# industry_cmd.cpp

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    00001 /* $Id: industry_cmd.cpp 18938 2010-01-28 19:41:45Z frosch $ */
    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
    00314   /* Retrieve pointer to the draw industry tile struct */
    00315   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00316     /* Draw the tile using the specialized method of newgrf industrytile.
    00317      * DrawNewIndustry will return false if ever the resolver could not
    00318      * find any sprite to display.  So in this case, we will jump on the
    00319      * substitute gfx instead. */
    00320     if (indts->grf_prop.spritegroup != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
    00321       return;
    00322     } else {
    00323       /* No sprite group (or no valid one) found, meaning no graphics associated.
    00324        * Use the substitute one instead */
    00325       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
    00326         gfx = indts->grf_prop.subst_id;
    00327         /* And point the industrytile spec accordingly */
    00328         indts = GetIndustryTileSpec(gfx);
    00329       }
    00330     }
    00331   }
    00332
    00333   dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
    00334       GetIndustryAnimationState(ti->tile) & INDUSTRY_COMPLETED :
    00335       GetIndustryConstructionStage(ti->tile))];
    00336
    00337   SpriteID image = dits->ground.sprite;
    00338
    00339   /* DrawFoundation() modifes ti->z and ti->tileh */
    00340   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00341
    00342   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
    00343    * Do not do this if the tile's WaterClass is 'land'. */
    00344   if (image == SPR_FLAT_WATER_TILE && IsIndustryTileOnWater(ti->tile)) {
    00345     DrawWaterClassGround(ti);
    00346   } else {
    00347     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
    00348   }
    00349
    00350   /* If industries are transparent and invisible, do not draw the upper part */
    00351   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
    00352
    00353   /* Add industry on top of the ground? */
    00354   image = dits->building.sprite;
    00355   if (image != 0) {
    00356     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
    00357       ti->x + dits->subtile_x,
    00358       ti->y + dits->subtile_y,
    00359       dits->width,
    00360       dits->height,
    00361       dits->dz,
    00362       ti->z,
    00363       IsTransparencySet(TO_INDUSTRIES));
    00364
    00365     if (IsTransparencySet(TO_INDUSTRIES)) return;
    00366   }
    00367
    00368   {
    00369     int proc = dits->draw_proc - 1;
    00370     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
    00371   }
    00372 }
    00373
    00374 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
    00375 {
    00376   return GetTileMaxZ(tile);
    00377 }
    00378
    00379 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
    00380 {
    00381   IndustryGfx gfx = GetIndustryGfx(tile);
    00382
    00383   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
    00384    * account for this, as other structures should
    00385    * draw the wall of the foundation in this case.
    00386    */
    00387   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00388     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00389     if (indts->grf_prop.spritegroup != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
    00390       uint32 callback_res = GetIndustryTileCallback(CBID_INDUSTRY_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00391       if (callback_res == 0) return FOUNDATION_NONE;
    00392     }
    00393   }
    00394   return FlatteningFoundation(tileh);
    00395 }
    00396
    00397 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00398 {
    00399   IndustryGfx gfx = GetIndustryGfx(tile);
    00400   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    00401
    00402   /* When we have to use a callback, we put our data in the next two variables */
    00403   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
    00404   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
    00405
    00406   /* And then these will always point to a same sized array with the required data */
    00407   const CargoID *accepts_cargo = itspec->accepts_cargo;
    00408   const uint8 *cargo_acceptance = itspec->acceptance;
    00409
    00410   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
    00411     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00412     if (res != CALLBACK_FAILED) {
    00413       accepts_cargo = raw_accepts_cargo;
    00414       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
    00415     }
    00416   }
    00417
    00418   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
    00419     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00420     if (res != CALLBACK_FAILED) {
    00421       cargo_acceptance = raw_cargo_acceptance;
    00422       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
    00423     }
    00424   }
    00425
    00426   const Industry *ind = Industry::GetByTile(tile);
    00427   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
    00428     CargoID a = accepts_cargo[i];
    00429     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
    00430
    00431     /* Add accepted cargo */
    00432     acceptance[a] += cargo_acceptance[i];
    00433
    00434     /* Maybe set 'always accepted' bit (if it's not set already) */
    00435     if (HasBit(*always_accepted, a)) continue;
    00436
    00437     bool accepts = false;
    00438     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00439       /* Test whether the industry itself accepts the cargo type */
    00440       if (ind->accepts_cargo[cargo_index] == a) {
    00441         accepts = true;
    00442         break;
    00443       }
    00444     }
    00445
    00446     if (accepts) continue;
    00447
    00448     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
    00449     SetBit(*always_accepted, a);
    00450   }
    00451 }
    00452
    00453 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
    00454 {
    00455   const Industry *i = Industry::GetByTile(tile);
    00456   const IndustrySpec *is = GetIndustrySpec(i->type);
    00457
    00458   td->owner[0] = i->owner;
    00459   td->str = is->name;
    00460   if (!IsIndustryCompleted(tile)) {
    00461     SetDParamX(td->dparam, 0, td->str);
    00462     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00463   }
    00464
    00465   if (is->grf_prop.grffile != NULL) {
    00466     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->name;
    00467   }
    00468 }
    00469
    00470 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
    00471 {
    00472   Industry *i = Industry::GetByTile(tile);
    00473   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00474
    00475   /* water can destroy industries
    00476    * in editor you can bulldoze industries
    00477    * with magic_bulldozer cheat you can destroy industries
    00478    * (area around OILRIG is water, so water shouldn't flood it
    00479    */
    00480   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
    00481       !_cheats.magic_bulldozer.value) ||
    00482       ((flags & DC_AUTO) != 0) ||
    00483       (_current_company == OWNER_WATER &&
    00484         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
    00485         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
    00486     SetDParam(0, indspec->name);
    00487     return_cmd_error(flags & DC_AUTO ? STR_ERROR_UNMOVABLE_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
    00488   }
    00489
    00490   if (flags & DC_EXEC) {
    00491     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    00492     delete i;
    00493   }
    00494   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
    00495 }
    00496
    00497 static void TransportIndustryGoods(TileIndex tile)
    00498 {
    00499   Industry *i = Industry::GetByTile(tile);
    00500   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00501   bool moved_cargo = false;
    00502
    00503   StationFinder stations(i->location);
    00504
    00505   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
    00506     uint cw = min(i->produced_cargo_waiting[j], 255);
    00507     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
    00508       i->produced_cargo_waiting[j] -= cw;
    00509
    00510       /* fluctuating economy? */
    00511       if (_economy.fluct <= 0) cw = (cw + 1) / 2;
    00512
    00513       i->this_month_production[j] += cw;
    00514
    00515       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
    00516       i->this_month_transported[j] += am;
    00517
    00518       moved_cargo |= (am != 0);
    00519     }
    00520   }
    00521
    00522   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
    00523     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
    00524
    00525     if (newgfx != INDUSTRYTILE_NOANIM) {
    00526       ResetIndustryConstructionStage(tile);
    00527       SetIndustryCompleted(tile, true);
    00528       SetIndustryGfx(tile, newgfx);
    00529       MarkTileDirtyByTile(tile);
    00530     }
    00531   }
    00532 }
    00533
    00534
    00535 static void AnimateTile_Industry(TileIndex tile)
    00536 {
    00537   byte m;
    00538   IndustryGfx gfx = GetIndustryGfx(tile);
    00539
    00540   if (GetIndustryTileSpec(gfx)->animation_info != 0xFFFF) {
    00541     AnimateNewIndustryTile(tile);
    00542     return;
    00543   }
    00544
    00545   switch (gfx) {
    00546   case GFX_SUGAR_MINE_SIEVE:
    00547     if ((_tick_counter & 1) == 0) {
    00548       m = GetIndustryAnimationState(tile) + 1;
    00549
    00550       switch (m & 7) {
    00551       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
    00552       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
    00553       }
    00554
    00555       if (m >= 96) {
    00556         m = 0;
    00557         DeleteAnimatedTile(tile);
    00558       }
    00559       SetIndustryAnimationState(tile, m);
    00560
    00561       MarkTileDirtyByTile(tile);
    00562     }
    00563     break;
    00564
    00565   case GFX_TOFFEE_QUARY:
    00566     if ((_tick_counter & 3) == 0) {
    00567       m = GetIndustryAnimationState(tile);
