# industry_cmd.cpp

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    00001 /* $Id: industry_cmd.cpp 18726 2010-01-04 21:10:20Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "openttd.h"
    00014 #include "clear_map.h"
    00015 #include "industry.h"
    00016 #include "station_base.h"
    00017 #include "train.h"
    00018 #include "landscape.h"
    00019 #include "viewport_func.h"
    00020 #include "command_func.h"
    00021 #include "town.h"
    00022 #include "news_func.h"
    00023 #include "variables.h"
    00024 #include "cheat_type.h"
    00025 #include "genworld.h"
    00026 #include "tree_map.h"
    00027 #include "newgrf.h"
    00028 #include "newgrf_cargo.h"
    00029 #include "newgrf_commons.h"
    00030 #include "newgrf_industries.h"
    00031 #include "newgrf_industrytiles.h"
    00032 #include "autoslope.h"
    00033 #include "transparency.h"
    00034 #include "water.h"
    00035 #include "strings_func.h"
    00036 #include "functions.h"
    00037 #include "window_func.h"
    00038 #include "date_func.h"
    00039 #include "vehicle_func.h"
    00040 #include "sound_func.h"
    00041 #include "animated_tile_func.h"
    00042 #include "effectvehicle_func.h"
    00043 #include "ai/ai.hpp"
    00044 #include "core/pool_func.hpp"
    00045 #include "subsidy_func.h"
    00046
    00047 #include "table/strings.h"
    00048 #include "table/industry_land.h"
    00049 #include "table/build_industry.h"
    00050
    00051 IndustryPool _industry_pool("Industry");
    00052 INSTANTIATE_POOL_METHODS(Industry)
    00053
    00054 void ShowIndustryViewWindow(int industry);
    00055 void BuildOilRig(TileIndex tile);
    00056
    00057 static byte _industry_sound_ctr;
    00058 static TileIndex _industry_sound_tile;
    00059
    00060 uint16 _industry_counts[NUM_INDUSTRYTYPES];
    00061
    00062 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
    00063 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
    00064
    00069 void ResetIndustries()
    00070 {
    00071   memset(&_industry_specs, 0, sizeof(_industry_specs));
    00072   memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
    00073
    00074   /* once performed, enable only the current climate industries */
    00075   for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
    00076     _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
    00077         HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
    00078   }
    00079
    00080   memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
    00081   memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
    00082
    00083   /* Reset any overrides that have been set. */
    00084   _industile_mngr.ResetOverride();
    00085   _industry_mngr.ResetOverride();
    00086 }
    00087
    00088 void ResetIndustryCreationProbility(IndustryType type)
    00089 {
    00090   assert(type < INVALID_INDUSTRYTYPE);
    00091   _industry_specs[type].appear_creation[_settings_game.game_creation.landscape] = 0;
    00092 }
    00093
    00102 IndustryType GetIndustryType(TileIndex tile)
    00103 {
    00104   assert(IsTileType(tile, MP_INDUSTRY));
    00105
    00106   const Industry *ind = Industry::GetByTile(tile);
    00107   assert(ind != NULL);
    00108   return ind->type;
    00109 }
    00110
    00119 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
    00120 {
    00121   assert(thistype < NUM_INDUSTRYTYPES);
    00122   return &_industry_specs[thistype];
    00123 }
    00124
    00133 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
    00134 {
    00135   assert(gfx < INVALID_INDUSTRYTILE);
    00136   return &_industry_tile_specs[gfx];
    00137 }
    00138
    00139 Industry::~Industry()
    00140 {
    00141   if (CleaningPool()) return;
    00142
    00143   /* Industry can also be destroyed when not fully initialized.
    00144    * This means that we do not have to clear tiles either. */
    00145   if (this->location.w == 0) return;
    00146
    00147   TILE_AREA_LOOP(tile_cur, this->location) {
    00148     if (IsTileType(tile_cur, MP_INDUSTRY)) {
    00149       if (GetIndustryIndex(tile_cur) == this->index) {
    00150         /* MakeWaterKeepingClass() can also handle 'land' */
    00151         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
    00152
    00153         /* MakeWaterKeepingClass() doesn't remove animation if the tiles
    00154          * become watery, but be on the safe side an always remote it. */
    00155         DeleteAnimatedTile(tile_cur);
    00156
    00157         MarkTileDirtyByTile(tile_cur);
    00158       }
    00159     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
    00160       DeleteOilRig(tile_cur);
    00161     }
    00162   }
    00163
    00164   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
    00165     /* Remove the farmland and convert it to regular tiles over time. */
    00166     TILE_LOOP(tile_cur, 42, 42, this->location.tile - TileDiffXY(21, 21)) {
    00167       tile_cur = TILE_MASK(tile_cur);
    00168       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
    00169           GetIndustryIndexOfField(tile_cur) == this->index) {
    00170         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
    00171       }
    00172     }
    00173   }
    00174
    00175   /* don't let any disaster vehicle target invalid industry */
    00176   ReleaseDisastersTargetingIndustry(this->index);
    00177
    00178   DecIndustryTypeCount(this->type);
    00179
    00180   DeleteIndustryNews(this->index);
    00181   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
    00182
    00183   DeleteSubsidyWith(ST_INDUSTRY, this->index);
    00184   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
    00185 }
    00186
    00191 void Industry::PostDestructor(size_t index)
    00192 {
    00193   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    00194   Station::RecomputeIndustriesNearForAll();
    00195 }
    00196
    00197
    00202 /* static */ Industry *Industry::GetRandom()
    00203 {
    00204   if (Industry::GetNumItems() == 0) return NULL;
    00205   int num = RandomRange((uint16)Industry::GetNumItems());
    00206   size_t index = MAX_UVALUE(size_t);
    00207
    00208   while (num >= 0) {
    00209     num--;
    00210     index++;
    00211
    00212     /* Make sure we have a valid industry */
    00213     while (!Industry::IsValidID(index)) {
    00214       index++;
    00215       assert(index < Industry::GetPoolSize());
    00216     }
    00217   }
    00218
    00219   return Industry::Get(index);
    00220 }
    00221
    00222
    00223 static void IndustryDrawSugarMine(const TileInfo *ti)
    00224 {
    00225   const DrawIndustryAnimationStruct *d;
    00226
    00227   if (!IsIndustryCompleted(ti->tile)) return;
    00228
    00229   d = &_draw_industry_spec1[GetIndustryAnimationState(ti->tile)];
    00230
    00231   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
    00232
    00233   if (d->image_2 != 0) {
    00234     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
    00235   }
    00236
    00237   if (d->image_3 != 0) {
    00238     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
    00239       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
    00240   }
    00241 }
    00242
    00243 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
    00244 {
    00245   uint8 x = 0;
    00246
    00247   if (IsIndustryCompleted(ti->tile)) {
    00248     x = _industry_anim_offs_toffee[GetIndustryAnimationState(ti->tile)];
    00249     if (x == 0xFF)
    00250       x = 0;
    00251   }
    00252
    00253   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
    00254   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
    00255 }
    00256
    00257 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
    00258 {
    00259   if (IsIndustryCompleted(ti->tile)) {
    00260     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetIndustryAnimationState(ti->tile)]);
    00261   } else {
    00262     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
    00263   }
    00264 }
    00265
    00266 static void IndustryDrawToyFactory(const TileInfo *ti)
    00267 {
    00268   const DrawIndustryAnimationStruct *d;
    00269
    00270   d = &_industry_anim_offs_toys[GetIndustryAnimationState(ti->tile)];
    00271
    00272   if (d->image_1 != 0xFF) {
    00273     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
    00274   }
    00275
    00276   if (d->image_2 != 0xFF) {
    00277     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
    00278   }
    00279
    00280   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
    00281   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
    00282 }
    00283
    00284 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
    00285 {
    00286   if (IsIndustryCompleted(ti->tile)) {
    00287     uint8 image = GetIndustryAnimationState(ti->tile);
    00288
    00289     if (image != 0 && image < 7) {
    00290       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
    00291         PAL_NONE,
    00292         _coal_plant_sparks[image - 1].x,
    00293         _coal_plant_sparks[image - 1].y
    00294       );
    00295     }
    00296   }
    00297 }
    00298
    00299 typedef void IndustryDrawTileProc(const TileInfo *ti);
    00300 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
    00301   IndustryDrawSugarMine,
    00302   IndustryDrawToffeeQuarry,
    00303   IndustryDrawBubbleGenerator,
    00304   IndustryDrawToyFactory,
    00305   IndustryDrawCoalPlantSparks,
    00306 };
    00307
    00308 static void DrawTile_Industry(TileInfo *ti)
    00309 {
    00310   IndustryGfx gfx = GetIndustryGfx(ti->tile);
    00311   Industry *ind = Industry::GetByTile(ti->tile);
    00312   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00313   const DrawBuildingsTileStruct *dits;
    00314   SpriteID image;
    00315   SpriteID pal;
    00316
    00317   /* Retrieve pointer to the draw industry tile struct */
    00318   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00319     /* Draw the tile using the specialized method of newgrf industrytile.
    00320      * DrawNewIndustry will return false if ever the resolver could not
    00321      * find any sprite to display.  So in this case, we will jump on the
    00322      * substitute gfx instead. */
    00323     if (indts->grf_prop.spritegroup != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
    00324       return;
    00325     } else {
    00326       /* No sprite group (or no valid one) found, meaning no graphics associated.
