# industry_cmd.cpp

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    00001 /* $Id: industry_cmd.cpp 23053 2011-10-22 21:06:58Z 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 "viewport_func.h"
    00018 #include "command_func.h"
    00019 #include "town.h"
    00020 #include "news_func.h"
    00021 #include "cheat_type.h"
    00022 #include "genworld.h"
    00023 #include "tree_map.h"
    00024 #include "newgrf_cargo.h"
    00025 #include "newgrf_debug.h"
    00026 #include "newgrf_industrytiles.h"
    00027 #include "autoslope.h"
    00028 #include "water.h"
    00029 #include "strings_func.h"
    00030 #include "window_func.h"
    00031 #include "date_func.h"
    00032 #include "vehicle_func.h"
    00033 #include "sound_func.h"
    00034 #include "animated_tile_func.h"
    00035 #include "effectvehicle_func.h"
    00036 #include "effectvehicle_base.h"
    00037 #include "ai/ai.hpp"
    00038 #include "core/pool_func.hpp"
    00039 #include "subsidy_func.h"
    00040 #include "core/backup_type.hpp"
    00041 #include "object_base.h"
    00042
    00043 #include "table/strings.h"
    00044 #include "table/industry_land.h"
    00045 #include "table/build_industry.h"
    00046
    00047 IndustryPool _industry_pool("Industry");
    00048 INSTANTIATE_POOL_METHODS(Industry)
    00049
    00050 void ShowIndustryViewWindow(int industry);
    00051 void BuildOilRig(TileIndex tile);
    00052
    00053 static byte _industry_sound_ctr;
    00054 static TileIndex _industry_sound_tile;
    00055
    00056 uint16 Industry::counts[NUM_INDUSTRYTYPES];
    00057
    00058 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
    00059 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
    00060 IndustryBuildData _industry_builder;
    00061
    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    * Also we must not decrement industry counts in that case. */
    00139   if (this->location.w == 0) return;
    00140
    00141   TILE_AREA_LOOP(tile_cur, this->location) {
    00142     if (IsTileType(tile_cur, MP_INDUSTRY)) {
    00143       if (GetIndustryIndex(tile_cur) == this->index) {
    00144         DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur);
    00145
    00146         /* MakeWaterKeepingClass() can also handle 'land' */
    00147         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
    00148       }
    00149     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
    00150       DeleteOilRig(tile_cur);
    00151     }
    00152   }
    00153
    00154   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
    00155     TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42);
    00156     ta.ClampToMap();
    00157
    00158     /* Remove the farmland and convert it to regular tiles over time. */
    00159     TILE_AREA_LOOP(tile_cur, ta) {
    00160       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
    00161           GetIndustryIndexOfField(tile_cur) == this->index) {
    00162         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
    00163       }
    00164     }
    00165   }
    00166
    00167   /* don't let any disaster vehicle target invalid industry */
    00168   ReleaseDisastersTargetingIndustry(this->index);
    00169
    00170   DecIndustryTypeCount(this->type);
    00171
    00172   DeleteIndustryNews(this->index);
    00173   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
    00174   DeleteNewGRFInspectWindow(GSF_INDUSTRIES, 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   if (!IsIndustryCompleted(ti->tile)) return;
    00219
    00220   const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
    00221
    00222   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
    00223
    00224   if (d->image_2 != 0) {
    00225     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
    00226   }
    00227
    00228   if (d->image_3 != 0) {
    00229     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
    00230       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
    00231   }
    00232 }
    00233
    00234 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
    00235 {
    00236   uint8 x = 0;
    00237
    00238   if (IsIndustryCompleted(ti->tile)) {
    00239     x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
    00240     if (x == 0xFF) {
    00241       x = 0;
    00242     }
    00243   }
    00244
    00245   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
    00246   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
    00247 }
    00248
    00249 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
    00250 {
    00251   if (IsIndustryCompleted(ti->tile)) {
    00252     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
    00253   } else {
    00254     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
    00255   }
    00256 }
    00257
    00258 static void IndustryDrawToyFactory(const TileInfo *ti)
    00259 {
    00260   const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
    00261
    00262   if (d->image_1 != 0xFF) {
    00263     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
    00264   }
    00265
    00266   if (d->image_2 != 0xFF) {
    00267     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
    00268   }
    00269
    00270   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
    00271   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
    00272 }
    00273
    00274 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
    00275 {
    00276   if (IsIndustryCompleted(ti->tile)) {
    00277     uint8 image = GetAnimationFrame(ti->tile);
    00278
    00279     if (image != 0 && image < 7) {
    00280       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
    00281         PAL_NONE,
    00282         _coal_plant_sparks[image - 1].x,
    00283         _coal_plant_sparks[image - 1].y
    00284       );
    00285     }
    00286   }
    00287 }
    00288
    00289 typedef void IndustryDrawTileProc(const TileInfo *ti);
    00290 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
    00291   IndustryDrawSugarMine,
    00292   IndustryDrawToffeeQuarry,
    00293   IndustryDrawBubbleGenerator,
    00294   IndustryDrawToyFactory,
    00295   IndustryDrawCoalPlantSparks,
    00296 };
    00297
    00298 static void DrawTile_Industry(TileInfo *ti)
    00299 {
    00300   IndustryGfx gfx = GetIndustryGfx(ti->tile);
    00301   Industry *ind = Industry::GetByTile(ti->tile);
    00302   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00303
    00304   /* Retrieve pointer to the draw industry tile struct */
    00305   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00306     /* Draw the tile using the specialized method of newgrf industrytile.
    00307      * DrawNewIndustry will return false if ever the resolver could not
    00308      * find any sprite to display.  So in this case, we will jump on the
    00309      * substitute gfx instead. */
    00310     if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
    00311       return;
    00312     } else {
    00313       /* No sprite group (or no valid one) found, meaning no graphics associated.
    00314        * Use the substitute one instead */
    00315       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
    00316         gfx = indts->grf_prop.subst_id;
    00317         /* And point the industrytile spec accordingly */
    00318         indts = GetIndustryTileSpec(gfx);
    00319       }
    00320     }
    00321   }
    00322
    00323   const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
    00324       GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
    00325       GetIndustryConstructionStage(ti->tile))];
    00326
    00327   SpriteID image = dits->ground.sprite;
    00328
    00329   /* DrawFoundation() modifes ti->z and ti->tileh */
    00330   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00331
    00332   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
    00333    * Do not do this if the tile's WaterClass is 'land'. */
    00334   if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
    00335     DrawWaterClassGround(ti);
    00336   } else {
    00337     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
    00338   }
    00339
    00340   /* If industries are transparent and invisible, do not draw the upper part */
    00341   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
    00342
    00343   /* Add industry on top of the ground? */
    00344   image = dits->building.sprite;
    00345   if (image != 0) {
    00346     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
    00347       ti->x + dits->subtile_x,
    00348       ti->y + dits->subtile_y,
    00349       dits->width,
    00350       dits->height,
    00351       dits->dz,
    00352       ti->z,
    00353       IsTransparencySet(TO_INDUSTRIES));
    00354
    00355     if (IsTransparencySet(TO_INDUSTRIES)) return;
    00356   }
    00357
    00358   {
    00359     int proc = dits->draw_proc - 1;
    00360     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
    00361   }
    00362 }
    00363
    00364 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
    00365 {
    00366   return GetTileMaxZ(tile);
    00367 }
    00368
    00369 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
    00370 {
    00371   IndustryGfx gfx = GetIndustryGfx(tile);
    00372
    00373   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
    00374    * account for this, as other structures should
    00375    * draw the wall of the foundation in this case.