    00568
    00569       if (_industry_anim_offs_toffee[m] == 0xFF) {
    00570         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
    00571       }
    00572
    00573       if (++m >= 70) {
    00574         m = 0;
    00575         DeleteAnimatedTile(tile);
    00576       }
    00577       SetIndustryAnimationState(tile, m);
    00578
    00579       MarkTileDirtyByTile(tile);
    00580     }
    00581     break;
    00582
    00583   case GFX_BUBBLE_CATCHER:
    00584     if ((_tick_counter & 1) == 0) {
    00585       m = GetIndustryAnimationState(tile);
    00586
    00587       if (++m >= 40) {
    00588         m = 0;
    00589         DeleteAnimatedTile(tile);
    00590       }
    00591       SetIndustryAnimationState(tile, m);
    00592
    00593       MarkTileDirtyByTile(tile);
    00594     }
    00595     break;
    00596
    00597   /* Sparks on a coal plant */
    00598   case GFX_POWERPLANT_SPARKS:
    00599     if ((_tick_counter & 3) == 0) {
    00600       m = GetIndustryAnimationState(tile);
    00601       if (m == 6) {
    00602         SetIndustryAnimationState(tile, 0);
    00603         DeleteAnimatedTile(tile);
    00604       } else {
    00605         SetIndustryAnimationState(tile, m + 1);
    00606         MarkTileDirtyByTile(tile);
    00607       }
    00608     }
    00609     break;
    00610
    00611   case GFX_TOY_FACTORY:
    00612     if ((_tick_counter & 1) == 0) {
    00613       m = GetIndustryAnimationState(tile) + 1;
    00614
    00615       switch (m) {
    00616         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
    00617         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
    00618         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
    00619         default:
    00620           if (m >= 50) {
    00621             int n = GetIndustryAnimationLoop(tile) + 1;
    00622             m = 0;
    00623             if (n >= 8) {
    00624               n = 0;
    00625               DeleteAnimatedTile(tile);
    00626             }
    00627             SetIndustryAnimationLoop(tile, n);
    00628           }
    00629       }
    00630
    00631       SetIndustryAnimationState(tile, m);
    00632       MarkTileDirtyByTile(tile);
    00633     }
    00634     break;
    00635
    00636   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00637   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00638   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00639   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00640     if ((_tick_counter & 3) == 0) {
    00641       IndustryGfx gfx = GetIndustryGfx(tile);
    00642
    00643       gfx = (gfx < 155) ? gfx + 1 : 148;
    00644       SetIndustryGfx(tile, gfx);
    00645       MarkTileDirtyByTile(tile);
    00646     }
    00647     break;
    00648
    00649   case GFX_OILWELL_ANIMATED_1:
    00650   case GFX_OILWELL_ANIMATED_2:
    00651   case GFX_OILWELL_ANIMATED_3:
    00652     if ((_tick_counter & 7) == 0) {
    00653       bool b = Chance16(1, 7);
    00654       IndustryGfx gfx = GetIndustryGfx(tile);
    00655
    00656       m = GetIndustryAnimationState(tile) + 1;
    00657       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
    00658         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
    00659         SetIndustryConstructionStage(tile, 3);
    00660         DeleteAnimatedTile(tile);
    00661       } else {
    00662         SetIndustryAnimationState(tile, m);
    00663         SetIndustryGfx(tile, gfx);
    00664         MarkTileDirtyByTile(tile);
    00665       }
    00666     }
    00667     break;
    00668
    00669   case GFX_COAL_MINE_TOWER_ANIMATED:
    00670   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00671   case GFX_GOLD_MINE_TOWER_ANIMATED: {
    00672       int state = _tick_counter & 0x7FF;
    00673
    00674       if ((state -= 0x400) < 0)
    00675         return;
    00676
    00677       if (state < 0x1A0) {
    00678         if (state < 0x20 || state >= 0x180) {
    00679           m = GetIndustryAnimationState(tile);
    00680           if (!(m & 0x40)) {
    00681             SetIndustryAnimationState(tile, m | 0x40);
    00682             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
    00683           }
    00684           if (state & 7)
    00685             return;
    00686         } else {
    00687           if (state & 3)
    00688             return;
    00689         }
    00690         m = (GetIndustryAnimationState(tile) + 1) | 0x40;
    00691         if (m > 0xC2) m = 0xC0;
    00692         SetIndustryAnimationState(tile, m);
    00693         MarkTileDirtyByTile(tile);
    00694       } else if (state >= 0x200 && state < 0x3A0) {
    00695         int i;
    00696         i = (state < 0x220 || state >= 0x380) ? 7 : 3;
    00697         if (state & i)
    00698           return;
    00699
    00700         m = (GetIndustryAnimationState(tile) & 0xBF) - 1;
    00701         if (m < 0x80) m = 0x82;
    00702         SetIndustryAnimationState(tile, m);
    00703         MarkTileDirtyByTile(tile);
    00704       }
    00705     } break;
    00706   }
    00707 }
    00708
    00709 static void CreateChimneySmoke(TileIndex tile)
    00710 {
    00711   uint x = TileX(tile) * TILE_SIZE;
    00712   uint y = TileY(tile) * TILE_SIZE;
    00713   uint z = GetTileMaxZ(tile);
    00714
    00715   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
    00716 }
    00717
    00718 static void MakeIndustryTileBigger(TileIndex tile)
    00719 {
    00720   byte cnt = GetIndustryConstructionCounter(tile) + 1;
    00721   byte stage;
    00722
    00723   if (cnt != 4) {
    00724     SetIndustryConstructionCounter(tile, cnt);
    00725     return;
    00726   }
    00727
    00728   stage = GetIndustryConstructionStage(tile) + 1;
    00729   SetIndustryConstructionCounter(tile, 0);
    00730   SetIndustryConstructionStage(tile, stage);
    00731   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
    00732   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
    00733
    00734   MarkTileDirtyByTile(tile);
    00735
    00736   if (!IsIndustryCompleted(tile)) return;
    00737
    00738   IndustryGfx gfx = GetIndustryGfx(tile);
    00739   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00740     /* New industries are already animated on construction. */
    00741     return;
    00742   }
    00743
    00744   switch (gfx) {
    00745   case GFX_POWERPLANT_CHIMNEY:
    00746     CreateChimneySmoke(tile);
    00747     break;
    00748
    00749   case GFX_OILRIG_1: {
    00750     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
    00751      * tiles (like the default oil rig). Do a proper check to ensure the
    00752      * tiles belong to the same industry and based on that build the oil rig's
    00753      * station. */
    00754     TileIndex other = tile + TileDiffXY(0, 1);
    00755
    00756     if (IsTileType(other, MP_INDUSTRY) &&
    00757         GetIndustryGfx(other) == GFX_OILRIG_1 &&
    00758         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
    00759       BuildOilRig(tile);
    00760     }
    00761   } break;
    00762
    00763   case GFX_TOY_FACTORY:
    00764   case GFX_BUBBLE_CATCHER:
    00765   case GFX_TOFFEE_QUARY:
    00766     SetIndustryAnimationState(tile, 0);
    00767     SetIndustryAnimationLoop(tile, 0);
    00768     break;
    00769
    00770   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00771   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00772   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00773   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00774     AddAnimatedTile(tile);
    00775     break;
    00776   }
    00777 }
    00778
    00779 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
    00780 {
    00781   static const int8 _bubble_spawn_location[3][4] = {
    00782     { 11,   0, -4, -14 },
    00783     { -4, -10, -4,   1 },
    00784     { 49,  59, 60,  65 },
    00785   };
    00786
    00787   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
    00788
    00789   int dir = Random() & 3;
    00790
    00791   EffectVehicle *v = CreateEffectVehicleAbove(
    00792     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
    00793     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
    00794     _bubble_spawn_location[2][dir],
    00795     EV_BUBBLE
    00796   );
    00797
    00798   if (v != NULL) v->animation_substate = dir;
    00799 }
    00800
    00801 static void TileLoop_Industry(TileIndex tile)
    00802 {
    00803   IndustryGfx newgfx;
    00804   IndustryGfx gfx;
    00805
    00806   if (IsIndustryTileOnWater(tile)) TileLoop_Water(tile);
    00807
    00808   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
    00809
    00810   if (!IsIndustryCompleted(tile)) {
    00811     MakeIndustryTileBigger(tile);
    00812     return;
    00813   }
    00814
    00815   if (_game_mode == GM_EDITOR) return;
    00816
    00817   TransportIndustryGoods(tile);
    00818
    00819   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
    00820
    00821   newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
    00822   if (newgfx != INDUSTRYTILE_NOANIM) {
    00823     ResetIndustryConstructionStage(tile);
    00824     SetIndustryGfx(tile, newgfx);
    00825     MarkTileDirtyByTile(tile);
    00826     return;
    00827   }
    00828
    00829   gfx = GetIndustryGfx(tile);
    00830
    00831   switch (gfx) {
    00832   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
    00833   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
    00834   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
    00835     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
    00836       switch (gfx) {
    00837         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
    00838         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
    00839         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
    00840       }
    00841       SetIndustryGfx(tile, gfx);
    00842       SetIndustryAnimationState(tile, 0x80);
    00843       AddAnimatedTile(tile);
    00844     }
    00845     break;
    00846
    00847   case GFX_OILWELL_NOT_ANIMATED:
    00848     if (Chance16(1, 6)) {
    00849       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
    00850       SetIndustryAnimationState(tile, 0);
    00851       AddAnimatedTile(tile);
    00852     }
    00853     break;
    00854