    00327        * Use the substitute one instead */
    00328       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
    00329         gfx = indts->grf_prop.subst_id;
    00330         /* And point the industrytile spec accordingly */
    00331         indts = GetIndustryTileSpec(gfx);
    00332       }
    00333     }
    00334   }
    00335
    00336   dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
    00337       GetIndustryAnimationState(ti->tile) & INDUSTRY_COMPLETED :
    00338       GetIndustryConstructionStage(ti->tile))];
    00339
    00340   image = dits->ground.sprite;
    00341   if (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->ground.pal == PAL_NONE) {
    00342     pal = GENERAL_SPRITE_COLOUR(ind->random_colour);
    00343   } else {
    00344     pal = dits->ground.pal;
    00345   }
    00346
    00347   /* DrawFoundation() modifes ti->z and ti->tileh */
    00348   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00349
    00350   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
    00351    * Do not do this if the tile's WaterClass is 'land'. */
    00352   if (image == SPR_FLAT_WATER_TILE && IsIndustryTileOnWater(ti->tile)) {
    00353     DrawWaterClassGround(ti);
    00354   } else {
    00355     DrawGroundSprite(image, pal);
    00356   }
    00357
    00358   /* If industries are transparent and invisible, do not draw the upper part */
    00359   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
    00360
    00361   /* Add industry on top of the ground? */
    00362   image = dits->building.sprite;
    00363   if (image != 0) {
    00364     AddSortableSpriteToDraw(image,
    00365       (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->building.pal == PAL_NONE) ? GENERAL_SPRITE_COLOUR(ind->random_colour) : dits->building.pal,
    00366       ti->x + dits->subtile_x,
    00367       ti->y + dits->subtile_y,
    00368       dits->width,
    00369       dits->height,
    00370       dits->dz,
    00371       ti->z,
    00372       IsTransparencySet(TO_INDUSTRIES));
    00373
    00374     if (IsTransparencySet(TO_INDUSTRIES)) return;
    00375   }
    00376
    00377   {
    00378     int proc = dits->draw_proc - 1;
    00379     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
    00380   }
    00381 }
    00382
    00383 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
    00384 {
    00385   return GetTileMaxZ(tile);
    00386 }
    00387
    00388 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
    00389 {
    00390   IndustryGfx gfx = GetIndustryGfx(tile);
    00391
    00392   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
    00393    * account for this, as other structures should
    00394    * draw the wall of the foundation in this case.
    00395    */
    00396   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00397     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00398     if (indts->grf_prop.spritegroup != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
    00399       uint32 callback_res = GetIndustryTileCallback(CBID_INDUSTRY_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00400       if (callback_res == 0) return FOUNDATION_NONE;
    00401     }
    00402   }
    00403   return FlatteningFoundation(tileh);
    00404 }
    00405
    00406 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00407 {
    00408   IndustryGfx gfx = GetIndustryGfx(tile);
    00409   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    00410
    00411   /* When we have to use a callback, we put our data in the next two variables */
    00412   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
    00413   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
    00414
    00415   /* And then these will always point to a same sized array with the required data */
    00416   const CargoID *accepts_cargo = itspec->accepts_cargo;
    00417   const uint8 *cargo_acceptance = itspec->acceptance;
    00418
    00419   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
    00420     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00421     if (res != CALLBACK_FAILED) {
    00422       accepts_cargo = raw_accepts_cargo;
    00423       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
    00424     }
    00425   }
    00426
    00427   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
    00428     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00429     if (res != CALLBACK_FAILED) {
    00430       cargo_acceptance = raw_cargo_acceptance;
    00431       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
    00432     }
    00433   }
    00434
    00435   const Industry *ind = Industry::GetByTile(tile);
    00436   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
    00437     CargoID a = accepts_cargo[i];
    00438     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
    00439
    00440     /* Add accepted cargo */
    00441     acceptance[a] += cargo_acceptance[i];
    00442
    00443     /* Maybe set 'always accepted' bit (if it's not set already) */
    00444     if (HasBit(*always_accepted, a)) continue;
    00445
    00446     bool accepts = false;
    00447     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00448       /* Test whether the industry itself accepts the cargo type */
    00449       if (ind->accepts_cargo[cargo_index] == a) {
    00450         accepts = true;
    00451         break;
    00452       }
    00453     }
    00454
    00455     if (accepts) continue;
    00456
    00457     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
    00458     SetBit(*always_accepted, a);
    00459   }
    00460 }
    00461
    00462 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
    00463 {
    00464   const Industry *i = Industry::GetByTile(tile);
    00465   const IndustrySpec *is = GetIndustrySpec(i->type);
    00466
    00467   td->owner[0] = i->owner;
    00468   td->str = is->name;
    00469   if (!IsIndustryCompleted(tile)) {
    00470     SetDParamX(td->dparam, 0, td->str);
    00471     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00472   }
    00473
    00474   if (is->grf_prop.grffile != NULL) {
    00475     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->name;
    00476   }
    00477 }
    00478
    00479 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
    00480 {
    00481   Industry *i = Industry::GetByTile(tile);
    00482   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00483
    00484   /* water can destroy industries
    00485    * in editor you can bulldoze industries
    00486    * with magic_bulldozer cheat you can destroy industries
    00487    * (area around OILRIG is water, so water shouldn't flood it
    00488    */
    00489   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
    00490       !_cheats.magic_bulldozer.value) ||
    00491       ((flags & DC_AUTO) != 0) ||
    00492       (_current_company == OWNER_WATER &&
    00493         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
    00494         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
    00495     SetDParam(0, indspec->name);
    00496     return_cmd_error(flags & DC_AUTO ? STR_ERROR_UNMOVABLE_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
    00497   }
    00498
    00499   if (flags & DC_EXEC) {
    00500     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    00501     delete i;
    00502   }
    00503   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
    00504 }
    00505
    00506 static void TransportIndustryGoods(TileIndex tile)
    00507 {
    00508   Industry *i = Industry::GetByTile(tile);
    00509   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00510   bool moved_cargo = false;
    00511
    00512   StationFinder stations(i->location);
    00513
    00514   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
    00515     uint cw = min(i->produced_cargo_waiting[j], 255);
    00516     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
    00517       i->produced_cargo_waiting[j] -= cw;
    00518
    00519       /* fluctuating economy? */
    00520       if (_economy.fluct <= 0) cw = (cw + 1) / 2;
    00521
    00522       i->this_month_production[j] += cw;
    00523
    00524       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
    00525       i->this_month_transported[j] += am;
    00526
    00527       moved_cargo |= (am != 0);
    00528     }
    00529   }
    00530
    00531   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
    00532     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
    00533
    00534     if (newgfx != INDUSTRYTILE_NOANIM) {
    00535       ResetIndustryConstructionStage(tile);
    00536       SetIndustryCompleted(tile, true);
    00537       SetIndustryGfx(tile, newgfx);
    00538       MarkTileDirtyByTile(tile);
    00539     }
    00540   }
    00541 }
    00542
    00543
    00544 static void AnimateTile_Industry(TileIndex tile)
    00545 {
    00546   byte m;
    00547   IndustryGfx gfx = GetIndustryGfx(tile);
    00548
    00549   if (GetIndustryTileSpec(gfx)->animation_info != 0xFFFF) {
    00550     AnimateNewIndustryTile(tile);
    00551     return;
    00552   }
    00553
    00554   switch (gfx) {
    00555   case GFX_SUGAR_MINE_SIEVE:
    00556     if ((_tick_counter & 1) == 0) {
    00557       m = GetIndustryAnimationState(tile) + 1;
    00558
    00559       switch (m & 7) {
    00560       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
    00561       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
    00562       }
    00563
    00564       if (m >= 96) {
    00565         m = 0;
    00566         DeleteAnimatedTile(tile);
    00567       }
    00568       SetIndustryAnimationState(tile, m);
    00569
    00570       MarkTileDirtyByTile(tile);
    00571     }
    00572     break;
    00573
    00574   case GFX_TOFFEE_QUARY:
    00575     if ((_tick_counter & 3) == 0) {
    00576       m = GetIndustryAnimationState(tile);
    00577
    00578       if (_industry_anim_offs_toffee[m] == 0xFF) {
    00579         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
    00580       }
    00581
    00582       if (++m >= 70) {
    00583         m = 0;
    00584         DeleteAnimatedTile(tile);
    00585       }
    00586       SetIndustryAnimationState(tile, m);
    00587
    00588       MarkTileDirtyByTile(tile);
    00589     }
    00590     break;
    00591
    00592   case GFX_BUBBLE_CATCHER:
    00593     if ((_tick_counter & 1) == 0) {
    00594       m = GetIndustryAnimationState(tile);
    00595
    00596       if (++m >= 40) {
    00597         m = 0;
    00598         DeleteAnimatedTile(tile);
    00599       }
    00600       SetIndustryAnimationState(tile, m);
    00601
    00602       MarkTileDirtyByTile(tile);
    00603     }
    00604     break;
    00605
    00606   /* Sparks on a coal plant */
