# industry_cmd.cpp

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    00001 /* $Id: industry_cmd.cpp 18866 2010-01-18 22:57:21Z 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 "clear_map.h"
    00014 #include "industry.h"
    00015 #include "station_base.h"
    00016 #include "train.h"
    00017 #include "landscape.h"
    00018 #include "viewport_func.h"
    00019 #include "command_func.h"
    00020 #include "town.h"
    00021 #include "news_func.h"
    00022 #include "variables.h"
    00023 #include "cheat_type.h"
    00024 #include "genworld.h"
    00025 #include "tree_map.h"
    00026 #include "newgrf.h"
    00027 #include "newgrf_cargo.h"
    00028 #include "newgrf_commons.h"
    00029 #include "newgrf_industries.h"
    00030 #include "newgrf_industrytiles.h"
    00031 #include "autoslope.h"
    00032 #include "water.h"
    00033 #include "strings_func.h"
    00034 #include "functions.h"
    00035 #include "window_func.h"
    00036 #include "date_func.h"
    00037 #include "vehicle_func.h"
    00038 #include "sound_func.h"
    00039 #include "animated_tile_func.h"
    00040 #include "effectvehicle_func.h"
    00041 #include "effectvehicle_base.h"
    00042 #include "ai/ai.hpp"
    00043 #include "core/pool_func.hpp"
    00044 #include "subsidy_func.h"
    00045
    00046 #include "table/strings.h"
    00047 #include "table/industry_land.h"
    00048 #include "table/build_industry.h"
    00049
    00050 IndustryPool _industry_pool("Industry");
    00051 INSTANTIATE_POOL_METHODS(Industry)
    00052
    00053 void ShowIndustryViewWindow(int industry);
    00054 void BuildOilRig(TileIndex tile);
    00055
    00056 static byte _industry_sound_ctr;
    00057 static TileIndex _industry_sound_tile;
    00058
    00059 uint16 _industry_counts[NUM_INDUSTRYTYPES];
    00060
    00061 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
    00062 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
    00063
    00068 void ResetIndustries()
    00069 {
    00070   memset(&_industry_specs, 0, sizeof(_industry_specs));
    00071   memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
    00072
    00073   /* once performed, enable only the current climate industries */
    00074   for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
    00075     _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
    00076         HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
    00077   }
    00078
    00079   memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
    00080   memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
    00081
    00082   /* Reset any overrides that have been set. */
    00083   _industile_mngr.ResetOverride();
    00084   _industry_mngr.ResetOverride();
    00085 }
    00086
    00087 void ResetIndustryCreationProbility(IndustryType type)
    00088 {
    00089   assert(type < INVALID_INDUSTRYTYPE);
    00090   _industry_specs[type].appear_creation[_settings_game.game_creation.landscape] = 0;
    00091 }
    00092
    00101 IndustryType GetIndustryType(TileIndex tile)
    00102 {
    00103   assert(IsTileType(tile, MP_INDUSTRY));
    00104
    00105   const Industry *ind = Industry::GetByTile(tile);
    00106   assert(ind != NULL);
    00107   return ind->type;
    00108 }
    00109
    00118 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
    00119 {
    00120   assert(thistype < NUM_INDUSTRYTYPES);
    00121   return &_industry_specs[thistype];
    00122 }
    00123
    00132 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
    00133 {
    00134   assert(gfx < INVALID_INDUSTRYTILE);
    00135   return &_industry_tile_specs[gfx];
    00136 }
    00137
    00138 Industry::~Industry()
    00139 {
    00140   if (CleaningPool()) return;
    00141
    00142   /* Industry can also be destroyed when not fully initialized.
    00143    * This means that we do not have to clear tiles either. */
    00144   if (this->location.w == 0) return;
    00145
    00146   TILE_AREA_LOOP(tile_cur, this->location) {
    00147     if (IsTileType(tile_cur, MP_INDUSTRY)) {
    00148       if (GetIndustryIndex(tile_cur) == this->index) {
    00149         /* MakeWaterKeepingClass() can also handle 'land' */
    00150         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
    00151
    00152         /* MakeWaterKeepingClass() doesn't remove animation if the tiles
    00153          * become watery, but be on the safe side an always remote it. */
    00154         DeleteAnimatedTile(tile_cur);
    00155
    00156         MarkTileDirtyByTile(tile_cur);
    00157       }
    00158     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
    00159       DeleteOilRig(tile_cur);
    00160     }
    00161   }
    00162
    00163   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
    00164     /* Remove the farmland and convert it to regular tiles over time. */
    00165     TILE_LOOP(tile_cur, 42, 42, this->location.tile - TileDiffXY(21, 21)) {
    00166       tile_cur = TILE_MASK(tile_cur);
    00167       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
    00168           GetIndustryIndexOfField(tile_cur) == this->index) {
    00169         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
    00170       }
    00171     }
    00172   }
    00173
    00174   /* don't let any disaster vehicle target invalid industry */
    00175   ReleaseDisastersTargetingIndustry(this->index);
    00176
    00177   DecIndustryTypeCount(this->type);
    00178
    00179   DeleteIndustryNews(this->index);
    00180   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
    00181
    00182   DeleteSubsidyWith(ST_INDUSTRY, this->index);
    00183   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
    00184 }
    00185
    00190 void Industry::PostDestructor(size_t index)
    00191 {
    00192   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    00193   Station::RecomputeIndustriesNearForAll();
    00194 }
    00195
    00196
    00201 /* static */ Industry *Industry::GetRandom()
    00202 {
    00203   if (Industry::GetNumItems() == 0) return NULL;
    00204   int num = RandomRange((uint16)Industry::GetNumItems());
    00205   size_t index = MAX_UVALUE(size_t);
    00206
    00207   while (num >= 0) {
    00208     num--;
    00209     index++;
    00210
    00211     /* Make sure we have a valid industry */
    00212     while (!Industry::IsValidID(index)) {
    00213       index++;
    00214       assert(index < Industry::GetPoolSize());
    00215     }
    00216   }
    00217
    00218   return Industry::Get(index);
    00219 }
    00220
    00221
    00222 static void IndustryDrawSugarMine(const TileInfo *ti)
    00223 {
    00224   const DrawIndustryAnimationStruct *d;
    00225
    00226   if (!IsIndustryCompleted(ti->tile)) return;
    00227
    00228   d = &_draw_industry_spec1[GetIndustryAnimationState(ti->tile)];
    00229
    00230   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
    00231
    00232   if (d->image_2 != 0) {
    00233     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
    00234   }
    00235
    00236   if (d->image_3 != 0) {
    00237     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
    00238       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
    00239   }
    00240 }
    00241
    00242 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
    00243 {
    00244   uint8 x = 0;
    00245
    00246   if (IsIndustryCompleted(ti->tile)) {
    00247     x = _industry_anim_offs_toffee[GetIndustryAnimationState(ti->tile)];
    00248     if (x == 0xFF)
    00249       x = 0;
    00250   }
    00251
    00252   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
    00253   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
    00254 }
    00255
    00256 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
    00257 {
    00258   if (IsIndustryCompleted(ti->tile)) {
    00259     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetIndustryAnimationState(ti->tile)]);
    00260   } else {
    00261     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
    00262   }
    00263 }
    00264
    00265 static void IndustryDrawToyFactory(const TileInfo *ti)
    00266 {
    00267   const DrawIndustryAnimationStruct *d;
    00268
    00269   d = &_industry_anim_offs_toys[GetIndustryAnimationState(ti->tile)];
    00270
    00271   if (d->image_1 != 0xFF) {
    00272     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
    00273   }
    00274
    00275   if (d->image_2 != 0xFF) {
    00276     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
    00277   }
    00278
    00279   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
    00280   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
    00281 }
    00282
    00283 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
    00284 {
    00285   if (IsIndustryCompleted(ti->tile)) {
    00286     uint8 image = GetIndustryAnimationState(ti->tile);
    00287
    00288     if (image != 0 && image < 7) {
    00289       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
    00290         PAL_NONE,
    00291         _coal_plant_sparks[image - 1].x,
    00292         _coal_plant_sparks[image - 1].y
    00293       );
    00294     }
    00295   }
    00296 }
    00297
    00298 typedef void IndustryDrawTileProc(const TileInfo *ti);
    00299 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
    00300   IndustryDrawSugarMine,
    00301   IndustryDrawToffeeQuarry,
    00302   IndustryDrawBubbleGenerator,
    00303   IndustryDrawToyFactory,
    00304   IndustryDrawCoalPlantSparks,
    00305 };
    00306
    00307 static void DrawTile_Industry(TileInfo *ti)
    00308 {
    00309   IndustryGfx gfx = GetIndustryGfx(ti->tile);
    00310   Industry *ind = Industry::GetByTile(ti->tile);
    00311   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00312   const DrawBuildingsTileStruct *dits;
    00313   SpriteID image;
    00314   SpriteID pal;
    00315
    00316   /* Retrieve pointer to the draw industry tile struct */
    00317   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00318     /* Draw the tile using the specialized method of newgrf industrytile.
    00319      * DrawNewIndustry will return false if ever the resolver could not
    00320      * find any sprite to display.  So in this case, we will jump on the
    00321      * substitute gfx instead. */
    00322     if (indts->grf_prop.spritegroup != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
    00323       return;
    00324     } else {
    00325       /* No sprite group (or no valid one) found, meaning no graphics associated.