    00376    */
    00377   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00378     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
    00379     if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
    00380       uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00381       if (callback_res == 0) return FOUNDATION_NONE;
    00382     }
    00383   }
    00384   return FlatteningFoundation(tileh);
    00385 }
    00386
    00387 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00388 {
    00389   IndustryGfx gfx = GetIndustryGfx(tile);
    00390   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    00391
    00392   /* When we have to use a callback, we put our data in the next two variables */
    00393   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
    00394   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
    00395
    00396   /* And then these will always point to a same sized array with the required data */
    00397   const CargoID *accepts_cargo = itspec->accepts_cargo;
    00398   const uint8 *cargo_acceptance = itspec->acceptance;
    00399
    00400   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
    00401     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00402     if (res != CALLBACK_FAILED) {
    00403       accepts_cargo = raw_accepts_cargo;
    00404       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
    00405     }
    00406   }
    00407
    00408   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
    00409     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    00410     if (res != CALLBACK_FAILED) {
    00411       cargo_acceptance = raw_cargo_acceptance;
    00412       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
    00413     }
    00414   }
    00415
    00416   const Industry *ind = Industry::GetByTile(tile);
    00417   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
    00418     CargoID a = accepts_cargo[i];
    00419     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
    00420
    00421     /* Add accepted cargo */
    00422     acceptance[a] += cargo_acceptance[i];
    00423
    00424     /* Maybe set 'always accepted' bit (if it's not set already) */
    00425     if (HasBit(*always_accepted, a)) continue;
    00426
    00427     bool accepts = false;
    00428     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00429       /* Test whether the industry itself accepts the cargo type */
    00430       if (ind->accepts_cargo[cargo_index] == a) {
    00431         accepts = true;
    00432         break;
    00433       }
    00434     }
    00435
    00436     if (accepts) continue;
    00437
    00438     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
    00439     SetBit(*always_accepted, a);
    00440   }
    00441 }
    00442
    00443 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
    00444 {
    00445   const Industry *i = Industry::GetByTile(tile);
    00446   const IndustrySpec *is = GetIndustrySpec(i->type);
    00447
    00448   td->owner[0] = i->owner;
    00449   td->str = is->name;
    00450   if (!IsIndustryCompleted(tile)) {
    00451     SetDParamX(td->dparam, 0, td->str);
    00452     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00453   }
    00454
    00455   if (is->grf_prop.grffile != NULL) {
    00456     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName();
    00457   }
    00458 }
    00459
    00460 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
    00461 {
    00462   Industry *i = Industry::GetByTile(tile);
    00463   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00464
    00465   /* water can destroy industries
    00466    * in editor you can bulldoze industries
    00467    * with magic_bulldozer cheat you can destroy industries
    00468    * (area around OILRIG is water, so water shouldn't flood it
    00469    */
    00470   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
    00471       !_cheats.magic_bulldozer.value) ||
    00472       ((flags & DC_AUTO) != 0) ||
    00473       (_current_company == OWNER_WATER &&
    00474         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
    00475         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
    00476     SetDParam(1, indspec->name);
    00477     return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
    00478   }
    00479
    00480   if (flags & DC_EXEC) {
    00481     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    00482     delete i;
    00483   }
    00484   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
    00485 }
    00486
    00487 static void TransportIndustryGoods(TileIndex tile)
    00488 {
    00489   Industry *i = Industry::GetByTile(tile);
    00490   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00491   bool moved_cargo = false;
    00492
    00493   StationFinder stations(i->location);
    00494
    00495   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
    00496     uint cw = min(i->produced_cargo_waiting[j], 255);
    00497     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
    00498       i->produced_cargo_waiting[j] -= cw;
    00499
    00500       /* fluctuating economy? */
    00501       if (EconomyIsInRecession()) cw = (cw + 1) / 2;
    00502
    00503       i->this_month_production[j] += cw;
    00504
    00505       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
    00506       i->this_month_transported[j] += am;
    00507
    00508       moved_cargo |= (am != 0);
    00509     }
    00510   }
    00511
    00512   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
    00513     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
    00514
    00515     if (newgfx != INDUSTRYTILE_NOANIM) {
    00516       ResetIndustryConstructionStage(tile);
    00517       SetIndustryCompleted(tile, true);
    00518       SetIndustryGfx(tile, newgfx);
    00519       MarkTileDirtyByTile(tile);
    00520     }
    00521   }
    00522 }
    00523
    00524
    00525 static void AnimateTile_Industry(TileIndex tile)
    00526 {
    00527   IndustryGfx gfx = GetIndustryGfx(tile);
    00528
    00529   if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
    00530     AnimateNewIndustryTile(tile);
    00531     return;
    00532   }
    00533
    00534   switch (gfx) {
    00535   case GFX_SUGAR_MINE_SIEVE:
    00536     if ((_tick_counter & 1) == 0) {
    00537       byte m = GetAnimationFrame(tile) + 1;
    00538
    00539       switch (m & 7) {
    00540       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
    00541       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
    00542       }
    00543
    00544       if (m >= 96) {
    00545         m = 0;
    00546         DeleteAnimatedTile(tile);
    00547       }
    00548       SetAnimationFrame(tile, m);
    00549
    00550       MarkTileDirtyByTile(tile);
    00551     }
    00552     break;
    00553
    00554   case GFX_TOFFEE_QUARY:
    00555     if ((_tick_counter & 3) == 0) {
    00556       byte m = GetAnimationFrame(tile);
    00557
    00558       if (_industry_anim_offs_toffee[m] == 0xFF) {
    00559         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
    00560       }
    00561
    00562       if (++m >= 70) {
    00563         m = 0;
    00564         DeleteAnimatedTile(tile);
    00565       }
    00566       SetAnimationFrame(tile, m);
    00567
    00568       MarkTileDirtyByTile(tile);
    00569     }
    00570     break;
    00571
    00572   case GFX_BUBBLE_CATCHER:
    00573     if ((_tick_counter & 1) == 0) {
    00574       byte m = GetAnimationFrame(tile);
    00575
    00576       if (++m >= 40) {
    00577         m = 0;
    00578         DeleteAnimatedTile(tile);
    00579       }
    00580       SetAnimationFrame(tile, m);
    00581
    00582       MarkTileDirtyByTile(tile);
    00583     }
    00584     break;
    00585
    00586   /* Sparks on a coal plant */
    00587   case GFX_POWERPLANT_SPARKS:
    00588     if ((_tick_counter & 3) == 0) {
    00589       byte m = GetAnimationFrame(tile);
    00590       if (m == 6) {
    00591         SetAnimationFrame(tile, 0);
    00592         DeleteAnimatedTile(tile);
    00593       } else {
    00594         SetAnimationFrame(tile, m + 1);
    00595         MarkTileDirtyByTile(tile);
    00596       }
    00597     }
    00598     break;
    00599
    00600   case GFX_TOY_FACTORY:
    00601     if ((_tick_counter & 1) == 0) {
    00602       byte m = GetAnimationFrame(tile) + 1;
    00603
    00604       switch (m) {
    00605         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
    00606         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
    00607         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
    00608         default:
    00609           if (m >= 50) {
    00610             int n = GetIndustryAnimationLoop(tile) + 1;
    00611             m = 0;
    00612             if (n >= 8) {
    00613               n = 0;
    00614               DeleteAnimatedTile(tile);
    00615             }
    00616             SetIndustryAnimationLoop(tile, n);
    00617           }
    00618       }
    00619
    00620       SetAnimationFrame(tile, m);
    00621       MarkTileDirtyByTile(tile);
    00622     }
    00623     break;
    00624
    00625   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00626   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00627   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00628   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00629     if ((_tick_counter & 3) == 0) {
    00630       IndustryGfx gfx = GetIndustryGfx(tile);
    00631
    00632       gfx = (gfx < 155) ? gfx + 1 : 148;
    00633       SetIndustryGfx(tile, gfx);
    00634       MarkTileDirtyByTile(tile);
    00635     }
    00636     break;
    00637
    00638   case GFX_OILWELL_ANIMATED_1:
    00639   case GFX_OILWELL_ANIMATED_2:
    00640   case GFX_OILWELL_ANIMATED_3:
    00641     if ((_tick_counter & 7) == 0) {
    00642       bool b = Chance16(1, 7);
    00643       IndustryGfx gfx = GetIndustryGfx(tile);
    00644
    00645       byte m = GetAnimationFrame(tile) + 1;
    00646       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
    00647         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
    00648         SetIndustryConstructionStage(tile, 3);
    00649         DeleteAnimatedTile(tile);
    00650       } else {
    00651         SetAnimationFrame(tile, m);
    00652         SetIndustryGfx(tile, gfx);
    00653         MarkTileDirtyByTile(tile);
    00654       }
    00655     }
    00656     break;
    00657
    00658   case GFX_COAL_MINE_TOWER_ANIMATED:
    00659   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00660   case GFX_GOLD_MINE_TOWER_ANIMATED: {
    00661       int state = _tick_counter & 0x7FF;
    00662
    00663       if ((state -= 0x400) < 0) return;
    00664
    00665       if (state < 0x1A0) {
    00666         if (state < 0x20 || state >= 0x180) {
    00667           byte m = GetAnimationFrame(tile);
    00668           if (!(m & 0x40)) {
    00669             SetAnimationFrame(tile, m | 0x40);
    00670             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
    00671           }
    00672           if (state & 7) return;
    00673         } else {
    00674           if (state & 3) return;
    00675         }
    00676         byte m = (GetAnimationFrame(tile) + 1) | 0x40;
    00677         if (m > 0xC2) m = 0xC0;
    00678         SetAnimationFrame(tile, m);
    00679         MarkTileDirtyByTile(tile);
    00680       } else if (state >= 0x200 && state < 0x3A0) {
    00681         int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
    00682         if (state & i) return;
    00683
    00684         byte m = (GetAnimationFrame(tile) & 0xBF) - 1;
    00685         if (m < 0x80) m = 0x82;
    00686         SetAnimationFrame(tile, m);
    00687         MarkTileDirtyByTile(tile);
    00688       }
    00689       break;
    00690     }
    00691   }
    00692 }
    00693
    00694 static void CreateChimneySmoke(TileIndex tile)
    00695 {
    00696   uint x = TileX(tile) * TILE_SIZE;
    00697   uint y = TileY(tile) * TILE_SIZE;
    00698   uint z = GetTileMaxZ(tile);
    00699
    00700   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
    00701 }
    00702
    00703 static void MakeIndustryTileBigger(TileIndex tile)
    00704 {
    00705   byte cnt = GetIndustryConstructionCounter(tile) + 1;
    00706   if (cnt != 4) {
    00707     SetIndustryConstructionCounter(tile, cnt);
    00708     return;
    00709   }
    00710
    00711   byte stage = GetIndustryConstructionStage(tile) + 1;