    00855   case GFX_COAL_MINE_TOWER_ANIMATED:
    00856   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00857   case GFX_GOLD_MINE_TOWER_ANIMATED:
    00858     if (!(_tick_counter & 0x400)) {
    00859       switch (gfx) {
    00860         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
    00861         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
    00862         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
    00863       }
    00864       SetIndustryGfx(tile, gfx);
    00865       SetIndustryCompleted(tile, true);
    00866       SetIndustryConstructionStage(tile, 3);
    00867       DeleteAnimatedTile(tile);
    00868     }
    00869     break;
    00870
    00871   case GFX_POWERPLANT_SPARKS:
    00872     if (Chance16(1, 3)) {
    00873       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
    00874       AddAnimatedTile(tile);
    00875     }
    00876     break;
    00877
    00878   case GFX_COPPER_MINE_CHIMNEY:
    00879     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
    00880     break;
    00881
    00882
    00883   case GFX_TOY_FACTORY: {
    00884       Industry *i = Industry::GetByTile(tile);
    00885       if (i->was_cargo_delivered) {
    00886         i->was_cargo_delivered = false;
    00887         SetIndustryAnimationLoop(tile, 0);
    00888         AddAnimatedTile(tile);
    00889       }
    00890     }
    00891     break;
    00892
    00893   case GFX_BUBBLE_GENERATOR:
    00894     TileLoopIndustry_BubbleGenerator(tile);
    00895     break;
    00896
    00897   case GFX_TOFFEE_QUARY:
    00898     AddAnimatedTile(tile);
    00899     break;
    00900
    00901   case GFX_SUGAR_MINE_SIEVE:
    00902     if (Chance16(1, 3)) AddAnimatedTile(tile);
    00903     break;
    00904   }
    00905 }
    00906
    00907 static bool ClickTile_Industry(TileIndex tile)
    00908 {
    00909   ShowIndustryViewWindow(GetIndustryIndex(tile));
    00910   return true;
    00911 }
    00912
    00913 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00914 {
    00915   return 0;
    00916 }
    00917
    00918 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
    00919 {
    00920   /* If the founder merges, the industry was created by the merged company */
    00921   Industry *i = Industry::GetByTile(tile);
    00922   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
    00923 }
    00924
    00925 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
    00926
    00927 static bool IsBadFarmFieldTile(TileIndex tile)
    00928 {
    00929   switch (GetTileType(tile)) {
    00930     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00931     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00932     default:       return true;
    00933   }
    00934 }
    00935
    00936 static bool IsBadFarmFieldTile2(TileIndex tile)
    00937 {
    00938   switch (GetTileType(tile)) {
    00939     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00940     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00941     default:       return true;
    00942   }
    00943 }
    00944
    00945 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
    00946 {
    00947   do {
    00948     tile = TILE_MASK(tile);
    00949
    00950     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
    00951       byte or_ = type;
    00952
    00953       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
    00954
    00955       if (direction == AXIS_X) {
    00956         SetFenceSE(tile, or_);
    00957       } else {
    00958         SetFenceSW(tile, or_);
    00959       }
    00960     }
    00961
    00962     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00963   } while (--size);
    00964 }
    00965
    00966 static void PlantFarmField(TileIndex tile, IndustryID industry)
    00967 {
    00968   uint size_x, size_y;
    00969   uint32 r;
    00970   uint count;
    00971   uint counter;
    00972   uint field_type;
    00973   int type;
    00974
    00975   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    00976     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
    00977       return;
    00978   }
    00979
    00980   /* determine field size */
    00981   r = (Random() & 0x303) + 0x404;
    00982   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
    00983   size_x = GB(r, 0, 8);
    00984   size_y = GB(r, 8, 8);
    00985
    00986   /* offset tile to match size */
    00987   tile -= TileDiffXY(size_x / 2, size_y / 2);
    00988
    00989   if (TileX(tile) + size_x >= MapSizeX() || TileY(tile) + size_y >= MapSizeY()) return;
    00990
    00991   /* check the amount of bad tiles */
    00992   count = 0;
    00993   TILE_LOOP(cur_tile, size_x, size_y, tile) {
    00994     assert(cur_tile < MapSize());
    00995     count += IsBadFarmFieldTile(cur_tile);
    00996   }
    00997   if (count * 2 >= size_x * size_y) return;
    00998
    00999   /* determine type of field */
    01000   r = Random();
    01001   counter = GB(r, 5, 3);
    01002   field_type = GB(r, 8, 8) * 9 >> 8;
    01003
    01004   /* make field */
    01005   TILE_LOOP(cur_tile, size_x, size_y, tile) {
    01006     assert(cur_tile < MapSize());
    01007     if (!IsBadFarmFieldTile2(cur_tile)) {
    01008       MakeField(cur_tile, field_type, industry);
    01009       SetClearCounter(cur_tile, counter);
    01010       MarkTileDirtyByTile(cur_tile);
    01011     }
    01012   }
    01013
    01014   type = 3;
    01015   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
    01016     type = _plantfarmfield_type[Random() & 0xF];
    01017   }
    01018
    01019   SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
    01020   SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
    01021   SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
    01022   SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
    01023 }
    01024
    01025 void PlantRandomFarmField(const Industry *i)
    01026 {
    01027   int x = i->location.w / 2 + Random() % 31 - 16;
    01028   int y = i->location.h / 2 + Random() % 31 - 16;
    01029
    01030   TileIndex tile = TileAddWrap(i->location.tile, x, y);
    01031
    01032   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
    01033 }
    01034
    01041 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
    01042 {
    01043   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) {
    01044     CompanyID old_company = _current_company;
    01045     /* found a tree */
    01046
    01047     _current_company = OWNER_NONE;
    01048     _industry_sound_ctr = 1;
    01049     _industry_sound_tile = tile;
    01050     SndPlayTileFx(SND_38_CHAINSAW, tile);
    01051
    01052     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    01053
    01054     _current_company = old_company;
    01055     return true;
    01056   }
    01057   return false;
    01058 }
    01059
    01064 static void ChopLumberMillTrees(Industry *i)
    01065 {
    01066   TileIndex tile = i->location.tile;
    01067
    01068   if (!IsIndustryCompleted(tile)) return;
    01069
    01070   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL))
    01071     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45);
    01072 }
    01073
    01074 static void ProduceIndustryGoods(Industry *i)
    01075 {
    01076   uint32 r;
    01077   uint num;
    01078   const IndustrySpec *indsp = GetIndustrySpec(i->type);
    01079
    01080   /* play a sound? */
    01081   if ((i->counter & 0x3F) == 0) {
    01082     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
    01083       SndPlayTileFx(
    01084         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
    01085         i->location.tile);
    01086     }
    01087   }
    01088
    01089   i->counter--;
    01090
    01091   /* produce some cargo */
    01092   if ((i->counter & 0xFF) == 0) {
    01093     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
    01094
    01095     IndustryBehaviour indbehav = indsp->behaviour;
    01096     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
    01097     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
    01098
    01099     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
    01100       bool plant;
    01101       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01102         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0);
    01103       } else {
    01104         plant = Chance16(1, 8);
    01105       }
    01106
    01107       if (plant) PlantRandomFarmField(i);
    01108     }
    01109     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
    01110       bool cut = ((i->counter & 0x1FF) == 0);
    01111       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01112         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0);
    01113       }
    01114
    01115       if (cut) ChopLumberMillTrees(i);
    01116     }
    01117
    01118     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
    01119     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
    01120   }
    01121 }
    01122
    01123 void OnTick_Industry()
    01124 {
    01125   Industry *i;
    01126
    01127   if (_industry_sound_ctr != 0) {
    01128     _industry_sound_ctr++;
    01129
    01130     if (_industry_sound_ctr == 75) {
    01131       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
    01132     } else if (_industry_sound_ctr == 160) {
    01133       _industry_sound_ctr = 0;
    01134       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
    01135     }
    01136   }
    01137
    01138   if (_game_mode == GM_EDITOR) return;
    01139
    01140   FOR_ALL_INDUSTRIES(i) {
    01141     ProduceIndustryGoods(i);
    01142   }
    01143 }
    01144
    01145 static bool CheckNewIndustry_NULL(TileIndex tile)
    01146 {
    01147   return true;
    01148 }
    01149
    01150 static bool CheckNewIndustry_Forest(TileIndex tile)
    01151 {
    01152   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01153     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
    01154       _error_message = STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED;
    01155       return false;
    01156     }
    01157   }
    01158   return true;
    01159 }
    01160
    01161 static bool CheckNewIndustry_OilRefinery(TileIndex tile)
    01162 {
    01163   if (_game_mode == GM_EDITOR) return true;
    01164   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
    01165
