# industry_cmd.cpp

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    00001 /* $Id: industry_cmd.cpp 20869 2010-10-02 14:31:07Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "clear_map.h"
    00014 #include "industry.h"
    00015 #include "station_base.h"
    00016 #include "train.h"
    00017 #include "landscape.h"
    00018 #include "viewport_func.h"
    00019 #include "command_func.h"
    00020 #include "town.h"
    00021 #include "news_func.h"
    00022 #include "variables.h"
    00023 #include "cheat_type.h"
    00024 #include "genworld.h"
    00025 #include "tree_map.h"
    00026 #include "newgrf.h"
    00027 #include "newgrf_cargo.h"
    00028 #include "newgrf_commons.h"
    00029 #include "newgrf_industries.h"
    00030 #include "newgrf_industrytiles.h"
    00031 #include "autoslope.h"
    00032 #include "water.h"
    00033 #include "strings_func.h"
    00034 #include "functions.h"
    00035 #include "window_func.h"
    00036 #include "date_func.h"
    00037 #include "vehicle_func.h"
    00038 #include "sound_func.h"
    00039 #include "animated_tile_func.h"
    00040 #include "effectvehicle_func.h"
    00041 #include "effectvehicle_base.h"
    00042 #include "ai/ai.hpp"
    00043 #include "core/pool_func.hpp"
    00044 #include "subsidy_func.h"
    00045
    00046 #include "table/strings.h"
    00047 #include "table/industry_land.h"
    00048 #include "table/build_industry.h"
    00049
    00050 IndustryPool _industry_pool("Industry");
    00051 INSTANTIATE_POOL_METHODS(Industry)
    00052
    00053 void ShowIndustryViewWindow(int industry);
    00054 void BuildOilRig(TileIndex tile);
    00055
    00056 static byte _industry_sound_ctr;
    00057 static TileIndex _industry_sound_tile;
    00058
    00059 uint16 _industry_counts[NUM_INDUSTRYTYPES];
    00060
    00061 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
    00062 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
    00063
    00068 void ResetIndustries()
    00069 {
    00070   memset(&_industry_specs, 0, sizeof(_industry_specs));
    00071   memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
    00072
    00073   /* once performed, enable only the current climate industries */
    00074   for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
    00075     _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
    00076         HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
    00077   }
    00078
    00079   memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
    00080   memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
    00081
    00082   /* Reset any overrides that have been set. */
    00083   _industile_mngr.ResetOverride();
    00084   _industry_mngr.ResetOverride();
    00085 }
    00086
    00095 IndustryType GetIndustryType(TileIndex tile)
    00096 {
    00097   assert(IsTileType(tile, MP_INDUSTRY));
    00098
    00099   const Industry *ind = Industry::GetByTile(tile);
    00100   assert(ind != NULL);
    00101   return ind->type;
    00102 }
    00103
    00112 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
    00113 {
    00114   assert(thistype < NUM_INDUSTRYTYPES);
    00115   return &_industry_specs[thistype];
    00116 }
    00117
    00126 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
    00127 {
    00128   assert(gfx < INVALID_INDUSTRYTILE);
    00129   return &_industry_tile_specs[gfx];
    00130 }
    00131
    00132 Industry::~Industry()
    00133 {
    00134   if (CleaningPool()) return;
    00135
    00136   /* Industry can also be destroyed when not fully initialized.
    00137    * This means that we do not have to clear tiles either. */
    00138   if (this->location.w == 0) return;
    00139
    00140   TILE_AREA_LOOP(tile_cur, this->location) {
    00141     if (IsTileType(tile_cur, MP_INDUSTRY)) {
    00142       if (GetIndustryIndex(tile_cur) == this->index) {
    00143         /* MakeWaterKeepingClass() can also handle 'land' */
    00144         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
    00145
    00146         /* MakeWaterKeepingClass() doesn't remove animation if the tiles
    00147          * become watery, but be on the safe side an always remote it. */
    00148         DeleteAnimatedTile(tile_cur);
    00149
    00150         MarkTileDirtyByTile(tile_cur);
    00151       }
    00152     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
    00153       DeleteOilRig(tile_cur);
    00154     }
    00155   }
    00156
    00157   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
    00158     /* Remove the farmland and convert it to regular tiles over time. */
    00159     TILE_LOOP(tile_cur, 42, 42, this->location.tile - TileDiffXY(21, 21)) {
    00160       tile_cur = TILE_MASK(tile_cur);
    00161       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
    00162           GetIndustryIndexOfField(tile_cur) == this->index) {
    00163         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
    00164       }
    00165     }
    00166   }
    00167
    00168   /* don't let any disaster vehicle target invalid industry */
    00169   ReleaseDisastersTargetingIndustry(this->index);
    00170
    00171   DecIndustryTypeCount(this->type);
    00172
    00173   DeleteIndustryNews(this->index);
    00174   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
    00175
    00176   DeleteSubsidyWith(ST_INDUSTRY, this->index);
    00177   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
    00178 }
    00179
    00184 void Industry::PostDestructor(size_t index)
    00185 {
    00186   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    00187   Station::RecomputeIndustriesNearForAll();
    00188 }
    00189
    00190
    00195 /* static */ Industry *Industry::GetRandom()
    00196 {
    00197   if (Industry::GetNumItems() == 0) return NULL;
    00198   int num = RandomRange((uint16)Industry::GetNumItems());
    00199   size_t index = MAX_UVALUE(size_t);
    00200
    00201   while (num >= 0) {
    00202     num--;
    00203     index++;
    00204
    00205     /* Make sure we have a valid industry */
    00206     while (!Industry::IsValidID(index)) {
    00207       index++;
    00208       assert(index < Industry::GetPoolSize());
    00209     }
    00210   }
    00211
    00212   return Industry::Get(index);
    00213 }
    00214
    00215
    00216 static void IndustryDrawSugarMine(const TileInfo *ti)
    00217 {
    00218   const DrawIndustryAnimationStruct *d;
    00219
    00220   if (!IsIndustryCompleted(ti->tile)) return;
    00221
    00222   d = &_draw_industry_spec1[GetIndustryAnimationState(ti->tile)];
    00223
    00224   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
    00225
    00226   if (d->image_2 != 0) {
    00227     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
    00228   }
    00229
    00230   if (d->image_3 != 0) {
    00231     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
    00232       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
    00233   }
    00234 }
    00235
    00236 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
    00237 {
    00238   uint8 x = 0;
    00239
    00240   if (IsIndustryCompleted(ti->tile)) {
    00241     x = _industry_anim_offs_toffee[GetIndustryAnimationState(ti->tile)];
    00242     if (x == 0xFF)
    00243       x = 0;
    00244   }
    00245
    00246   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
    00247   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
    00248 }
    00249
    00250 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
    00251 {
    00252   if (IsIndustryCompleted(ti->tile)) {
    00253     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetIndustryAnimationState(ti->tile)]);
    00254   } else {
    00255     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
    00256   }
    00257 }
    00258
    00259 static void IndustryDrawToyFactory(const TileInfo *ti)
    00260 {
    00261   const DrawIndustryAnimationStruct *d;
    00262
    00263   d = &_industry_anim_offs_toys[GetIndustryAnimationState(ti->tile)];
    00264
    00265   if (d->image_1 != 0xFF) {
    00266     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
    00267   }
    00268
    00269   if (d->image_2 != 0xFF) {
    00270     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
    00271   }
    00272
    00273   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
    00274   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
    00275 }
    00276
    00277 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
    00278 {
    00279   if (IsIndustryCompleted(ti->tile)) {
    00280     uint8 image = GetIndustryAnimationState(ti->tile);
    00281
    00282     if (image != 0 && image < 7) {
    00283       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
    00284         PAL_NONE,
    00285         _coal_plant_sparks[image - 1].x,
    00286         _coal_plant_sparks[image - 1].y
    00287       );
    00288     }
    00289   }
    00290 }
    00291
    00292 typedef void IndustryDrawTileProc(const TileInfo *ti);
    00293 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
    00294   IndustryDrawSugarMine,
    00295   IndustryDrawToffeeQuarry,
    00296   IndustryDrawBubbleGenerator,
    00297   IndustryDrawToyFactory,
    00298   IndustryDrawCoalPlantSparks,
    00299 };
    00300
    00301 static void DrawTile_Industry(TileInfo *ti)
    00302 {
    00303   IndustryGfx gfx = GetIndustryGfx(ti->tile);
    00304   Industry *ind = Industry::GetByTile(ti->tile);
    00305   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00306   const DrawBuildingsTileStruct *dits;
    00307
    00308   /* Retrieve pointer to the draw industry tile struct */
    00309   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00310     /* Draw the tile using the specialized method of newgrf industrytile.