    00712   SetIndustryConstructionCounter(tile, 0);
    00713   SetIndustryConstructionStage(tile, stage);
    00714   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
    00715   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
    00716
    00717   MarkTileDirtyByTile(tile);
    00718
    00719   if (!IsIndustryCompleted(tile)) return;
    00720
    00721   IndustryGfx gfx = GetIndustryGfx(tile);
    00722   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
    00723     /* New industries are already animated on construction. */
    00724     return;
    00725   }
    00726
    00727   switch (gfx) {
    00728   case GFX_POWERPLANT_CHIMNEY:
    00729     CreateChimneySmoke(tile);
    00730     break;
    00731
    00732   case GFX_OILRIG_1: {
    00733     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
    00734      * tiles (like the default oil rig). Do a proper check to ensure the
    00735      * tiles belong to the same industry and based on that build the oil rig's
    00736      * station. */
    00737     TileIndex other = tile + TileDiffXY(0, 1);
    00738
    00739     if (IsTileType(other, MP_INDUSTRY) &&
    00740         GetIndustryGfx(other) == GFX_OILRIG_1 &&
    00741         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
    00742       BuildOilRig(tile);
    00743     }
    00744     break;
    00745   }
    00746
    00747   case GFX_TOY_FACTORY:
    00748   case GFX_BUBBLE_CATCHER:
    00749   case GFX_TOFFEE_QUARY:
    00750     SetAnimationFrame(tile, 0);
    00751     SetIndustryAnimationLoop(tile, 0);
    00752     break;
    00753
    00754   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
    00755   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
    00756   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
    00757   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
    00758     AddAnimatedTile(tile);
    00759     break;
    00760   }
    00761 }
    00762
    00763 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
    00764 {
    00765   static const int8 _bubble_spawn_location[3][4] = {
    00766     { 11,   0, -4, -14 },
    00767     { -4, -10, -4,   1 },
    00768     { 49,  59, 60,  65 },
    00769   };
    00770
    00771   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
    00772
    00773   int dir = Random() & 3;
    00774
    00775   EffectVehicle *v = CreateEffectVehicleAbove(
    00776     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
    00777     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
    00778     _bubble_spawn_location[2][dir],
    00779     EV_BUBBLE
    00780   );
    00781
    00782   if (v != NULL) v->animation_substate = dir;
    00783 }
    00784
    00785 static void TileLoop_Industry(TileIndex tile)
    00786 {
    00787   if (IsTileOnWater(tile)) TileLoop_Water(tile);
    00788
    00789   /* Normally this doesn't happen, but if an industry NewGRF is removed
    00790    * an industry that was previously build on water can now be flooded.
    00791    * If this happens the tile is no longer an industry tile after
    00792    * returning from TileLoop_Water. */
    00793   if (!IsTileType(tile, MP_INDUSTRY)) return;
    00794
    00795   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
    00796
    00797   if (!IsIndustryCompleted(tile)) {
    00798     MakeIndustryTileBigger(tile);
    00799     return;
    00800   }
    00801
    00802   if (_game_mode == GM_EDITOR) return;
    00803
    00804   TransportIndustryGoods(tile);
    00805
    00806   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
    00807
    00808   IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
    00809   if (newgfx != INDUSTRYTILE_NOANIM) {
    00810     ResetIndustryConstructionStage(tile);
    00811     SetIndustryGfx(tile, newgfx);
    00812     MarkTileDirtyByTile(tile);
    00813     return;
    00814   }
    00815
    00816   IndustryGfx gfx = GetIndustryGfx(tile);
    00817   switch (gfx) {
    00818   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
    00819   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
    00820   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
    00821     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
    00822       switch (gfx) {
    00823         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
    00824         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
    00825         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
    00826       }
    00827       SetIndustryGfx(tile, gfx);
    00828       SetAnimationFrame(tile, 0x80);
    00829       AddAnimatedTile(tile);
    00830     }
    00831     break;
    00832
    00833   case GFX_OILWELL_NOT_ANIMATED:
    00834     if (Chance16(1, 6)) {
    00835       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
    00836       SetAnimationFrame(tile, 0);
    00837       AddAnimatedTile(tile);
    00838     }
    00839     break;
    00840
    00841   case GFX_COAL_MINE_TOWER_ANIMATED:
    00842   case GFX_COPPER_MINE_TOWER_ANIMATED:
    00843   case GFX_GOLD_MINE_TOWER_ANIMATED:
    00844     if (!(_tick_counter & 0x400)) {
    00845       switch (gfx) {
    00846         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
    00847         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
    00848         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
    00849       }
    00850       SetIndustryGfx(tile, gfx);
    00851       SetIndustryCompleted(tile, true);
    00852       SetIndustryConstructionStage(tile, 3);
    00853       DeleteAnimatedTile(tile);
    00854     }
    00855     break;
    00856
    00857   case GFX_POWERPLANT_SPARKS:
    00858     if (Chance16(1, 3)) {
    00859       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
    00860       AddAnimatedTile(tile);
    00861     }
    00862     break;
    00863
    00864   case GFX_COPPER_MINE_CHIMNEY:
    00865     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
    00866     break;
    00867
    00868
    00869   case GFX_TOY_FACTORY: {
    00870       Industry *i = Industry::GetByTile(tile);
    00871       if (i->was_cargo_delivered) {
    00872         i->was_cargo_delivered = false;
    00873         SetIndustryAnimationLoop(tile, 0);
    00874         AddAnimatedTile(tile);
    00875       }
    00876     }
    00877     break;
    00878
    00879   case GFX_BUBBLE_GENERATOR:
    00880     TileLoopIndustry_BubbleGenerator(tile);
    00881     break;
    00882
    00883   case GFX_TOFFEE_QUARY:
    00884     AddAnimatedTile(tile);
    00885     break;
    00886
    00887   case GFX_SUGAR_MINE_SIEVE:
    00888     if (Chance16(1, 3)) AddAnimatedTile(tile);
    00889     break;
    00890   }
    00891 }
    00892
    00893 static bool ClickTile_Industry(TileIndex tile)
    00894 {
    00895   ShowIndustryViewWindow(GetIndustryIndex(tile));
    00896   return true;
    00897 }
    00898
    00899 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00900 {
    00901   return 0;
    00902 }
    00903
    00904 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
    00905 {
    00906   /* If the founder merges, the industry was created by the merged company */
    00907   Industry *i = Industry::GetByTile(tile);
    00908   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
    00909 }
    00910
    00916 bool IsTileForestIndustry(TileIndex tile)
    00917 {
    00918   /* Check for industry tile */
    00919   if (!IsTileType(tile, MP_INDUSTRY)) return false;
    00920
    00921   const Industry *ind = Industry::GetByTile(tile);
    00922
    00923   /* Check for organic industry (i.e. not processing or extractive) */
    00924   if ((GetIndustrySpec(ind->type)->life_type & INDUSTRYLIFE_ORGANIC) == 0) return false;
    00925
    00926   /* Check for wood production */
    00927   for (uint i = 0; i < lengthof(ind->produced_cargo); i++) {
    00928     /* The industry produces wood. */
    00929     if (ind->produced_cargo[i] != CT_INVALID && CargoSpec::Get(ind->produced_cargo[i])->label == 'WOOD') return true;
    00930   }
    00931
    00932   return false;
    00933 }
    00934
    00935 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
    00936
    00937 static bool IsBadFarmFieldTile(TileIndex tile)
    00938 {
    00939   switch (GetTileType(tile)) {
    00940     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00941     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00942     default:       return true;
    00943   }
    00944 }
    00945
    00946 static bool IsBadFarmFieldTile2(TileIndex tile)
    00947 {
    00948   switch (GetTileType(tile)) {
    00949     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
    00950     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
    00951     default:       return true;
    00952   }
    00953 }
    00954
    00955 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
    00956 {
    00957   do {
    00958     tile = TILE_MASK(tile);
    00959
    00960     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
    00961       byte or_ = type;
    00962
    00963       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
    00964
    00965       if (direction == AXIS_X) {
    00966         SetFenceSE(tile, or_);
    00967       } else {
    00968         SetFenceSW(tile, or_);
    00969       }
    00970     }
    00971
    00972     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00973   } while (--size);
    00974 }
    00975
    00976 static void PlantFarmField(TileIndex tile, IndustryID industry)
    00977 {
    00978   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    00979     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine()) return;
    00980   }
    00981
    00982   /* determine field size */
    00983   uint32 r = (Random() & 0x303) + 0x404;
    00984   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
    00985   uint size_x = GB(r, 0, 8);
    00986   uint size_y = GB(r, 8, 8);
    00987
    00988   TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
    00989   ta.ClampToMap();
    00990
    00991   if (ta.w == 0 || ta.h == 0) return;
    00992
    00993   /* check the amount of bad tiles */
    00994   int count = 0;
    00995   TILE_AREA_LOOP(cur_tile, ta) {
    00996     assert(cur_tile < MapSize());
    00997     count += IsBadFarmFieldTile(cur_tile);
    00998   }
    00999   if (count * 2 >= ta.w * ta.h) return;
    01000
    01001   /* determine type of field */
    01002   r = Random();
    01003   uint counter = GB(r, 5, 3);
    01004   uint field_type = GB(r, 8, 8) * 9 >> 8;
    01005
    01006   /* make field */
    01007   TILE_AREA_LOOP(cur_tile, ta) {
    01008     assert(cur_tile < MapSize());
    01009     if (!IsBadFarmFieldTile2(cur_tile)) {
    01010       MakeField(cur_tile, field_type, industry);
    01011       SetClearCounter(cur_tile, counter);
    01012       MarkTileDirtyByTile(cur_tile);
    01013     }
    01014   }
    01015
    01016   int type = 3;
    01017   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
    01018     type = _plantfarmfield_type[Random() & 0xF];
    01019   }
    01020
    01021   SetupFarmFieldFence(ta.tile - TileDiffXY(1, 0), ta.h, type, AXIS_Y);
    01022   SetupFarmFieldFence(ta.tile - TileDiffXY(0, 1), ta.w, type, AXIS_X);
    01023   SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y);
    01024   SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X);
    01025 }
    01026
    01027 void PlantRandomFarmField(const Industry *i)
    01028 {
    01029   int x = i->location.w / 2 + Random() % 31 - 16;
    01030   int y = i->location.h / 2 + Random() % 31 - 16;
    01031
    01032   TileIndex tile = TileAddWrap(i->location.tile, x, y);
    01033
    01034   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
    01035 }
    01036
    01043 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
    01044 {
    01045   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) {
    01046     /* found a tree */
    01047
    01048     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01049
    01050     _industry_sound_ctr = 1;
    01051     _industry_sound_tile = tile;
    01052     SndPlayTileFx(SND_38_CHAINSAW, tile);
    01053
    01054     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    01055
    01056     cur_company.Restore();
    01057     return true;
    01058   }
    01059   return false;
    01060 }
    01061
    01066 static void ChopLumberMillTrees(Industry *i)
    01067 {
    01068   TileIndex tile = i->location.tile;
    01069
    01070   if (!IsIndustryCompleted(tile)) return;  // Can't proceed if not completed.