    00326        * Use the substitute one instead */
    00327       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
    00328         gfx = indts->grf_prop.subst_id;
    00329         /* And point the industrytile spec accordingly */
    00330         indts = GetIndustryTileSpec(gfx);
    00331       }
    00332     }
    00333   }
    00334
    00335   dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
    00336       GetIndustryAnimationState(ti->tile) & INDUSTRY_COMPLETED :
    00337       GetIndustryConstructionStage(ti->tile))];
    00338
    00339   image = dits->ground.sprite;
    00340   if (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->ground.pal == PAL_NONE) {
    00341     pal = GENERAL_SPRITE_COLOUR(ind->random_colour);
    00342   } else {
    00343     pal = dits->ground.pal;
    00344   }
    00345
    00346   /* DrawFoundation() modifes ti->z and ti->tileh */
    00347   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00348
    00349   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
    00350    * Do not do this if the tile's WaterClass is 'land'. */
    00351   if (image == SPR_FLAT_WATER_TILE && IsIndustryTileOnWater(ti->tile)) {
    00352     DrawWaterClassGround(ti);
    00353   } else {
    00354     DrawGroundSprite(image, pal);
    00355   }
    00356
    00357   /* If industries are transparent and invisible, do not draw the upper part */
    00358   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
    00359
    00360   /* Add industry on top of the ground? */
    00361   image = dits->building.sprite;
    00362   if (image != 0) {
    00363     AddSortableSpriteToDraw(image,
    00364       (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->building.pal == PAL_NONE) ? GENERAL_SPRITE_COLOUR(ind->random_colour) : dits->building.pal,
    00365       ti->x + dits->subtile_x,
    00366       ti->y + dits->subtile_y,
    00367       dits->width,
    00368       dits->height,
    00369       dits->dz,
    00370       ti->z,
    00371       IsTransparencySet(TO_INDUSTRIES));
    00372
    00373     if (IsTransparencySet(TO_INDUSTRIES)) return;
    00374   }
    00375
    00376   {
    00377     int proc = dits->draw_proc - 1;
    00378     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
    00379   }
    00380 }
    00381
    00382 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
    00383 {
    00384   return GetTileMaxZ(tile);
    00385 }
    00386
    00387 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
    00388 {
    00389   IndustryGfx gfx = GetIndustryGfx(tile);
    00390
    00391   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
    00392    * account for this, as other structures should
    00393    * draw the wall of the foundation in this case.
    00394    */
    00395   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00396     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00397     if (indts->grf_prop.spritegroup != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
    00398       uint32 callback_res = GetIndustryTileCallback(CBID_INDUSTRY_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00399       if (callback_res == 0) return FOUNDATION_NONE;
    00400     }
    00401   }
    00402   return FlatteningFoundation(tileh);
    00403 }
    00404
    00405 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00406 {
    00407   IndustryGfx gfx = GetIndustryGfx(tile);
    00408   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    00409
    00410   /* When we have to use a callback, we put our data in the next two variables */
    00411   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
    00412   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
    00413
    00414   /* And then these will always point to a same sized array with the required data */
    00415   const CargoID *accepts_cargo = itspec->accepts_cargo;
    00416   const uint8 *cargo_acceptance = itspec->acceptance;
    00417
    00418   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
    00419     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00420     if (res != CALLBACK_FAILED) {
    00421       accepts_cargo = raw_accepts_cargo;
    00422       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
    00423     }
    00424   }
    00425
    00426   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
    00427     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00428     if (res != CALLBACK_FAILED) {
    00429       cargo_acceptance = raw_cargo_acceptance;
    00430       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
    00431     }
    00432   }
    00433
    00434   const Industry *ind = Industry::GetByTile(tile);
    00435   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
    00436     CargoID a = accepts_cargo[i];
    00437     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
    00438
    00439     /* Add accepted cargo */
    00440     acceptance[a] += cargo_acceptance[i];
    00441
    00442     /* Maybe set 'always accepted' bit (if it's not set already) */
    00443     if (HasBit(*always_accepted, a)) continue;
    00444
    00445     bool accepts = false;
    00446     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00447       /* Test whether the industry itself accepts the cargo type */
    00448       if (ind->accepts_cargo[cargo_index] == a) {
    00449         accepts = true;
    00450         break;
    00451       }
    00452     }
    00453
    00454     if (accepts) continue;
    00455
    00456     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
    00457     SetBit(*always_accepted, a);
    00458   }
    00459 }
    00460
    00461 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
    00462 {
    00463   const Industry *i = Industry::GetByTile(tile);
    00464   const IndustrySpec *is = GetIndustrySpec(i->type);
    00465
    00466   td->owner[0] = i->owner;
    00467   td->str = is->name;
    00468   if (!IsIndustryCompleted(tile)) {
    00469     SetDParamX(td->dparam, 0, td->str);
    00470     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00471   }
    00472
    00473   if (is->grf_prop.grffile != NULL) {
    00474     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->name;
    00475   }
    00476 }
    00477
    00478 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
    00479 {
    00480   Industry *i = Industry::GetByTile(tile);
    00481   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00482
    00483   /* water can destroy industries
    00484    * in editor you can bulldoze industries
    00485    * with magic_bulldozer cheat you can destroy industries
    00486    * (area around OILRIG is water, so water shouldn't flood it
    00487    */
    00488   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
    00489       !_cheats.magic_bulldozer.value) ||
    00490       ((flags & DC_AUTO) != 0) ||
    00491       (_current_company == OWNER_WATER &&
    00492         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
    00493         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
    00494     SetDParam(0, indspec->name);
    00495     return_cmd_error(flags & DC_AUTO ? STR_ERROR_UNMOVABLE_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
    00496   }
    00497
    00498   if (flags & DC_EXEC) {
    00499     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    00500     delete i;
    00501   }
    00502   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
    00503 }
    00504
    00505 static void TransportIndustryGoods(TileIndex tile)
    00506 {
    00507   Industry *i = Industry::GetByTile(tile);
    00508   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00509   bool moved_cargo = false;
    00510
    00511   StationFinder stations(i->location);
    00512
    00513   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
    00514     uint cw = min(i->produced_cargo_waiting[j], 255);
    00515     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
    00516       i->produced_cargo_waiting[j] -= cw;
    00517
    00518       /* fluctuating economy? */
    00519       if (_economy.fluct <= 0) cw = (cw + 1) / 2;
    00520
    00521       i->this_month_production[j] += cw;
    00522
    00523       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
    00524       i->this_month_transported[j] += am;
    00525
    00526       moved_cargo |= (am != 0);
    00527     }
    00528   }
    00529
    00530   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
    00531     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
    00532
    00533     if (newgfx != INDUSTRYTILE_NOANIM) {
    00534       ResetIndustryConstructionStage(tile);
    00535       SetIndustryCompleted(tile, true);
    00536       SetIndustryGfx(tile, newgfx);
    00537       MarkTileDirtyByTile(tile);
    00538     }
    00539   }
    00540 }
    00541
    00542
    00543 static void AnimateTile_Industry(TileIndex tile)
    00544 {
    00545   byte m;
    00546   IndustryGfx gfx = GetIndustryGfx(tile);
    00547
    00548   if (GetIndustryTileSpec(gfx)->animation_info != 0xFFFF) {
    00549     AnimateNewIndustryTile(tile);
    00550     return;
    00551   }
    00552
    00553   switch (gfx) {
    00554   case GFX_SUGAR_MINE_SIEVE:
    00555     if ((_tick_counter & 1) == 0) {
    00556       m = GetIndustryAnimationState(tile) + 1;
    00557
    00558       switch (m & 7) {
    00559       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
    00560       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
    00561       }
    00562
    00563       if (m >= 96) {
    00564         m = 0;
    00565         DeleteAnimatedTile(tile);
    00566       }
    00567       SetIndustryAnimationState(tile, m);
    00568
    00569       MarkTileDirtyByTile(tile);
    00570     }
    00571     break;
    00572
    00573   case GFX_TOFFEE_QUARY:
    00574     if ((_tick_counter & 3) == 0) {
    00575       m = GetIndustryAnimationState(tile);
    00576
    00577       if (_industry_anim_offs_toffee[m] == 0xFF) {
    00578         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
    00579       }
    00580
    00581       if (++m >= 70) {
    00582         m = 0;
    00583         DeleteAnimatedTile(tile);
    00584       }
    00585       SetIndustryAnimationState(tile, m);
    00586
    00587       MarkTileDirtyByTile(tile);
    00588     }
    00589     break;
    00590
    00591   case GFX_BUBBLE_CATCHER:
    00592     if ((_tick_counter & 1) == 0) {
    00593       m = GetIndustryAnimationState(tile);
    00594
    00595       if (++m >= 40) {
    00596         m = 0;
    00597         DeleteAnimatedTile(tile);
    00598       }
    00599       SetIndustryAnimationState(tile, m);
    00600
    00601       MarkTileDirtyByTile(tile);
    00602     }
    00603     break;
    00604
    00605   /* Sparks on a coal plant */