    00311      * DrawNewIndustry will return false if ever the resolver could not
    00312      * find any sprite to display.  So in this case, we will jump on the
    00313      * substitute gfx instead. */
    00314     if (indts->grf_prop.spritegroup != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
    00315       return;
    00316     } else {
    00317       /* No sprite group (or no valid one) found, meaning no graphics associated.
    00318        * Use the substitute one instead */
    00319       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
    00320         gfx = indts->grf_prop.subst_id;
    00321         /* And point the industrytile spec accordingly */
    00322         indts = GetIndustryTileSpec(gfx);
    00323       }
    00324     }
    00325   }
    00326
    00327   dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
    00328       GetIndustryAnimationState(ti->tile) & INDUSTRY_COMPLETED :
    00329       GetIndustryConstructionStage(ti->tile))];
    00330
    00331   SpriteID image = dits->ground.sprite;
    00332
    00333   /* DrawFoundation() modifes ti->z and ti->tileh */
    00334   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00335
    00336   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
    00337    * Do not do this if the tile's WaterClass is 'land'. */
    00338   if (image == SPR_FLAT_WATER_TILE && IsIndustryTileOnWater(ti->tile)) {
    00339     DrawWaterClassGround(ti);
    00340   } else {
    00341     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
    00342   }
    00343
    00344   /* If industries are transparent and invisible, do not draw the upper part */
    00345   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
    00346
    00347   /* Add industry on top of the ground? */
    00348   image = dits->building.sprite;
    00349   if (image != 0) {
    00350     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
    00351       ti->x + dits->subtile_x,
    00352       ti->y + dits->subtile_y,
    00353       dits->width,
    00354       dits->height,
    00355       dits->dz,
    00356       ti->z,
    00357       IsTransparencySet(TO_INDUSTRIES));
    00358
    00359     if (IsTransparencySet(TO_INDUSTRIES)) return;
    00360   }
    00361
    00362   {
    00363     int proc = dits->draw_proc - 1;
    00364     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
    00365   }
    00366 }
    00367
    00368 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
    00369 {
    00370   return GetTileMaxZ(tile);
    00371 }
    00372
    00373 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
    00374 {
    00375   IndustryGfx gfx = GetIndustryGfx(tile);
    00376
    00377   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
    00378    * account for this, as other structures should
    00379    * draw the wall of the foundation in this case.
    00380    */
    00381   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00382     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00383     if (indts->grf_prop.spritegroup != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
    00384       uint32 callback_res = GetIndustryTileCallback(CBID_INDUSTRY_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00385       if (callback_res == 0) return FOUNDATION_NONE;
    00386     }
    00387   }
    00388   return FlatteningFoundation(tileh);
    00389 }
    00390
    00391 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00392 {
    00393   IndustryGfx gfx = GetIndustryGfx(tile);
    00394   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    00395
    00396   /* When we have to use a callback, we put our data in the next two variables */
    00397   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
    00398   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
    00399
    00400   /* And then these will always point to a same sized array with the required data */
    00401   const CargoID *accepts_cargo = itspec->accepts_cargo;
    00402   const uint8 *cargo_acceptance = itspec->acceptance;
    00403
    00404   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
    00405     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00406     if (res != CALLBACK_FAILED) {
    00407       accepts_cargo = raw_accepts_cargo;
    00408       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
    00409     }
    00410   }
    00411
    00412   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
    00413     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00414     if (res != CALLBACK_FAILED) {
    00415       cargo_acceptance = raw_cargo_acceptance;
    00416       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
    00417     }
    00418   }
    00419
    00420   const Industry *ind = Industry::GetByTile(tile);
    00421   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
    00422     CargoID a = accepts_cargo[i];
    00423     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
    00424
    00425     /* Add accepted cargo */
    00426     acceptance[a] += cargo_acceptance[i];
    00427
    00428     /* Maybe set 'always accepted' bit (if it's not set already) */
    00429     if (HasBit(*always_accepted, a)) continue;
    00430
    00431     bool accepts = false;
    00432     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00433       /* Test whether the industry itself accepts the cargo type */
    00434       if (ind->accepts_cargo[cargo_index] == a) {
    00435         accepts = true;
    00436         break;
    00437       }
    00438     }
    00439
    00440     if (accepts) continue;
    00441
    00442     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
    00443     SetBit(*always_accepted, a);
    00444   }
    00445 }
    00446
    00447 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
    00448 {
    00449   const Industry *i = Industry::GetByTile(tile);
    00450   const IndustrySpec *is = GetIndustrySpec(i->type);
    00451
    00452   td->owner[0] = i->owner;
    00453   td->str = is->name;
    00454   if (!IsIndustryCompleted(tile)) {
    00455     SetDParamX(td->dparam, 0, td->str);
    00456     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00457   }
    00458
    00459   if (is->grf_prop.grffile != NULL) {
    00460     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->name;
    00461   }
    00462 }
    00463
    00464 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
    00465 {
    00466   Industry *i = Industry::GetByTile(tile);
    00467   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00468
    00469   /* water can destroy industries
    00470    * in editor you can bulldoze industries
    00471    * with magic_bulldozer cheat you can destroy industries
    00472    * (area around OILRIG is water, so water shouldn't flood it
    00473    */
    00474   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
    00475       !_cheats.magic_bulldozer.value) ||
    00476       ((flags & DC_AUTO) != 0) ||
    00477       (_current_company == OWNER_WATER &&
    00478         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
    00479         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
    00480     SetDParam(1, indspec->name);
    00481     return_cmd_error(flags & DC_AUTO ? STR_ERROR_UNMOVABLE_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
    00482   }
    00483
    00484   if (flags & DC_EXEC) {
    00485     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    00486     delete i;
    00487   }
    00488   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
    00489 }
    00490
    00491 static void TransportIndustryGoods(TileIndex tile)
    00492 {
    00493   Industry *i = Industry::GetByTile(tile);
    00494   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00495   bool moved_cargo = false;
    00496
    00497   StationFinder stations(i->location);
    00498
    00499   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
    00500     uint cw = min(i->produced_cargo_waiting[j], 255);
    00501     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
    00502       i->produced_cargo_waiting[j] -= cw;
    00503
    00504       /* fluctuating economy? */
    00505       if (_economy.fluct <= 0) cw = (cw + 1) / 2;
    00506
    00507       i->this_month_production[j] += cw;
    00508
    00509       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
    00510       i->this_month_transported[j] += am;
    00511
    00512       moved_cargo |= (am != 0);
    00513     }
    00514   }
    00515
    00516   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
    00517     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
    00518
    00519     if (newgfx != INDUSTRYTILE_NOANIM) {
    00520       ResetIndustryConstructionStage(tile);
    00521       SetIndustryCompleted(tile, true);
    00522       SetIndustryGfx(tile, newgfx);
    00523       MarkTileDirtyByTile(tile);
    00524     }
    00525   }
    00526 }
    00527
    00528
    00529 static void AnimateTile_Industry(TileIndex tile)
    00530 {
    00531   byte m;
    00532   IndustryGfx gfx = GetIndustryGfx(tile);
    00533
    00534   if (GetIndustryTileSpec(gfx)->animation_info != 0xFFFF) {
    00535     AnimateNewIndustryTile(tile);
    00536     return;
    00537   }
    00538
    00539   switch (gfx) {
    00540   case GFX_SUGAR_MINE_SIEVE:
    00541     if ((_tick_counter & 1) == 0) {
    00542       m = GetIndustryAnimationState(tile) + 1;
    00543