    01071
    01072   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles  to search.
    01073     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo.
    01074   }
    01075 }
    01076
    01077 static void ProduceIndustryGoods(Industry *i)
    01078 {
    01079   const IndustrySpec *indsp = GetIndustrySpec(i->type);
    01080
    01081   /* play a sound? */
    01082   if ((i->counter & 0x3F) == 0) {
    01083     uint32 r;
    01084     uint num;
    01085     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
    01086       SndPlayTileFx(
    01087         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
    01088         i->location.tile);
    01089     }
    01090   }
    01091
    01092   i->counter--;
    01093
    01094   /* produce some cargo */
    01095   if ((i->counter & 0xFF) == 0) {
    01096     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
    01097
    01098     IndustryBehaviour indbehav = indsp->behaviour;
    01099     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
    01100     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
    01101
    01102     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
    01103       bool plant;
    01104       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01105         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0);
    01106       } else {
    01107         plant = Chance16(1, 8);
    01108       }
    01109
    01110       if (plant) PlantRandomFarmField(i);
    01111     }
    01112     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
    01113       bool cut = ((i->counter & 0x1FF) == 0);
    01114       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
    01115         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0);
    01116       }
    01117
    01118       if (cut) ChopLumberMillTrees(i);
    01119     }
    01120
    01121     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
    01122     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
    01123   }
    01124 }
    01125
    01126 void OnTick_Industry()
    01127 {
    01128   if (_industry_sound_ctr != 0) {
    01129     _industry_sound_ctr++;
    01130
    01131     if (_industry_sound_ctr == 75) {
    01132       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
    01133     } else if (_industry_sound_ctr == 160) {
    01134       _industry_sound_ctr = 0;
    01135       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
    01136     }
    01137   }
    01138
    01139   if (_game_mode == GM_EDITOR) return;
    01140
    01141   Industry *i;
    01142   FOR_ALL_INDUSTRIES(i) {
    01143     ProduceIndustryGoods(i);
    01144   }
    01145 }
    01146
    01152 static CommandCost CheckNewIndustry_NULL(TileIndex tile)
    01153 {
    01154   return CommandCost();
    01155 }
    01156
    01162 static CommandCost CheckNewIndustry_Forest(TileIndex tile)
    01163 {
    01164   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01165     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
    01166       return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
    01167     }
    01168   }
    01169   return CommandCost();
    01170 }
    01171
    01177 static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
    01178 {
    01179   if (_game_mode == GM_EDITOR) return CommandCost();
    01180   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
    01181
    01182   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
    01183 }
    01184
    01185 extern bool _ignore_restrictions;
    01186
    01192 static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
    01193 {
    01194   if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
    01195   if (TileHeight(tile) == 0 &&
    01196       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
    01197
    01198   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
    01199 }
    01200
    01206 static CommandCost CheckNewIndustry_Farm(TileIndex tile)
    01207 {
    01208   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    01209     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
    01210       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01211     }
    01212   }
    01213   return CommandCost();
    01214 }
    01215
    01221 static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
    01222 {
    01223   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
    01224     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01225   }
    01226   return CommandCost();
    01227 }
    01228
    01234 static CommandCost CheckNewIndustry_Water(TileIndex tile)
    01235 {
    01236   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
    01237     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
    01238   }
    01239   return CommandCost();
    01240 }
    01241
    01247 static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
    01248 {
    01249   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
    01250     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
    01251   }
    01252   return CommandCost();
    01253 }
    01254
    01260 static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
    01261 {
    01262   if (GetTileZ(tile) > TILE_HEIGHT * 4) {
    01263     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
    01264   }
    01265   return CommandCost();
    01266 }
    01267
    01273 typedef CommandCost CheckNewIndustryProc(TileIndex tile);
    01274
    01276 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
    01277   CheckNewIndustry_NULL,
    01278   CheckNewIndustry_Forest,
    01279   CheckNewIndustry_OilRefinery,
    01280   CheckNewIndustry_Farm,
    01281   CheckNewIndustry_Plantation,
    01282   CheckNewIndustry_Water,
    01283   CheckNewIndustry_Lumbermill,
    01284   CheckNewIndustry_BubbleGen,
    01285   CheckNewIndustry_OilRig,
    01286 };
    01287
    01298 static CommandCost FindTownForIndustry(TileIndex tile, int type, const Town **t)
    01299 {
    01300   *t = ClosestTownFromTile(tile, UINT_MAX);
    01301
    01302   if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
    01303
    01304   const Industry *i;
    01305   FOR_ALL_INDUSTRIES(i) {
    01306     if (i->type == (byte)type && i->town == *t) {
    01307       *t = NULL;
    01308       return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
    01309     }
    01310   }
    01311
    01312   return CommandCost();
    01313 }
    01314
    01315 bool IsSlopeRefused(Slope current, Slope refused)
    01316 {
    01317   if (IsSteepSlope(current)) return true;
    01318   if (current != SLOPE_FLAT) {
    01319     if (IsSteepSlope(refused)) return true;
    01320
    01321     Slope t = ComplementSlope(current);
    01322
    01323     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
    01324     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
    01325     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
    01326     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
    01327   }
    01328
    01329   return false;
    01330 }
    01331
    01344 static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check = NULL)
    01345 {
    01346   bool refused_slope = false;
    01347   bool custom_shape = false;
    01348
    01349   do {
    01350     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
    01351     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
    01352
    01353     if (!IsValidTile(cur_tile)) {
    01354       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01355     }
    01356
    01357     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
    01358       if (!IsTileType(cur_tile, MP_WATER) ||
    01359           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
    01360         return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01361       }
    01362     } else {
    01363       CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
    01364       if (ret.Failed()) return ret;
    01365       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01366
    01367       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
    01368
    01369       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
    01370
    01371       /* Perform land/water check if not disabled */
    01372       if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01373
    01374       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
    01375         custom_shape = true;
    01376         CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type);
    01377         if (ret.Failed()) return ret;
    01378       } else {
    01379         Slope tileh = GetTileSlope(cur_tile, NULL);
    01380         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
    01381       }
    01382
    01383       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
    01384           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
    01385         if (!IsTileType(cur_tile, MP_HOUSE)) {
    01386           return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
    01387         }
    01388
    01389         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
    01390         Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01391         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    01392         cur_company.Restore();
    01393
    01394         if (ret.Failed()) return ret;
    01395       } else {
    01396         /* Clear the tiles, but do not affect town ratings */
    01397         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01398
    01399         if (ret.Failed()) return ret;
    01400       }
    01401     }
    01402   } while ((++it)->ti.x != -0x80);
    01403
    01404   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
    01405
    01406   /* It is almost impossible to have a fully flat land in TG, so what we
    01407    *  do is that we check if we can make the land flat later on. See
    01408    *  CheckIfCanLevelIndustryPlatform(). */
    01409   if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
    01410     return CommandCost();
    01411   }
    01412   return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01413 }
    01414
    01422 static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
    01423 {
    01424   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
    01425     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
    01426   }
    01427
    01428   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
    01429     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01430   }
    01431
    01432   return CommandCost();
    01433 }
    01434
    01435 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
    01436 {
    01437   /* Check if we don't leave the map */
    01438   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
    01439
    01440   TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
    01441   TILE_AREA_LOOP(tile_walk, ta) {
    01442     uint curh = TileHeight(tile_walk);
    01443     /* Is the tile clear? */
    01444     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
    01445
    01446     /* Don't allow too big of a change if this is the sub-tile check */
    01447     if (internal != 0 && Delta(curh, height) > 1) return false;
    01448
    01449     /* Different height, so the surrounding tiles of this tile
    01450      *  has to be correct too (in level, or almost in level)
    01451      *  else you get a chain-reaction of terraforming. */
    01452     if (internal == 0 && curh != height) {
    01453       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
    01454         return false;
    01455       }
    01456     }
    01457   }
    01458
    01459   return true;
    01460 }
    01461
    01466 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
    01467 {
    01468   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
    01469   int max_x = 0;
    01470   int max_y = 0;
    01471
    01472   /* Finds dimensions of largest variant of this industry */
    01473   do {
    01474     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
    01475     if (it->ti.x > max_x) max_x = it->ti.x;
    01476     if (it->ti.y > max_y) max_y = it->ti.y;
    01477   } while ((++it)->ti.x != MKEND);
    01478
    01479   /* Remember level height */
    01480   uint h = TileHeight(tile);
    01481
    01482   if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
    01483   /* Check that all tiles in area and surrounding are clear
    01484    * this determines that there are no obstructing items */
    01485
    01486   TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
    01487       max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
    01488
    01489   if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
    01490
    01491   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
    01492    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
    01493   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01494
    01495   TILE_AREA_LOOP(tile_walk, ta) {
    01496     uint curh = TileHeight(tile_walk);
    01497     if (curh != h) {
    01498       /* This tile needs terraforming. Check if we can do that without
    01499        *  damaging the surroundings too much. */
    01500       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
    01501         cur_company.Restore();
    01502         return false;
    01503       }
    01504       /* This is not 100% correct check, but the best we can do without modifying the map.