    00606   case GFX_POWERPLANT_SPARKS:
    00607     if ((_tick_counter & 3) == 0) {
    00608       m = GetIndustryAnimationState(tile);
    00609       if (m == 6) {
    00610         SetIndustryAnimationState(tile, 0);
    00611         DeleteAnimatedTile(tile);
    00612       } else {
    00613         SetIndustryAnimationState(tile, m + 1);
    00614         MarkTileDirtyByTile(tile);
    00615       }
    00616     }
    00617     break;
    00618
    00619   case GFX_TOY_FACTORY:
    00620     if ((_tick_counter & 1) == 0) {
    00621       m = GetIndustryAnimationState(tile) + 1;
    00622
    00623       switch (m) {
    00624         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
    00625         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
    00626         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
    00627         default:
    00628           if (m >= 50) {
    00629             int n = GetIndustryAnimationLoop(tile) + 1;
    00630             m = 0;
    00631             if (n >= 8) {
    00632               n = 0;
    00633               DeleteAnimatedTile(tile);
    00634             }
    00635             SetIndustryAnimationLoop(tile, n);
    00636           }
    00637       }
    00638
    00639       SetIndustryAnimationState(tile, m);
    00640       MarkTileDirtyByTile(tile);
    00641     }
    00642     break;
    00643
    00644   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00645   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00646   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00647   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00648     if ((_tick_counter & 3) == 0) {
    00649       IndustryGfx gfx = GetIndustryGfx(tile);
    00650
    00651       gfx = (gfx < 155) ? gfx + 1 : 148;
    00652       SetIndustryGfx(tile, gfx);
    00653       MarkTileDirtyByTile(tile);
    00654     }
    00655     break;
    00656
    00657   case GFX_OILWELL_ANIMATED_1:
    00658   case GFX_OILWELL_ANIMATED_2:
    00659   case GFX_OILWELL_ANIMATED_3:
    00660     if ((_tick_counter & 7) == 0) {
    00661       bool b = Chance16(1, 7);
    00662       IndustryGfx gfx = GetIndustryGfx(tile);
    00663
    00664       m = GetIndustryAnimationState(tile) + 1;
    00665       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
    00666         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
    00667         SetIndustryConstructionStage(tile, 3);
    00668         DeleteAnimatedTile(tile);
    00669       } else {
    00670         SetIndustryAnimationState(tile, m);
    00671         SetIndustryGfx(tile, gfx);
    00672         MarkTileDirtyByTile(tile);
    00673       }
    00674     }
    00675     break;
    00676
    00677   case GFX_COAL_MINE_TOWER_ANIMATED:
    00678   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00679   case GFX_GOLD_MINE_TOWER_ANIMATED: {
    00680       int state = _tick_counter & 0x7FF;
    00681
    00682       if ((state -= 0x400) < 0)
    00683         return;
    00684
    00685       if (state < 0x1A0) {
    00686         if (state < 0x20 || state >= 0x180) {
    00687           m = GetIndustryAnimationState(tile);
    00688           if (!(m & 0x40)) {
    00689             SetIndustryAnimationState(tile, m | 0x40);
    00690             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
    00691           }
    00692           if (state & 7)
    00693             return;
    00694         } else {
    00695           if (state & 3)
    00696             return;
    00697         }
    00698         m = (GetIndustryAnimationState(tile) + 1) | 0x40;
    00699         if (m > 0xC2) m = 0xC0;
    00700         SetIndustryAnimationState(tile, m);
    00701         MarkTileDirtyByTile(tile);
    00702       } else if (state >= 0x200 && state < 0x3A0) {
    00703         int i;
    00704         i = (state < 0x220 || state >= 0x380) ? 7 : 3;
    00705         if (state & i)
    00706           return;
    00707
    00708         m = (GetIndustryAnimationState(tile) & 0xBF) - 1;
    00709         if (m < 0x80) m = 0x82;
    00710         SetIndustryAnimationState(tile, m);
    00711         MarkTileDirtyByTile(tile);
    00712       }
    00713     } break;
    00714   }
    00715 }
    00716
    00717 static void CreateChimneySmoke(TileIndex tile)
    00718 {
    00719   uint x = TileX(tile) * TILE_SIZE;
    00720   uint y = TileY(tile) * TILE_SIZE;
    00721   uint z = GetTileMaxZ(tile);
    00722
    00723   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
    00724 }
    00725
    00726 static void MakeIndustryTileBigger(TileIndex tile)
    00727 {
    00728   byte cnt = GetIndustryConstructionCounter(tile) + 1;
    00729   byte stage;
    00730
    00731   if (cnt != 4) {
    00732     SetIndustryConstructionCounter(tile, cnt);
    00733     return;
    00734   }
    00735
    00736   stage = GetIndustryConstructionStage(tile) + 1;
    00737   SetIndustryConstructionCounter(tile, 0);
    00738   SetIndustryConstructionStage(tile, stage);
    00739   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
    00740   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
    00741
    00742   MarkTileDirtyByTile(tile);
    00743
    00744   if (!IsIndustryCompleted(tile)) return;
    00745
    00746   IndustryGfx gfx = GetIndustryGfx(tile);
    00747   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00748     /* New industries are already animated on construction. */
    00749     return;
    00750   }
    00751
    00752   switch (gfx) {
    00753   case GFX_POWERPLANT_CHIMNEY:
    00754     CreateChimneySmoke(tile);
    00755     break;
    00756
    00757   case GFX_OILRIG_1: {
    00758     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
    00759      * tiles (like the default oil rig). Do a proper check to ensure the
    00760      * tiles belong to the same industry and based on that build the oil rig's
    00761      * station. */
    00762     TileIndex other = tile + TileDiffXY(0, 1);
    00763
    00764     if (IsTileType(other, MP_INDUSTRY) &&
    00765         GetIndustryGfx(other) == GFX_OILRIG_1 &&
    00766         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
    00767       BuildOilRig(tile);
    00768     }
    00769   } break;
    00770
    00771   case GFX_TOY_FACTORY:
    00772   case GFX_BUBBLE_CATCHER:
    00773   case GFX_TOFFEE_QUARY:
    00774     SetIndustryAnimationState(tile, 0);
    00775     SetIndustryAnimationLoop(tile, 0);
    00776     break;
    00777
    00778   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00779   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00780   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00781   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00782     AddAnimatedTile(tile);
    00783     break;
    00784   }
    00785 }
    00786
    00787 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
    00788 {
    00789   static const int8 _bubble_spawn_location[3][4] = {
    00790     { 11,   0, -4, -14 },
    00791     { -4, -10, -4,   1 },
    00792     { 49,  59, 60,  65 },
    00793   };
    00794
    00795   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
    00796
    00797   int dir = Random() & 3;
    00798
    00799   EffectVehicle *v = CreateEffectVehicleAbove(
    00800     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
    00801     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
    00802     _bubble_spawn_location[2][dir],
    00803     EV_BUBBLE
    00804   );
    00805
    00806   if (v != NULL) v->animation_substate = dir;
    00807 }
    00808
    00809 static void TileLoop_Industry(TileIndex tile)
    00810 {
    00811   IndustryGfx newgfx;
    00812   IndustryGfx gfx;
    00813
    00814   if (IsIndustryTileOnWater(tile)) TileLoop_Water(tile);
    00815
    00816   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
    00817
    00818   if (!IsIndustryCompleted(tile)) {
    00819     MakeIndustryTileBigger(tile);
    00820     return;
    00821   }
    00822
    00823   if (_game_mode == GM_EDITOR) return;
    00824
    00825   TransportIndustryGoods(tile);
    00826
    00827   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
    00828
    00829   newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
    00830   if (newgfx != INDUSTRYTILE_NOANIM) {
    00831     ResetIndustryConstructionStage(tile);
    00832     SetIndustryGfx(tile, newgfx);
    00833     MarkTileDirtyByTile(tile);
    00834     return;
    00835   }
    00836
    00837   gfx = GetIndustryGfx(tile);
    00838
    00839   switch (gfx) {
    00840   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
    00841   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
    00842   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
    00843     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
    00844       switch (gfx) {
    00845         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
    00846         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
    00847         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
    00848       }
    00849       SetIndustryGfx(tile, gfx);
    00850       SetIndustryAnimationState(tile, 0x80);
    00851       AddAnimatedTile(tile);
    00852     }
    00853     break;
    00854
    00855   case GFX_OILWELL_NOT_ANIMATED:
    00856     if (Chance16(1, 6)) {
    00857       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
    00858       SetIndustryAnimationState(tile, 0);
    00859       AddAnimatedTile(tile);
    00860     }
    00861     break;
    00862
    00863   case GFX_COAL_MINE_TOWER_ANIMATED:
    00864   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00865   case GFX_GOLD_MINE_TOWER_ANIMATED:
    00866     if (!(_tick_counter & 0x400)) {
    00867       switch (gfx) {
    00868         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
    00869         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
    00870         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
    00871       }
    00872       SetIndustryGfx(tile, gfx);
    00873       SetIndustryCompleted(tile, true);
    00874       SetIndustryConstructionStage(tile, 3);
    00875       DeleteAnimatedTile(tile);
    00876     }
    00877     break;
    00878
    00879   case GFX_POWERPLANT_SPARKS:
    00880     if (Chance16(1, 3)) {
    00881       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
    00882       AddAnimatedTile(tile);
    00883     }
    00884     break;
    00885
    00886   case GFX_COPPER_MINE_CHIMNEY:
    00887     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
    00888     break;
    00889
    00890
    00891   case GFX_TOY_FACTORY: {
    00892       Industry *i = Industry::GetByTile(tile);
    00893       if (i->was_cargo_delivered) {
    00894         i->was_cargo_delivered = false;