    00544       switch (m & 7) {
    00545       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
    00546       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
    00547       }
    00548
    00549       if (m >= 96) {
    00550         m = 0;
    00551         DeleteAnimatedTile(tile);
    00552       }
    00553       SetIndustryAnimationState(tile, m);
    00554
    00555       MarkTileDirtyByTile(tile);
    00556     }
    00557     break;
    00558
    00559   case GFX_TOFFEE_QUARY:
    00560     if ((_tick_counter & 3) == 0) {
    00561       m = GetIndustryAnimationState(tile);
    00562
    00563       if (_industry_anim_offs_toffee[m] == 0xFF) {
    00564         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
    00565       }
    00566
    00567       if (++m >= 70) {
    00568         m = 0;
    00569         DeleteAnimatedTile(tile);
    00570       }
    00571       SetIndustryAnimationState(tile, m);
    00572
    00573       MarkTileDirtyByTile(tile);
    00574     }
    00575     break;
    00576
    00577   case GFX_BUBBLE_CATCHER:
    00578     if ((_tick_counter & 1) == 0) {
    00579       m = GetIndustryAnimationState(tile);
    00580
    00581       if (++m >= 40) {
    00582         m = 0;
    00583         DeleteAnimatedTile(tile);
    00584       }
    00585       SetIndustryAnimationState(tile, m);
    00586
    00587       MarkTileDirtyByTile(tile);
    00588     }
    00589     break;
    00590
    00591   /* Sparks on a coal plant */
    00592   case GFX_POWERPLANT_SPARKS:
    00593     if ((_tick_counter & 3) == 0) {
    00594       m = GetIndustryAnimationState(tile);
    00595       if (m == 6) {
    00596         SetIndustryAnimationState(tile, 0);
    00597         DeleteAnimatedTile(tile);
    00598       } else {
    00599         SetIndustryAnimationState(tile, m + 1);
    00600         MarkTileDirtyByTile(tile);
    00601       }
    00602     }
    00603     break;
    00604
    00605   case GFX_TOY_FACTORY:
    00606     if ((_tick_counter & 1) == 0) {
    00607       m = GetIndustryAnimationState(tile) + 1;
    00608
    00609       switch (m) {
    00610         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
    00611         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
    00612         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
    00613         default:
    00614           if (m >= 50) {
    00615             int n = GetIndustryAnimationLoop(tile) + 1;
    00616             m = 0;
    00617             if (n >= 8) {
    00618               n = 0;
    00619               DeleteAnimatedTile(tile);
    00620             }
    00621             SetIndustryAnimationLoop(tile, n);
    00622           }
    00623       }
    00624
    00625       SetIndustryAnimationState(tile, m);
    00626       MarkTileDirtyByTile(tile);
    00627     }
    00628     break;
    00629
    00630   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00631   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00632   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00633   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00634     if ((_tick_counter & 3) == 0) {
    00635       IndustryGfx gfx = GetIndustryGfx(tile);
    00636
    00637       gfx = (gfx < 155) ? gfx + 1 : 148;
    00638       SetIndustryGfx(tile, gfx);
    00639       MarkTileDirtyByTile(tile);
    00640     }
    00641     break;
    00642
    00643   case GFX_OILWELL_ANIMATED_1:
    00644   case GFX_OILWELL_ANIMATED_2:
    00645   case GFX_OILWELL_ANIMATED_3:
    00646     if ((_tick_counter & 7) == 0) {
    00647       bool b = Chance16(1, 7);
    00648       IndustryGfx gfx = GetIndustryGfx(tile);
    00649
    00650       m = GetIndustryAnimationState(tile) + 1;
    00651       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
    00652         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
    00653         SetIndustryConstructionStage(tile, 3);
    00654         DeleteAnimatedTile(tile);
    00655       } else {
    00656         SetIndustryAnimationState(tile, m);
    00657         SetIndustryGfx(tile, gfx);
    00658         MarkTileDirtyByTile(tile);
    00659       }
    00660     }
    00661     break;
    00662
    00663   case GFX_COAL_MINE_TOWER_ANIMATED:
    00664   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00665   case GFX_GOLD_MINE_TOWER_ANIMATED: {
    00666       int state = _tick_counter & 0x7FF;
    00667
    00668       if ((state -= 0x400) < 0)
    00669         return;
    00670
    00671       if (state < 0x1A0) {
    00672         if (state < 0x20 || state >= 0x180) {
    00673           m = GetIndustryAnimationState(tile);
    00674           if (!(m & 0x40)) {
    00675             SetIndustryAnimationState(tile, m | 0x40);
    00676             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
    00677           }
    00678           if (state & 7)
    00679             return;
    00680         } else {
    00681           if (state & 3)
    00682             return;
    00683         }
    00684         m = (GetIndustryAnimationState(tile) + 1) | 0x40;
    00685         if (m > 0xC2) m = 0xC0;
    00686         SetIndustryAnimationState(tile, m);
    00687         MarkTileDirtyByTile(tile);
    00688       } else if (state >= 0x200 && state < 0x3A0) {
    00689         int i;
    00690         i = (state < 0x220 || state >= 0x380) ? 7 : 3;
    00691         if (state & i)
    00692           return;
    00693
    00694         m = (GetIndustryAnimationState(tile) & 0xBF) - 1;
    00695         if (m < 0x80) m = 0x82;
    00696         SetIndustryAnimationState(tile, m);
    00697         MarkTileDirtyByTile(tile);
    00698       }
    00699     } break;
    00700   }
    00701 }
    00702
    00703 static void CreateChimneySmoke(TileIndex tile)
    00704 {
    00705   uint x = TileX(tile) * TILE_SIZE;
    00706   uint y = TileY(tile) * TILE_SIZE;
    00707   uint z = GetTileMaxZ(tile);
    00708
    00709   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
    00710 }
    00711
    00712 static void MakeIndustryTileBigger(TileIndex tile)
    00713 {
    00714   byte cnt = GetIndustryConstructionCounter(tile) + 1;
    00715   byte stage;
    00716
    00717   if (cnt != 4) {
    00718     SetIndustryConstructionCounter(tile, cnt);
    00719     return;
    00720   }
    00721
    00722   stage = GetIndustryConstructionStage(tile) + 1;
    00723   SetIndustryConstructionCounter(tile, 0);
    00724   SetIndustryConstructionStage(tile, stage);
    00725   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
    00726   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
    00727
    00728   MarkTileDirtyByTile(tile);
    00729
    00730   if (!IsIndustryCompleted(tile)) return;
    00731
    00732   IndustryGfx gfx = GetIndustryGfx(tile);
    00733   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00734     /* New industries are already animated on construction. */
    00735     return;
    00736   }
    00737
    00738   switch (gfx) {
    00739   case GFX_POWERPLANT_CHIMNEY:
    00740     CreateChimneySmoke(tile);
    00741     break;
    00742
    00743   case GFX_OILRIG_1: {
    00744     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
    00745      * tiles (like the default oil rig). Do a proper check to ensure the
    00746      * tiles belong to the same industry and based on that build the oil rig's
    00747      * station. */
    00748     TileIndex other = tile + TileDiffXY(0, 1);
    00749
    00750     if (IsTileType(other, MP_INDUSTRY) &&
    00751         GetIndustryGfx(other) == GFX_OILRIG_1 &&
    00752         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
    00753       BuildOilRig(tile);
    00754     }
    00755   } break;
    00756
    00757   case GFX_TOY_FACTORY:
    00758   case GFX_BUBBLE_CATCHER:
    00759   case GFX_TOFFEE_QUARY:
    00760     SetIndustryAnimationState(tile, 0);
    00761     SetIndustryAnimationLoop(tile, 0);
    00762     break;
    00763
    00764   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00765   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00766   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00767   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00768     AddAnimatedTile(tile);
    00769     break;
    00770   }
    00771 }
    00772
    00773 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
    00774 {
    00775   static const int8 _bubble_spawn_location[3][4] = {
    00776     { 11,   0, -4, -14 },
    00777     { -4, -10, -4,   1 },
    00778     { 49,  59, 60,  65 },
    00779   };
    00780
    00781   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
    00782
    00783   int dir = Random() & 3;
    00784
    00785   EffectVehicle *v = CreateEffectVehicleAbove(
    00786     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
    00787     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
    00788     _bubble_spawn_location[2][dir],
    00789     EV_BUBBLE
    00790   );
    00791
    00792   if (v != NULL) v->animation_substate = dir;
    00793 }
    00794
    00795 static void TileLoop_Industry(TileIndex tile)
    00796 {
    00797   IndustryGfx newgfx;
    00798   IndustryGfx gfx;
    00799
    00800   if (IsIndustryTileOnWater(tile)) TileLoop_Water(tile);
    00801
    00802   /* Normally this doesn't happen, but if an industry NewGRF is removed
    00803    * an industry that was previously build on water can now be flooded.