    01505        *  What is missing, is if the difference in height is more than 1.. */
    01506       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
    01507         cur_company.Restore();
    01508         return false;
    01509       }
    01510     }
    01511   }
    01512
    01513   if (flags & DC_EXEC) {
    01514     /* Terraform the land under the industry */
    01515     TILE_AREA_LOOP(tile_walk, ta) {
    01516       uint curh = TileHeight(tile_walk);
    01517       while (curh != h) {
    01518         /* We give the terraforming for free here, because we can't calculate
    01519          *  exact cost in the test-round, and as we all know, that will cause
    01520          *  a nice assert if they don't match ;) */
    01521         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
    01522         curh += (curh > h) ? -1 : 1;
    01523       }
    01524     }
    01525   }
    01526
    01527   cur_company.Restore();
    01528   return true;
    01529 }
    01530
    01531
    01538 static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
    01539 {
    01540   const IndustrySpec *indspec = GetIndustrySpec(type);
    01541   const Industry *i;
    01542   FOR_ALL_INDUSTRIES(i) {
    01543     /* Within 14 tiles from another industry is considered close */
    01544     if (DistanceMax(tile, i->location.tile) > 14) continue;
    01545
    01546     /* check if there are any conflicting industry types around */
    01547     if (i->type == indspec->conflicting[0] ||
    01548         i->type == indspec->conflicting[1] ||
    01549         i->type == indspec->conflicting[2]) {
    01550       return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
    01551     }
    01552   }
    01553   return CommandCost();
    01554 }
    01555
    01567 static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, const Town *t, Owner founder, uint16 initial_random_bits)
    01568 {
    01569   const IndustrySpec *indspec = GetIndustrySpec(type);
    01570
    01571   i->location = TileArea(tile, 1, 1);
    01572   i->type = type;
    01573   Industry::IncIndustryTypeCount(type);
    01574
    01575   i->produced_cargo[0] = indspec->produced_cargo[0];
    01576   i->produced_cargo[1] = indspec->produced_cargo[1];
    01577   i->accepts_cargo[0] = indspec->accepts_cargo[0];
    01578   i->accepts_cargo[1] = indspec->accepts_cargo[1];
    01579   i->accepts_cargo[2] = indspec->accepts_cargo[2];
    01580   i->production_rate[0] = indspec->production_rate[0];
    01581   i->production_rate[1] = indspec->production_rate[1];
    01582
    01583   /* don't use smooth economy for industries using production related callbacks */
    01584   if (indspec->UsesSmoothEconomy()) {
    01585     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
    01586     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
    01587   }
    01588
    01589   i->town = t;
    01590   i->owner = OWNER_NONE;
    01591
    01592   uint16 r = Random();
    01593   i->random_colour = GB(r, 0, 4);
    01594   i->counter = GB(r, 4, 12);
    01595   i->random = initial_random_bits;
    01596   i->produced_cargo_waiting[0] = 0;
    01597   i->produced_cargo_waiting[1] = 0;
    01598   i->incoming_cargo_waiting[0] = 0;
    01599   i->incoming_cargo_waiting[1] = 0;
    01600   i->incoming_cargo_waiting[2] = 0;
    01601   i->this_month_production[0] = 0;
    01602   i->this_month_production[1] = 0;
    01603   i->this_month_transported[0] = 0;
    01604   i->this_month_transported[1] = 0;
    01605   i->last_month_pct_transported[0] = 0;
    01606   i->last_month_pct_transported[1] = 0;
    01607   i->last_month_transported[0] = 0;
    01608   i->last_month_transported[1] = 0;
    01609   i->was_cargo_delivered = false;
    01610   i->last_prod_year = _cur_year;
    01611   i->last_month_production[0] = i->production_rate[0] * 8;
    01612   i->last_month_production[1] = i->production_rate[1] * 8;
    01613   i->founder = founder;
    01614
    01615   i->construction_date = _date;
    01616   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
    01617       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
    01618
    01619   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
    01620    * 0 = created prior of newindustries
    01621    * else, chosen layout + 1 */
    01622   i->selected_layout = layout + 1;
    01623
    01624   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
    01625
    01626   i->prod_level = PRODLEVEL_DEFAULT;
    01627
    01628   /* Call callbacks after the regular fields got initialised. */
    01629
    01630   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
    01631     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
    01632     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
    01633   }
    01634
    01635   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
    01636     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
    01637     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) {
    01638       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01639       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01640       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01641     }
    01642   }
    01643
    01644   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
    01645     for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
    01646     for (uint j = 0; j < lengthof(i->produced_cargo); j++) {
    01647       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
    01648       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
    01649       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
    01650     }
    01651   }
    01652
    01653   /* Plant the tiles */
    01654
    01655   do {
    01656     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
    01657
    01658     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
    01659       i->location.Add(cur_tile);
    01660
    01661       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
    01662
    01663       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
    01664
    01665       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
    01666
    01667       if (_generating_world) {
    01668         SetIndustryConstructionCounter(cur_tile, 3);
    01669         SetIndustryConstructionStage(cur_tile, 2);
    01670       }
    01671
    01672       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
    01673       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
    01674       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
    01675       if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
    01676     }
    01677   } while ((++it)->ti.x != -0x80);
    01678
    01679   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
    01680     for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
    01681   }
    01682   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
    01683
    01684   Station::RecomputeIndustriesNearForAll();
    01685 }
    01686
    01703 static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
    01704 {
    01705   assert(itspec_index < indspec->num_table);
    01706   const IndustryTileTable *it = indspec->table[itspec_index];
    01707   bool custom_shape_check = false;
    01708
    01709   *ip = NULL;
    01710
    01711   SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
    01712   CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
    01713   _cleared_object_areas = object_areas;
    01714   if (ret.Failed()) return ret;
    01715
    01716   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
    01717     ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type);
    01718   } else {
    01719     ret = _check_new_industry_procs[indspec->check_proc](tile);
    01720   }
    01721   if (ret.Failed()) return ret;
    01722
    01723   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
    01724       !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) {
    01725     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01726   }
    01727
    01728   ret = CheckIfFarEnoughFromConflictingIndustry(tile, type);
    01729   if (ret.Failed()) return ret;
    01730
    01731   const Town *t = NULL;
    01732   ret = FindTownForIndustry(tile, type, &t);
    01733   if (ret.Failed()) return ret;
    01734   assert(t != NULL);
    01735
    01736   ret = CheckIfIndustryIsAllowed(tile, type, t);
    01737   if (ret.Failed()) return ret;
    01738
    01739   if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES);
    01740
    01741   if (flags & DC_EXEC) {
    01742     *ip = new Industry(tile);
    01743     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
    01744     DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
    01745   }
    01746
    01747   return CommandCost();
    01748 }
    01749
    01761 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01762 {
    01763   IndustryType it = GB(p1, 0, 8);
    01764   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
    01765
    01766   const IndustrySpec *indspec = GetIndustrySpec(it);
    01767
    01768   /* Check if the to-be built/founded industry is available for this climate. */
    01769   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
    01770
    01771   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
    01772    * Raw material industries are industries that do not accept cargo (at least for now) */
    01773   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
    01774     return CMD_ERROR;
    01775   }
    01776
    01777   if (_game_mode != GM_EDITOR && !CheckIfCallBackAllowsAvailability(it, IACT_USERCREATION)) {
    01778     return CMD_ERROR;
    01779   }
    01780
    01781   Randomizer randomizer;
    01782   randomizer.SetSeed(p2);
    01783   uint16 random_initial_bits = GB(p2, 0, 16);
    01784   uint32 random_var8f = randomizer.Next();
    01785   int num_layouts = indspec->num_table;
    01786   CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
    01787
    01788   Industry *ind = NULL;
    01789   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
    01790     if (flags & DC_EXEC) {
    01791       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
    01792       Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01793       /* Prospecting has a chance to fail, however we cannot guarantee that something can
    01794        * be built on the map, so the chance gets lower when the map is fuller, but there
    01795        * is nothing we can really do about that. */
    01796       if (Random() <= indspec->prospecting_chance) {
    01797         for (int i = 0; i < 5000; i++) {
    01798           /* We should not have more than one Random() in a function call
    01799            * because parameter evaluation order is not guaranteed in the c++ standard
    01800            */
    01801           tile = RandomTile();
    01802           /* Start with a random layout */