    00607   case GFX_POWERPLANT_SPARKS:
    00608     if ((_tick_counter & 3) == 0) {
    00609       m = GetIndustryAnimationState(tile);
    00610       if (m == 6) {
    00611         SetIndustryAnimationState(tile, 0);
    00612         DeleteAnimatedTile(tile);
    00613       } else {
    00614         SetIndustryAnimationState(tile, m + 1);
    00615         MarkTileDirtyByTile(tile);
    00616       }
    00617     }
    00618     break;
    00619
    00620   case GFX_TOY_FACTORY:
    00621     if ((_tick_counter & 1) == 0) {
    00622       m = GetIndustryAnimationState(tile) + 1;
    00623
    00624       switch (m) {
    00625         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
    00626         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
    00627         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
    00628         default:
    00629           if (m >= 50) {
    00630             int n = GetIndustryAnimationLoop(tile) + 1;
    00631             m = 0;
    00632             if (n >= 8) {
    00633               n = 0;
    00634               DeleteAnimatedTile(tile);
    00635             }
    00636             SetIndustryAnimationLoop(tile, n);
    00637           }
    00638       }
    00639
    00640       SetIndustryAnimationState(tile, m);
    00641       MarkTileDirtyByTile(tile);
    00642     }
    00643     break;
    00644
    00645   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00646   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00647   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00648   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00649     if ((_tick_counter & 3) == 0) {
    00650       IndustryGfx gfx = GetIndustryGfx(tile);
    00651
    00652       gfx = (gfx < 155) ? gfx + 1 : 148;
    00653       SetIndustryGfx(tile, gfx);
    00654       MarkTileDirtyByTile(tile);
    00655     }
    00656     break;
    00657
    00658   case GFX_OILWELL_ANIMATED_1:
    00659   case GFX_OILWELL_ANIMATED_2:
    00660   case GFX_OILWELL_ANIMATED_3:
    00661     if ((_tick_counter & 7) == 0) {
    00662       bool b = Chance16(1, 7);
    00663       IndustryGfx gfx = GetIndustryGfx(tile);
    00664
    00665       m = GetIndustryAnimationState(tile) + 1;
    00666       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
    00667         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
    00668         SetIndustryConstructionStage(tile, 3);
    00669         DeleteAnimatedTile(tile);
    00670       } else {
    00671         SetIndustryAnimationState(tile, m);
    00672         SetIndustryGfx(tile, gfx);
    00673         MarkTileDirtyByTile(tile);
    00674       }
    00675     }
    00676     break;
    00677
    00678   case GFX_COAL_MINE_TOWER_ANIMATED:
    00679   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00680   case GFX_GOLD_MINE_TOWER_ANIMATED: {
    00681       int state = _tick_counter & 0x7FF;
    00682
    00683       if ((state -= 0x400) < 0)
    00684         return;
    00685
    00686       if (state < 0x1A0) {
    00687         if (state < 0x20 || state >= 0x180) {
    00688           m = GetIndustryAnimationState(tile);
    00689           if (!(m & 0x40)) {
    00690             SetIndustryAnimationState(tile, m | 0x40);
    00691             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
    00692           }
    00693           if (state & 7)
    00694             return;
    00695         } else {
    00696           if (state & 3)
    00697             return;
    00698         }
    00699         m = (GetIndustryAnimationState(tile) + 1) | 0x40;
    00700         if (m > 0xC2) m = 0xC0;
    00701         SetIndustryAnimationState(tile, m);
    00702         MarkTileDirtyByTile(tile);
    00703       } else if (state >= 0x200 && state < 0x3A0) {
    00704         int i;
    00705         i = (state < 0x220 || state >= 0x380) ? 7 : 3;
    00706         if (state & i)
    00707           return;
    00708
    00709         m = (GetIndustryAnimationState(tile) & 0xBF) - 1;
    00710         if (m < 0x80) m = 0x82;
    00711         SetIndustryAnimationState(tile, m);
    00712         MarkTileDirtyByTile(tile);
    00713       }
    00714     } break;
    00715   }
    00716 }
    00717
    00718 static void CreateChimneySmoke(TileIndex tile)
    00719 {
    00720   uint x = TileX(tile) * TILE_SIZE;
    00721   uint y = TileY(tile) * TILE_SIZE;
    00722   uint z = GetTileMaxZ(tile);
    00723
    00724   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
    00725 }
    00726
    00727 static void MakeIndustryTileBigger(TileIndex tile)
    00728 {
    00729   byte cnt = GetIndustryConstructionCounter(tile) + 1;
    00730   byte stage;
    00731
    00732   if (cnt != 4) {
    00733     SetIndustryConstructionCounter(tile, cnt);
    00734     return;
    00735   }
    00736
    00737   stage = GetIndustryConstructionStage(tile) + 1;
    00738   SetIndustryConstructionCounter(tile, 0);
    00739   SetIndustryConstructionStage(tile, stage);
    00740   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
    00741   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
    00742
    00743   MarkTileDirtyByTile(tile);
    00744
    00745   if (!IsIndustryCompleted(tile)) return;
    00746
    00747   IndustryGfx gfx = GetIndustryGfx(tile);
    00748   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00749     /* New industries are already animated on construction. */
    00750     return;
    00751   }
    00752
    00753   switch (gfx) {
    00754   case GFX_POWERPLANT_CHIMNEY:
    00755     CreateChimneySmoke(tile);
    00756     break;
    00757
    00758   case GFX_OILRIG_1: {
    00759     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
    00760      * tiles (like the default oil rig). Do a proper check to ensure the
    00761      * tiles belong to the same industry and based on that build the oil rig's
    00762      * station. */
    00763     TileIndex other = tile + TileDiffXY(0, 1);
    00764
    00765     if (IsTileType(other, MP_INDUSTRY) &&
    00766         GetIndustryGfx(other) == GFX_OILRIG_1 &&
    00767         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
    00768       BuildOilRig(tile);
    00769     }
    00770   } break;
    00771
    00772   case GFX_TOY_FACTORY:
    00773   case GFX_BUBBLE_CATCHER:
    00774   case GFX_TOFFEE_QUARY:
    00775     SetIndustryAnimationState(tile, 0);
    00776     SetIndustryAnimationLoop(tile, 0);
    00777     break;
    00778
    00779   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00780   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00781   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00782   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00783     AddAnimatedTile(tile);
    00784     break;
    00785   }
    00786 }
    00787
    00788 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
    00789 {
    00790   static const int8 _bubble_spawn_location[3][4] = {
    00791     { 11,   0, -4, -14 },
    00792     { -4, -10, -4,   1 },
    00793     { 49,  59, 60,  65 },
    00794   };
    00795
    00796   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
    00797
    00798   int dir = Random() & 3;
    00799
    00800   EffectVehicle *v = CreateEffectVehicleAbove(
    00801     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
    00802     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
    00803     _bubble_spawn_location[2][dir],
    00804     EV_BUBBLE
    00805   );
    00806
    00807   if (v != NULL) v->animation_substate = dir;
    00808 }
    00809
    00810 static void TileLoop_Industry(TileIndex tile)
    00811 {
    00812   IndustryGfx newgfx;
    00813   IndustryGfx gfx;
    00814
    00815   if (IsIndustryTileOnWater(tile)) TileLoop_Water(tile);
    00816
    00817   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
    00818
    00819   if (!IsIndustryCompleted(tile)) {
    00820     MakeIndustryTileBigger(tile);
    00821     return;
    00822   }
    00823
    00824   if (_game_mode == GM_EDITOR) return;
    00825
    00826   TransportIndustryGoods(tile);
    00827
    00828   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
    00829
    00830   newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
    00831   if (newgfx != INDUSTRYTILE_NOANIM) {
    00832     ResetIndustryConstructionStage(tile);
    00833     SetIndustryGfx(tile, newgfx);
    00834     MarkTileDirtyByTile(tile);
    00835     return;
    00836   }
    00837
    00838   gfx = GetIndustryGfx(tile);
    00839
    00840   switch (gfx) {
    00841   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
    00842   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
    00843   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
    00844     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
    00845       switch (gfx) {
    00846         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
    00847         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
    00848         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
    00849       }
    00850       SetIndustryGfx(tile, gfx);
    00851       SetIndustryAnimationState(tile, 0x80);
    00852       AddAnimatedTile(tile);
    00853     }
    00854     break;
    00855
    00856   case GFX_OILWELL_NOT_ANIMATED:
    00857     if (Chance16(1, 6)) {
    00858       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
    00859       SetIndustryAnimationState(tile, 0);
    00860       AddAnimatedTile(tile);
    00861     }
    00862     break;
    00863
    00864   case GFX_COAL_MINE_TOWER_ANIMATED:
    00865   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00866   case GFX_GOLD_MINE_TOWER_ANIMATED:
    00867     if (!(_tick_counter & 0x400)) {
    00868       switch (gfx) {
    00869         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
    00870         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
    00871         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
    00872       }
    00873       SetIndustryGfx(tile, gfx);
    00874       SetIndustryCompleted(tile, true);
    00875       SetIndustryConstructionStage(tile, 3);
    00876       DeleteAnimatedTile(tile);
    00877     }
    00878     break;
    00879
    00880   case GFX_POWERPLANT_SPARKS:
    00881     if (Chance16(1, 3)) {
    00882       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
    00883       AddAnimatedTile(tile);
    00884     }
    00885     break;
    00886
    00887   case GFX_COPPER_MINE_CHIMNEY:
    00888     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
    00889     break;
    00890
    00891
    00892   case GFX_TOY_FACTORY: {
    00893       Industry *i = Industry::GetByTile(tile);
    00894       if (i->was_cargo_delivered) {
    00895         i->was_cargo_delivered = false;
    00896         SetIndustryAnimationLoop(tile, 0);