    01166   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
    01167   return false;
    01168 }
    01169
    01170 extern bool _ignore_restrictions;
    01171
    01172 static bool CheckNewIndustry_OilRig(TileIndex tile)
    01173 {
    01174   if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
    01175   if (TileHeight(tile) == 0 &&
    01176       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
    01177
    01178   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
    01179   return false;
    01180 }
    01181
    01182 static bool CheckNewIndustry_Farm(TileIndex tile)
    01183 {
    01184   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01185     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
    01186       _error_message = STR_ERROR_SITE_UNSUITABLE;
    01187       return false;
    01188     }
    01189   }
    01190   return true;
    01191 }
    01192
    01193 static bool CheckNewIndustry_Plantation(TileIndex tile)
    01194 {
    01195   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
    01196     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01197     return false;
    01198   }
    01199
    01200   return true;
    01201 }
    01202
    01203 static bool CheckNewIndustry_Water(TileIndex tile)
    01204 {
    01205   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
    01206     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT;
    01207     return false;
    01208   }
    01209
    01210   return true;
    01211 }
    01212
    01213 static bool CheckNewIndustry_Lumbermill(TileIndex tile)
    01214 {
    01215   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
    01216     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
    01217     return false;
    01218   }
    01219   return true;
    01220 }
    01221
    01222 static bool CheckNewIndustry_BubbleGen(TileIndex tile)
    01223 {
    01224   return GetTileZ(tile) <= TILE_HEIGHT * 4;
    01225 }
    01226
    01227 typedef bool CheckNewIndustryProc(TileIndex tile);
    01228 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
    01229   CheckNewIndustry_NULL,
    01230   CheckNewIndustry_Forest,
    01231   CheckNewIndustry_OilRefinery,
    01232   CheckNewIndustry_Farm,
    01233   CheckNewIndustry_Plantation,
    01234   CheckNewIndustry_Water,
    01235   CheckNewIndustry_Lumbermill,
    01236   CheckNewIndustry_BubbleGen,
    01237   CheckNewIndustry_OilRig
    01238 };
    01239
    01240 static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
    01241 {
    01242   const Town *t;
    01243   const Industry *i;
    01244
    01245   t = ClosestTownFromTile(tile, UINT_MAX);
    01246
    01247   if (_settings_game.economy.multiple_industry_per_town) return t;
    01248
    01249   FOR_ALL_INDUSTRIES(i) {
    01250     if (i->type == (byte)type &&
    01251         i->town == t) {
    01252       _error_message = STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN;
    01253       return NULL;
    01254     }
    01255   }
    01256
    01257   return t;
    01258 }
    01259
    01260 bool IsSlopeRefused(Slope current, Slope refused)
    01261 {
    01262   if (IsSteepSlope(current)) return true;
    01263   if (current != SLOPE_FLAT) {
    01264     if (IsSteepSlope(refused)) return true;
    01265
    01266     Slope t = ComplementSlope(current);
    01267
    01268     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
    01269     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
    01270     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
    01271     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
    01272   }
    01273
    01274   return false;
    01275 }
    01276
    01277 static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
    01278 {
    01279   _error_message = STR_ERROR_SITE_UNSUITABLE;
    01280   bool refused_slope = false;
    01281   bool custom_shape = false;
    01282
    01283   do {
    01284     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
    01285     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
    01286
    01287     if (!IsValidTile(cur_tile)) {
    01288       return false;
    01289     }
    01290
    01291     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
    01292       if (!IsTileType(cur_tile, MP_WATER) ||
    01293           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
    01294         return false;
    01295       }
    01296     } else {
    01297       if (!EnsureNoVehicleOnGround(cur_tile)) return false;
    01298       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return false;
    01299
    01300       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
    01301
    01302       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
    01303
    01304       /* Perform land/water check if not disabled */
    01305       if (!HasBit(its->slopes_refused, 5) && (IsWaterTile(cur_tile) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return false;
    01306
    01307       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
    01308         custom_shape = true;
    01309         if (!PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index)) return false;
    01310       } else {
    01311         Slope tileh = GetTileSlope(cur_tile, NULL);
    01312         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
    01313       }
    01314
    01315       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
    01316           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
    01317         if (!IsTileType(cur_tile, MP_HOUSE)) {
    01318           _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS;
    01319           return false;
    01320         }
    01321
    01322         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
    01323         CompanyID old_company = _current_company;
    01324         _current_company = OWNER_TOWN;
    01325         bool not_clearable = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR).Failed();
    01326         _current_company = old_company;
    01327
    01328         if (not_clearable) return false;
    01329       } else {
    01330         /* Clear the tiles, but do not affect town ratings */
    01331         bool not_clearable = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR).Failed();
    01332
    01333         if (not_clearable) return false;
    01334       }
    01335     }
    01336   } while ((++it)->ti.x != -0x80);
    01337
    01338   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
    01339
    01340   /* It is almost impossible to have a fully flat land in TG, so what we
    01341    *  do is that we check if we can make the land flat later on. See
    01342    *  CheckIfCanLevelIndustryPlatform(). */
    01343   return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
    01344 }
    01345
    01346 static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
    01347 {
    01348   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
    01349     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200;
    01350     return false;
    01351   }
    01352
    01353   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
    01354     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01355     return false;
    01356   }
    01357
    01358   return true;
    01359 }
    01360
    01361 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
    01362 {
    01363   int size_x, size_y;
    01364   uint curh;
    01365
    01366   size_x = 2;
    01367   size_y = 2;
    01368
    01369   /* Check if we don't leave the map */
    01370   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
    01371
    01372   tile += TileDiffXY(-1, -1);
    01373   TILE_LOOP(tile_walk, size_x, size_y, tile) {
    01374     curh = TileHeight(tile_walk);
    01375     /* Is the tile clear? */
    01376     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES))
    01377       return false;
    01378
    01379     /* Don't allow too big of a change if this is the sub-tile check */
    01380     if (internal != 0 && Delta(curh, height) > 1) return false;
    01381
    01382     /* Different height, so the surrounding tiles of this tile
    01383      *  has to be correct too (in level, or almost in level)
    01384      *  else you get a chain-reaction of terraforming. */
    01385     if (internal == 0 && curh != height) {
    01386       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1))
    01387         return false;
    01388     }
    01389   }
    01390
    01391   return true;
    01392 }
    01393
    01398 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
    01399 {
    01400   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
    01401   int max_x = 0;
    01402   int max_y = 0;
    01403   TileIndex cur_tile;
    01404   uint size_x, size_y;
    01405   uint h, curh;
    01406
    01407   /* Finds dimensions of largest variant of this industry */
    01408   do {
    01409     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
    01410     if (it->ti.x > max_x) max_x = it->ti.x;
    01411     if (it->ti.y > max_y) max_y = it->ti.y;
    01412   } while ((++it)->ti.x != MKEND);
    01413
    01414   /* Remember level height */
    01415   h = TileHeight(tile);
    01416
    01417   if (TileX(tile) <= 1 || TileY(tile) <= 1) return false;
    01418   /* Check that all tiles in area and surrounding are clear
    01419    * this determines that there are no obstructing items */
    01420   cur_tile = tile + TileDiffXY(-1, -1);
    01421   size_x = max_x + 4;
    01422   size_y = max_y + 4;
    01423
    01424   /* Check if we don't leave the map */
    01425   if (TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
    01426
    01427   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
    01428    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
    01429   CompanyID old_company = _current_company;
    01430   _current_company = OWNER_TOWN;
    01431
    01432   TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
    01433     curh = TileHeight(tile_walk);
    01434     if (curh != h) {
    01435       /* This tile needs terraforming. Check if we can do that without
    01436        *  damaging the surroundings too much. */
    01437       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
    01438         _current_company = old_company;
    01439         return false;
    01440       }
    01441       /* This is not 100% correct check, but the best we can do without modifying the map.