    00895         SetIndustryAnimationLoop(tile, 0);
    00896         AddAnimatedTile(tile);
    00897       }
    00898     }
    00899     break;
    00900
    00901   case GFX_BUBBLE_GENERATOR:
    00902     TileLoopIndustry_BubbleGenerator(tile);
    00903     break;
    00904
    00905   case GFX_TOFFEE_QUARY:
    00906     AddAnimatedTile(tile);
    00907     break;
    00908
    00909   case GFX_SUGAR_MINE_SIEVE:
    00910     if (Chance16(1, 3)) AddAnimatedTile(tile);
    00911     break;
    00912   }
    00913 }
    00914
    00915 static bool ClickTile_Industry(TileIndex tile)
    00916 {
    00917   ShowIndustryViewWindow(GetIndustryIndex(tile));
    00918   return true;
    00919 }
    00920
    00921 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00922 {
    00923   return 0;
    00924 }
    00925
    00926 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
    00927 {
    00928   /* If the founder merges, the industry was created by the merged company */
    00929   Industry *i = Industry::GetByTile(tile);
    00930   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
    00931 }
    00932
    00933 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
    00934
    00935 static bool IsBadFarmFieldTile(TileIndex tile)
    00936 {
    00937   switch (GetTileType(tile)) {
    00938     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00939     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00940     default:       return true;
    00941   }
    00942 }
    00943
    00944 static bool IsBadFarmFieldTile2(TileIndex tile)
    00945 {
    00946   switch (GetTileType(tile)) {
    00947     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00948     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00949     default:       return true;
    00950   }
    00951 }
    00952
    00953 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
    00954 {
    00955   do {
    00956     tile = TILE_MASK(tile);
    00957
    00958     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
    00959       byte or_ = type;
    00960
    00961       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
    00962
    00963       if (direction == AXIS_X) {
    00964         SetFenceSE(tile, or_);
    00965       } else {
    00966         SetFenceSW(tile, or_);
    00967       }
    00968     }
    00969
    00970     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00971   } while (--size);
    00972 }
    00973
    00974 static void PlantFarmField(TileIndex tile, IndustryID industry)
    00975 {
    00976   uint size_x, size_y;
    00977   uint32 r;
    00978   uint count;
    00979   uint counter;
    00980   uint field_type;
    00981   int type;
    00982
    00983   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    00984     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
    00985       return;
    00986   }
    00987
    00988   /* determine field size */
    00989   r = (Random() & 0x303) + 0x404;
    00990   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
    00991   size_x = GB(r, 0, 8);
    00992   size_y = GB(r, 8, 8);
    00993
    00994   /* offset tile to match size */
    00995   tile -= TileDiffXY(size_x / 2, size_y / 2);
    00996
    00997   if (TileX(tile) + size_x >= MapSizeX() || TileY(tile) + size_y >= MapSizeY()) return;
    00998
    00999   /* check the amount of bad tiles */
    01000   count = 0;
    01001   TILE_LOOP(cur_tile, size_x, size_y, tile) {
    01002     assert(cur_tile < MapSize());
    01003     count += IsBadFarmFieldTile(cur_tile);
    01004   }
    01005   if (count * 2 >= size_x * size_y) return;
    01006
    01007   /* determine type of field */
    01008   r = Random();
    01009   counter = GB(r, 5, 3);
    01010   field_type = GB(r, 8, 8) * 9 >> 8;
    01011
    01012   /* make field */
    01013   TILE_LOOP(cur_tile, size_x, size_y, tile) {
    01014     assert(cur_tile < MapSize());
    01015     if (!IsBadFarmFieldTile2(cur_tile)) {
    01016       MakeField(cur_tile, field_type, industry);
    01017       SetClearCounter(cur_tile, counter);
    01018       MarkTileDirtyByTile(cur_tile);
    01019     }
    01020   }
    01021
    01022   type = 3;
    01023   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
    01024     type = _plantfarmfield_type[Random() & 0xF];
    01025   }
    01026
    01027   SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
    01028   SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
    01029   SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
    01030   SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
    01031 }
    01032
    01033 void PlantRandomFarmField(const Industry *i)
    01034 {
    01035   int x = i->location.w / 2 + Random() % 31 - 16;
    01036   int y = i->location.h / 2 + Random() % 31 - 16;
    01037
    01038   TileIndex tile = TileAddWrap(i->location.tile, x, y);
    01039
    01040   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
    01041 }
    01042
    01049 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
    01050 {
    01051   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) {
    01052     CompanyID old_company = _current_company;
    01053     /* found a tree */
    01054
    01055     _current_company = OWNER_NONE;
    01056     _industry_sound_ctr = 1;
    01057     _industry_sound_tile = tile;
    01058     SndPlayTileFx(SND_38_CHAINSAW, tile);
    01059
    01060     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    01061
    01062     _current_company = old_company;
    01063     return true;
    01064   }
    01065   return false;
    01066 }
    01067
    01072 static void ChopLumberMillTrees(Industry *i)
    01073 {
    01074   TileIndex tile = i->location.tile;
    01075
    01076   if (!IsIndustryCompleted(tile)) return;
    01077
    01078   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL))
    01079     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45);
    01080 }
    01081
    01082 static void ProduceIndustryGoods(Industry *i)
    01083 {
    01084   uint32 r;
    01085   uint num;
    01086   const IndustrySpec *indsp = GetIndustrySpec(i->type);
    01087
    01088   /* play a sound? */
    01089   if ((i->counter & 0x3F) == 0) {
    01090     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
    01091       SndPlayTileFx(
    01092         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
    01093         i->location.tile);
    01094     }
    01095   }
    01096
    01097   i->counter--;
    01098
    01099   /* produce some cargo */
    01100   if ((i->counter & 0xFF) == 0) {
    01101     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
    01102
    01103     IndustryBehaviour indbehav = indsp->behaviour;
    01104     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
    01105     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
    01106
    01107     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
    01108       bool plant;
    01109       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01110         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0);
    01111       } else {
    01112         plant = Chance16(1, 8);
    01113       }
    01114
    01115       if (plant) PlantRandomFarmField(i);
    01116     }
    01117     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
    01118       bool cut = ((i->counter & 0x1FF) == 0);
    01119       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01120         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0);
    01121       }
    01122
    01123       if (cut) ChopLumberMillTrees(i);
    01124     }
    01125
    01126     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
    01127     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
    01128   }
    01129 }
    01130
    01131 void OnTick_Industry()
    01132 {
    01133   Industry *i;
    01134
    01135   if (_industry_sound_ctr != 0) {
    01136     _industry_sound_ctr++;
    01137
    01138     if (_industry_sound_ctr == 75) {
    01139       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
    01140     } else if (_industry_sound_ctr == 160) {
    01141       _industry_sound_ctr = 0;
    01142       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
    01143     }
    01144   }
    01145
    01146   if (_game_mode == GM_EDITOR) return;
    01147
    01148   FOR_ALL_INDUSTRIES(i) {
    01149     ProduceIndustryGoods(i);
    01150   }
    01151 }
    01152
    01153 static bool CheckNewIndustry_NULL(TileIndex tile)
    01154 {
    01155   return true;
    01156 }
    01157
    01158 static bool CheckNewIndustry_Forest(TileIndex tile)
    01159 {
    01160   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01161     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
    01162       _error_message = STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED;
    01163       return false;
    01164     }
    01165   }
    01166   return true;
    01167 }
    01168
    01169 static bool CheckNewIndustry_OilRefinery(TileIndex tile)
    01170 {
    01171   if (_game_mode == GM_EDITOR) return true;
    01172   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
    01173
    01174   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
    01175   return false;
    01176 }
    01177
    01178 extern bool _ignore_restrictions;
    01179
    01180 static bool CheckNewIndustry_OilRig(TileIndex tile)
    01181 {
    01182   if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
    01183   if (TileHeight(tile) == 0 &&
    01184       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
    01185
    01186   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
    01187   return false;
    01188 }
    01189
    01190 static bool CheckNewIndustry_Farm(TileIndex tile)
    01191 {
    01192   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01193     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
    01194       _error_message = STR_ERROR_SITE_UNSUITABLE;
    01195       return false;
    01196     }
    01197   }
    01198   return true;
    01199 }
    01200
    01201 static bool CheckNewIndustry_Plantation(TileIndex tile)
    01202 {
    01203   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
    01204     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01205     return false;
    01206   }
    01207
    01208   return true;
    01209 }
    01210
    01211 static bool CheckNewIndustry_Water(TileIndex tile)
    01212 {
    01213   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
    01214     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT;
    01215     return false;
    01216   }
    01217
    01218   return true;
    01219 }
    01220
    01221 static bool CheckNewIndustry_Lumbermill(TileIndex tile)
    01222 {
    01223   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