    00897         AddAnimatedTile(tile);
    00898       }
    00899     }
    00900     break;
    00901
    00902   case GFX_BUBBLE_GENERATOR:
    00903     TileLoopIndustry_BubbleGenerator(tile);
    00904     break;
    00905
    00906   case GFX_TOFFEE_QUARY:
    00907     AddAnimatedTile(tile);
    00908     break;
    00909
    00910   case GFX_SUGAR_MINE_SIEVE:
    00911     if (Chance16(1, 3)) AddAnimatedTile(tile);
    00912     break;
    00913   }
    00914 }
    00915
    00916 static bool ClickTile_Industry(TileIndex tile)
    00917 {
    00918   ShowIndustryViewWindow(GetIndustryIndex(tile));
    00919   return true;
    00920 }
    00921
    00922 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00923 {
    00924   return 0;
    00925 }
    00926
    00927 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
    00928 {
    00929   /* If the founder merges, the industry was created by the merged company */
    00930   Industry *i = Industry::GetByTile(tile);
    00931   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
    00932 }
    00933
    00934 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
    00935
    00936 static bool IsBadFarmFieldTile(TileIndex tile)
    00937 {
    00938   switch (GetTileType(tile)) {
    00939     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00940     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00941     default:       return true;
    00942   }
    00943 }
    00944
    00945 static bool IsBadFarmFieldTile2(TileIndex tile)
    00946 {
    00947   switch (GetTileType(tile)) {
    00948     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00949     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00950     default:       return true;
    00951   }
    00952 }
    00953
    00954 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
    00955 {
    00956   do {
    00957     tile = TILE_MASK(tile);
    00958
    00959     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
    00960       byte or_ = type;
    00961
    00962       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
    00963
    00964       if (direction == AXIS_X) {
    00965         SetFenceSE(tile, or_);
    00966       } else {
    00967         SetFenceSW(tile, or_);
    00968       }
    00969     }
    00970
    00971     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00972   } while (--size);
    00973 }
    00974
    00975 static void PlantFarmField(TileIndex tile, IndustryID industry)
    00976 {
    00977   uint size_x, size_y;
    00978   uint32 r;
    00979   uint count;
    00980   uint counter;
    00981   uint field_type;
    00982   int type;
    00983
    00984   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    00985     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
    00986       return;
    00987   }
    00988
    00989   /* determine field size */
    00990   r = (Random() & 0x303) + 0x404;
    00991   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
    00992   size_x = GB(r, 0, 8);
    00993   size_y = GB(r, 8, 8);
    00994
    00995   /* offset tile to match size */
    00996   tile -= TileDiffXY(size_x / 2, size_y / 2);
    00997
    00998   if (TileX(tile) + size_x >= MapSizeX() || TileY(tile) + size_y >= MapSizeY()) return;
    00999
    01000   /* check the amount of bad tiles */
    01001   count = 0;
    01002   TILE_LOOP(cur_tile, size_x, size_y, tile) {
    01003     assert(cur_tile < MapSize());
    01004     count += IsBadFarmFieldTile(cur_tile);
    01005   }
    01006   if (count * 2 >= size_x * size_y) return;
    01007
    01008   /* determine type of field */
    01009   r = Random();
    01010   counter = GB(r, 5, 3);
    01011   field_type = GB(r, 8, 8) * 9 >> 8;
    01012
    01013   /* make field */
    01014   TILE_LOOP(cur_tile, size_x, size_y, tile) {
    01015     assert(cur_tile < MapSize());
    01016     if (!IsBadFarmFieldTile2(cur_tile)) {
    01017       MakeField(cur_tile, field_type, industry);
    01018       SetClearCounter(cur_tile, counter);
    01019       MarkTileDirtyByTile(cur_tile);
    01020     }
    01021   }
    01022
    01023   type = 3;
    01024   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
    01025     type = _plantfarmfield_type[Random() & 0xF];
    01026   }
    01027
    01028   SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
    01029   SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
    01030   SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
    01031   SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
    01032 }
    01033
    01034 void PlantRandomFarmField(const Industry *i)
    01035 {
    01036   int x = i->location.w / 2 + Random() % 31 - 16;
    01037   int y = i->location.h / 2 + Random() % 31 - 16;
    01038
    01039   TileIndex tile = TileAddWrap(i->location.tile, x, y);
    01040
    01041   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
    01042 }
    01043
    01050 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
    01051 {
    01052   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) {
    01053     CompanyID old_company = _current_company;
    01054     /* found a tree */
    01055
    01056     _current_company = OWNER_NONE;
    01057     _industry_sound_ctr = 1;
    01058     _industry_sound_tile = tile;
    01059     SndPlayTileFx(SND_38_CHAINSAW, tile);
    01060
    01061     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    01062
    01063     _current_company = old_company;
    01064     return true;
    01065   }
    01066   return false;
    01067 }
    01068
    01073 static void ChopLumberMillTrees(Industry *i)
    01074 {
    01075   TileIndex tile = i->location.tile;
    01076
    01077   if (!IsIndustryCompleted(tile)) return;
    01078
    01079   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL))
    01080     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45);
    01081 }
    01082
    01083 static void ProduceIndustryGoods(Industry *i)
    01084 {
    01085   uint32 r;
    01086   uint num;
    01087   const IndustrySpec *indsp = GetIndustrySpec(i->type);
    01088
    01089   /* play a sound? */
    01090   if ((i->counter & 0x3F) == 0) {
    01091     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
    01092       SndPlayTileFx(
    01093         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
    01094         i->location.tile);
    01095     }
    01096   }
    01097
    01098   i->counter--;
    01099
    01100   /* produce some cargo */
    01101   if ((i->counter & 0xFF) == 0) {
    01102     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
    01103
    01104     IndustryBehaviour indbehav = indsp->behaviour;
    01105     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
    01106     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
    01107
    01108     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
    01109       bool plant;
    01110       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01111         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0);
    01112       } else {
    01113         plant = Chance16(1, 8);
    01114       }
    01115
    01116       if (plant) PlantRandomFarmField(i);
    01117     }
    01118     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
    01119       bool cut = ((i->counter & 0x1FF) == 0);
    01120       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01121         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0);
    01122       }
    01123
    01124       if (cut) ChopLumberMillTrees(i);
    01125     }
    01126
    01127     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
    01128     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
    01129   }
    01130 }
    01131
    01132 void OnTick_Industry()
    01133 {
    01134   Industry *i;
    01135
    01136   if (_industry_sound_ctr != 0) {
    01137     _industry_sound_ctr++;
    01138
    01139     if (_industry_sound_ctr == 75) {
    01140       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
    01141     } else if (_industry_sound_ctr == 160) {
    01142       _industry_sound_ctr = 0;
    01143       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
    01144     }
    01145   }
    01146
    01147   if (_game_mode == GM_EDITOR) return;
    01148
    01149   FOR_ALL_INDUSTRIES(i) {
    01150     ProduceIndustryGoods(i);
    01151   }
    01152 }
    01153
    01154 static bool CheckNewIndustry_NULL(TileIndex tile)
    01155 {
    01156   return true;
    01157 }
    01158
    01159 static bool CheckNewIndustry_Forest(TileIndex tile)
    01160 {
    01161   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01162     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
    01163       _error_message = STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED;
    01164       return false;
    01165     }
    01166   }
    01167   return true;
    01168 }
    01169
    01170 static bool CheckNewIndustry_OilRefinery(TileIndex tile)
    01171 {
    01172   if (_game_mode == GM_EDITOR) return true;
    01173   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
    01174
    01175   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
    01176   return false;
    01177 }
    01178
    01179 extern bool _ignore_restrictions;
    01180
    01181 static bool CheckNewIndustry_OilRig(TileIndex tile)
    01182 {
    01183   if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
    01184   if (TileHeight(tile) == 0 &&
    01185       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
    01186
    01187   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
    01188   return false;
    01189 }
    01190
    01191 static bool CheckNewIndustry_Farm(TileIndex tile)
    01192 {
    01193   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01194     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
    01195       _error_message = STR_ERROR_SITE_UNSUITABLE;
    01196       return false;
    01197     }
    01198   }
    01199   return true;
    01200 }
    01201
    01202 static bool CheckNewIndustry_Plantation(TileIndex tile)
    01203 {
    01204   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
    01205     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01206     return false;
    01207   }
    01208
    01209   return true;
    01210 }
    01211
    01212 static bool CheckNewIndustry_Water(TileIndex tile)
    01213 {
    01214   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
    01215     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT;
    01216     return false;
    01217   }
    01218
    01219   return true;
    01220 }
    01221
    01222 static bool CheckNewIndustry_Lumbermill(TileIndex tile)
    01223 {
    01224   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
    01225     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