    01803           int layout = RandomRange(num_layouts);
    01804           /* Check now each layout, starting with the random one */
    01805           for (int j = 0; j < num_layouts; j++) {
    01806             layout = (layout + 1) % num_layouts;
    01807             ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind);
    01808             if (ret.Succeeded()) break;
    01809           }
    01810           if (ret.Succeeded()) break;
    01811         }
    01812       }
    01813       cur_company.Restore();
    01814     }
    01815   } else {
    01816     int layout = GB(p1, 8, 8);
    01817     if (layout >= num_layouts) return CMD_ERROR;
    01818
    01819     /* Check subsequently each layout, starting with the given layout in p1 */
    01820     for (int i = 0; i < num_layouts; i++) {
    01821       layout = (layout + 1) % num_layouts;
    01822       ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind);
    01823       if (ret.Succeeded()) break;
    01824     }
    01825
    01826     /* If it still failed, there's no suitable layout to build here, return the error */
    01827     if (ret.Failed()) return ret;
    01828   }
    01829
    01830   if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) {
    01831     /* Created a new industry in-game, advertise the event. */
    01832     SetDParam(0, indspec->name);
    01833     if (indspec->new_industry_text > STR_LAST_STRINGID) {
    01834       SetDParam(1, STR_TOWN_NAME);
    01835       SetDParam(2, ind->town->index);
    01836     } else {
    01837       SetDParam(1, ind->town->index);
    01838     }
    01839     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01840     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01841   }
    01842
    01843   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
    01844 }
    01845
    01846
    01854 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
    01855 {
    01856   const IndustrySpec *indspec = GetIndustrySpec(type);
    01857
    01858   uint32 seed = Random();
    01859   uint32 seed2 = Random();
    01860   Industry *i = NULL;
    01861   CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
    01862   assert(i != NULL || ret.Failed());
    01863   return i;
    01864 }
    01865
    01872 static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
    01873 {
    01874   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01875   uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
    01876   if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
    01877       !CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) ||
    01878       (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY)) {
    01879     *force_at_least_one = false;
    01880     return 0;
    01881   } else {
    01882     /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
    01883      * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
    01884     chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
    01885
    01886     *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
    01887     return chance;
    01888   }
    01889 }
    01890
    01897 static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
    01898 {
    01899   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
    01900     *min_number = 0;
    01901     return 0;
    01902   }
    01903
    01904   const IndustrySpec *ind_spc = GetIndustrySpec(it);
    01905   byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
    01906   if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
    01907       ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
    01908       ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
    01909       !CheckIfCallBackAllowsAvailability(it, IACT_RANDOMCREATION)) {
    01910     *min_number = 0;
    01911     return 0;
    01912   }
    01913   *min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
    01914   return chance;
    01915 }
    01916
    01921 static uint GetNumberOfIndustries()
    01922 {
    01923   /* Number of industries on a 256x256 map. */
    01924   static const uint16 numof_industry_table[] = {
    01925     0,    // none
    01926     0,    // minimal
    01927     10,   // very low
    01928     25,   // low
    01929     55,   // normal
    01930     80,   // high
    01931   };
    01932
    01933   assert(lengthof(numof_industry_table) == ID_END);
    01934   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
    01935   return ScaleByMapSize(numof_industry_table[difficulty]);
    01936 }
    01937
    01942 static void AdvertiseIndustryOpening(const Industry *ind)
    01943 {
    01944   const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
    01945   SetDParam(0, ind_spc->name);
    01946   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
    01947     SetDParam(1, STR_TOWN_NAME);
    01948     SetDParam(2, ind->town->index);
    01949   } else {
    01950     SetDParam(1, ind->town->index);
    01951   }
    01952   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
    01953   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
    01954 }
    01955
    01964 static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
    01965 {
    01966   uint tries = try_hard ? 10000u : 2000u;
    01967   for (; tries > 0; tries--) {
    01968     Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
    01969     if (ind != NULL) return ind;
    01970   }
    01971   return NULL;
    01972 }
    01973
    01979 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
    01980 {
    01981   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01982
    01983   IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
    01984   PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
    01985
    01986   cur_company.Restore();
    01987 }
    01988
    01993 static uint GetCurrentTotalNumberOfIndustries()
    01994 {
    01995   int total = 0;
    01996   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
    01997   return total;
    01998 }
    01999
    02000
    02002 void IndustryTypeBuildData::Reset()
    02003 {
    02004   this->probability  = 0;
    02005   this->min_number   = 0;
    02006   this->target_count = 0;
    02007   this->max_wait     = 1;
    02008   this->wait_count   = 0;
    02009 }
    02010
    02012 void IndustryBuildData::Reset()
    02013 {
    02014   this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
    02015
    02016   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02017     this->builddata[it].Reset();
    02018   }
    02019 }
    02020
    02022 void IndustryBuildData::MonthlyLoop()
    02023 {
    02024   static const int NEWINDS_PER_MONTH = 0x38000 / (10 * 12); // lower 16 bits is a float fraction, 3.5 industries per decade, divided by 10 * 12 months.
    02025   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting,
    02026
    02027   /* To prevent running out of unused industries for the player to connect,
    02028    * add a fraction of new industries each month, but only if the manager can keep up. */
    02029   uint max_behind = 1 + min(99u, ScaleByMapSize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts).
    02030   if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
    02031     this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH);
    02032   }
    02033 }
    02034
    02039 void GenerateIndustries()
    02040 {
    02041   if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
    02042
    02043   uint32 industry_probs[NUM_INDUSTRYTYPES];
    02044   bool force_at_least_one[NUM_INDUSTRYTYPES];
    02045   uint32 total_prob = 0;
    02046   uint num_forced = 0;
    02047
    02048   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02049     industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
    02050     total_prob += industry_probs[it];
    02051     if (force_at_least_one[it]) num_forced++;
    02052   }
    02053
    02054   uint total_amount = GetNumberOfIndustries();
    02055   if (total_prob == 0 || total_amount < num_forced) {
    02056     /* Only place the forced ones */
    02057     total_amount = num_forced;
    02058   }
    02059
    02060   SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
    02061
    02062   /* Try to build one industry per type independent of any probabilities */
    02063   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02064     if (force_at_least_one[it]) {
    02065       assert(total_amount > 0);
    02066       total_amount--;
    02067       PlaceInitialIndustry(it, true);
    02068     }
    02069   }
    02070
    02071   /* Add the remaining industries according to their probabilities */
    02072   for (uint i = 0; i < total_amount; i++) {
    02073     uint32 r = RandomRange(total_prob);
    02074     IndustryType it = 0;
    02075     while (r >= industry_probs[it]) {
    02076       r -= industry_probs[it];
    02077       it++;
    02078       assert(it < NUM_INDUSTRYTYPES);
    02079     }
    02080     assert(industry_probs[it] > 0);
    02081     PlaceInitialIndustry(it, false);
    02082   }
    02083   _industry_builder.Reset();
    02084 }
    02085
    02090 static void UpdateIndustryStatistics(Industry *i)
    02091 {
    02092   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02093     if (i->produced_cargo[j] != CT_INVALID) {
    02094       byte pct = 0;
    02095       if (i->this_month_production[j] != 0) {
    02096         i->last_prod_year = _cur_year;
    02097         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
    02098       }
    02099       i->last_month_pct_transported[j] = pct;
    02100
    02101       i->last_month_production[j] = i->this_month_production[j];
    02102       i->this_month_production[j] = 0;
    02103
    02104       i->last_month_transported[j] = i->this_month_transported[j];
    02105       i->this_month_transported[j] = 0;
    02106     }
    02107   }
    02108 }
    02109
    02114 void Industry::RecomputeProductionMultipliers()
    02115 {
    02116   const IndustrySpec *indspec = GetIndustrySpec(this->type);
    02117   assert(!indspec->UsesSmoothEconomy());
    02118
    02119   /* Rates are rounded up, so e.g. oilrig always produces some passengers */
    02120   this->production_rate[0] = min(CeilDiv(indspec->production_rate[0] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
    02121   this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
    02122 }
    02123
    02124
    02130 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
    02131 {
    02132   byte min_number;
    02133   uint32 probability = GetIndustryGamePlayProbability(it, &min_number);
    02134   bool changed = min_number != this->min_number || probability != this->probability;
    02135   this->min_number = min_number;
    02136   this->probability = probability;
    02137   return changed;
    02138 }
    02139
    02141 void IndustryBuildData::SetupTargetCount()
    02142 {
    02143   bool changed = false;
    02144   uint num_planned = 0; // Number of industries planned in the industry build data.