    01224     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
    01225     return false;
    01226   }
    01227   return true;
    01228 }
    01229
    01230 static bool CheckNewIndustry_BubbleGen(TileIndex tile)
    01231 {
    01232   return GetTileZ(tile) <= TILE_HEIGHT * 4;
    01233 }
    01234
    01235 typedef bool CheckNewIndustryProc(TileIndex tile);
    01236 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
    01237   CheckNewIndustry_NULL,
    01238   CheckNewIndustry_Forest,
    01239   CheckNewIndustry_OilRefinery,
    01240   CheckNewIndustry_Farm,
    01241   CheckNewIndustry_Plantation,
    01242   CheckNewIndustry_Water,
    01243   CheckNewIndustry_Lumbermill,
    01244   CheckNewIndustry_BubbleGen,
    01245   CheckNewIndustry_OilRig
    01246 };
    01247
    01248 static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
    01249 {
    01250   const Town *t;
    01251   const Industry *i;
    01252
    01253   t = ClosestTownFromTile(tile, UINT_MAX);
    01254
    01255   if (_settings_game.economy.multiple_industry_per_town) return t;
    01256
    01257   FOR_ALL_INDUSTRIES(i) {
    01258     if (i->type == (byte)type &&
    01259         i->town == t) {
    01260       _error_message = STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN;
    01261       return NULL;
    01262     }
    01263   }
    01264
    01265   return t;
    01266 }
    01267
    01268 bool IsSlopeRefused(Slope current, Slope refused)
    01269 {
    01270   if (IsSteepSlope(current)) return true;
    01271   if (current != SLOPE_FLAT) {
    01272     if (IsSteepSlope(refused)) return true;
    01273
    01274     Slope t = ComplementSlope(current);
    01275
    01276     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
    01277     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
    01278     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
    01279     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
    01280   }
    01281
    01282   return false;
    01283 }
    01284
    01285 static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
    01286 {
    01287   _error_message = STR_ERROR_SITE_UNSUITABLE;
    01288   bool refused_slope = false;
    01289   bool custom_shape = false;
    01290
    01291   do {
    01292     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
    01293     if (TileX(tile) + it->ti.x >= MapSizeX()) return false;
    01294     if (TileY(tile) + it->ti.y >= MapSizeY()) return false;
    01295     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01296
    01297     if (!IsValidTile(cur_tile)) {
    01298       if (gfx == GFX_WATERTILE_SPECIALCHECK) continue;
    01299       return false;
    01300     }
    01301
    01302     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
    01303       if (!IsTileType(cur_tile, MP_WATER) ||
    01304           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
    01305         return false;
    01306       }
    01307     } else {
    01308       if (!EnsureNoVehicleOnGround(cur_tile)) return false;
    01309       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return false;
    01310
    01311       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
    01312
    01313       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
    01314
    01315       /* Perform land/water check if not disabled */
    01316       if (!HasBit(its->slopes_refused, 5) && (IsWaterTile(cur_tile) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return false;
    01317
    01318       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
    01319         custom_shape = true;
    01320         if (!PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index)) return false;
    01321       } else {
    01322         Slope tileh = GetTileSlope(cur_tile, NULL);
    01323         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
    01324       }
    01325
    01326       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
    01327           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
    01328         if (!IsTileType(cur_tile, MP_HOUSE)) {
    01329           _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS;
    01330           return false;
    01331         }
    01332
    01333         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
    01334         CompanyID old_company = _current_company;
    01335         _current_company = OWNER_TOWN;
    01336         bool not_clearable = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR).Failed();
    01337         _current_company = old_company;
    01338
    01339         if (not_clearable) return false;
    01340       } else {
    01341         /* Clear the tiles, but do not affect town ratings */
    01342         bool not_clearable = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR).Failed();
    01343
    01344         if (not_clearable) return false;
    01345       }
    01346     }
    01347   } while ((++it)->ti.x != -0x80);
    01348
    01349   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
    01350
    01351   /* It is almost impossible to have a fully flat land in TG, so what we
    01352    *  do is that we check if we can make the land flat later on. See
    01353    *  CheckIfCanLevelIndustryPlatform(). */
    01354   return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
    01355 }
    01356
    01357 static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
    01358 {
    01359   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
    01360     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200;
    01361     return false;
    01362   }
    01363
    01364   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
    01365     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01366     return false;
    01367   }
    01368
    01369   return true;
    01370 }
    01371
    01372 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
    01373 {
    01374   int size_x, size_y;
    01375   uint curh;
    01376
    01377   size_x = 2;
    01378   size_y = 2;
    01379
    01380   /* Check if we don't leave the map */
    01381   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
    01382
    01383   tile += TileDiffXY(-1, -1);
    01384   TILE_LOOP(tile_walk, size_x, size_y, tile) {
    01385     curh = TileHeight(tile_walk);
    01386     /* Is the tile clear? */
    01387     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES))
    01388       return false;
    01389
    01390     /* Don't allow too big of a change if this is the sub-tile check */
    01391     if (internal != 0 && Delta(curh, height) > 1) return false;
    01392
    01393     /* Different height, so the surrounding tiles of this tile
    01394      *  has to be correct too (in level, or almost in level)
    01395      *  else you get a chain-reaction of terraforming. */
    01396     if (internal == 0 && curh != height) {
    01397       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1))
    01398         return false;
    01399     }
    01400   }
    01401
    01402   return true;
    01403 }
    01404
    01409 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
    01410 {
    01411   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
    01412   int max_x = 0;
    01413   int max_y = 0;
    01414   TileIndex cur_tile;
    01415   uint size_x, size_y;
    01416   uint h, curh;
    01417
    01418   /* Finds dimensions of largest variant of this industry */
    01419   do {
    01420     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
    01421     if (it->ti.x > max_x) max_x = it->ti.x;
    01422     if (it->ti.y > max_y) max_y = it->ti.y;
    01423   } while ((++it)->ti.x != MKEND);
    01424
    01425   /* Remember level height */
    01426   h = TileHeight(tile);
    01427
    01428   if (TileX(tile) <= 1 || TileY(tile) <= 1) return false;
    01429   /* Check that all tiles in area and surrounding are clear
    01430    * this determines that there are no obstructing items */
    01431   cur_tile = tile + TileDiffXY(-1, -1);
    01432   size_x = max_x + 4;
    01433   size_y = max_y + 4;
    01434
    01435   /* Check if we don't leave the map */
    01436   if (TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
    01437
    01438   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
    01439    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
    01440   CompanyID old_company = _current_company;
    01441   _current_company = OWNER_TOWN;
    01442
    01443   TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
    01444     curh = TileHeight(tile_walk);
    01445     if (curh != h) {
    01446       /* This tile needs terraforming. Check if we can do that without
    01447        *  damaging the surroundings too much. */
    01448       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
    01449         _current_company = old_company;
    01450         return false;
    01451       }
    01452       /* This is not 100% correct check, but the best we can do without modifying the map.
    01453        *  What is missing, is if the difference in height is more than 1.. */
    01454       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
    01455         _current_company = old_company;
    01456         return false;
    01457       }
    01458     }
    01459   }
    01460
    01461   if (flags & DC_EXEC) {
    01462     /* Terraform the land under the industry */
    01463     TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
    01464       curh = TileHeight(tile_walk);
    01465       while (curh != h) {
    01466         /* We give the terraforming for free here, because we can't calculate
    01467          *  exact cost in the test-round, and as we all know, that will cause
    01468          *  a nice assert if they don't match ;) */
    01469         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
    01470         curh += (curh > h) ? -1 : 1;
    01471       }
    01472     }
    01473   }
    01474
    01475   _current_company = old_company;
    01476   return true;
    01477 }
    01478
    01479
    01480 static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
    01481 {
    01482   const IndustrySpec *indspec = GetIndustrySpec(type);
    01483   const Industry *i;
    01484
    01485   if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
    01486     /* Allow primary industries to be placed close to any other industry */
    01487     return true;
    01488
    01489   FOR_ALL_INDUSTRIES(i) {
    01490     /* Within 14 tiles from another industry is considered close */
    01491     bool in_low_distance = DistanceMax(tile, i->location.tile) <= 14;
    01492
    01493     /* check if an industry that accepts the same goods is nearby */
    01494     if (in_low_distance &&
    01495         !indspec->IsRawIndustry() && // not a primary industry?