    00804    * If this happens the tile is no longer an industry tile after
    00805    * returning from TileLoop_Water. */
    00806   if (!IsTileType(tile, MP_INDUSTRY)) return;
    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
    01149 static bool CheckNewIndustry_NULL(TileIndex tile)
    01150 {
    01151   return true;
    01152 }
    01153
    01158 static bool CheckNewIndustry_Forest(TileIndex tile)
    01159 {
    01160   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01161     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
    01162       _error_message = STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED;
    01163       return false;
    01164     }
    01165   }
    01166   return true;
    01167 }
    01168
    01173 static bool CheckNewIndustry_OilRefinery(TileIndex tile)
    01174 {
    01175   if (_game_mode == GM_EDITOR) return true;
    01176   if (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 extern bool _ignore_restrictions;
    01183
    01188 static bool CheckNewIndustry_OilRig(TileIndex tile)
    01189 {
    01190   if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
    01191   if (TileHeight(tile) == 0 &&
    01192       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
    01193
    01194   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
    01195   return false;
    01196 }
    01197
    01202 static bool CheckNewIndustry_Farm(TileIndex tile)
    01203 {
    01204   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01205     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
    01206       _error_message = STR_ERROR_SITE_UNSUITABLE;
    01207       return false;
    01208     }
    01209   }
    01210   return true;
    01211 }
    01212
    01217 static bool CheckNewIndustry_Plantation(TileIndex tile)
    01218 {
    01219   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
    01220     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01221     return false;
    01222   }
    01223
    01224   return true;
    01225 }
    01226
    01231 static bool CheckNewIndustry_Water(TileIndex tile)
    01232 {
    01233   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
    01234     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT;
    01235     return false;
    01236   }
    01237
    01238   return true;
    01239 }
    01240
    01245 static bool CheckNewIndustry_Lumbermill(TileIndex tile)
    01246 {
    01247   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
    01248     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
    01249     return false;
    01250   }
    01251   return true;
    01252 }
    01253
    01258 static bool CheckNewIndustry_BubbleGen(TileIndex tile)
    01259 {
    01260   if (GetTileZ(tile) > TILE_HEIGHT * 4) {
    01261     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS;
    01262     return false;
    01263   }
    01264   return true;
    01265 }
    01266
    01271 typedef bool CheckNewIndustryProc(TileIndex tile);
    01272
    01274 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
    01275   CheckNewIndustry_NULL,
    01276   CheckNewIndustry_Forest,
    01277   CheckNewIndustry_OilRefinery,
    01278   CheckNewIndustry_Farm,
    01279   CheckNewIndustry_Plantation,
    01280   CheckNewIndustry_Water,
    01281   CheckNewIndustry_Lumbermill,
    01282   CheckNewIndustry_BubbleGen,
    01283   CheckNewIndustry_OilRig,
    01284 };
    01285
    01292 static const Town *FindTownForIndustry(TileIndex tile, int type)
    01293 {
    01294   const Town *t;
    01295   const Industry *i;
    01296
    01297   t = ClosestTownFromTile(tile, UINT_MAX);
    01298
    01299   if (_settings_game.economy.multiple_industry_per_town) return t;
    01300
    01301   FOR_ALL_INDUSTRIES(i) {
    01302     if (i->type == (byte)type &&
    01303         i->town == t) {
    01304       _error_message = STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN;
    01305       return NULL;
    01306     }
    01307   }
    01308
    01309   return t;
    01310 }
    01311
    01312 bool IsSlopeRefused(Slope current, Slope refused)
    01313 {
    01314   if (IsSteepSlope(current)) return true;
    01315   if (current != SLOPE_FLAT) {
    01316     if (IsSteepSlope(refused)) return true;
    01317
    01318     Slope t = ComplementSlope(current);
    01319
    01320     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
    01321     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
    01322     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
    01323     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
    01324   }
    01325
    01326   return false;
    01327 }
    01328
    01329 static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
    01330 {
    01331   _error_message = STR_ERROR_SITE_UNSUITABLE;
    01332   bool refused_slope = false;
    01333   bool custom_shape = false;
    01334
    01335   do {
    01336     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
    01337     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
    01338
    01339     if (!IsValidTile(cur_tile)) {
    01340       return false;
    01341     }
    01342
    01343     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
    01344       if (!IsTileType(cur_tile, MP_WATER) ||
    01345           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
    01346         return false;
    01347       }
    01348     } else {
    01349       if (!EnsureNoVehicleOnGround(cur_tile)) return false;
    01350       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return false;
    01351
    01352       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
    01353
    01354       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
    01355
    01356       /* Perform land/water check if not disabled */
    01357       if (!HasBit(its->slopes_refused, 5) && (IsWaterTile(cur_tile) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return false;
    01358
    01359       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
    01360         custom_shape = true;
    01361         if (!PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index)) return false;
    01362       } else {
    01363         Slope tileh = GetTileSlope(cur_tile, NULL);
    01364         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
    01365       }
    01366
    01367       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
    01368           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
    01369         if (!IsTileType(cur_tile, MP_HOUSE)) {
    01370           _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS;
    01371           return false;
    01372         }
    01373
    01374         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
    01375         CompanyID old_company = _current_company;
    01376         _current_company = OWNER_TOWN;
    01377         bool not_clearable = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR).Failed();
    01378         _current_company = old_company;
    01379
    01380         if (not_clearable) return false;
    01381       } else {
    01382         /* Clear the tiles, but do not affect town ratings */
    01383         bool not_clearable = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR).Failed();
    01384
    01385         if (not_clearable) return false;
    01386       }
    01387     }
    01388   } while ((++it)->ti.x != -0x80);
    01389
    01390   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
    01391
    01392   /* It is almost impossible to have a fully flat land in TG, so what we
    01393    *  do is that we check if we can make the land flat later on. See
    01394    *  CheckIfCanLevelIndustryPlatform(). */
    01395   return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
    01396 }
    01397
    01398 static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
    01399 {
    01400   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
    01401     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200;
    01402     return false;
    01403   }
    01404
    01405   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
    01406     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01407     return false;
    01408   }
    01409
    01410   return true;
    01411 }
    01412
    01413 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
    01414 {
    01415   int size_x, size_y;
    01416   uint curh;
    01417
    01418   size_x = 2;
    01419   size_y = 2;
    01420
    01421   /* Check if we don't leave the map */
    01422   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
    01423
    01424   tile += TileDiffXY(-1, -1);
    01425   TILE_LOOP(tile_walk, size_x, size_y, tile) {
    01426     curh = TileHeight(tile_walk);
    01427     /* Is the tile clear? */
    01428     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES))
    01429       return false;
    01430
    01431     /* Don't allow too big of a change if this is the sub-tile check */
    01432     if (internal != 0 && Delta(curh, height) > 1) return false;
    01433
    01434     /* Different height, so the surrounding tiles of this tile
    01435      *  has to be correct too (in level, or almost in level)
    01436      *  else you get a chain-reaction of terraforming. */
    01437     if (internal == 0 && curh != height) {
    01438       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1))
    01439         return false;
    01440     }
    01441   }
    01442
    01443   return true;
    01444 }
    01445
    01450 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
    01451 {
    01452   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
    01453   int max_x = 0;
    01454   int max_y = 0;
    01455   TileIndex cur_tile;
    01456   uint size_x, size_y;
    01457   uint h, curh;
    01458
    01459   /* Finds dimensions of largest variant of this industry */
    01460   do {
    01461     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
    01462     if (it->ti.x > max_x) max_x = it->ti.x;
    01463     if (it->ti.y > max_y) max_y = it->ti.y;
    01464   } while ((++it)->ti.x != MKEND);
    01465
    01466   /* Remember level height */
    01467   h = TileHeight(tile);
    01468
    01469   if (TileX(tile) <= 1 || TileY(tile) <= 1) return false;
    01470   /* Check that all tiles in area and surrounding are clear
    01471    * this determines that there are no obstructing items */
    01472   cur_tile = tile + TileDiffXY(-1, -1);
    01473   size_x = max_x + 4;
    01474   size_y = max_y + 4;
    01475
    01476   /* Check if we don't leave the map */
    01477   if (TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
    01478
    01479   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
    01480    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
    01481   CompanyID old_company = _current_company;
    01482   _current_company = OWNER_TOWN;
    01483
    01484   TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
    01485     curh = TileHeight(tile_walk);
    01486     if (curh != h) {
    01487       /* This tile needs terraforming. Check if we can do that without
    01488        *  damaging the surroundings too much. */
    01489       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
    01490         _current_company = old_company;
    01491         return false;
    01492       }
    01493       /* This is not 100% correct check, but the best we can do without modifying the map.
