     }
    02184   }
    02185
    02186   /* Increase if needed */
    02187   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
    02188     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
    02189     recalculate_multipliers = true;
    02190     if (str == STR_NULL) str = indspec->production_up_text;
    02191   }
    02192
    02193   /* Decrease if needed */
    02194   while (div-- != 0 && !closeit) {
    02195     if (i->prod_level == PRODLEVEL_MINIMUM) {
    02196       closeit = true;
    02197     } else {
    02198       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
    02199       recalculate_multipliers = true;
    02200       if (str == STR_NULL) str = indspec->production_down_text;
    02201     }
    02202   }
    02203
    02204   /* Increase or Decreasing the production level if needed */
    02205   if (increment != 0) {
    02206     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
    02207       closeit = true;
    02208     } else {
    02209       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02210       recalculate_multipliers = true;
    02211     }
    02212   }
    02213
    02214   /* Recalculate production_rate
    02215    * For non-smooth economy these should always be synchronized with prod_level */
    02216   if (recalculate_multipliers) {
    02217     /* Rates are rounded up, so e.g. oilrig always produces some passengers */
    02218     i->production_rate[0] = min((indspec->production_rate[0] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
    02219     i->production_rate[1] = min((indspec->production_rate[1] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
    02220   }
    02221
    02222   /* Close if needed and allowed */
    02223   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
    02224     i->prod_level = PRODLEVEL_CLOSURE;
    02225     str = indspec->closure_text;
    02226   }
    02227
    02228   if (!suppress_message && str != STR_NULL) {
    02229     NewsSubtype ns;
    02230     /* Compute news category */
    02231     if (closeit) {
    02232       ns = NS_INDUSTRY_CLOSE;
    02233       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    02234     } else {
    02235       switch (WhoCanServiceIndustry(i)) {
    02236         case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02237         case 1: ns = NS_INDUSTRY_OTHER;   break;
    02238         case 2: ns = NS_INDUSTRY_COMPANY; break;
    02239         default: NOT_REACHED(); break;
    02240       }
    02241     }
    02242     /* Set parameters of news string */
    02243     if (str > STR_LAST_STRINGID) {
    02244       SetDParam(0, STR_TOWN);
    02245       SetDParam(1, i->town->index);
    02246       SetDParam(2, indspec->name);
    02247     } else if (closeit) {
    02248       SetDParam(0, STR_INDUSTRY_FORMAT);
    02249       SetDParam(1, i->town->index);
    02250       SetDParam(2, indspec->name);
    02251     } else {
    02252       SetDParam(0, i->index);
    02253     }
    02254     /* and report the news to the user */
    02255     AddNewsItem(str,
    02256       ns,
    02257       i->xy + TileDiffXY(1, 1), 0);
    02258   }
    02259 }
    02260
    02266 void IndustryDailyLoop()
    02267 {
    02268   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
    02269
    02270   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
    02271    * the lower 16 bit are a fractional part that might accumulate over several days until it
    02272    * is sufficient for an industry. */
    02273   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
    02274
    02275   /* Reset the active part of the counter, just keeping the "factional part" */
    02276   _economy.industry_daily_change_counter &= 0xFFFF;
    02277
    02278   if (change_loop == 0) {
    02279     return;  // Nothing to do? get out
    02280   }
    02281
    02282   CompanyID old_company = _current_company;
    02283   _current_company = OWNER_NONE;
    02284
    02285   /* perform the required industry changes for the day */
    02286   for (uint16 j = 0; j < change_loop; j++) {
    02287     /* 3% chance that we start a new industry */
    02288     if (Chance16(3, 100)) {
    02289       MaybeNewIndustry();
    02290     } else {
    02291       Industry *i = GetRandomIndustry();