    01496         indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
    01497         /* at least one of those options must be true */
    01498         _game_mode != GM_EDITOR || // editor must not be stopped
    01499         !_settings_game.economy.same_industry_close ||
    01500         !_settings_game.economy.multiple_industry_per_town)) {
    01501       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
    01502       return false;
    01503     }
    01504
    01505     /* check if there are any conflicting industry types around */
    01506     if ((i->type == indspec->conflicting[0] ||
    01507         i->type == indspec->conflicting[1] ||
    01508         i->type == indspec->conflicting[2]) &&
    01509         in_low_distance) {
    01510       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
    01511       return false;
    01512     }
    01513   }
    01514   return true;
    01515 }
    01516
    01520 enum ProductionLevels {
    01521   PRODLEVEL_CLOSURE = 0x00,
    01522   PRODLEVEL_MINIMUM = 0x04,
    01523   PRODLEVEL_DEFAULT = 0x10,
    01524   PRODLEVEL_MAXIMUM = 0x80,
    01525 };
    01526
    01527 static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner owner, Owner founder)
    01528 {
    01529   const IndustrySpec *indspec = GetIndustrySpec(type);
    01530   uint32 r;
    01531   uint j;
    01532
    01533   i->location = TileArea(tile, 1, 1);
    01534   i->type = type;
    01535   IncIndustryTypeCount(type);
    01536
    01537   i->produced_cargo[0] = indspec->produced_cargo[0];
    01538   i->produced_cargo[1] = indspec->produced_cargo[1];
    01539   i->accepts_cargo[0] = indspec->accepts_cargo[0];
    01540   i->accepts_cargo[1] = indspec->accepts_cargo[1];
    01541   i->accepts_cargo[2] = indspec->accepts_cargo[2];
    01542   i->production_rate[0] = indspec->production_rate[0];
    01543   i->production_rate[1] = indspec->production_rate[1];
    01544
    01545   /* don't use smooth economy for industries using production related callbacks */
    01546   if (_settings_game.economy.smooth_economy &&
    01547       !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    01548       !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE))             // production change callbacks
    01549   ) {
    01550     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
    01551     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
    01552   }
    01553
    01554   i->town = t;
    01555   i->owner = owner;
    01556
    01557   r = Random();
    01558   i->random_colour = GB(r, 0, 4);
    01559   i->counter = GB(r, 4, 12);
    01560   i->random = GB(r, 16, 16);
    01561   i->produced_cargo_waiting[0] = 0;
    01562   i->produced_cargo_waiting[1] = 0;
    01563   i->incoming_cargo_waiting[0] = 0;
    01564   i->incoming_cargo_waiting[1] = 0;
    01565   i->incoming_cargo_waiting[2] = 0;
    01566   i->this_month_production[0] = 0;
    01567   i->this_month_production[1] = 0;
    01568   i->this_month_transported[0] = 0;
    01569   i->this_month_transported[1] = 0;
    01570   i->last_month_pct_transported[0] = 0;
    01571   i->last_month_pct_transported[1] = 0;
    01572   i->last_month_transported[0] = 0;
    01573   i->last_month_transported[1] = 0;
    01574   i->was_cargo_delivered = false;
    01575   i->last_prod_year = _cur_year;
    01576   i->last_month_production[0] = i->production_rate[0] * 8;
    01577   i->last_month_production[1] = i->production_rate[1] * 8;
    01578   i->founder = founder;
    01579
    01580   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
    01581     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
    01582     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
    01583   }
    01584
    01585   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
    01586     for (j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
    01587     for (j = 0; j < lengthof(i->accepts_cargo); j++) {
    01588       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01589       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01590       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01591     }
    01592   }
    01593
    01594   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
    01595     for (j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
    01596     for (j = 0; j < lengthof(i->produced_cargo); j++) {
    01597       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01598       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01599       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01600     }
    01601   }
    01602
    01603   i->construction_date = _date;
    01604   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
    01605       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
    01606
    01607   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
    01608    * 0 = created prior of newindustries
    01609    * else, chosen layout + 1 */
    01610   i->selected_layout = layout + 1;
    01611
    01612   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
    01613
    01614   i->prod_level = PRODLEVEL_DEFAULT;
    01615
    01616   do {
    01617     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01618
    01619     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
    01620       i->location.Add(cur_tile);
    01621
    01622       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
    01623
    01624       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01625
    01626       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
    01627
    01628       if (_generating_world) {
    01629         SetIndustryConstructionCounter(cur_tile, 3);
    01630         SetIndustryConstructionStage(cur_tile, 2);
    01631       }
    01632
    01633       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
    01634       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
    01635       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
    01636       if (its->animation_info != 0xFFFF) AddAnimatedTile(cur_tile);
    01637     }
    01638   } while ((++it)->ti.x != -0x80);
    01639
    01640   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
    01641     for (j = 0; j != 50; j++) PlantRandomFarmField(i);
    01642   }
    01643   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    01644
    01645   Station::RecomputeIndustriesNearForAll();
    01646 }
    01647
    01658 static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed, Owner founder)
    01659 {
    01660   assert(itspec_index < indspec->num_table);
    01661   const IndustryTileTable *it = indspec->table[itspec_index];
    01662   bool custom_shape_check = false;
    01663
    01664   if (!CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check)) return NULL;
    01665
    01666   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
    01667     if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed)) return NULL;
    01668   } else {
    01669     if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
    01670   }
    01671
    01672   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;
    01673   if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL;
    01674
    01675   const Town *t = CheckMultipleIndustryInTown(tile, type);
    01676   if (t == NULL) return NULL;
    01677
    01678   if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
    01679
    01680   if (!Industry::CanAllocateItem()) return NULL;
    01681
    01682   if (flags & DC_EXEC) {
    01683     Industry *i = new Industry(tile);
    01684     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
    01685     DoCreateNewIndustry(i, tile, type, it, itspec_index, t, OWNER_NONE, founder);
    01686
    01687     return i;
    01688   }
    01689
    01690   /* We need to return a non-NULL pointer to tell we have created an industry.
    01691    * However, we haven't created a real one (no DC_EXEC), so return a fake one. */
    01692   return (Industry *)-1;
    01693 }
    01694
    01705 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01706 {
    01707   IndustryType it = GB(p1, 0, 8);
    01708   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
    01709
    01710   const IndustrySpec *indspec = GetIndustrySpec(it);
    01711
    01712   /* Check if the to-be built/founded industry is available for this climate. */
    01713   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
    01714
    01715   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
    01716    * Raw material industries are industries that do not accept cargo (at least for now) */
    01717   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
    01718     return CMD_ERROR;
    01719   }
    01720
    01721   const Industry *ind = NULL;
    01722   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
    01723     if (flags & DC_EXEC) {
    01724       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
    01725       CompanyID founder = _current_company;
    01726       _current_company = OWNER_TOWN;
    01727       /* Prospecting has a chance to fail, however we cannot guarantee that something can
    01728        * be built on the map, so the chance gets lower when the map is fuller, but there
    01729        * is nothing we can really do about that. */
    01730       if (Random() <= indspec->prospecting_chance) {
    01731         for (int i = 0; i < 5000; i++) {
    01732           /* We should not have more than one Random() in a function call
    01733            * because parameter evaluation order is not guaranteed in the c++ standard
    01734            */
    01735           tile = RandomTile();
    01736           ind = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), p2, founder);
    01737           if (ind != NULL) {
    01738             break;
    01739           }
    01740         }
    01741       }
    01742       _current_company = founder;
    01743     }
    01744   } else {
    01745     int count = indspec->num_table;
    01746     const IndustryTileTable * const *itt = indspec->table;
    01747     int num = GB(p1, 8, 8);
    01748     if (num >= count) return CMD_ERROR;
    01749
    01750     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01751     do {
    01752       if (--count < 0) return CMD_ERROR;
    01753       if (--num < 0) num = indspec->num_table - 1;
    01754     } while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, it));
    01755
    01756     ind = CreateNewIndustryHelper(tile, it, flags, indspec, num, p2, _current_company);
    01757     if (ind == NULL) return CMD_ERROR;
    01758   }
    01759
    01760   if ((flags & DC_EXEC) && _game_mode != GM_EDITOR && ind != NULL) {
    01761     SetDParam(0, indspec->name);
    01762     if (indspec->new_industry_text > STR_LAST_STRINGID) {
    01763       SetDParam(1, STR_TOWN_NAME);
    01764       SetDParam(2, ind->town->index);
    01765     } else {
    01766       SetDParam(1, ind->town->index);
    01767     }
    01768     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01769     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01770   }
    01771
    01772   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
    01773 }
    01774
    01775
    01776 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
    01777 {
    01778   const IndustrySpec *indspec = GetIndustrySpec(type);
    01779
    01780   uint32 seed = Random();
    01781   return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE);
    01782 }
    01783
    01784 enum {
    01785   NB_NUMOFINDUSTRY = 11,
    01786   NB_DIFFICULTY_LEVEL = 5,
    01787 };
    01788
    01789 static const byte _numof_industry_table[NB_DIFFICULTY_LEVEL][NB_NUMOFINDUSTRY] = {
    01790   /* difficulty settings for number of industries */
    01791   {0, 0, 0, 0, 0, 0, 0, 0,  0,  0,  0},   // none
    01792   {0, 1, 1, 1, 1, 1, 1, 1,  1,  1,  1},   // very low
    01793   {0, 1, 1, 1, 2, 2, 3, 3,  4,  4,  5},   // low
    01794   {0, 1, 2, 3, 4, 5, 6, 7,  8,  9, 10},   // normal
    01795   {0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10},   // high
    01796 };
    01797
    01802 static void PlaceInitialIndustry(IndustryType type, int amount)
    01803 {
    01804   /* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the
    01805    * _numof_industry_table.  newgrf can specify a big amount */
    01806   int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings_game.difficulty.number_industries][amount];
    01807   const IndustrySpec *ind_spc = GetIndustrySpec(type);
    01808
    01809   /* These are always placed next to the coastline, so we scale by the perimeter instead. */
    01810   num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
    01811
    01812   if (_settings_game.difficulty.number_industries != 0) {
    01813     CompanyID old_company = _current_company;
    01814     _current_company = OWNER_NONE;
    01815     assert(num > 0);
    01816
    01817     do {
    01818       uint i;
    01819
    01820       IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
    01821
    01822       for (i = 0; i < 2000; i++) {
    01823         if (CreateNewIndustry(RandomTile(), type) != NULL) break;
    01824       }
    01825     } while (--num);
    01826
    01827     _current_company = old_company;
    01828   }
    01829 }
    01830
    01833 void GenerateIndustries()
    01834 {
    01835   uint i = 0;
    01836   uint8 chance;
    01837   IndustryType it;
    01838   const IndustrySpec *ind_spc;
    01839
    01840   /* Find the total amount of industries */
    01841   if (_settings_game.difficulty.number_industries > 0) {
    01842     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01843
    01844       ind_spc = GetIndustrySpec(it);
    01845
    01846       if (!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
    01847         ResetIndustryCreationProbility(it);
    01848       }
    01849
    01850       chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
    01851       if (ind_spc->enabled && chance > 0 && ind_spc->num_table > 0) {
    01852         /* once the chance of appearance is determind, it have to be scaled by
    01853          * the difficulty level. The "chance" in question is more an index into
    01854          * the _numof_industry_table,in fact */
    01855         int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
    01856
    01857         /* These are always placed next to the coastline, so we scale by the perimeter instead. */
    01858         num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
    01859         i += num;
    01860       }
    01861     }
    01862   }
    01863
    01864   SetGeneratingWorldProgress(GWP_INDUSTRY, i);
    01865
    01866   if (_settings_game.difficulty.number_industries > 0) {
    01867     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01868       /* Once the number of industries has been determined, let's really create them.