    01226     return false;
    01227   }
    01228   return true;
    01229 }
    01230
    01231 static bool CheckNewIndustry_BubbleGen(TileIndex tile)
    01232 {
    01233   return GetTileZ(tile) <= TILE_HEIGHT * 4;
    01234 }
    01235
    01236 typedef bool CheckNewIndustryProc(TileIndex tile);
    01237 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
    01238   CheckNewIndustry_NULL,
    01239   CheckNewIndustry_Forest,
    01240   CheckNewIndustry_OilRefinery,
    01241   CheckNewIndustry_Farm,
    01242   CheckNewIndustry_Plantation,
    01243   CheckNewIndustry_Water,
    01244   CheckNewIndustry_Lumbermill,
    01245   CheckNewIndustry_BubbleGen,
    01246   CheckNewIndustry_OilRig
    01247 };
    01248
    01249 static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
    01250 {
    01251   const Town *t;
    01252   const Industry *i;
    01253
    01254   t = ClosestTownFromTile(tile, UINT_MAX);
    01255
    01256   if (_settings_game.economy.multiple_industry_per_town) return t;
    01257
    01258   FOR_ALL_INDUSTRIES(i) {
    01259     if (i->type == (byte)type &&
    01260         i->town == t) {
    01261       _error_message = STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN;
    01262       return NULL;
    01263     }
    01264   }
    01265
    01266   return t;
    01267 }
    01268
    01269 bool IsSlopeRefused(Slope current, Slope refused)
    01270 {
    01271   if (IsSteepSlope(current)) return true;
    01272   if (current != SLOPE_FLAT) {
    01273     if (IsSteepSlope(refused)) return true;
    01274
    01275     Slope t = ComplementSlope(current);
    01276
    01277     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
    01278     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
    01279     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
    01280     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
    01281   }
    01282
    01283   return false;
    01284 }
    01285
    01286 static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
    01287 {
    01288   _error_message = STR_ERROR_SITE_UNSUITABLE;
    01289   bool refused_slope = false;
    01290   bool custom_shape = false;
    01291
    01292   do {
    01293     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
    01294     if (TileX(tile) + it->ti.x >= MapSizeX()) return false;
    01295     if (TileY(tile) + it->ti.y >= MapSizeY()) return false;
    01296     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01297
    01298     if (!IsValidTile(cur_tile)) {
    01299       if (gfx == GFX_WATERTILE_SPECIALCHECK) continue;
    01300       return false;
    01301     }
    01302
    01303     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
    01304       if (!IsTileType(cur_tile, MP_WATER) ||
    01305           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
    01306         return false;
    01307       }
    01308     } else {
    01309       if (!EnsureNoVehicleOnGround(cur_tile)) return false;
    01310       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return false;
    01311
    01312       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
    01313
    01314       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
    01315
    01316       /* Perform land/water check if not disabled */
    01317       if (!HasBit(its->slopes_refused, 5) && (IsWaterTile(cur_tile) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return false;
    01318
    01319       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
    01320         custom_shape = true;
    01321         if (!PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index)) return false;
    01322       } else {
    01323         Slope tileh = GetTileSlope(cur_tile, NULL);
    01324         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
    01325       }
    01326
    01327       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
    01328           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
    01329         if (!IsTileType(cur_tile, MP_HOUSE)) {
    01330           _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS;
    01331           return false;
    01332         }
    01333
    01334         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
    01335         CompanyID old_company = _current_company;
    01336         _current_company = OWNER_TOWN;
    01337         bool not_clearable = CmdFailed(DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR));
    01338         _current_company = old_company;
    01339
    01340         if (not_clearable) return false;
    01341       } else {
    01342         /* Clear the tiles, but do not affect town ratings */
    01343         bool not_clearable = CmdFailed(DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR));
    01344
    01345         if (not_clearable) return false;
    01346       }
    01347     }
    01348   } while ((++it)->ti.x != -0x80);
    01349
    01350   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
    01351
    01352   /* It is almost impossible to have a fully flat land in TG, so what we
    01353    *  do is that we check if we can make the land flat later on. See
    01354    *  CheckIfCanLevelIndustryPlatform(). */
    01355   return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
    01356 }
    01357
    01358 static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
    01359 {
    01360   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
    01361     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200;
    01362     return false;
    01363   }
    01364
    01365   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
    01366     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01367     return false;
    01368   }
    01369
    01370   return true;
    01371 }
    01372
    01373 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
    01374 {
    01375   int size_x, size_y;
    01376   uint curh;
    01377
    01378   size_x = 2;
    01379   size_y = 2;
    01380
    01381   /* Check if we don't leave the map */
    01382   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
    01383
    01384   tile += TileDiffXY(-1, -1);
    01385   TILE_LOOP(tile_walk, size_x, size_y, tile) {
    01386     curh = TileHeight(tile_walk);
    01387     /* Is the tile clear? */
    01388     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES))
    01389       return false;
    01390
    01391     /* Don't allow too big of a change if this is the sub-tile check */
    01392     if (internal != 0 && Delta(curh, height) > 1) return false;
    01393
    01394     /* Different height, so the surrounding tiles of this tile
    01395      *  has to be correct too (in level, or almost in level)
    01396      *  else you get a chain-reaction of terraforming. */
    01397     if (internal == 0 && curh != height) {
    01398       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1))
    01399         return false;
    01400     }
    01401   }
    01402
    01403   return true;
    01404 }
    01405
    01410 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
    01411 {
    01412   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
    01413   int max_x = 0;
    01414   int max_y = 0;
    01415   TileIndex cur_tile;
    01416   uint size_x, size_y;
    01417   uint h, curh;
    01418
    01419   /* Finds dimensions of largest variant of this industry */
    01420   do {
    01421     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
    01422     if (it->ti.x > max_x) max_x = it->ti.x;
    01423     if (it->ti.y > max_y) max_y = it->ti.y;
    01424   } while ((++it)->ti.x != MKEND);
    01425
    01426   /* Remember level height */
    01427   h = TileHeight(tile);
    01428
    01429   if (TileX(tile) <= 1 || TileY(tile) <= 1) return false;
    01430   /* Check that all tiles in area and surrounding are clear
    01431    * this determines that there are no obstructing items */
    01432   cur_tile = tile + TileDiffXY(-1, -1);
    01433   size_x = max_x + 4;
    01434   size_y = max_y + 4;
    01435
    01436   /* Check if we don't leave the map */
    01437   if (TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
    01438
    01439   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
    01440    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
    01441   CompanyID old_company = _current_company;
    01442   _current_company = OWNER_TOWN;
    01443
    01444   TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
    01445     curh = TileHeight(tile_walk);
    01446     if (curh != h) {
    01447       /* This tile needs terraforming. Check if we can do that without
    01448        *  damaging the surroundings too much. */
    01449       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
    01450         _current_company = old_company;
    01451         return false;
    01452       }
    01453       /* This is not 100% correct check, but the best we can do without modifying the map.
    01454        *  What is missing, is if the difference in height is more than 1.. */
    01455       if (CmdFailed(DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND))) {
    01456         _current_company = old_company;
    01457         return false;
    01458       }
    01459     }
    01460   }
    01461
    01462   if (flags & DC_EXEC) {
    01463     /* Terraform the land under the industry */
    01464     TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
    01465       curh = TileHeight(tile_walk);
    01466       while (curh != h) {
    01467         /* We give the terraforming for free here, because we can't calculate
    01468          *  exact cost in the test-round, and as we all know, that will cause
    01469          *  a nice assert if they don't match ;) */
    01470         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
    01471         curh += (curh > h) ? -1 : 1;
    01472       }
    01473     }
    01474   }
    01475
    01476   _current_company = old_company;
    01477   return true;
    01478 }
    01479
    01480
    01481 static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
    01482 {
    01483   const IndustrySpec *indspec = GetIndustrySpec(type);
    01484   const Industry *i;
    01485
    01486   if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
    01487     /* Allow primary industries to be placed close to any other industry */
    01488     return true;
    01489
    01490   FOR_ALL_INDUSTRIES(i) {
    01491     /* Within 14 tiles from another industry is considered close */
    01492     bool in_low_distance = DistanceMax(tile, i->location.tile) <= 14;
    01493
    01494     /* check if an industry that accepts the same goods is nearby */
    01495     if (in_low_distance &&
    01496         !indspec->IsRawIndustry() && // not a primary industry?