    02292       if (i != NULL) ChangeIndustryProduction(i, false);
    02293     }
    02294   }
    02295
    02296   _current_company = old_company;
    02297
    02298   /* production-change */
    02299   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02300 }
    02301
    02302 void IndustryMonthlyLoop()
    02303 {
    02304   Industry *i;
    02305   CompanyID old_company = _current_company;
    02306   _current_company = OWNER_NONE;
    02307
    02308   FOR_ALL_INDUSTRIES(i) {
    02309     UpdateIndustryStatistics(i);
    02310     if (i->prod_level == PRODLEVEL_CLOSURE) {
    02311       delete i;
    02312     } else {
    02313       ChangeIndustryProduction(i, true);
    02314     }
    02315   }
    02316
    02317   _current_company = old_company;
    02318
    02319   /* production-change */
    02320   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02321 }
    02322
    02323
    02324 void InitializeIndustries()
    02325 {
    02326   _Industry_pool.CleanPool();
    02327   _Industry_pool.AddBlockToPool();
    02328
    02329   ResetIndustryCounts();
    02330   _industry_sound_tile = 0;
    02331 }
    02332
    02333 bool IndustrySpec::IsRawIndustry() const
    02334 {
    02335   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
    02336   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
    02337       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
    02338 }
    02339
    02340 Money IndustrySpec::GetConstructionCost() const
    02341 {
    02342   return (_price.build_industry *
    02343       (_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry() ?
    02344           this->raw_industry_cost_multiplier :
    02345           this->cost_multiplier
    02346       )) >> 8;
    02347 }
    02348
    02349 Money IndustrySpec::GetRemovalCost() const
    02350 {
    02351   return (_price.remove_house * this->removal_cost_multiplier) >> 8;
    02352 }
    02353
    02354 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02355 {
    02356   if (AutoslopeEnabled()) {
    02357     /* We imitate here TTDP's behaviour:
    02358      *  - Both new and old slope must not be steep.
    02359      *  - TileMaxZ must not be changed.
    02360      *  - Allow autoslope by default.
    02361      *  - Disallow autoslope if callback succeeds and returns non-zero.
    02362      */
    02363     Slope tileh_old = GetTileSlope(tile, NULL);
    02364     /* TileMaxZ must not be changed. Slopes must not be steep. */
    02365     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02366       const IndustryGfx gfx = GetIndustryGfx(tile);
    02367       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    02368
    02369       /* Call callback 3C 'disable autosloping for industry tiles'. */
    02370       if (HasBit(itspec->callback_flags, CBM_INDT_AUTOSLOPE)) {
    02371         /* If the callback fails, allow autoslope. */
    02372         uint16 res = GetIndustryTileCallback(CBID_INDUSTRY_AUTOSLOPE, 0, 0, gfx, GetIndustryByTile(tile), tile);
    02373         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
    02374       } else {
    02375         /* allow autoslope */
    02376         return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
    02377       }
    02378     }
    02379   }
    02380   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02381 }
    02382
    02383 extern const TileTypeProcs _tile_type_industry_procs = {
    02384   DrawTile_Industry,           // draw_tile_proc
    02385   GetSlopeZ_Industry,          // get_slope_z_proc
    02386   ClearTile_Industry,          // clear_tile_proc
    02387   GetAcceptedCargo_Industry,   // get_accepted_cargo_proc
    02388   GetTileDesc_Industry,        // get_tile_desc_proc
    02389   GetTileTrackStatus_Industry, // get_tile_track_status_proc
    02390   ClickTile_Industry,          // click_tile_proc
    02391   AnimateTile_Industry,        // animate_tile_proc
    02392   TileLoop_Industry,           // tile_loop_proc
    02393   ChangeTileOwner_Industry,    // change_tile_owner_proc
    02394   GetProducedCargo_Industry,   // get_produced_cargo_proc
    02395   NULL,                        // vehicle_enter_tile_proc
    02396   GetFoundation_Industry,      // get_foundation_proc
    02397   TerraformTile_Industry,      // terraform_tile_proc
    02398 };