    01442        *  What is missing, is if the difference in height is more than 1.. */
    01443       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
    01444         _current_company = old_company;
    01445         return false;
    01446       }
    01447     }
    01448   }
    01449
    01450   if (flags & DC_EXEC) {
    01451     /* Terraform the land under the industry */
    01452     TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
    01453       curh = TileHeight(tile_walk);
    01454       while (curh != h) {
    01455         /* We give the terraforming for free here, because we can't calculate
    01456          *  exact cost in the test-round, and as we all know, that will cause
    01457          *  a nice assert if they don't match ;) */
    01458         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
    01459         curh += (curh > h) ? -1 : 1;
    01460       }
    01461     }
    01462   }
    01463
    01464   _current_company = old_company;
    01465   return true;
    01466 }
    01467
    01468
    01469 static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
    01470 {
    01471   const IndustrySpec *indspec = GetIndustrySpec(type);
    01472   const Industry *i;
    01473
    01474   if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
    01475     /* Allow primary industries to be placed close to any other industry */
    01476     return true;
    01477
    01478   FOR_ALL_INDUSTRIES(i) {
    01479     /* Within 14 tiles from another industry is considered close */
    01480     bool in_low_distance = DistanceMax(tile, i->location.tile) <= 14;
    01481
    01482     /* check if an industry that accepts the same goods is nearby */
    01483     if (in_low_distance &&
    01484         !indspec->IsRawIndustry() && // not a primary industry?
    01485         indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
    01486         /* at least one of those options must be true */
    01487         _game_mode != GM_EDITOR || // editor must not be stopped
    01488         !_settings_game.economy.same_industry_close ||
    01489         !_settings_game.economy.multiple_industry_per_town)) {
    01490       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
    01491       return false;
    01492     }
    01493
    01494     /* check if there are any conflicting industry types around */
    01495     if ((i->type == indspec->conflicting[0] ||
    01496         i->type == indspec->conflicting[1] ||
    01497         i->type == indspec->conflicting[2]) &&
    01498         in_low_distance) {
    01499       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
    01500       return false;
    01501     }
    01502   }
    01503   return true;
    01504 }
    01505
    01509 enum ProductionLevels {
    01510   PRODLEVEL_CLOSURE = 0x00,
    01511   PRODLEVEL_MINIMUM = 0x04,
    01512   PRODLEVEL_DEFAULT = 0x10,
    01513   PRODLEVEL_MAXIMUM = 0x80,
    01514 };
    01515
    01516 static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner owner, Owner founder)
    01517 {
    01518   const IndustrySpec *indspec = GetIndustrySpec(type);
    01519   uint32 r;
    01520   uint j;
    01521
    01522   i->location = TileArea(tile, 1, 1);
    01523   i->type = type;
    01524   IncIndustryTypeCount(type);
    01525
    01526   i->produced_cargo[0] = indspec->produced_cargo[0];
    01527   i->produced_cargo[1] = indspec->produced_cargo[1];
    01528   i->accepts_cargo[0] = indspec->accepts_cargo[0];
    01529   i->accepts_cargo[1] = indspec->accepts_cargo[1];
    01530   i->accepts_cargo[2] = indspec->accepts_cargo[2];
    01531   i->production_rate[0] = indspec->production_rate[0];
    01532   i->production_rate[1] = indspec->production_rate[1];
    01533
    01534   /* don't use smooth economy for industries using production related callbacks */
    01535   if (_settings_game.economy.smooth_economy &&
    01536       !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    01537       !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE))             // production change callbacks
    01538   ) {
    01539     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
    01540     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
    01541   }
    01542
    01543   i->town = t;
    01544   i->owner = owner;
    01545
    01546   r = Random();
    01547   i->random_colour = GB(r, 0, 4);
    01548   i->counter = GB(r, 4, 12);
    01549   i->random = GB(r, 16, 16);
    01550   i->produced_cargo_waiting[0] = 0;
    01551   i->produced_cargo_waiting[1] = 0;
    01552   i->incoming_cargo_waiting[0] = 0;
    01553   i->incoming_cargo_waiting[1] = 0;
    01554   i->incoming_cargo_waiting[2] = 0;
    01555   i->this_month_production[0] = 0;
    01556   i->this_month_production[1] = 0;
    01557   i->this_month_transported[0] = 0;
    01558   i->this_month_transported[1] = 0;
    01559   i->last_month_pct_transported[0] = 0;
    01560   i->last_month_pct_transported[1] = 0;
    01561   i->last_month_transported[0] = 0;
    01562   i->last_month_transported[1] = 0;
    01563   i->was_cargo_delivered = false;
    01564   i->last_prod_year = _cur_year;
    01565   i->last_month_production[0] = i->production_rate[0] * 8;
    01566   i->last_month_production[1] = i->production_rate[1] * 8;
    01567   i->founder = founder;
    01568
    01569   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
    01570     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
    01571     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
    01572   }
    01573
    01574   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
    01575     for (j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
    01576     for (j = 0; j < lengthof(i->accepts_cargo); j++) {
    01577       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01578       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01579       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01580     }
    01581   }
    01582
    01583   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
    01584     for (j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
    01585     for (j = 0; j < lengthof(i->produced_cargo); j++) {
    01586       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01587       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01588       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01589     }
    01590   }
    01591
    01592   i->construction_date = _date;
    01593   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
    01594       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
    01595
    01596   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
    01597    * 0 = created prior of newindustries
    01598    * else, chosen layout + 1 */
    01599   i->selected_layout = layout + 1;
    01600
    01601   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
    01602
    01603   i->prod_level = PRODLEVEL_DEFAULT;
    01604
    01605   do {
    01606     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01607
    01608     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
    01609       i->location.Add(cur_tile);
    01610
    01611       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
    01612
    01613       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01614
    01615       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
    01616
    01617       if (_generating_world) {
    01618         SetIndustryConstructionCounter(cur_tile, 3);
    01619         SetIndustryConstructionStage(cur_tile, 2);
    01620       }
    01621
    01622       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
    01623       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
    01624       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
    01625       if (its->animation_info != 0xFFFF) AddAnimatedTile(cur_tile);
    01626     }
    01627   } while ((++it)->ti.x != -0x80);
    01628
    01629   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
    01630     for (j = 0; j != 50; j++) PlantRandomFarmField(i);
    01631   }
    01632   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    01633
    01634   Station::RecomputeIndustriesNearForAll();
    01635 }
    01636
    01647 static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed, Owner founder)
    01648 {
    01649   assert(itspec_index < indspec->num_table);
    01650   const IndustryTileTable *it = indspec->table[itspec_index];
    01651   bool custom_shape_check = false;
    01652
    01653   if (!CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check)) return NULL;
    01654
    01655   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
    01656     if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed)) return NULL;
    01657   } else {
    01658     if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
    01659   }
    01660
    01661   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;
    01662   if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL;
    01663
    01664   const Town *t = CheckMultipleIndustryInTown(tile, type);
    01665   if (t == NULL) return NULL;
    01666
    01667   if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
    01668
    01669   if (!Industry::CanAllocateItem()) return NULL;
    01670
    01671   if (flags & DC_EXEC) {
    01672     Industry *i = new Industry(tile);
    01673     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
    01674     DoCreateNewIndustry(i, tile, type, it, itspec_index, t, OWNER_NONE, founder);
    01675
    01676     return i;
    01677   }
    01678
    01679   /* We need to return a non-NULL pointer to tell we have created an industry.