    01497         indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
    01498         /* at least one of those options must be true */
    01499         _game_mode != GM_EDITOR || // editor must not be stopped
    01500         !_settings_game.economy.same_industry_close ||
    01501         !_settings_game.economy.multiple_industry_per_town)) {
    01502       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
    01503       return false;
    01504     }
    01505
    01506     /* check if there are any conflicting industry types around */
    01507     if ((i->type == indspec->conflicting[0] ||
    01508         i->type == indspec->conflicting[1] ||
    01509         i->type == indspec->conflicting[2]) &&
    01510         in_low_distance) {
    01511       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
    01512       return false;
    01513     }
    01514   }
    01515   return true;
    01516 }
    01517
    01521 enum ProductionLevels {
    01522   PRODLEVEL_CLOSURE = 0x00,
    01523   PRODLEVEL_MINIMUM = 0x04,
    01524   PRODLEVEL_DEFAULT = 0x10,
    01525   PRODLEVEL_MAXIMUM = 0x80,
    01526 };
    01527
    01528 static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner owner, Owner founder)
    01529 {
    01530   const IndustrySpec *indspec = GetIndustrySpec(type);
    01531   uint32 r;
    01532   uint j;
    01533
    01534   i->location = TileArea(tile, 1, 1);
    01535   i->type = type;
    01536   IncIndustryTypeCount(type);
    01537
    01538   i->produced_cargo[0] = indspec->produced_cargo[0];
    01539   i->produced_cargo[1] = indspec->produced_cargo[1];
    01540   i->accepts_cargo[0] = indspec->accepts_cargo[0];
    01541   i->accepts_cargo[1] = indspec->accepts_cargo[1];
    01542   i->accepts_cargo[2] = indspec->accepts_cargo[2];
    01543   i->production_rate[0] = indspec->production_rate[0];
    01544   i->production_rate[1] = indspec->production_rate[1];
    01545
    01546   /* don't use smooth economy for industries using production related callbacks */
    01547   if (_settings_game.economy.smooth_economy &&
    01548       !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    01549       !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE))             // production change callbacks
    01550   ) {
    01551     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
    01552     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
    01553   }
    01554
    01555   i->town = t;
    01556   i->owner = owner;
    01557
    01558   r = Random();
    01559   i->random_colour = GB(r, 0, 4);
    01560   i->counter = GB(r, 4, 12);
    01561   i->random = GB(r, 16, 16);
    01562   i->produced_cargo_waiting[0] = 0;
    01563   i->produced_cargo_waiting[1] = 0;
    01564   i->incoming_cargo_waiting[0] = 0;
    01565   i->incoming_cargo_waiting[1] = 0;
    01566   i->incoming_cargo_waiting[2] = 0;
    01567   i->this_month_production[0] = 0;
    01568   i->this_month_production[1] = 0;
    01569   i->this_month_transported[0] = 0;
    01570   i->this_month_transported[1] = 0;
    01571   i->last_month_pct_transported[0] = 0;
    01572   i->last_month_pct_transported[1] = 0;
    01573   i->last_month_transported[0] = 0;
    01574   i->last_month_transported[1] = 0;
    01575   i->was_cargo_delivered = false;
    01576   i->last_prod_year = _cur_year;
    01577   i->last_month_production[0] = i->production_rate[0] * 8;
    01578   i->last_month_production[1] = i->production_rate[1] * 8;
    01579   i->founder = founder;
    01580
    01581   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
    01582     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
    01583     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
    01584   }
    01585
    01586   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
    01587     for (j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
    01588     for (j = 0; j < lengthof(i->accepts_cargo); j++) {
    01589       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01590       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01591       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01592     }
    01593   }
    01594
    01595   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
    01596     for (j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
    01597     for (j = 0; j < lengthof(i->produced_cargo); j++) {
    01598       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01599       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01600       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01601     }
    01602   }
    01603
    01604   i->construction_date = _date;
    01605   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
    01606       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
    01607
    01608   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
    01609    * 0 = created prior of newindustries
    01610    * else, chosen layout + 1 */
    01611   i->selected_layout = layout + 1;
    01612
    01613   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
    01614
    01615   i->prod_level = PRODLEVEL_DEFAULT;
    01616
    01617   do {
    01618     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01619
    01620     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
    01621       i->location.Add(cur_tile);
    01622
    01623       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
    01624
    01625       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01626
    01627       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
    01628
    01629       if (_generating_world) {
    01630         SetIndustryConstructionCounter(cur_tile, 3);
    01631         SetIndustryConstructionStage(cur_tile, 2);
    01632       }
    01633
    01634       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
    01635       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
    01636       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
    01637       if (its->animation_info != 0xFFFF) AddAnimatedTile(cur_tile);
    01638     }
    01639   } while ((++it)->ti.x != -0x80);
    01640
    01641   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
    01642     for (j = 0; j != 50; j++) PlantRandomFarmField(i);
    01643   }
    01644   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    01645
    01646   Station::RecomputeIndustriesNearForAll();
    01647 }
    01648
    01659 static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed, Owner founder)
    01660 {
    01661   assert(itspec_index < indspec->num_table);
    01662   const IndustryTileTable *it = indspec->table[itspec_index];
    01663   bool custom_shape_check = false;
    01664
    01665   if (!CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check)) return NULL;
    01666
    01667   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
    01668     if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed)) return NULL;
    01669   } else {
    01670     if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
    01671   }
    01672
    01673   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) return NULL;
    01674   if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL;
    01675
    01676   const Town *t = CheckMultipleIndustryInTown(tile, type);
    01677   if (t == NULL) return NULL;
    01678
    01679   if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
    01680
    01681   if (!Industry::CanAllocateItem()) return NULL;
    01682
    01683   if (flags & DC_EXEC) {
    01684     Industry *i = new Industry(tile);
    01685     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
    01686     DoCreateNewIndustry(i, tile, type, it, itspec_index, t, OWNER_NONE, founder);
    01687
    01688     return i;
    01689   }
    01690
    01691   /* We need to return a non-NULL pointer to tell we have created an industry.
    01692    * However, we haven't created a real one (no DC_EXEC), so return a fake one. */
    01693   return (Industry *)-1;
    01694 }
    01695
    01706 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01707 {
    01708   IndustryType it = GB(p1, 0, 8);
    01709   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
    01710
    01711   const IndustrySpec *indspec = GetIndustrySpec(it);
    01712
    01713   /* Check if the to-be built/founded industry is available for this climate. */
    01714   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
    01715
    01716   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
    01717    * Raw material industries are industries that do not accept cargo (at least for now) */
    01718   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
    01719     return CMD_ERROR;
    01720   }
    01721
    01722   const Industry *ind = NULL;
    01723   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
    01724     if (flags & DC_EXEC) {
    01725       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
    01726       CompanyID founder = _current_company;
    01727       _current_company = OWNER_TOWN;
    01728       /* Prospecting has a chance to fail, however we cannot guarantee that something can
    01729        * be built on the map, so the chance gets lower when the map is fuller, but there
    01730        * is nothing we can really do about that. */
    01731       if (Random() <= indspec->prospecting_chance) {
    01732         for (int i = 0; i < 5000; i++) {
    01733           /* We should not have more than one Random() in a function call
    01734            * because parameter evaluation order is not guaranteed in the c++ standard
    01735            */
    01736           tile = RandomTile();
    01737           ind = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), p2, founder);
    01738           if (ind != NULL) {
    01739             break;
    01740           }
    01741         }
    01742       }
    01743       _current_company = founder;
    01744     }
    01745   } else {
    01746     int count = indspec->num_table;
    01747     const IndustryTileTable * const *itt = indspec->table;
    01748     int num = GB(p1, 8, 8);
    01749     if (num >= count) return CMD_ERROR;
    01750
    01751     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01752     do {
    01753       if (--count < 0) return CMD_ERROR;
    01754       if (--num < 0) num = indspec->num_table - 1;
    01755     } while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, it));
    01756
    01757     ind = CreateNewIndustryHelper(tile, it, flags, indspec, num, p2, _current_company);
    01758     if (ind == NULL) return CMD_ERROR;
    01759   }
    01760
    01761   if ((flags & DC_EXEC) && _game_mode != GM_EDITOR && ind != NULL) {
    01762     SetDParam(0, indspec->name);
    01763     if (indspec->new_industry_text > STR_LAST_STRINGID) {
    01764       SetDParam(1, STR_TOWN_NAME);
    01765       SetDParam(2, ind->town->index);
    01766     } else {
    01767       SetDParam(1, ind->town->index);
    01768     }
    01769     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01770     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01771   }
    01772
    01773   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
    01774 }
    01775
    01776
    01777 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
    01778 {
    01779   const IndustrySpec *indspec = GetIndustrySpec(type);
    01780
    01781   uint32 seed = Random();
    01782   return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE);
    01783 }
    01784
    01785 enum {
    01786   NB_NUMOFINDUSTRY = 11,
    01787   NB_DIFFICULTY_LEVEL = 5,
    01788 };
    01789
    01790 static const byte _numof_industry_table[NB_DIFFICULTY_LEVEL][NB_NUMOFINDUSTRY] = {
    01791   /* difficulty settings for number of industries */
    01792   {0, 0, 0, 0, 0, 0, 0, 0,  0,  0,  0},   // none
    01793   {0, 1, 1, 1, 1, 1, 1, 1,  1,  1,  1},   // very low
    01794   {0, 1, 1, 1, 2, 2, 3, 3,  4,  4,  5},   // low
    01795   {0, 1, 2, 3, 4, 5, 6, 7,  8,  9, 10},   // normal
    01796   {0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10},   // high
    01797 };
    01798
    01803 static void PlaceInitialIndustry(IndustryType type, int amount)
    01804 {
    01805   /* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the
    01806    * _numof_industry_table.  newgrf can specify a big amount */
    01807   int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings_game.difficulty.number_industries][amount];
    01808   const IndustrySpec *ind_spc = GetIndustrySpec(type);
    01809
    01810   /* These are always placed next to the coastline, so we scale by the perimeter instead. */
    01811   num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
    01812
    01813   if (_settings_game.difficulty.number_industries != 0) {
    01814     CompanyID old_company = _current_company;
    01815     _current_company = OWNER_NONE;
    01816     assert(num > 0);
    01817
    01818     do {
    01819       uint i;
    01820
    01821       IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
    01822
    01823       for (i = 0; i < 2000; i++) {
    01824         if (CreateNewIndustry(RandomTile(), type) != NULL) break;
    01825       }
    01826     } while (--num);
    01827
    01828     _current_company = old_company;
    01829   }
    01830 }
    01831
    01834 void GenerateIndustries()
    01835 {
    01836   uint i = 0;
    01837   uint8 chance;
    01838   IndustryType it;
    01839   const IndustrySpec *ind_spc;
    01840
    01841   /* Find the total amount of industries */
    01842   if (_settings_game.difficulty.number_industries > 0) {
    01843     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01844
    01845       ind_spc = GetIndustrySpec(it);
    01846
    01847       if (!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
    01848         ResetIndustryCreationProbility(it);
    01849       }
    01850
    01851       chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
    01852       if (ind_spc->enabled && chance > 0 && ind_spc->num_table > 0) {
    01853         /* once the chance of appearance is determind, it have to be scaled by
    01854          * the difficulty level. The "chance" in question is more an index into
    01855          * the _numof_industry_table,in fact */
    01856         int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
    01857
    01858         /* These are always placed next to the coastline, so we scale by the perimeter instead. */
    01859         num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
    01860         i += num;
    01861       }
    01862     }
    01863   }
    01864
    01865   SetGeneratingWorldProgress(GWP_INDUSTRY, i);
    01866
    01867   if (_settings_game.difficulty.number_industries > 0) {
    01868     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01869       /* Once the number of industries has been determined, let's really create them.