    01869        * The test for chance allows us to try create industries that are available only
    01870        * for this landscape.
    01871        * @todo :  Do we really have to pass chance as un-scaled value, since we've already
    01872        *          processed that scaling above? No, don't think so.  Will find a way. */
    01873       ind_spc = GetIndustrySpec(it);
    01874       if (ind_spc->enabled && ind_spc->num_table > 0) {
    01875         chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
    01876         if (chance > 0) PlaceInitialIndustry(it, chance);
    01877       }
    01878     }
    01879   }
    01880 }
    01881
    01882 static void UpdateIndustryStatistics(Industry *i)
    01883 {
    01884   byte pct;
    01885   bool refresh = false;
    01886
    01887   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    01888     if (i->produced_cargo[j] != CT_INVALID) {
    01889       pct = 0;
    01890       if (i->this_month_production[j] != 0) {
    01891         i->last_prod_year = _cur_year;
    01892         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
    01893       }
    01894       i->last_month_pct_transported[j] = pct;
    01895
    01896       i->last_month_production[j] = i->this_month_production[j];
    01897       i->this_month_production[j] = 0;
    01898
    01899       i->last_month_transported[j] = i->this_month_transported[j];
    01900       i->this_month_transported[j] = 0;
    01901       refresh = true;
    01902     }
    01903   }
    01904
    01905   if (refresh) SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01906 }
    01907
    01909 struct ProbabilityHelper {
    01910   uint16 prob;
    01911   IndustryType ind;
    01912 };
    01913
    01917 static void MaybeNewIndustry()
    01918 {
    01919   Industry *ind;               // will receive the industry's creation pointer
    01920   IndustryType rndtype, j;     // Loop controlers
    01921   const IndustrySpec *ind_spc;
    01922   uint num = 0;
    01923   ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
    01924   uint16 probability_max = 0;
    01925
    01926   /* Generate a list of all possible industries that can be built. */
    01927   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
    01928     ind_spc = GetIndustrySpec(j);
    01929     byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
    01930
    01931     if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0) continue;
    01932
    01933     /* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
    01934      * and if appearing chance for this landscape is above 0, this industry can be chosen */
    01935     if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
    01936       probability_max += chance;
    01937       /* adds the result for this industry */
    01938       cumulative_probs[num].ind = j;
    01939       cumulative_probs[num++].prob = probability_max;
    01940     }
    01941   }
    01942
    01943   /* Abort if there is no industry buildable */
    01944   if (probability_max == 0) return;
    01945
    01946   /* Find a random type, with maximum being what has been evaluate above*/
    01947   rndtype = RandomRange(probability_max);
    01948   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
    01949     /* and choose the index of the industry that matches as close as possible this random type */
    01950     if (cumulative_probs[j].prob >= rndtype) break;
    01951   }
    01952
    01953   ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
    01954   /*  Check if it is allowed */
    01955   if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
    01956   if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
    01957
    01958   /* try to create 2000 times this industry */
    01959   num = 2000;
    01960   for (;;) {
    01961     ind = CreateNewIndustry(RandomTile(), cumulative_probs[j].ind);
    01962     if (ind != NULL) break;
    01963     if (--num == 0) return;
    01964   }
    01965
    01966   SetDParam(0, ind_spc->name);
    01967   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
    01968     SetDParam(1, STR_TOWN_NAME);
    01969     SetDParam(2, ind->town->index);
    01970   } else {
    01971     SetDParam(1, ind->town->index);
    01972   }
    01973   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01974   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01975 }
    01976
    01985 static bool CheckIndustryCloseDownProtection(IndustryType type)
    01986 {
    01987   const IndustrySpec *indspec = GetIndustrySpec(type);
    01988
    01989   /* oil wells (or the industries with that flag set) are always allowed to closedown */
    01990   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
    01991   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1;
    01992 }
    01993
    02003 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
    02004 {
    02005   const IndustrySpec *indspec = GetIndustrySpec(ind->type);
    02006
    02007   /* Check for acceptance of cargo */
    02008   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
    02009     if (ind->accepts_cargo[j] == CT_INVALID) continue;
    02010     if (cargo == ind->accepts_cargo[j]) {
    02011       if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
    02012         uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO,
    02013             0, GetReverseCargoTranslation(cargo, indspec->grf_prop.grffile),
    02014             ind, ind->type, ind->location.tile);
    02015         if (res == 0) continue;
    02016       }
    02017       *c_accepts = true;
    02018       break;
    02019     }
    02020   }
    02021
    02022   /* Check for produced cargo */
    02023   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
    02024     if (ind->produced_cargo[j] == CT_INVALID) continue;
    02025     if (cargo == ind->produced_cargo[j]) {
    02026       *c_produces = true;
    02027       break;
    02028     }
    02029   }
    02030 }
    02031
    02045 static int WhoCanServiceIndustry(Industry *ind)
    02046 {
    02047   /* Find all stations within reach of the industry */
    02048   StationList stations;
    02049   FindStationsAroundTiles(ind->location, &stations);
    02050
    02051   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
    02052
    02053   const Vehicle *v;
    02054   int result = 0;
    02055   FOR_ALL_VEHICLES(v) {
    02056     /* Is it worthwhile to try this vehicle? */
    02057     if (v->owner != _local_company && result != 0) continue;
    02058
    02059     /* Check whether it accepts the right kind of cargo */
    02060     bool c_accepts = false;
    02061     bool c_produces = false;
    02062     if (v->type == VEH_TRAIN && Train::From(v)->IsFrontEngine()) {
    02063       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02064         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
    02065       }
    02066     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
    02067       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
    02068     } else {
    02069       continue;
    02070     }
    02071     if (!c_accepts && !c_produces) continue; // Wrong cargo
    02072
    02073     /* Check orders of the vehicle.
    02074      * We cannot check the first of shared orders only, since the first vehicle in such a chain
    02075      * may have a different cargo type.
    02076      */
    02077     const Order *o;
    02078     FOR_VEHICLE_ORDERS(v, o) {
    02079       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
    02080         /* Vehicle visits a station to load or unload */
    02081         Station *st = Station::Get(o->GetDestination());
    02082         assert(st != NULL);
    02083
    02084         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
    02085         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
    02086
    02087         if (stations.Contains(st)) {
    02088           if (v->owner == _local_company) return 2; // Company services industry
    02089           result = 1; // Competitor services industry
    02090         }
    02091       }
    02092     }
    02093   }
    02094   return result;
    02095 }
    02096
    02104 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
    02105 {
    02106   NewsSubtype ns;
    02107
    02108   switch (WhoCanServiceIndustry(ind)) {
    02109     case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02110     case 1: ns = NS_INDUSTRY_OTHER;   break;
    02111     case 2: ns = NS_INDUSTRY_COMPANY; break;
    02112     default: NOT_REACHED();
    02113   }
    02114   SetDParam(2, abs(percent));
    02115   SetDParam(0, CargoSpec::Get(type)->name);
    02116   SetDParam(1, ind->index);
    02117   AddIndustryNewsItem(
    02118     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
    02119     ns,
    02120     ind->index
    02121   );
    02122 }
    02123
    02124 enum {
    02125   PERCENT_TRANSPORTED_60 = 153,
    02126   PERCENT_TRANSPORTED_80 = 204,
    02127 };
    02128
    02133 static void ChangeIndustryProduction(Industry *i, bool monthly)
    02134 {
    02135   StringID str = STR_NULL;
    02136   bool closeit = false;
    02137   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    02138   bool standard = false;
    02139   bool suppress_message = false;
    02140   bool recalculate_multipliers = false;
    02141   /* don't use smooth economy for industries using production related callbacks */
    02142   bool smooth_economy = _settings_game.economy.smooth_economy &&
    02143                         !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    02144                         !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
    02145   byte div = 0;
    02146   byte mul = 0;
    02147   int8 increment = 0;
    02148
    02149   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
    02150   if (callback_enabled) {
    02151     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
    02152     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
    02153       suppress_message = HasBit(res, 7);
    02154       /* Get the custom message if any */
    02155       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
    02156       res = GB(res, 0, 4);
    02157       switch (res) {
    02158         default: NOT_REACHED();
    02159         case 0x0: break;                  // Do nothing, but show the custom message if any
    02160         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
    02161         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
    02162         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
    02163         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
    02164         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
    02165         case 0x8: div = res - 0x3; break; // Divide production by 32
    02166         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
    02167         case 0xC: mul = res - 0x7; break; // Multiply production by 32
    02168         case 0xD:                         // decrement production
    02169         case 0xE:                         // increment production
    02170           increment = res == 0x0D ? -1 : 1;
    02171           break;
    02172         case 0xF:                         // Set production to third byte of register 0x100
    02173           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02174           recalculate_multipliers = true;
    02175           break;
    02176       }
    02177     }
    02178   } else {
    02179     if (monthly != smooth_economy) return;
    02180     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
    02181   }
    02182
    02183   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
    02184     /* decrease or increase */
    02185     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
    02186
    02187     if (smooth_economy) {
    02188       closeit = true;
    02189       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02190         if (i->produced_cargo[j] == CT_INVALID) continue;
    02191         uint32 r = Random();
    02192         int old_prod, new_prod, percent;
    02193         /* If over 60% is transported, mult is 1, else mult is -1. */
    02194         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
    02195
    02196         new_prod = old_prod = i->production_rate[j];
    02197
    02198         /* For industries with only_decrease flags (temperate terrain Oil Wells),
    02199          * the multiplier will always be -1 so they will only decrease. */
    02200         if (only_decrease) {
    02201           mult = -1;
    02202         /* For normal industries, if over 60% is transported, 33% chance for decrease.