    01494        *  What is missing, is if the difference in height is more than 1.. */
    01495       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
    01496         _current_company = old_company;
    01497         return false;
    01498       }
    01499     }
    01500   }
    01501
    01502   if (flags & DC_EXEC) {
    01503     /* Terraform the land under the industry */
    01504     TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
    01505       curh = TileHeight(tile_walk);
    01506       while (curh != h) {
    01507         /* We give the terraforming for free here, because we can't calculate
    01508          *  exact cost in the test-round, and as we all know, that will cause
    01509          *  a nice assert if they don't match ;) */
    01510         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
    01511         curh += (curh > h) ? -1 : 1;
    01512       }
    01513     }
    01514   }
    01515
    01516   _current_company = old_company;
    01517   return true;
    01518 }
    01519
    01520
    01521 static bool CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
    01522 {
    01523   const IndustrySpec *indspec = GetIndustrySpec(type);
    01524   const Industry *i;
    01525   FOR_ALL_INDUSTRIES(i) {
    01526     /* Within 14 tiles from another industry is considered close */
    01527     bool in_low_distance = DistanceMax(tile, i->location.tile) <= 14;
    01528
    01529     /* check if there are any conflicting industry types around */
    01530     if ((i->type == indspec->conflicting[0] ||
    01531         i->type == indspec->conflicting[1] ||
    01532         i->type == indspec->conflicting[2]) &&
    01533         in_low_distance) {
    01534       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
    01535       return false;
    01536     }
    01537   }
    01538   return true;
    01539 }
    01540
    01544 enum ProductionLevels {
    01545   PRODLEVEL_CLOSURE = 0x00,
    01546   PRODLEVEL_MINIMUM = 0x04,
    01547   PRODLEVEL_DEFAULT = 0x10,
    01548   PRODLEVEL_MAXIMUM = 0x80,
    01549 };
    01550
    01551 static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner owner, Owner founder)
    01552 {
    01553   const IndustrySpec *indspec = GetIndustrySpec(type);
    01554   uint32 r;
    01555   uint j;
    01556
    01557   i->location = TileArea(tile, 1, 1);
    01558   i->type = type;
    01559   IncIndustryTypeCount(type);
    01560
    01561   i->produced_cargo[0] = indspec->produced_cargo[0];
    01562   i->produced_cargo[1] = indspec->produced_cargo[1];
    01563   i->accepts_cargo[0] = indspec->accepts_cargo[0];
    01564   i->accepts_cargo[1] = indspec->accepts_cargo[1];
    01565   i->accepts_cargo[2] = indspec->accepts_cargo[2];
    01566   i->production_rate[0] = indspec->production_rate[0];
    01567   i->production_rate[1] = indspec->production_rate[1];
    01568
    01569   /* don't use smooth economy for industries using production related callbacks */
    01570   if (_settings_game.economy.smooth_economy &&
    01571       !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    01572       !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE))             // production change callbacks
    01573   ) {
    01574     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
    01575     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
    01576   }
    01577
    01578   i->town = t;
    01579   i->owner = owner;
    01580
    01581   r = Random();
    01582   i->random_colour = GB(r, 0, 4);
    01583   i->counter = GB(r, 4, 12);
    01584   i->random = GB(r, 16, 16);
    01585   i->produced_cargo_waiting[0] = 0;
    01586   i->produced_cargo_waiting[1] = 0;
    01587   i->incoming_cargo_waiting[0] = 0;
    01588   i->incoming_cargo_waiting[1] = 0;
    01589   i->incoming_cargo_waiting[2] = 0;
    01590   i->this_month_production[0] = 0;
    01591   i->this_month_production[1] = 0;
    01592   i->this_month_transported[0] = 0;
    01593   i->this_month_transported[1] = 0;
    01594   i->last_month_pct_transported[0] = 0;
    01595   i->last_month_pct_transported[1] = 0;
    01596   i->last_month_transported[0] = 0;
    01597   i->last_month_transported[1] = 0;
    01598   i->was_cargo_delivered = false;
    01599   i->last_prod_year = _cur_year;
    01600   i->last_month_production[0] = i->production_rate[0] * 8;
    01601   i->last_month_production[1] = i->production_rate[1] * 8;
    01602   i->founder = founder;
    01603
    01604   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
    01605     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
    01606     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
    01607   }
    01608
    01609   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
    01610     for (j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
    01611     for (j = 0; j < lengthof(i->accepts_cargo); j++) {
    01612       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01613       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01614       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01615     }
    01616   }
    01617
    01618   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
    01619     for (j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
    01620     for (j = 0; j < lengthof(i->produced_cargo); j++) {
    01621       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01622       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01623       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01624     }
    01625   }
    01626
    01627   i->construction_date = _date;
    01628   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
    01629       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
    01630
    01631   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
    01632    * 0 = created prior of newindustries
    01633    * else, chosen layout + 1 */
    01634   i->selected_layout = layout + 1;
    01635
    01636   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
    01637
    01638   i->prod_level = PRODLEVEL_DEFAULT;
    01639
    01640   do {
    01641     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01642
    01643     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
    01644       i->location.Add(cur_tile);
    01645
    01646       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
    01647
    01648       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01649
    01650       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
    01651
    01652       if (_generating_world) {
    01653         SetIndustryConstructionCounter(cur_tile, 3);
    01654         SetIndustryConstructionStage(cur_tile, 2);
    01655       }
    01656
    01657       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
    01658       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
    01659       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
    01660       if (its->animation_info != 0xFFFF) AddAnimatedTile(cur_tile);
    01661     }
    01662   } while ((++it)->ti.x != -0x80);
    01663
    01664   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
    01665     for (j = 0; j != 50; j++) PlantRandomFarmField(i);
    01666   }
    01667   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    01668
    01669   Station::RecomputeIndustriesNearForAll();
    01670 }
    01671
    01682 static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed, Owner founder)
    01683 {
    01684   assert(itspec_index < indspec->num_table);
    01685   const IndustryTileTable *it = indspec->table[itspec_index];
    01686   bool custom_shape_check = false;
    01687
    01688   if (!CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check)) return NULL;
    01689
    01690   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
    01691     if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed)) return NULL;
    01692   } else {
    01693     if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
    01694   }
    01695
    01696   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;
    01697   if (!CheckIfFarEnoughFromConflictingIndustry(tile, type)) return NULL;
    01698
    01699   const Town *t = FindTownForIndustry(tile, type);
    01700   if (t == NULL) return NULL;
    01701
    01702   if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
    01703
    01704   if (!Industry::CanAllocateItem()) return NULL;
    01705
    01706   if (flags & DC_EXEC) {
    01707     Industry *i = new Industry(tile);
    01708     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
    01709     DoCreateNewIndustry(i, tile, type, it, itspec_index, t, OWNER_NONE, founder);
    01710
    01711     return i;
    01712   }
    01713
    01714   /* We need to return a non-NULL pointer to tell we have created an industry.