    01870        * The test for chance allows us to try create industries that are available only
    01871        * for this landscape.
    01872        * @todo :  Do we really have to pass chance as un-scaled value, since we've already
    01873        *          processed that scaling above? No, don't think so.  Will find a way. */
    01874       ind_spc = GetIndustrySpec(it);
    01875       if (ind_spc->enabled && ind_spc->num_table > 0) {
    01876         chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
    01877         if (chance > 0) PlaceInitialIndustry(it, chance);
    01878       }
    01879     }
    01880   }
    01881 }
    01882
    01883 static void UpdateIndustryStatistics(Industry *i)
    01884 {
    01885   byte pct;
    01886   bool refresh = false;
    01887
    01888   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    01889     if (i->produced_cargo[j] != CT_INVALID) {
    01890       pct = 0;
    01891       if (i->this_month_production[j] != 0) {
    01892         i->last_prod_year = _cur_year;
    01893         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
    01894       }
    01895       i->last_month_pct_transported[j] = pct;
    01896
    01897       i->last_month_production[j] = i->this_month_production[j];
    01898       i->this_month_production[j] = 0;
    01899
    01900       i->last_month_transported[j] = i->this_month_transported[j];
    01901       i->this_month_transported[j] = 0;
    01902       refresh = true;
    01903     }
    01904   }
    01905
    01906   if (refresh) SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01907 }
    01908
    01910 struct ProbabilityHelper {
    01911   uint16 prob;
    01912   IndustryType ind;
    01913 };
    01914
    01918 static void MaybeNewIndustry()
    01919 {
    01920   Industry *ind;               // will receive the industry's creation pointer
    01921   IndustryType rndtype, j;     // Loop controlers
    01922   const IndustrySpec *ind_spc;
    01923   uint num = 0;
    01924   ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
    01925   uint16 probability_max = 0;
    01926
    01927   /* Generate a list of all possible industries that can be built. */
    01928   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
    01929     ind_spc = GetIndustrySpec(j);
    01930     byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
    01931
    01932     if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0) continue;
    01933
    01934     /* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
    01935      * and if appearing chance for this landscape is above 0, this industry can be chosen */
    01936     if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
    01937       probability_max += chance;
    01938       /* adds the result for this industry */
    01939       cumulative_probs[num].ind = j;
    01940       cumulative_probs[num++].prob = probability_max;
    01941     }
    01942   }
    01943
    01944   /* Abort if there is no industry buildable */
    01945   if (probability_max == 0) return;
    01946
    01947   /* Find a random type, with maximum being what has been evaluate above*/
    01948   rndtype = RandomRange(probability_max);
    01949   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
    01950     /* and choose the index of the industry that matches as close as possible this random type */
    01951     if (cumulative_probs[j].prob >= rndtype) break;
    01952   }
    01953
    01954   ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
    01955   /*  Check if it is allowed */
    01956   if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
    01957   if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
    01958
    01959   /* try to create 2000 times this industry */
    01960   num = 2000;
    01961   for (;;) {
    01962     ind = CreateNewIndustry(RandomTile(), cumulative_probs[j].ind);
    01963     if (ind != NULL) break;
    01964     if (--num == 0) return;
    01965   }
    01966
    01967   SetDParam(0, ind_spc->name);
    01968   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
    01969     SetDParam(1, STR_TOWN_NAME);
    01970     SetDParam(2, ind->town->index);
    01971   } else {
    01972     SetDParam(1, ind->town->index);
    01973   }
    01974   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01975   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01976 }
    01977
    01986 static bool CheckIndustryCloseDownProtection(IndustryType type)
    01987 {
    01988   const IndustrySpec *indspec = GetIndustrySpec(type);
    01989
    01990   /* oil wells (or the industries with that flag set) are always allowed to closedown */
    01991   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
    01992   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1;
    01993 }
    01994
    02004 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
    02005 {
    02006   const IndustrySpec *indspec = GetIndustrySpec(ind->type);
    02007
    02008   /* Check for acceptance of cargo */
    02009   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
    02010     if (ind->accepts_cargo[j] == CT_INVALID) continue;
    02011     if (cargo == ind->accepts_cargo[j]) {
    02012       if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
    02013         uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO,
    02014             0, GetReverseCargoTranslation(cargo, indspec->grf_prop.grffile),
    02015             ind, ind->type, ind->location.tile);
    02016         if (res == 0) continue;
    02017       }
    02018       *c_accepts = true;
    02019       break;
    02020     }
    02021   }
    02022
    02023   /* Check for produced cargo */
    02024   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
    02025     if (ind->produced_cargo[j] == CT_INVALID) continue;
    02026     if (cargo == ind->produced_cargo[j]) {
    02027       *c_produces = true;
    02028       break;
    02029     }
    02030   }
    02031 }
    02032
    02046 static int WhoCanServiceIndustry(Industry *ind)
    02047 {
    02048   /* Find all stations within reach of the industry */
    02049   StationList stations;
    02050   FindStationsAroundTiles(ind->location, &stations);
    02051
    02052   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
    02053
    02054   const Vehicle *v;
    02055   int result = 0;
    02056   FOR_ALL_VEHICLES(v) {
    02057     /* Is it worthwhile to try this vehicle? */
    02058     if (v->owner != _local_company && result != 0) continue;
    02059
    02060     /* Check whether it accepts the right kind of cargo */
    02061     bool c_accepts = false;
    02062     bool c_produces = false;
    02063     if (v->type == VEH_TRAIN && Train::From(v)->IsFrontEngine()) {
    02064       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02065         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
    02066       }
    02067     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
    02068       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
    02069     } else {
    02070       continue;
    02071     }
    02072     if (!c_accepts && !c_produces) continue; // Wrong cargo
    02073
    02074     /* Check orders of the vehicle.
    02075      * We cannot check the first of shared orders only, since the first vehicle in such a chain
    02076      * may have a different cargo type.
    02077      */
    02078     const Order *o;
    02079     FOR_VEHICLE_ORDERS(v, o) {
    02080       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
    02081         /* Vehicle visits a station to load or unload */
    02082         Station *st = Station::Get(o->GetDestination());
    02083         assert(st != NULL);
    02084
    02085         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
    02086         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
    02087
    02088         if (stations.Contains(st)) {
    02089           if (v->owner == _local_company) return 2; // Company services industry
    02090           result = 1; // Competitor services industry
    02091         }
    02092       }
    02093     }
    02094   }
    02095   return result;
    02096 }
    02097
    02105 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
    02106 {
    02107   NewsSubtype ns;
    02108
    02109   switch (WhoCanServiceIndustry(ind)) {
    02110     case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02111     case 1: ns = NS_INDUSTRY_OTHER;   break;
    02112     case 2: ns = NS_INDUSTRY_COMPANY; break;
    02113     default: NOT_REACHED();
    02114   }
    02115   SetDParam(2, abs(percent));
    02116   SetDParam(0, CargoSpec::Get(type)->name);
    02117   SetDParam(1, ind->index);
    02118   AddIndustryNewsItem(
    02119     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
    02120     ns,
    02121     ind->index
    02122   );
    02123 }
    02124
    02125 enum {
    02126   PERCENT_TRANSPORTED_60 = 153,
    02127   PERCENT_TRANSPORTED_80 = 204,
    02128 };
    02129
    02134 static void ChangeIndustryProduction(Industry *i, bool monthly)
    02135 {
    02136   StringID str = STR_NULL;
    02137   bool closeit = false;
    02138   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    02139   bool standard = false;
    02140   bool suppress_message = false;
    02141   bool recalculate_multipliers = false;
    02142   /* don't use smooth economy for industries using production related callbacks */
    02143   bool smooth_economy = _settings_game.economy.smooth_economy &&
    02144                         !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    02145                         !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
    02146   byte div = 0;
    02147   byte mul = 0;
    02148   int8 increment = 0;
    02149
    02150   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
    02151   if (callback_enabled) {
    02152     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
    02153     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
    02154       suppress_message = HasBit(res, 7);
    02155       /* Get the custom message if any */
    02156       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
    02157       res = GB(res, 0, 4);
    02158       switch (res) {
    02159         default: NOT_REACHED();
    02160         case 0x0: break;                  // Do nothing, but show the custom message if any
    02161         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
    02162         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
    02163         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
    02164         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
    02165         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
    02166         case 0x8: div = res - 0x3; break; // Divide production by 32
    02167         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
    02168         case 0xC: mul = res - 0x7; break; // Multiply production by 32
    02169         case 0xD:                         // decrement production
    02170         case 0xE:                         // increment production
    02171           increment = res == 0x0D ? -1 : 1;
    02172           break;
    02173         case 0xF:                         // Set production to third byte of register 0x100
    02174           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02175           recalculate_multipliers = true;
    02176           break;
    02177       }
    02178     }
    02179   } else {
    02180     if (monthly != smooth_economy) return;
    02181     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
    02182   }
    02183
    02184   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
    02185     /* decrease or increase */
    02186     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
    02187
    02188     if (smooth_economy) {
    02189       closeit = true;
    02190       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02191         if (i->produced_cargo[j] == CT_INVALID) continue;
    02192         uint32 r = Random();
    02193         int old_prod, new_prod, percent;
    02194         /* If over 60% is transported, mult is 1, else mult is -1. */
    02195         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
    02196
    02197         new_prod = old_prod = i->production_rate[j];
    02198
    02199         /* For industries with only_decrease flags (temperate terrain Oil Wells),
    02200          * the multiplier will always be -1 so they will only decrease. */
    02201         if (only_decrease) {
    02202           mult = -1;
    02203         /* For normal industries, if over 60% is transported, 33% chance for decrease.