    02203          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
    02204         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
    02205           mult *= -1;
    02206         }
    02207
    02208         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
    02209          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
    02210         if (Chance16I(1, 22, r >> 16)) {
    02211           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
    02212         }
    02213
    02214         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
    02215         new_prod = Clamp(new_prod, 1, 255);
    02216
    02217         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1)
    02218           new_prod = Clamp(new_prod, 0, 16);
    02219
    02220         /* Do not stop closing the industry when it has the lowest possible production rate */
    02221         if (new_prod == old_prod && old_prod > 1) {
    02222           closeit = false;
    02223           continue;
    02224         }
    02225
    02226         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
    02227         i->production_rate[j] = new_prod;
    02228
    02229         /* Close the industry when it has the lowest possible production rate */
    02230         if (new_prod > 1) closeit = false;
    02231
    02232         if (abs(percent) >= 10) {
    02233           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
    02234         }
    02235       }
    02236     } else {
    02237       if (only_decrease || Chance16(1, 3)) {
    02238         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
    02239         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
    02240           mul = 1; // Increase production
    02241         } else {
    02242           div = 1; // Decrease production
    02243         }
    02244       }
    02245     }
    02246   }
    02247
    02248   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
    02249     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
    02250       closeit = true;
    02251     }
    02252   }
    02253
    02254   /* Increase if needed */
    02255   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
    02256     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
    02257     recalculate_multipliers = true;
    02258     if (str == STR_NULL) str = indspec->production_up_text;
    02259   }
    02260
    02261   /* Decrease if needed */
    02262   while (div-- != 0 && !closeit) {
    02263     if (i->prod_level == PRODLEVEL_MINIMUM) {
    02264       closeit = true;
    02265     } else {
    02266       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
    02267       recalculate_multipliers = true;
    02268       if (str == STR_NULL) str = indspec->production_down_text;
    02269     }
    02270   }
    02271
    02272   /* Increase or Decreasing the production level if needed */
    02273   if (increment != 0) {
    02274     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
    02275       closeit = true;
    02276     } else {
    02277       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02278       recalculate_multipliers = true;
    02279     }
    02280   }
    02281
    02282   /* Recalculate production_rate
    02283    * For non-smooth economy these should always be synchronized with prod_level */
    02284   if (recalculate_multipliers) {
    02285     /* Rates are rounded up, so e.g. oilrig always produces some passengers */
    02286     i->production_rate[0] = min((indspec->production_rate[0] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
    02287     i->production_rate[1] = min((indspec->production_rate[1] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
    02288   }
    02289
    02290   /* Close if needed and allowed */
    02291   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
    02292     i->prod_level = PRODLEVEL_CLOSURE;
    02293     str = indspec->closure_text;
    02294   }
    02295
    02296   if (!suppress_message && str != STR_NULL) {
    02297     NewsSubtype ns;
    02298     /* Compute news category */
    02299     if (closeit) {
    02300       ns = NS_INDUSTRY_CLOSE;
    02301       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    02302     } else {
    02303       switch (WhoCanServiceIndustry(i)) {
    02304         case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02305         case 1: ns = NS_INDUSTRY_OTHER;   break;
    02306         case 2: ns = NS_INDUSTRY_COMPANY; break;
    02307         default: NOT_REACHED();
    02308       }
    02309     }
    02310     /* Set parameters of news string */
    02311     if (str > STR_LAST_STRINGID) {
    02312       SetDParam(0, STR_TOWN_NAME);
    02313       SetDParam(1, i->town->index);
    02314       SetDParam(2, indspec->name);
    02315     } else if (closeit) {
    02316       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
    02317       SetDParam(1, i->town->index);
    02318       SetDParam(2, indspec->name);
    02319     } else {
    02320       SetDParam(0, i->index);
    02321     }
    02322     /* and report the news to the user */
    02323     AddNewsItem(str,
    02324       ns,
    02325       closeit ? NR_TILE : NR_INDUSTRY,
    02326       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
    02327   }
    02328 }
    02329
    02335 void IndustryDailyLoop()
    02336 {
    02337   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
    02338
    02339   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
    02340    * the lower 16 bit are a fractional part that might accumulate over several days until it
    02341    * is sufficient for an industry. */
    02342   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
    02343
    02344   /* Reset the active part of the counter, just keeping the "factional part" */
    02345   _economy.industry_daily_change_counter &= 0xFFFF;
    02346
    02347   if (change_loop == 0) {
    02348     return;  // Nothing to do? get out
    02349   }
    02350
    02351   CompanyID old_company = _current_company;
    02352   _current_company = OWNER_NONE;
    02353
    02354   /* perform the required industry changes for the day */
    02355   for (uint16 j = 0; j < change_loop; j++) {
    02356     /* 3% chance that we start a new industry */
    02357     if (Chance16(3, 100)) {
    02358       MaybeNewIndustry();
    02359     } else {
    02360       Industry *i = Industry::GetRandom();
    02361       if (i != NULL) ChangeIndustryProduction(i, false);
    02362     }
    02363   }
    02364
    02365   _current_company = old_company;
    02366
    02367   /* production-change */
    02368   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02369 }
    02370
    02371 void IndustryMonthlyLoop()
    02372 {
    02373   Industry *i;
    02374   CompanyID old_company = _current_company;
    02375   _current_company = OWNER_NONE;
    02376
    02377   FOR_ALL_INDUSTRIES(i) {
    02378     UpdateIndustryStatistics(i);
    02379     if (i->prod_level == PRODLEVEL_CLOSURE) {
    02380       delete i;
    02381     } else {
    02382       ChangeIndustryProduction(i, true);
    02383     }
    02384   }
    02385
    02386   _current_company = old_company;
    02387
    02388   /* production-change */
    02389   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02390 }
    02391
    02392
    02393 void InitializeIndustries()
    02394 {
    02395   _industry_pool.CleanPool();
    02396
    02397   ResetIndustryCounts();
    02398   _industry_sound_tile = 0;
    02399 }
    02400
    02401 bool IndustrySpec::IsRawIndustry() const
    02402 {
    02403   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
    02404   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
    02405       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
    02406 }
    02407
    02408 Money IndustrySpec::GetConstructionCost() const
    02409 {
    02410   /* Building raw industries like secondary uses different price base */
    02411   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
    02412       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
    02413 }
    02414
    02415 Money IndustrySpec::GetRemovalCost() const
    02416 {
    02417   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
    02418 }
    02419
    02420 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02421 {
    02422   if (AutoslopeEnabled()) {
    02423     /* We imitate here TTDP's behaviour:
    02424      *  - Both new and old slope must not be steep.
    02425      *  - TileMaxZ must not be changed.
    02426      *  - Allow autoslope by default.
    02427      *  - Disallow autoslope if callback succeeds and returns non-zero.
    02428      */
    02429     Slope tileh_old = GetTileSlope(tile, NULL);
    02430     /* TileMaxZ must not be changed. Slopes must not be steep. */
    02431     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02432       const IndustryGfx gfx = GetIndustryGfx(tile);
    02433       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    02434
    02435       /* Call callback 3C 'disable autosloping for industry tiles'. */
    02436       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
    02437         /* If the callback fails, allow autoslope. */
    02438         uint16 res = GetIndustryTileCallback(CBID_INDUSTRY_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    02439         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02440       } else {
    02441         /* allow autoslope */
    02442         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02443       }
    02444     }
    02445   }
    02446   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02447 }
    02448
    02449 extern const TileTypeProcs _tile_type_industry_procs = {
    02450   DrawTile_Industry,           // draw_tile_proc
    02451   GetSlopeZ_Industry,          // get_slope_z_proc
    02452   ClearTile_Industry,          // clear_tile_proc
    02453   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
    02454   GetTileDesc_Industry,        // get_tile_desc_proc
    02455   GetTileTrackStatus_Industry, // get_tile_track_status_proc
    02456   ClickTile_Industry,          // click_tile_proc
    02457   AnimateTile_Industry,        // animate_tile_proc
    02458   TileLoop_Industry,           // tile_loop_proc
    02459   ChangeTileOwner_Industry,    // change_tile_owner_proc
    02460   NULL,                        // add_produced_cargo_proc
    02461   NULL,                        // vehicle_enter_tile_proc
    02462   GetFoundation_Industry,      // get_foundation_proc
    02463   TerraformTile_Industry,      // terraform_tile_proc
    02464 };