    01680    * However, we haven't created a real one (no DC_EXEC), so return a fake one. */
    01681   return (Industry *)-1;
    01682 }
    01683
    01694 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01695 {
    01696   IndustryType it = GB(p1, 0, 8);
    01697   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
    01698
    01699   const IndustrySpec *indspec = GetIndustrySpec(it);
    01700
    01701   /* Check if the to-be built/founded industry is available for this climate. */
    01702   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
    01703
    01704   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
    01705    * Raw material industries are industries that do not accept cargo (at least for now) */
    01706   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
    01707     return CMD_ERROR;
    01708   }
    01709
    01710   const Industry *ind = NULL;
    01711   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
    01712     if (flags & DC_EXEC) {
    01713       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
    01714       CompanyID founder = _current_company;
    01715       _current_company = OWNER_TOWN;
    01716       /* Prospecting has a chance to fail, however we cannot guarantee that something can
    01717        * be built on the map, so the chance gets lower when the map is fuller, but there
    01718        * is nothing we can really do about that. */
    01719       if (Random() <= indspec->prospecting_chance) {
    01720         for (int i = 0; i < 5000; i++) {
    01721           /* We should not have more than one Random() in a function call
    01722            * because parameter evaluation order is not guaranteed in the c++ standard
    01723            */
    01724           tile = RandomTile();
    01725           ind = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), p2, founder);
    01726           if (ind != NULL) {
    01727             break;
    01728           }
    01729         }
    01730       }
    01731       _current_company = founder;
    01732     }
    01733   } else {
    01734     int count = indspec->num_table;
    01735     const IndustryTileTable * const *itt = indspec->table;
    01736     int num = GB(p1, 8, 8);
    01737     if (num >= count) return CMD_ERROR;
    01738
    01739     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01740     do {
    01741       if (--count < 0) return CMD_ERROR;
    01742       if (--num < 0) num = indspec->num_table - 1;
    01743     } while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, it));
    01744
    01745     ind = CreateNewIndustryHelper(tile, it, flags, indspec, num, p2, _current_company);
    01746     if (ind == NULL) return CMD_ERROR;
    01747   }
    01748
    01749   if ((flags & DC_EXEC) && _game_mode != GM_EDITOR && ind != NULL) {
    01750     SetDParam(0, indspec->name);
    01751     if (indspec->new_industry_text > STR_LAST_STRINGID) {
    01752       SetDParam(1, STR_TOWN_NAME);
    01753       SetDParam(2, ind->town->index);
    01754     } else {
    01755       SetDParam(1, ind->town->index);
    01756     }
    01757     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01758     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01759   }
    01760
    01761   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
    01762 }
    01763
    01764
    01765 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
    01766 {
    01767   const IndustrySpec *indspec = GetIndustrySpec(type);
    01768
    01769   uint32 seed = Random();
    01770   return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE);
    01771 }
    01772
    01773 enum {
    01774   NB_NUMOFINDUSTRY = 11,
    01775   NB_DIFFICULTY_LEVEL = 5,
    01776 };
    01777
    01778 static const byte _numof_industry_table[NB_DIFFICULTY_LEVEL][NB_NUMOFINDUSTRY] = {
    01779   /* difficulty settings for number of industries */
    01780   {0, 0, 0, 0, 0, 0, 0, 0,  0,  0,  0},   // none
    01781   {0, 1, 1, 1, 1, 1, 1, 1,  1,  1,  1},   // very low
    01782   {0, 1, 1, 1, 2, 2, 3, 3,  4,  4,  5},   // low
    01783   {0, 1, 2, 3, 4, 5, 6, 7,  8,  9, 10},   // normal
    01784   {0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10},   // high
    01785 };
    01786
    01791 static void PlaceInitialIndustry(IndustryType type, int amount)
    01792 {
    01793   /* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the
    01794    * _numof_industry_table.  newgrf can specify a big amount */
    01795   int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings_game.difficulty.number_industries][amount];
    01796   const IndustrySpec *ind_spc = GetIndustrySpec(type);
    01797
    01798   /* These are always placed next to the coastline, so we scale by the perimeter instead. */
    01799   num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
    01800
    01801   if (_settings_game.difficulty.number_industries != 0) {
    01802     CompanyID old_company = _current_company;
    01803     _current_company = OWNER_NONE;
    01804     assert(num > 0);
    01805
    01806     do {
    01807       uint i;
    01808
    01809       IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
    01810
    01811       for (i = 0; i < 2000; i++) {
    01812         if (CreateNewIndustry(RandomTile(), type) != NULL) break;
    01813       }
    01814     } while (--num);
    01815
    01816     _current_company = old_company;
    01817   }
    01818 }
    01819
    01822 void GenerateIndustries()
    01823 {
    01824   uint i = 0;
    01825   uint8 chance;
    01826   IndustryType it;
    01827   const IndustrySpec *ind_spc;
    01828
    01829   /* Find the total amount of industries */
    01830   if (_settings_game.difficulty.number_industries > 0) {
    01831     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01832
    01833       ind_spc = GetIndustrySpec(it);
    01834
    01835       if (!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
    01836         ResetIndustryCreationProbility(it);
    01837       }
    01838
    01839       chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
    01840       if (ind_spc->enabled && chance > 0 && ind_spc->num_table > 0) {
    01841         /* once the chance of appearance is determind, it have to be scaled by
    01842          * the difficulty level. The "chance" in question is more an index into
    01843          * the _numof_industry_table,in fact */
    01844         int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
    01845
    01846         /* These are always placed next to the coastline, so we scale by the perimeter instead. */
    01847         num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
    01848         i += num;
    01849       }
    01850     }
    01851   }
    01852
    01853   SetGeneratingWorldProgress(GWP_INDUSTRY, i);
    01854
    01855   if (_settings_game.difficulty.number_industries > 0) {
    01856     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01857       /* Once the number of industries has been determined, let's really create them.
    01858        * The test for chance allows us to try create industries that are available only
    01859        * for this landscape.