    02145   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02146     changed |= this->builddata[it].GetIndustryTypeData(it);
    02147     num_planned += this->builddata[it].target_count;
    02148   }
    02149   uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
    02150   changed |= num_planned != total_amount;
    02151   if (!changed) return; // All industries are still the same, no need to re-randomize.
    02152
    02153   /* Initialize the target counts. */
    02154   uint force_build = 0;  // Number of industries that should always be available.
    02155   uint32 total_prob = 0; // Sum of probabilities.
    02156   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02157     IndustryTypeBuildData *ibd = this->builddata + it;
    02158     force_build += ibd->min_number;
    02159     ibd->target_count = ibd->min_number;
    02160     total_prob += ibd->probability;
    02161   }
    02162
    02163   if (total_prob == 0) return; // No buildable industries.
    02164
    02165   /* Subtract forced industries from the number of industries available for construction. */
    02166   total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
    02167
    02168   /* Assign number of industries that should be aimed for, by using the probability as a weight. */
    02169   while (total_amount > 0) {
    02170     uint32 r = RandomRange(total_prob);
    02171     IndustryType it = 0;
    02172     while (r >= this->builddata[it].probability) {
    02173       r -= this->builddata[it].probability;
    02174       it++;
    02175       assert(it < NUM_INDUSTRYTYPES);
    02176     }
    02177     assert(this->builddata[it].probability > 0);
    02178     this->builddata[it].target_count++;
    02179     total_amount--;
    02180   }
    02181 }
    02182
    02186 void IndustryBuildData::TryBuildNewIndustry()
    02187 {
    02188   this->SetupTargetCount();
    02189
    02190   int missing = 0;       // Number of industries that need to be build.
    02191   uint count = 0;        // Number of industry types eligible for build.
    02192   uint32 total_prob = 0; // Sum of probabilities.
    02193   IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
    02194   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02195     int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
    02196     missing += difference;
    02197     if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
    02198     if (difference > 0) {
    02199       if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
    02200         /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
    02201         if (forced_build == NUM_INDUSTRYTYPES ||
    02202             difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
    02203           forced_build = it;
    02204         }
    02205       }
    02206       total_prob += difference;
    02207       count++;
    02208     }
    02209   }
    02210
    02211   if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
    02212
    02213   if (count >= 1) {
    02214     /* If not forced, pick a weighted random industry to build.
    02215      * For the case that count == 1, there is no need to draw a random number. */
    02216     IndustryType it;
    02217     if (forced_build != NUM_INDUSTRYTYPES) {
    02218       it = forced_build;
    02219     } else {
    02220       /* Non-forced, select an industry type to build (weighted random). */
    02221       uint32 r = 0; // Initialized to silence the compiler.
    02222       if (count > 1) r = RandomRange(total_prob);
    02223       for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02224         if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
    02225         int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
    02226         if (difference <= 0) continue; // Too many of this kind.
    02227         if (count == 1) break;
    02228         if (r < (uint)difference) break;
    02229         r -= difference;
    02230       }
    02231       assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
    02232     }
    02233
    02234     /* Try to create the industry. */
    02235     const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
    02236     if (ind == NULL) {
    02237       this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
    02238       this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2);
    02239     } else {
    02240       AdvertiseIndustryOpening(ind);
    02241       this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
    02242     }
    02243   }
    02244
    02245   /* Decrement wait counters. */
    02246   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
    02247     if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
    02248   }
    02249 }
    02250
    02259 static bool CheckIndustryCloseDownProtection(IndustryType type)
    02260 {
    02261   const IndustrySpec *indspec = GetIndustrySpec(type);
    02262
    02263   /* oil wells (or the industries with that flag set) are always allowed to closedown */
    02264   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
    02265   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1;
    02266 }
    02267
    02277 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
    02278 {
    02279   if (cargo == CT_INVALID) return;
    02280
    02281   /* Check for acceptance of cargo */
    02282   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
    02283     if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) {
    02284       *c_accepts = true;
    02285       break;
    02286     }
    02287   }
    02288
    02289   /* Check for produced cargo */
    02290   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
    02291     if (cargo == ind->produced_cargo[j]) {
    02292       *c_produces = true;
    02293       break;
    02294     }
    02295   }
    02296 }
    02297
    02311 static int WhoCanServiceIndustry(Industry *ind)
    02312 {
    02313   /* Find all stations within reach of the industry */
    02314   StationList stations;
    02315   FindStationsAroundTiles(ind->location, &stations);
    02316
    02317   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
    02318
    02319   const Vehicle *v;
    02320   int result = 0;
    02321   FOR_ALL_VEHICLES(v) {
    02322     /* Is it worthwhile to try this vehicle? */
    02323     if (v->owner != _local_company && result != 0) continue;
    02324
    02325     /* Check whether it accepts the right kind of cargo */
    02326     bool c_accepts = false;
    02327     bool c_produces = false;
    02328     if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
    02329       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    02330         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
    02331       }
    02332     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
    02333       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
    02334     } else {
    02335       continue;
    02336     }
    02337     if (!c_accepts && !c_produces) continue; // Wrong cargo
    02338
    02339     /* Check orders of the vehicle.
    02340      * We cannot check the first of shared orders only, since the first vehicle in such a chain
    02341      * may have a different cargo type.
    02342      */
    02343     const Order *o;
    02344     FOR_VEHICLE_ORDERS(v, o) {
    02345       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
    02346         /* Vehicle visits a station to load or unload */
    02347         Station *st = Station::Get(o->GetDestination());
    02348         assert(st != NULL);
    02349
    02350         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
    02351         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
    02352
    02353         if (stations.Contains(st)) {
    02354           if (v->owner == _local_company) return 2; // Company services industry
    02355           result = 1; // Competitor services industry
    02356         }
    02357       }
    02358     }
    02359   }
    02360   return result;
    02361 }
    02362
    02370 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
    02371 {
    02372   NewsSubtype ns;
    02373
    02374   switch (WhoCanServiceIndustry(ind)) {
    02375     case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02376     case 1: ns = NS_INDUSTRY_OTHER;   break;
    02377     case 2: ns = NS_INDUSTRY_COMPANY; break;
    02378     default: NOT_REACHED();
    02379   }
    02380   SetDParam(2, abs(percent));
    02381   SetDParam(0, CargoSpec::Get(type)->name);
    02382   SetDParam(1, ind->index);
    02383   AddIndustryNewsItem(
    02384     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
    02385     ns,
    02386     ind->index
    02387   );
    02388 }
    02389
    02390 static const uint PERCENT_TRANSPORTED_60 = 153;
    02391 static const uint PERCENT_TRANSPORTED_80 = 204;
    02392
    02398 static void ChangeIndustryProduction(Industry *i, bool monthly)
    02399 {
    02400   StringID str = STR_NULL;
    02401   bool closeit = false;
    02402   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    02403   bool standard = false;
    02404   bool suppress_message = false;
    02405   bool recalculate_multipliers = false;
    02406   /* don't use smooth economy for industries using production related callbacks */
    02407   bool smooth_economy = indspec->UsesSmoothEconomy();
    02408   byte div = 0;
    02409   byte mul = 0;
    02410   int8 increment = 0;
    02411
    02412   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
    02413   if (callback_enabled) {
    02414     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
    02415     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
    02416       suppress_message = HasBit(res, 7);
    02417       /* Get the custom message if any */
    02418       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
    02419       res = GB(res, 0, 4);
    02420       switch (res) {
    02421         default: NOT_REACHED();
    02422         case 0x0: break;                  // Do nothing, but show the custom message if any
    02423         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
    02424         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
    02425         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
    02426         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
    02427         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
    02428         case 0x8: div = res - 0x3; break; // Divide production by 32
    02429         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
    02430         case 0xC: mul = res - 0x7; break; // Multiply production by 32
    02431         case 0xD:                         // decrement production
    02432         case 0xE:                         // increment production
    02433           increment = res == 0x0D ? -1 : 1;
    02434           break;
    02435         case 0xF:                         // Set production to third byte of register 0x100
    02436           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02437           recalculate_multipliers = true;
    02438           break;
    02439       }
    02440     }
    02441   } else {
    02442     if (monthly != smooth_economy) return;
    02443     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
    02444   }
    02445
    02446   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
    02447     /* decrease or increase */
    02448     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
    02449
    02450     if (smooth_economy) {
    02451       closeit = true;
    02452       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
    02453         if (i->produced_cargo[j] == CT_INVALID) continue;
    02454         uint32 r = Random();
    02455         int old_prod, new_prod, percent;
    02456         /* If over 60% is transported, mult is 1, else mult is -1. */
    02457         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
    02458
    02459         new_prod = old_prod = i->production_rate[j];
    02460
    02461         /* For industries with only_decrease flags (temperate terrain Oil Wells),
    02462          * the multiplier will always be -1 so they will only decrease. */
    02463         if (only_decrease) {
    02464           mult = -1;
    02465         /* For normal industries, if over 60% is transported, 33% chance for decrease.