    01715    * However, we haven't created a real one (no DC_EXEC), so return a fake one. */
    01716   return (Industry *)-1;
    01717 }
    01718
    01729 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01730 {
    01731   IndustryType it = GB(p1, 0, 8);
    01732   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
    01733
    01734   const IndustrySpec *indspec = GetIndustrySpec(it);
    01735
    01736   /* Check if the to-be built/founded industry is available for this climate. */
    01737   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
    01738
    01739   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
    01740    * Raw material industries are industries that do not accept cargo (at least for now) */
    01741   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
    01742     return CMD_ERROR;
    01743   }
    01744
    01745   if (_game_mode != GM_EDITOR && !CheckIfCallBackAllowsAvailability(it, IACT_USERCREATION)) {
    01746     return CMD_ERROR;
    01747   }
    01748
    01749   const Industry *ind = NULL;
    01750   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
    01751     if (flags & DC_EXEC) {
    01752       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
    01753       CompanyID founder = _current_company;
    01754       _current_company = OWNER_TOWN;
    01755       /* Prospecting has a chance to fail, however we cannot guarantee that something can
    01756        * be built on the map, so the chance gets lower when the map is fuller, but there
    01757        * is nothing we can really do about that. */
    01758       if (Random() <= indspec->prospecting_chance) {
    01759         for (int i = 0; i < 5000; i++) {
    01760           /* We should not have more than one Random() in a function call
    01761            * because parameter evaluation order is not guaranteed in the c++ standard
    01762            */
    01763           tile = RandomTile();
    01764           ind = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), p2, founder);
    01765           if (ind != NULL) {
    01766             break;
    01767           }
    01768         }
    01769       }
    01770       _current_company = founder;
    01771     }
    01772   } else {
    01773     int count = indspec->num_table;
    01774     const IndustryTileTable * const *itt = indspec->table;
    01775     int num = GB(p1, 8, 8);
    01776     if (num >= count) return CMD_ERROR;
    01777
    01778     _error_message = STR_ERROR_SITE_UNSUITABLE;
    01779     do {
    01780       if (--count < 0) return CMD_ERROR;
    01781       if (--num < 0) num = indspec->num_table - 1;
    01782     } while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, it));
    01783
    01784     ind = CreateNewIndustryHelper(tile, it, flags, indspec, num, p2, _current_company);
    01785     if (ind == NULL) return CMD_ERROR;
    01786   }
    01787
    01788   if ((flags & DC_EXEC) && _game_mode != GM_EDITOR && ind != NULL) {
    01789     SetDParam(0, indspec->name);
    01790     if (indspec->new_industry_text > STR_LAST_STRINGID) {
    01791       SetDParam(1, STR_TOWN_NAME);
    01792       SetDParam(2, ind->town->index);
    01793     } else {
    01794       SetDParam(1, ind->town->index);
    01795     }
    01796     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01797     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01798   }
    01799
    01800   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
    01801 }
    01802
    01803
    01804 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
    01805 {
    01806   const IndustrySpec *indspec = GetIndustrySpec(type);
    01807
    01808   uint32 seed = Random();
    01809   return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE);
    01810 }
    01811
    01818 static uint32 GetScaledIndustryProbability(IndustryType it, bool *force_at_least_one)
    01819 {
    01820   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01821   uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
    01822   if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
    01823       !CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) ||
    01824       (_game_mode != GM_EDITOR && _settings_game.difficulty.number_industries == 0)) {
    01825     *force_at_least_one = false;
    01826     return 0;
    01827   } else {
    01828     /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
    01829      * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
    01830     chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
    01831
    01832     *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
    01833     return chance;
    01834   }
    01835 }
    01836
    01838 static const byte _numof_industry_table[]= {
    01839   0,    // none
    01840   10,   // very low
    01841   25,   // low
    01842   55,   // normal
    01843   80,   // high
    01844 };
    01845
    01851 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
    01852 {
    01853   CompanyID old_company = _current_company;
    01854   _current_company = OWNER_NONE;
    01855
    01856   IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
    01857
    01858   for (uint i = 0; i < (try_hard ? 10000u : 2000u); i++) {
    01859     if (CreateNewIndustry(RandomTile(), type) != NULL) break;
    01860   }
    01861
    01862   _current_company = old_company;
    01863 }
    01864
    01869 void GenerateIndustries()
    01870 {
    01871   assert(_settings_game.difficulty.number_industries < lengthof(_numof_industry_table));
    01872   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_industries : 1;
    01873   uint total_amount = ScaleByMapSize(_numof_industry_table[difficulty]);
    01874
    01875   /* Do not create any industries? */
    01876   if (total_amount == 0) return;
    01877
    01878   uint32 industry_probs[NUM_INDUSTRYTYPES];
    01879   bool force_at_least_one[NUM_INDUSTRYTYPES];
    01880   uint32 total_prob = 0;
    01881   uint num_forced = 0;
    01882
    01883   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01884     industry_probs[it] = GetScaledIndustryProbability(it, force_at_least_one + it);
    01885     total_prob += industry_probs[it];
    01886     if (force_at_least_one[it]) num_forced++;
    01887   }
    01888
    01889   if (total_prob == 0 || total_amount < num_forced) {
    01890     /* Only place the forced ones */
    01891     total_amount = num_forced;
    01892   }
    01893
    01894   SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
    01895
    01896   /* Try to build one industry per type independent of any probabilities */
    01897   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    01898     if (force_at_least_one[it]) {
    01899       assert(total_amount > 0);
    01900       total_amount--;
    01901       PlaceInitialIndustry(it, true);
    01902     }
    01903   }
    01904
    01905   /* Add the remaining industries according to their probabilities */
    01906   for (uint i = 0; i < total_amount; i++) {
    01907     uint32 r = RandomRange(total_prob);
    01908     IndustryType it = 0;
    01909     while (it < NUM_INDUSTRYTYPES && r >= industry_probs[it]) {
    01910       r -= industry_probs[it];
    01911       it++;
    01912     }
    01913     assert(it < NUM_INDUSTRYTYPES && industry_probs[it] > 0);
    01914     PlaceInitialIndustry(it, false);
    01915   }
    01916 }
    01917
    01918 static void UpdateIndustryStatistics(Industry *i)
    01919 {
    01920   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    01921     if (i->produced_cargo[j] != CT_INVALID) {
    01922       byte pct = 0;
    01923       if (i->this_month_production[j] != 0) {
    01924         i->last_prod_year = _cur_year;
    01925         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
    01926       }
    01927       i->last_month_pct_transported[j] = pct;
    01928
    01929       i->last_month_production[j] = i->this_month_production[j];
    01930       i->this_month_production[j] = 0;
    01931
    01932       i->last_month_transported[j] = i->this_month_transported[j];
    01933       i->this_month_transported[j] = 0;
    01934     }
    01935   }
    01936 }
    01937
    01939 struct ProbabilityHelper {
    01940   uint16 prob;
    01941   IndustryType ind;
    01942 };
    01943
    01947 static void MaybeNewIndustry()
    01948 {
    01949   Industry *ind;               // will receive the industry's creation pointer
    01950   IndustryType rndtype, j;     // Loop controlers
    01951   const IndustrySpec *ind_spc;
    01952   uint num = 0;
    01953   ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
    01954   uint16 probability_max = 0;
    01955
    01956   /* Generate a list of all possible industries that can be built. */
    01957   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
    01958     ind_spc = GetIndustrySpec(j);
    01959     byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
    01960
    01961     if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0) continue;
    01962
    01963     /* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
    01964      * and if appearing chance for this landscape is above 0, this industry can be chosen */
    01965     if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
    01966       probability_max += chance;
    01967       /* adds the result for this industry */
    01968       cumulative_probs[num].ind = j;
    01969       cumulative_probs[num++].prob = probability_max;
    01970     }
    01971   }
    01972
    01973   /* Abort if there is no industry buildable */
    01974   if (probability_max == 0) return;
    01975