    01860        * @todo :  Do we really have to pass chance as un-scaled value, since we've already
    01861        *          processed that scaling above? No, don't think so.  Will find a way. */
    01862       ind_spc = GetIndustrySpec(it);
    01863       if (ind_spc->enabled && ind_spc->num_table > 0) {
    01864         chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
    01865         if (chance > 0) PlaceInitialIndustry(it, chance);
    01866       }
    01867     }
    01868   }
    01869 }
    01870
    01871 static void UpdateIndustryStatistics(Industry *i)
    01872 {
    01873   byte pct;
    01874   bool refresh = false;
    01875
    01876   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    01877     if (i->produced_cargo[j] != CT_INVALID) {
    01878       pct = 0;
    01879       if (i->this_month_production[j] != 0) {
    01880         i->last_prod_year = _cur_year;
    01881         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
    01882       }
    01883       i->last_month_pct_transported[j] = pct;
    01884
    01885       i->last_month_production[j] = i->this_month_production[j];
    01886       i->this_month_production[j] = 0;
    01887
    01888       i->last_month_transported[j] = i->this_month_transported[j];
    01889       i->this_month_transported[j] = 0;
    01890       refresh = true;
    01891     }
    01892   }
    01893
    01894   if (refresh) SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01895 }
    01896
    01898 struct ProbabilityHelper {
    01899   uint16 prob;
    01900   IndustryType ind;
    01901 };
    01902
    01906 static void MaybeNewIndustry()
    01907 {
    01908   Industry *ind;               // will receive the industry's creation pointer
    01909   IndustryType rndtype, j;     // Loop controlers
    01910   const IndustrySpec *ind_spc;
    01911   uint num = 0;
    01912   ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
    01913   uint16 probability_max = 0;
    01914
    01915   /* Generate a list of all possible industries that can be built. */
    01916   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
    01917     ind_spc = GetIndustrySpec(j);
    01918     byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
    01919
    01920     if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0) continue;
    01921
    01922     /* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
    01923      * and if appearing chance for this landscape is above 0, this industry can be chosen */
    01924     if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
    01925       probability_max += chance;
    01926       /* adds the result for this industry */
    01927       cumulative_probs[num].ind = j;
    01928       cumulative_probs[num++].prob = probability_max;
    01929     }
    01930   }
    01931
    01932   /* Abort if there is no industry buildable */
    01933   if (probability_max == 0) return;
    01934
    01935   /* Find a random type, with maximum being what has been evaluate above*/
    01936   rndtype = RandomRange(probability_max);
    01937   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
    01938     /* and choose the index of the industry that matches as close as possible this random type */
    01939     if (cumulative_probs[j].prob >= rndtype) break;
    01940   }
    01941
    01942   ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
    01943   /*  Check if it is allowed */
    01944   if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
    01945   if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
    01946
    01947   /* try to create 2000 times this industry */
    01948   num = 2000;
    01949   for (;;) {
    01950     ind = CreateNewIndustry(RandomTile(), cumulative_probs[j].ind);
    01951     if (ind != NULL) break;
    01952     if (--num == 0) return;
    01953   }
    01954
    01955   SetDParam(0, ind_spc->name);
    01956   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
    01957     SetDParam(1, STR_TOWN_NAME);
    01958     SetDParam(2, ind->town->index);
    01959   } else {
    01960     SetDParam(1, ind->town->index);
    01961   }
    01962   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01963   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01964 }
    01965
    01974 static bool CheckIndustryCloseDownProtection(IndustryType type)
    01975 {
    01976   const IndustrySpec *indspec = GetIndustrySpec(type);
    01977
    01978   /* oil wells (or the industries with that flag set) are always allowed to closedown */
    01979   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
    01980   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1;
    01981 }
    01982
    01992 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
    01993 {
    01994   const IndustrySpec *indspec = GetIndustrySpec(ind->type);
    01995
    01996   /* Check for acceptance of cargo */
    01997   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
    01998     if (ind->accepts_cargo[j] == CT_INVALID) continue;
    01999     if (cargo == ind->accepts_cargo[j]) {
    02000       if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
    02001         uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO,
    02002             0, GetReverseCargoTranslation(cargo, indspec->grf_prop.grffile),
    02003             ind, ind->type, ind->location.tile);
    02004         if (res == 0) continue;
    02005       }
    02006       *c_accepts = true;
    02007       break;
    02008     }
    02009   }
    02010
    02011   /* Check for produced cargo */
    02012   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
    02013     if (ind->produced_cargo[j] == CT_INVALID) continue;
    02014     if (cargo == ind->produced_cargo[j]) {
    02015       *c_produces = true;
    02016       break;
    02017     }
    02018   }
    02019 }
    02020
    02034 static int WhoCanServiceIndustry(Industry *ind)
    02035 {
    02036   /* Find all stations within reach of the industry */
    02037   StationList stations;
    02038   FindStationsAroundTiles(ind->location, &stations);
    02039
    02040   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
    02041
    02042   const Vehicle *v;
    02043   int result = 0;
    02044   FOR_ALL_VEHICLES(v) {
    02045     /* Is it worthwhile to try this vehicle? */
    02046     if (v->owner != _local_company && result != 0) continue;
    02047
    02048     /* Check whether it accepts the right kind of cargo */
    02049     bool c_accepts = false;
    02050     bool c_produces = false;
    02051     if (v->type == VEH_TRAIN && Train::From(v)->IsFrontEngine()) {
    02052       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02053         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
    02054       }
    02055     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
    02056       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
    02057     } else {
    02058       continue;
    02059     }
    02060     if (!c_accepts && !c_produces) continue; // Wrong cargo
    02061
    02062     /* Check orders of the vehicle.
    02063      * We cannot check the first of shared orders only, since the first vehicle in such a chain
    02064      * may have a different cargo type.
    02065      */
    02066     const Order *o;
    02067     FOR_VEHICLE_ORDERS(v, o) {
    02068       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
    02069         /* Vehicle visits a station to load or unload */
    02070         Station *st = Station::Get(o->GetDestination());
    02071         assert(st != NULL);
    02072
    02073         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
    02074         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
    02075
    02076         if (stations.Contains(st)) {
    02077           if (v->owner == _local_company) return 2; // Company services industry
    02078           result = 1; // Competitor services industry
    02079         }
    02080       }
    02081     }
    02082   }
    02083   return result;
    02084 }
    02085
    02093 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
    02094 {
    02095   NewsSubtype ns;
    02096
    02097   switch (WhoCanServiceIndustry(ind)) {
    02098     case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02099     case 1: ns = NS_INDUSTRY_OTHER;   break;
    02100     case 2: ns = NS_INDUSTRY_COMPANY; break;
    02101     default: NOT_REACHED();
    02102   }
    02103   SetDParam(2, abs(percent));
    02104   SetDParam(0, CargoSpec::Get(type)->name);
    02105   SetDParam(1, ind->index);
    02106   AddIndustryNewsItem(
    02107     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
    02108     ns,
    02109     ind->index
    02110   );
    02111 }
    02112
    02113 enum {
    02114   PERCENT_TRANSPORTED_60 = 153,
    02115   PERCENT_TRANSPORTED_80 = 204,
    02116 };
    02117
    02122 static void ChangeIndustryProduction(Industry *i, bool monthly)
    02123 {
    02124   StringID str = STR_NULL;
    02125   bool closeit = false;
    02126   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    02127   bool standard = false;
    02128   bool suppress_message = false;
    02129   bool recalculate_multipliers = false;
    02130   /* don't use smooth economy for industries using production related callbacks */
    02131   bool smooth_economy = _settings_game.economy.smooth_economy &&
    02132                         !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    02133                         !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
    02134   byte div = 0;
    02135   byte mul = 0;
    02136   int8 increment = 0;
    02137
    02138   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
    02139   if (callback_enabled) {
    02140     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
    02141     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
    02142       suppress_message = HasBit(res, 7);
    02143       /* Get the custom message if any */
    02144       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
    02145       res = GB(res, 0, 4);
    02146       switch (res) {
    02147         default: NOT_REACHED();
    02148         case 0x0: break;                  // Do nothing, but show the custom message if any
    02149         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
    02150         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
    02151         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
    02152         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
    02153         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
    02154         case 0x8: div = res - 0x3; break; // Divide production by 32
    02155         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
    02156         case 0xC: mul = res - 0x7; break; // Multiply production by 32
    02157         case 0xD:                         // decrement production
    02158         case 0xE:                         // increment production
    02159           increment = res == 0x0D ? -1 : 1;
    02160           break;
    02161         case 0xF:                         // Set production to third byte of register 0x100
    02162           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02163           recalculate_multipliers = true;
    02164           break;
    02165       }
    02166     }
    02167   } else {
    02168     if (monthly != smooth_economy) return;
    02169     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
    02170   }
    02171
    02172   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
    02173     /* decrease or increase */
    02174     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
    02175
    02176     if (smooth_economy) {
    02177       closeit = true;
    02178       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02179         if (i->produced_cargo[j] == CT_INVALID) continue;
    02180         uint32 r = Random();
    02181         int old_prod, new_prod, percent;
    02182         /* If over 60% is transported, mult is 1, else mult is -1. */
    02183         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
    02184
    02185         new_prod = old_prod = i->production_rate[j];
    02186
    02187         /* For industries with only_decrease flags (temperate terrain Oil Wells),
    02188          * the multiplier will always be -1 so they will only decrease. */
    02189         if (only_decrease) {
    02190           mult = -1;
    02191         /* For normal industries, if over 60% is transported, 33% chance for decrease.