    02204          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
    02205         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
    02206           mult *= -1;
    02207         }
    02208
    02209         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
    02210          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
    02211         if (Chance16I(1, 22, r >> 16)) {
    02212           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
    02213         }
    02214
    02215         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
    02216         new_prod = Clamp(new_prod, 1, 255);
    02217
    02218         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1)
    02219           new_prod = Clamp(new_prod, 0, 16);
    02220
    02221         /* Do not stop closing the industry when it has the lowest possible production rate */
    02222         if (new_prod == old_prod && old_prod > 1) {
    02223           closeit = false;
    02224           continue;
    02225         }
    02226
    02227         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
    02228         i->production_rate[j] = new_prod;
    02229
    02230         /* Close the industry when it has the lowest possible production rate */
    02231         if (new_prod > 1) closeit = false;
    02232
    02233         if (abs(percent) >= 10) {
    02234           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
    02235         }
    02236       }
    02237     } else {
    02238       if (only_decrease || Chance16(1, 3)) {
    02239         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
    02240         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
    02241           mul = 1; // Increase production
    02242         } else {
    02243           div = 1; // Decrease production
    02244         }
    02245       }
    02246     }
    02247   }
    02248
    02249   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
    02250     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
    02251       closeit = true;
    02252     }
    02253   }
    02254
    02255   /* Increase if needed */
    02256   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
    02257     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
    02258     recalculate_multipliers = true;
    02259     if (str == STR_NULL) str = indspec->production_up_text;
    02260   }
    02261
    02262   /* Decrease if needed */
    02263   while (div-- != 0 && !closeit) {
    02264     if (i->prod_level == PRODLEVEL_MINIMUM) {
    02265       closeit = true;
    02266     } else {
    02267       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
    02268       recalculate_multipliers = true;
    02269       if (str == STR_NULL) str = indspec->production_down_text;
    02270     }
    02271   }
    02272
    02273   /* Increase or Decreasing the production level if needed */
    02274   if (increment != 0) {
    02275     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
    02276       closeit = true;
    02277     } else {
    02278       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02279       recalculate_multipliers = true;
    02280     }
    02281   }
    02282
    02283   /* Recalculate production_rate
    02284    * For non-smooth economy these should always be synchronized with prod_level */
    02285   if (recalculate_multipliers) {
    02286     /* Rates are rounded up, so e.g. oilrig always produces some passengers */
    02287     i->production_rate[0] = min((indspec->production_rate[0] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
    02288     i->production_rate[1] = min((indspec->production_rate[1] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
    02289   }
    02290
    02291   /* Close if needed and allowed */
    02292   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
    02293     i->prod_level = PRODLEVEL_CLOSURE;
    02294     str = indspec->closure_text;
    02295   }
    02296
    02297   if (!suppress_message && str != STR_NULL) {
    02298     NewsSubtype ns;
    02299     /* Compute news category */
    02300     if (closeit) {
    02301       ns = NS_INDUSTRY_CLOSE;
    02302       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    02303     } else {
    02304       switch (WhoCanServiceIndustry(i)) {
    02305         case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02306         case 1: ns = NS_INDUSTRY_OTHER;   break;
    02307         case 2: ns = NS_INDUSTRY_COMPANY; break;
    02308         default: NOT_REACHED();
    02309       }
    02310     }
    02311     /* Set parameters of news string */
    02312     if (str > STR_LAST_STRINGID) {
    02313       SetDParam(0, STR_TOWN_NAME);
    02314       SetDParam(1, i->town->index);
    02315       SetDParam(2, indspec->name);
    02316     } else if (closeit) {
    02317       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
    02318       SetDParam(1, i->town->index);
    02319       SetDParam(2, indspec->name);
    02320     } else {
    02321       SetDParam(0, i->index);
    02322     }
    02323     /* and report the news to the user */
    02324     AddNewsItem(str,
    02325       ns,
    02326       closeit ? NR_TILE : NR_INDUSTRY,
    02327       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
    02328   }
    02329 }
    02330
    02336 void IndustryDailyLoop()
    02337 {
    02338   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
    02339
    02340   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
    02341    * the lower 16 bit are a fractional part that might accumulate over several days until it
    02342    * is sufficient for an industry. */
    02343   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
    02344
    02345   /* Reset the active part of the counter, just keeping the "factional part" */
    02346   _economy.industry_daily_change_counter &= 0xFFFF;
    02347
    02348   if (change_loop == 0) {
    02349     return;  // Nothing to do? get out
    02350   }
    02351
    02352   CompanyID old_company = _current_company;
    02353   _current_company = OWNER_NONE;
    02354
    02355   /* perform the required industry changes for the day */
    02356   for (uint16 j = 0; j < change_loop; j++) {
    02357     /* 3% chance that we start a new industry */
    02358     if (Chance16(3, 100)) {
    02359       MaybeNewIndustry();
    02360     } else {
    02361       Industry *i = Industry::GetRandom();
    02362       if (i != NULL) ChangeIndustryProduction(i, false);
    02363     }
    02364   }
    02365
    02366   _current_company = old_company;
    02367
    02368   /* production-change */
    02369   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02370 }
    02371
    02372 void IndustryMonthlyLoop()
    02373 {
    02374   Industry *i;
    02375   CompanyID old_company = _current_company;
    02376   _current_company = OWNER_NONE;
    02377
    02378   FOR_ALL_INDUSTRIES(i) {
    02379     UpdateIndustryStatistics(i);
    02380     if (i->prod_level == PRODLEVEL_CLOSURE) {
    02381       delete i;
    02382     } else {
    02383       ChangeIndustryProduction(i, true);
    02384     }
    02385   }
    02386
    02387   _current_company = old_company;
    02388
    02389   /* production-change */
    02390   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02391 }
    02392
    02393
    02394 void InitializeIndustries()
    02395 {
    02396   _industry_pool.CleanPool();
    02397
    02398   ResetIndustryCounts();
    02399   _industry_sound_tile = 0;
    02400 }
    02401
    02402 bool IndustrySpec::IsRawIndustry() const
    02403 {
    02404   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
    02405   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
    02406       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
    02407 }
    02408
    02409 Money IndustrySpec::GetConstructionCost() const
    02410 {
    02411   /* Building raw industries like secondary uses different price base */
    02412   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
    02413       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
    02414 }
    02415
    02416 Money IndustrySpec::GetRemovalCost() const
    02417 {
    02418   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
    02419 }
    02420
    02421 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02422 {
    02423   if (AutoslopeEnabled()) {
    02424     /* We imitate here TTDP's behaviour:
    02425      *  - Both new and old slope must not be steep.
    02426      *  - TileMaxZ must not be changed.
    02427      *  - Allow autoslope by default.
    02428      *  - Disallow autoslope if callback succeeds and returns non-zero.
    02429      */
    02430     Slope tileh_old = GetTileSlope(tile, NULL);
    02431     /* TileMaxZ must not be changed. Slopes must not be steep. */
    02432     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02433       const IndustryGfx gfx = GetIndustryGfx(tile);
    02434       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    02435
    02436       /* Call callback 3C 'disable autosloping for industry tiles'. */
    02437       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
    02438         /* If the callback fails, allow autoslope. */
    02439         uint16 res = GetIndustryTileCallback(CBID_INDUSTRY_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    02440         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02441       } else {
    02442         /* allow autoslope */
    02443         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02444       }
    02445     }
    02446   }
    02447   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02448 }
    02449
    02450 extern const TileTypeProcs _tile_type_industry_procs = {
    02451   DrawTile_Industry,           // draw_tile_proc
    02452   GetSlopeZ_Industry,          // get_slope_z_proc
    02453   ClearTile_Industry,          // clear_tile_proc
    02454   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
    02455   GetTileDesc_Industry,        // get_tile_desc_proc
    02456   GetTileTrackStatus_Industry, // get_tile_track_status_proc
    02457   ClickTile_Industry,          // click_tile_proc
    02458   AnimateTile_Industry,        // animate_tile_proc
    02459   TileLoop_Industry,           // tile_loop_proc
    02460   ChangeTileOwner_Industry,    // change_tile_owner_proc
    02461   NULL,                        // add_produced_cargo_proc
    02462   NULL,                        // vehicle_enter_tile_proc
    02463   GetFoundation_Industry,      // get_foundation_proc
    02464   TerraformTile_Industry,      // terraform_tile_proc
    02465 };