    01976   /* Find a random type, with maximum being what has been evaluate above*/
    01977   rndtype = RandomRange(probability_max);
    01978   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
    01979     /* and choose the index of the industry that matches as close as possible this random type */
    01980     if (cumulative_probs[j].prob >= rndtype) break;
    01981   }
    01982
    01983   ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
    01984   /*  Check if it is allowed */
    01985   if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
    01986   if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
    01987
    01988   /* try to create 2000 times this industry */
    01989   num = 2000;
    01990   for (;;) {
    01991     ind = CreateNewIndustry(RandomTile(), cumulative_probs[j].ind);
    01992     if (ind != NULL) break;
    01993     if (--num == 0) return;
    01994   }
    01995
    01996   SetDParam(0, ind_spc->name);
    01997   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
    01998     SetDParam(1, STR_TOWN_NAME);
    01999     SetDParam(2, ind->town->index);
    02000   } else {
    02001     SetDParam(1, ind->town->index);
    02002   }
    02003   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    02004   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    02005 }
    02006
    02015 static bool CheckIndustryCloseDownProtection(IndustryType type)
    02016 {
    02017   const IndustrySpec *indspec = GetIndustrySpec(type);
    02018
    02019   /* oil wells (or the industries with that flag set) are always allowed to closedown */
    02020   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
    02021   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1;
    02022 }
    02023
    02033 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
    02034 {
    02035   const IndustrySpec *indspec = GetIndustrySpec(ind->type);
    02036
    02037   /* Check for acceptance of cargo */
    02038   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
    02039     if (ind->accepts_cargo[j] == CT_INVALID) continue;
    02040     if (cargo == ind->accepts_cargo[j]) {
    02041       if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
    02042         uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO,
    02043             0, GetReverseCargoTranslation(cargo, indspec->grf_prop.grffile),
    02044             ind, ind->type, ind->location.tile);
    02045         if (res == 0) continue;
    02046       }
    02047       *c_accepts = true;
    02048       break;
    02049     }
    02050   }
    02051
    02052   /* Check for produced cargo */
    02053   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
    02054     if (ind->produced_cargo[j] == CT_INVALID) continue;
    02055     if (cargo == ind->produced_cargo[j]) {
    02056       *c_produces = true;
    02057       break;
    02058     }
    02059   }
    02060 }
    02061
    02075 static int WhoCanServiceIndustry(Industry *ind)
    02076 {
    02077   /* Find all stations within reach of the industry */
    02078   StationList stations;
    02079   FindStationsAroundTiles(ind->location, &stations);
    02080
    02081   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
    02082
    02083   const Vehicle *v;
    02084   int result = 0;
    02085   FOR_ALL_VEHICLES(v) {
    02086     /* Is it worthwhile to try this vehicle? */
    02087     if (v->owner != _local_company && result != 0) continue;
    02088
    02089     /* Check whether it accepts the right kind of cargo */
    02090     bool c_accepts = false;
    02091     bool c_produces = false;
    02092     if (v->type == VEH_TRAIN && Train::From(v)->IsFrontEngine()) {
    02093       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02094         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
    02095       }
    02096     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
    02097       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
    02098     } else {
    02099       continue;
    02100     }
    02101     if (!c_accepts && !c_produces) continue; // Wrong cargo
    02102
    02103     /* Check orders of the vehicle.
    02104      * We cannot check the first of shared orders only, since the first vehicle in such a chain
    02105      * may have a different cargo type.
    02106      */
    02107     const Order *o;
    02108     FOR_VEHICLE_ORDERS(v, o) {
    02109       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
    02110         /* Vehicle visits a station to load or unload */
    02111         Station *st = Station::Get(o->GetDestination());
    02112         assert(st != NULL);
    02113
    02114         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
    02115         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
    02116
    02117         if (stations.Contains(st)) {
    02118           if (v->owner == _local_company) return 2; // Company services industry
    02119           result = 1; // Competitor services industry
    02120         }
    02121       }
    02122     }
    02123   }
    02124   return result;
    02125 }
    02126
    02134 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
    02135 {
    02136   NewsSubtype ns;
    02137
    02138   switch (WhoCanServiceIndustry(ind)) {
    02139     case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02140     case 1: ns = NS_INDUSTRY_OTHER;   break;
    02141     case 2: ns = NS_INDUSTRY_COMPANY; break;
    02142     default: NOT_REACHED();
    02143   }
    02144   SetDParam(2, abs(percent));
    02145   SetDParam(0, CargoSpec::Get(type)->name);
    02146   SetDParam(1, ind->index);
    02147   AddIndustryNewsItem(
    02148     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
    02149     ns,
    02150     ind->index
    02151   );
    02152 }
    02153
    02154 enum {
    02155   PERCENT_TRANSPORTED_60 = 153,
    02156   PERCENT_TRANSPORTED_80 = 204,
    02157 };
    02158
    02163 static void ChangeIndustryProduction(Industry *i, bool monthly)
    02164 {
    02165   StringID str = STR_NULL;
    02166   bool closeit = false;
    02167   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    02168   bool standard = false;
    02169   bool suppress_message = false;
    02170   bool recalculate_multipliers = false;
    02171   /* don't use smooth economy for industries using production related callbacks */
    02172   bool smooth_economy = _settings_game.economy.smooth_economy &&
    02173                         !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    02174                         !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
    02175   byte div = 0;
    02176   byte mul = 0;
    02177   int8 increment = 0;
    02178
    02179   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
    02180   if (callback_enabled) {
    02181     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
    02182     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
    02183       suppress_message = HasBit(res, 7);
    02184       /* Get the custom message if any */
    02185       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
    02186       res = GB(res, 0, 4);
    02187       switch (res) {
    02188         default: NOT_REACHED();
    02189         case 0x0: break;                  // Do nothing, but show the custom message if any
    02190         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
    02191         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
    02192         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
    02193         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
    02194         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
    02195         case 0x8: div = res - 0x3; break; // Divide production by 32
    02196         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
    02197         case 0xC: mul = res - 0x7; break; // Multiply production by 32
    02198         case 0xD:                         // decrement production
    02199         case 0xE:                         // increment production
    02200           increment = res == 0x0D ? -1 : 1;
    02201           break;
    02202         case 0xF:                         // Set production to third byte of register 0x100
    02203           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02204           recalculate_multipliers = true;
    02205           break;
    02206       }
    02207     }
    02208   } else {
    02209     if (monthly != smooth_economy) return;
    02210     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
    02211   }
    02212
    02213   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
    02214     /* decrease or increase */
    02215     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
    02216
    02217     if (smooth_economy) {
    02218       closeit = true;
    02219       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02220         if (i->produced_cargo[j] == CT_INVALID) continue;
    02221         uint32 r = Random();
    02222         int old_prod, new_prod, percent;
    02223         /* If over 60% is transported, mult is 1, else mult is -1. */
    02224         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
    02225
    02226         new_prod = old_prod = i->production_rate[j];
    02227
    02228         /* For industries with only_decrease flags (temperate terrain Oil Wells),
    02229          * the multiplier will always be -1 so they will only decrease. */
    02230         if (only_decrease) {
    02231           mult = -1;
    02232         /* For normal industries, if over 60% is transported, 33% chance for decrease.