    02192          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
    02193         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
    02194           mult *= -1;
    02195         }
    02196
    02197         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
    02198          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
    02199         if (Chance16I(1, 22, r >> 16)) {
    02200           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
    02201         }
    02202
    02203         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
    02204         new_prod = Clamp(new_prod, 1, 255);
    02205
    02206         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1)
    02207           new_prod = Clamp(new_prod, 0, 16);
    02208
    02209         /* Do not stop closing the industry when it has the lowest possible production rate */
    02210         if (new_prod == old_prod && old_prod > 1) {
    02211           closeit = false;
    02212           continue;
    02213         }
    02214
    02215         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
    02216         i->production_rate[j] = new_prod;
    02217
    02218         /* Close the industry when it has the lowest possible production rate */
    02219         if (new_prod > 1) closeit = false;
    02220
    02221         if (abs(percent) >= 10) {
    02222           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
    02223         }
    02224       }
    02225     } else {
    02226       if (only_decrease || Chance16(1, 3)) {
    02227         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
    02228         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
    02229           mul = 1; // Increase production
    02230         } else {
    02231           div = 1; // Decrease production
    02232         }
    02233       }
    02234     }
    02235   }
    02236
    02237   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
    02238     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
    02239       closeit = true;
    02240     }
    02241   }
    02242
    02243   /* Increase if needed */
    02244   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
    02245     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
    02246     recalculate_multipliers = true;
    02247     if (str == STR_NULL) str = indspec->production_up_text;
    02248   }
    02249
    02250   /* Decrease if needed */
    02251   while (div-- != 0 && !closeit) {
    02252     if (i->prod_level == PRODLEVEL_MINIMUM) {
    02253       closeit = true;
    02254     } else {
    02255       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
    02256       recalculate_multipliers = true;
    02257       if (str == STR_NULL) str = indspec->production_down_text;
    02258     }
    02259   }
    02260
    02261   /* Increase or Decreasing the production level if needed */
    02262   if (increment != 0) {
    02263     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
    02264       closeit = true;
    02265     } else {
    02266       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02267       recalculate_multipliers = true;
    02268     }
    02269   }
    02270
    02271   /* Recalculate production_rate
    02272    * For non-smooth economy these should always be synchronized with prod_level */
    02273   if (recalculate_multipliers) {
    02274     /* Rates are rounded up, so e.g. oilrig always produces some passengers */
    02275     i->production_rate[0] = min((indspec->production_rate[0] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
    02276     i->production_rate[1] = min((indspec->production_rate[1] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
    02277   }
    02278
    02279   /* Close if needed and allowed */
    02280   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
    02281     i->prod_level = PRODLEVEL_CLOSURE;
    02282     str = indspec->closure_text;
    02283   }
    02284
    02285   if (!suppress_message && str != STR_NULL) {
    02286     NewsSubtype ns;
    02287     /* Compute news category */
    02288     if (closeit) {
    02289       ns = NS_INDUSTRY_CLOSE;
    02290       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    02291     } else {
    02292       switch (WhoCanServiceIndustry(i)) {
    02293         case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02294         case 1: ns = NS_INDUSTRY_OTHER;   break;
    02295         case 2: ns = NS_INDUSTRY_COMPANY; break;
    02296         default: NOT_REACHED();
    02297       }
    02298     }
    02299     /* Set parameters of news string */
    02300     if (str > STR_LAST_STRINGID) {
    02301       SetDParam(0, STR_TOWN_NAME);
    02302       SetDParam(1, i->town->index);
    02303       SetDParam(2, indspec->name);
    02304     } else if (closeit) {
    02305       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
    02306       SetDParam(1, i->town->index);
    02307       SetDParam(2, indspec->name);
    02308     } else {
    02309       SetDParam(0, i->index);
    02310     }
    02311     /* and report the news to the user */
    02312     AddNewsItem(str,
    02313       ns,
    02314       closeit ? NR_TILE : NR_INDUSTRY,
    02315       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
    02316   }
    02317 }
    02318
    02324 void IndustryDailyLoop()
    02325 {
    02326   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
    02327
    02328   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
    02329    * the lower 16 bit are a fractional part that might accumulate over several days until it
    02330    * is sufficient for an industry. */
    02331   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
    02332
    02333   /* Reset the active part of the counter, just keeping the "factional part" */
    02334   _economy.industry_daily_change_counter &= 0xFFFF;
    02335
    02336   if (change_loop == 0) {
    02337     return;  // Nothing to do? get out
    02338   }
    02339
    02340   CompanyID old_company = _current_company;
    02341   _current_company = OWNER_NONE;
    02342
    02343   /* perform the required industry changes for the day */
    02344   for (uint16 j = 0; j < change_loop; j++) {
    02345     /* 3% chance that we start a new industry */
    02346     if (Chance16(3, 100)) {
    02347       MaybeNewIndustry();
    02348     } else {
    02349       Industry *i = Industry::GetRandom();
    02350       if (i != NULL) ChangeIndustryProduction(i, false);
    02351     }
    02352   }
    02353
    02354   _current_company = old_company;
    02355
    02356   /* production-change */
    02357   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02358 }
    02359
    02360 void IndustryMonthlyLoop()
    02361 {
    02362   Industry *i;
    02363   CompanyID old_company = _current_company;
    02364   _current_company = OWNER_NONE;
    02365
    02366   FOR_ALL_INDUSTRIES(i) {
    02367     UpdateIndustryStatistics(i);
    02368     if (i->prod_level == PRODLEVEL_CLOSURE) {
    02369       delete i;
    02370     } else {
    02371       ChangeIndustryProduction(i, true);
    02372     }
    02373   }
    02374
    02375   _current_company = old_company;
    02376
    02377   /* production-change */
    02378   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02379 }
    02380
    02381
    02382 void InitializeIndustries()
    02383 {
    02384   _industry_pool.CleanPool();
    02385
    02386   ResetIndustryCounts();
    02387   _industry_sound_tile = 0;
    02388 }
    02389
    02390 bool IndustrySpec::IsRawIndustry() const
    02391 {
    02392   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
    02393   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
    02394       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
    02395 }
    02396
    02397 Money IndustrySpec::GetConstructionCost() const
    02398 {
    02399   /* Building raw industries like secondary uses different price base */
    02400   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
    02401       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
    02402 }
    02403
    02404 Money IndustrySpec::GetRemovalCost() const
    02405 {
    02406   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
    02407 }
    02408
    02409 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02410 {
    02411   if (AutoslopeEnabled()) {
    02412     /* We imitate here TTDP's behaviour:
    02413      *  - Both new and old slope must not be steep.
    02414      *  - TileMaxZ must not be changed.
    02415      *  - Allow autoslope by default.
    02416      *  - Disallow autoslope if callback succeeds and returns non-zero.
    02417      */
    02418     Slope tileh_old = GetTileSlope(tile, NULL);
    02419     /* TileMaxZ must not be changed. Slopes must not be steep. */
    02420     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02421       const IndustryGfx gfx = GetIndustryGfx(tile);
    02422       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    02423
    02424       /* Call callback 3C 'disable autosloping for industry tiles'. */
    02425       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
    02426         /* If the callback fails, allow autoslope. */
    02427         uint16 res = GetIndustryTileCallback(CBID_INDUSTRY_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    02428         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02429       } else {
    02430         /* allow autoslope */
    02431         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02432       }
    02433     }
    02434   }
    02435   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02436 }
    02437
    02438 extern const TileTypeProcs _tile_type_industry_procs = {
    02439   DrawTile_Industry,           // draw_tile_proc
    02440   GetSlopeZ_Industry,          // get_slope_z_proc
    02441   ClearTile_Industry,          // clear_tile_proc
    02442   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
    02443   GetTileDesc_Industry,        // get_tile_desc_proc
    02444   GetTileTrackStatus_Industry, // get_tile_track_status_proc
    02445   ClickTile_Industry,          // click_tile_proc
    02446   AnimateTile_Industry,        // animate_tile_proc
    02447   TileLoop_Industry,           // tile_loop_proc
    02448   ChangeTileOwner_Industry,    // change_tile_owner_proc
    02449   NULL,                        // add_produced_cargo_proc
    02450   NULL,                        // vehicle_enter_tile_proc
    02451   GetFoundation_Industry,      // get_foundation_proc
    02452   TerraformTile_Industry,      // terraform_tile_proc
    02453 };