    02466          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
    02467         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
    02468           mult *= -1;
    02469         }
    02470
    02471         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
    02472          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
    02473         if (Chance16I(1, 22, r >> 16)) {
    02474           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
    02475         }
    02476
    02477         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
    02478         new_prod = Clamp(new_prod, 1, 255);
    02479
    02480         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1) {
    02481           new_prod = Clamp(new_prod, 0, 16);
    02482         }
    02483
    02484         /* Do not stop closing the industry when it has the lowest possible production rate */
    02485         if (new_prod == old_prod && old_prod > 1) {
    02486           closeit = false;
    02487           continue;
    02488         }
    02489
    02490         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
    02491         i->production_rate[j] = new_prod;
    02492
    02493         /* Close the industry when it has the lowest possible production rate */
    02494         if (new_prod > 1) closeit = false;
    02495
    02496         if (abs(percent) >= 10) {
    02497           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
    02498         }
    02499       }
    02500     } else {
    02501       if (only_decrease || Chance16(1, 3)) {
    02502         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
    02503         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
    02504           mul = 1; // Increase production
    02505         } else {
    02506           div = 1; // Decrease production
    02507         }
    02508       }
    02509     }
    02510   }
    02511
    02512   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
    02513     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
    02514       closeit = true;
    02515     }
    02516   }
    02517
    02518   /* Increase if needed */
    02519   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
    02520     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
    02521     recalculate_multipliers = true;
    02522     if (str == STR_NULL) str = indspec->production_up_text;
    02523   }
    02524
    02525   /* Decrease if needed */
    02526   while (div-- != 0 && !closeit) {
    02527     if (i->prod_level == PRODLEVEL_MINIMUM) {
    02528       closeit = true;
    02529     } else {
    02530       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
    02531       recalculate_multipliers = true;
    02532       if (str == STR_NULL) str = indspec->production_down_text;
    02533     }
    02534   }
    02535
    02536   /* Increase or Decreasing the production level if needed */
    02537   if (increment != 0) {
    02538     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
    02539       closeit = true;
    02540     } else {
    02541       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
    02542       recalculate_multipliers = true;
    02543     }
    02544   }
    02545
    02546   /* Recalculate production_rate
    02547    * For non-smooth economy these should always be synchronized with prod_level */
    02548   if (recalculate_multipliers) i->RecomputeProductionMultipliers();
    02549
    02550   /* Close if needed and allowed */
    02551   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
    02552     i->prod_level = PRODLEVEL_CLOSURE;
    02553     str = indspec->closure_text;
    02554   }
    02555
    02556   if (!suppress_message && str != STR_NULL) {
    02557     NewsSubtype ns;
    02558     /* Compute news category */
    02559     if (closeit) {
    02560       ns = NS_INDUSTRY_CLOSE;
    02561       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
    02562     } else {
    02563       switch (WhoCanServiceIndustry(i)) {
    02564         case 0: ns = NS_INDUSTRY_NOBODY;  break;
    02565         case 1: ns = NS_INDUSTRY_OTHER;   break;
    02566         case 2: ns = NS_INDUSTRY_COMPANY; break;
    02567         default: NOT_REACHED();
    02568       }
    02569     }
    02570     /* Set parameters of news string */
    02571     if (str > STR_LAST_STRINGID) {
    02572       SetDParam(0, STR_TOWN_NAME);
    02573       SetDParam(1, i->town->index);
    02574       SetDParam(2, indspec->name);
    02575     } else if (closeit) {
    02576       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
    02577       SetDParam(1, i->town->index);
    02578       SetDParam(2, indspec->name);
    02579     } else {
    02580       SetDParam(0, i->index);
    02581     }
    02582     /* and report the news to the user */
    02583     AddNewsItem(str,
    02584       ns,
    02585       closeit ? NR_TILE : NR_INDUSTRY,
    02586       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
    02587   }
    02588 }
    02589
    02597 void IndustryDailyLoop()
    02598 {
    02599   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
    02600
    02601   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
    02602    * the lower 16 bit are a fractional part that might accumulate over several days until it
    02603    * is sufficient for an industry. */
    02604   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
    02605
    02606   /* Reset the active part of the counter, just keeping the "factional part" */
    02607   _economy.industry_daily_change_counter &= 0xFFFF;
    02608
    02609   if (change_loop == 0) {
    02610     return;  // Nothing to do? get out
    02611   }
    02612
    02613   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02614
    02615   /* perform the required industry changes for the day */
    02616
    02617   uint perc = 3; // Between 3% and 9% chance of creating a new industry.
    02618   if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
    02619     perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
    02620   }
    02621   for (uint16 j = 0; j < change_loop; j++) {
    02622     if (Chance16(perc, 100)) {
    02623       _industry_builder.TryBuildNewIndustry();
    02624     } else {
    02625       Industry *i = Industry::GetRandom();
    02626       if (i != NULL) {
    02627         ChangeIndustryProduction(i, false);
    02628         SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02629       }
    02630     }
    02631   }
    02632
    02633   cur_company.Restore();
    02634
    02635   /* production-change */
    02636   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02637 }
    02638
    02639 void IndustryMonthlyLoop()
    02640 {
    02641   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02642
    02643   _industry_builder.MonthlyLoop();
    02644
    02645   Industry *i;
    02646   FOR_ALL_INDUSTRIES(i) {
    02647     UpdateIndustryStatistics(i);
    02648     if (i->prod_level == PRODLEVEL_CLOSURE) {
    02649       delete i;
    02650     } else {
    02651       ChangeIndustryProduction(i, true);
    02652       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    02653     }
    02654   }
    02655
    02656   cur_company.Restore();
    02657
    02658   /* production-change */
    02659   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
    02660 }
    02661
    02662
    02663 void InitializeIndustries()
    02664 {
    02665   _industry_pool.CleanPool();
    02666
    02667   Industry::ResetIndustryCounts();
    02668   _industry_sound_tile = 0;
    02669
    02670   _industry_builder.Reset();
    02671 }
    02672
    02677 bool IndustrySpec::IsRawIndustry() const
    02678 {
    02679   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
    02680   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
    02681       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
    02682 }
    02683
    02688 Money IndustrySpec::GetConstructionCost() const
    02689 {
    02690   /* Building raw industries like secondary uses different price base */
    02691   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
    02692       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
    02693 }
    02694
    02701 Money IndustrySpec::GetRemovalCost() const
    02702 {
    02703   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
    02704 }
    02705
    02710 bool IndustrySpec::UsesSmoothEconomy() const
    02711 {
    02712   return _settings_game.economy.smooth_economy &&
    02713     !(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
    02714     !(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
    02715 }
    02716
    02717 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02718 {
    02719   if (AutoslopeEnabled()) {
    02720     /* We imitate here TTDP's behaviour:
    02721      *  - Both new and old slope must not be steep.
    02722      *  - TileMaxZ must not be changed.
    02723      *  - Allow autoslope by default.
    02724      *  - Disallow autoslope if callback succeeds and returns non-zero.
    02725      */
    02726     Slope tileh_old = GetTileSlope(tile, NULL);
    02727     /* TileMaxZ must not be changed. Slopes must not be steep. */
    02728     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02729       const IndustryGfx gfx = GetIndustryGfx(tile);
    02730       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
    02731
    02732       /* Call callback 3C 'disable autosloping for industry tiles'. */
    02733       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
    02734         /* If the callback fails, allow autoslope. */
    02735         uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
    02736         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02737       } else {
    02738         /* allow autoslope */
    02739         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02740       }
    02741     }
    02742   }
    02743   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02744 }
    02745
    02746 extern const TileTypeProcs _tile_type_industry_procs = {
    02747   DrawTile_Industry,           // draw_tile_proc
    02748   GetSlopeZ_Industry,          // get_slope_z_proc
    02749   ClearTile_Industry,          // clear_tile_proc
    02750   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
    02751   GetTileDesc_Industry,        // get_tile_desc_proc
    02752   GetTileTrackStatus_Industry, // get_tile_track_status_proc
    02753   ClickTile_Industry,          // click_tile_proc
    02754   AnimateTile_Industry,        // animate_tile_proc
    02755   TileLoop_Industry,           // tile_loop_proc
    02756   ChangeTileOwner_Industry,    // change_tile_owner_proc
    02757   NULL,                        // add_produced_cargo_proc
    02758   NULL,                        // vehicle_enter_tile_proc
    02759   GetFoundation_Industry,      // get_foundation_proc
    02760   TerraformTile_Industry,      // terraform_tile_proc
    02761 };