    02233          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
    02234         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
    02235           mult *= -1;
    02236         }
    02237
    02238         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
    02239          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
    02240         if (Chance16I(1, 22, r >> 16)) {
    02241           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
    02242         }
    02243
    02244         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
    02245         new_prod = Clamp(new_prod, 1, 255);
    02246
    02247         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1)
    02248           new_prod = Clamp(new_prod, 0, 16);
    02249
    02250         /* Do not stop closing the industry when it has the lowest possible production rate */
    02251         if (new_prod == old_prod && old_prod > 1) {
    02252           closeit = false;
    02253           continue;
    02254         }
    02255
    02256         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
    02257         i->production_rate[j] = new_prod;
    02258
    02259         /* Close the industry when it has the lowest possible production rate */
    02260         if (new_prod > 1) closeit = false;
    02261
    02262         if (abs(percent) >= 10) {
    02263           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
    02264         }
    02265       }
    02266     } else {
    02267       if (only_decrease || Chance16(1, 3)) {
    02268         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
    02269         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
    02270           mul = 1; // Increase production
    02271         } else {
    02272           div = 1; // Decrease production
    02273         }
    02274       }
    02275     }
    02276   }
    02277
    02278   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
    02279     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
    02280       closeit = true;
    02281     }
    02282   }
    02283
    02284   /* Increase if needed */
    02285   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
    02286     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
    02287     recalculate_multipliers = true;
    02288     if (str == STR_NULL) str = indspec->production_up_text;
    02289   }
    02290
    02291   /* Decrease if needed */
    02292   while (div-- != 0 && !closeit) {
    02293     if (i->prod_level == PRODLEVEL_MINIMUM) {
    02294       closeit = true;
    02295     } else {
    02296       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
    02297       recalculate_multipliers = true;
    02298       if (str == STR_NULL) str = indspec->production_down_text;
    02299     }
    02300   }
    02301
    02302   /* Increase or Decreasing the production level if needed */
    02303   if (increment != 0) {
    02304     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
    02305       closeit = true;
    02306     } else {
    02307       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02308       recalculate_multipliers = true;
    02309     }
    02310   }
    02311
    02312   /* Recalculate production_rate
    02313    * For non-smooth economy these should always be synchronized with prod_level */
    02314   if (recalculate_multipliers) {
    02315     /* Rates are rounded up, so e.g. oilrig always produces some passengers */
    02316     i->production_rate[0] = min((indspec->production_rate[0] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
    02317     i->production_rate[1] = min((indspec->production_rate[1] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
    02318   }
    02319
    02320   /* Close if needed and allowed */
    02321   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
    02322     i->prod_level = PRODLEVEL_CLOSURE;
    02323     str = indspec->closure_text;
    02324   }
    02325
    02326   if (!suppress_message && str != STR_NULL) {
    02327     NewsSubtype ns;
    02328     /* Compute news category */
    02329     if (closeit) {
    02330       ns = NS_INDUSTRY_CLOSE;
    02331       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    02332     } else {
    02333       switch (WhoCanServiceIndustry(i)) {
    02334         case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02335         case 1: ns = NS_INDUSTRY_OTHER;   break;
    02336         case 2: ns = NS_INDUSTRY_COMPANY; break;
    02337         default: NOT_REACHED();
    02338       }
    02339     }
    02340     /* Set parameters of news string */
    02341     if (str > STR_LAST_STRINGID) {
    02342       SetDParam(0, STR_TOWN_NAME);
    02343       SetDParam(1, i->town->index);
    02344       SetDParam(2, indspec->name);
    02345     } else if (closeit) {
    02346       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
    02347       SetDParam(1, i->town->index);
    02348       SetDParam(2, indspec->name);
    02349     } else {
    02350       SetDParam(0, i->index);
    02351     }
    02352     /* and report the news to the user */
    02353     AddNewsItem(str,
    02354       ns,
    02355       closeit ? NR_TILE : NR_INDUSTRY,
    02356       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
    02357   }
    02358 }
    02359
    02365 void IndustryDailyLoop()
    02366 {
    02367   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
    02368
    02369   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
    02370    * the lower 16 bit are a fractional part that might accumulate over several days until it
    02371    * is sufficient for an industry. */
    02372   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
    02373
    02374   /* Reset the active part of the counter, just keeping the "factional part" */
    02375   _economy.industry_daily_change_counter &= 0xFFFF;
    02376
    02377   if (change_loop == 0) {
    02378     return;  // Nothing to do? get out
    02379   }
    02380
    02381   CompanyID old_company = _current_company;
    02382   _current_company = OWNER_NONE;
    02383
    02384   /* perform the required industry changes for the day */
    02385   for (uint16 j = 0; j < change_loop; j++) {
    02386     /* 3% chance that we start a new industry */
    02387     if (Chance16(3, 100)) {
    02388       MaybeNewIndustry();
    02389     } else {
    02390       Industry *i = Industry::GetRandom();
    02391       if (i != NULL) {
    02392         ChangeIndustryProduction(i, false);
    02393         SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02394       }
    02395     }
    02396   }
    02397
    02398   _current_company = old_company;
    02399
    02400   /* production-change */
    02401   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02402 }
    02403
    02404 void IndustryMonthlyLoop()
    02405 {
    02406   Industry *i;
    02407   CompanyID old_company = _current_company;
    02408   _current_company = OWNER_NONE;
    02409
    02410   FOR_ALL_INDUSTRIES(i) {
    02411     UpdateIndustryStatistics(i);
    02412     if (i->prod_level == PRODLEVEL_CLOSURE) {
    02413       delete i;
    02414     } else {
    02415       ChangeIndustryProduction(i, true);
    02416       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02417     }
    02418   }
    02419
    02420   _current_company = old_company;
    02421
    02422   /* production-change */
    02423   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02424 }
    02425
    02426
    02427 void InitializeIndustries()
    02428 {
    02429   _industry_pool.CleanPool();
    02430
    02431   ResetIndustryCounts();
    02432   _industry_sound_tile = 0;
    02433 }
    02434
    02435 bool IndustrySpec::IsRawIndustry() const
    02436 {
    02437   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
    02438   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
    02439       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
    02440 }
    02441
    02442 Money IndustrySpec::GetConstructionCost() const
    02443 {
    02444   /* Building raw industries like secondary uses different price base */
    02445   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
    02446       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
    02447 }
    02448
    02449 Money IndustrySpec::GetRemovalCost() const
    02450 {
    02451   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
    02452 }
    02453
    02454 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02455 {
    02456   if (AutoslopeEnabled()) {
    02457     /* We imitate here TTDP's behaviour:
    02458      *  - Both new and old slope must not be steep.
    02459      *  - TileMaxZ must not be changed.
    02460      *  - Allow autoslope by default.
    02461      *  - Disallow autoslope if callback succeeds and returns non-zero.
    02462      */
    02463     Slope tileh_old = GetTileSlope(tile, NULL);
    02464     /* TileMaxZ must not be changed. Slopes must not be steep. */
    02465     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02466       const IndustryGfx gfx = GetIndustryGfx(tile);
    02467       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    02468
    02469       /* Call callback 3C 'disable autosloping for industry tiles'. */
    02470       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
    02471         /* If the callback fails, allow autoslope. */
    02472         uint16 res = GetIndustryTileCallback(CBID_INDUSTRY_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    02473         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02474       } else {
    02475         /* allow autoslope */
    02476         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02477       }
    02478     }
    02479   }
    02480   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02481 }
    02482
    02483 extern const TileTypeProcs _tile_type_industry_procs = {
    02484   DrawTile_Industry,           // draw_tile_proc
    02485   GetSlopeZ_Industry,          // get_slope_z_proc
    02486   ClearTile_Industry,          // clear_tile_proc
    02487   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
    02488   GetTileDesc_Industry,        // get_tile_desc_proc
    02489   GetTileTrackStatus_Industry, // get_tile_track_status_proc
    02490   ClickTile_Industry,          // click_tile_proc
    02491   AnimateTile_Industry,        // animate_tile_proc
    02492   TileLoop_Industry,           // tile_loop_proc
    02493   ChangeTileOwner_Industry,    // change_tile_owner_proc
    02494   NULL,                        // add_produced_cargo_proc
    02495   NULL,                        // vehicle_enter_tile_proc
    02496   GetFoundation_Industry,      // get_foundation_proc
    02497   TerraformTile_Industry,      // terraform_tile_proc
    02498 };