industry_cmd.cpp

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00001 /* $Id: industry_cmd.cpp 19855 2010-05-18 21:30:56Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "clear_map.h"
00014 #include "industry.h"
00015 #include "station_base.h"
00016 #include "train.h"
00017 #include "landscape.h"
00018 #include "viewport_func.h"
00019 #include "command_func.h"
00020 #include "town.h"
00021 #include "news_func.h"
00022 #include "variables.h"
00023 #include "cheat_type.h"
00024 #include "genworld.h"
00025 #include "tree_map.h"
00026 #include "newgrf.h"
00027 #include "newgrf_cargo.h"
00028 #include "newgrf_commons.h"
00029 #include "newgrf_industries.h"
00030 #include "newgrf_industrytiles.h"
00031 #include "autoslope.h"
00032 #include "water.h"
00033 #include "strings_func.h"
00034 #include "functions.h"
00035 #include "window_func.h"
00036 #include "date_func.h"
00037 #include "vehicle_func.h"
00038 #include "sound_func.h"
00039 #include "animated_tile_func.h"
00040 #include "effectvehicle_func.h"
00041 #include "effectvehicle_base.h"
00042 #include "ai/ai.hpp"
00043 #include "core/pool_func.hpp"
00044 #include "subsidy_func.h"
00045 
00046 #include "table/strings.h"
00047 #include "table/industry_land.h"
00048 #include "table/build_industry.h"
00049 
00050 IndustryPool _industry_pool("Industry");
00051 INSTANTIATE_POOL_METHODS(Industry)
00052 
00053 void ShowIndustryViewWindow(int industry);
00054 void BuildOilRig(TileIndex tile);
00055 
00056 static byte _industry_sound_ctr;
00057 static TileIndex _industry_sound_tile;
00058 
00059 uint16 _industry_counts[NUM_INDUSTRYTYPES]; 
00060 
00061 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
00062 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
00063 
00068 void ResetIndustries()
00069 {
00070   memset(&_industry_specs, 0, sizeof(_industry_specs));
00071   memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
00072 
00073   /* once performed, enable only the current climate industries */
00074   for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
00075     _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
00076         HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
00077   }
00078 
00079   memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
00080   memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
00081 
00082   /* Reset any overrides that have been set. */
00083   _industile_mngr.ResetOverride();
00084   _industry_mngr.ResetOverride();
00085 }
00086 
00095 IndustryType GetIndustryType(TileIndex tile)
00096 {
00097   assert(IsTileType(tile, MP_INDUSTRY));
00098 
00099   const Industry *ind = Industry::GetByTile(tile);
00100   assert(ind != NULL);
00101   return ind->type;
00102 }
00103 
00112 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
00113 {
00114   assert(thistype < NUM_INDUSTRYTYPES);
00115   return &_industry_specs[thistype];
00116 }
00117 
00126 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
00127 {
00128   assert(gfx < INVALID_INDUSTRYTILE);
00129   return &_industry_tile_specs[gfx];
00130 }
00131 
00132 Industry::~Industry()
00133 {
00134   if (CleaningPool()) return;
00135 
00136   /* Industry can also be destroyed when not fully initialized.
00137    * This means that we do not have to clear tiles either. */
00138   if (this->location.w == 0) return;
00139 
00140   TILE_AREA_LOOP(tile_cur, this->location) {
00141     if (IsTileType(tile_cur, MP_INDUSTRY)) {
00142       if (GetIndustryIndex(tile_cur) == this->index) {
00143         /* MakeWaterKeepingClass() can also handle 'land' */
00144         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
00145 
00146         /* MakeWaterKeepingClass() doesn't remove animation if the tiles
00147          * become watery, but be on the safe side an always remote it. */
00148         DeleteAnimatedTile(tile_cur);
00149 
00150         MarkTileDirtyByTile(tile_cur);
00151       }
00152     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
00153       DeleteOilRig(tile_cur);
00154     }
00155   }
00156 
00157   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
00158     /* Remove the farmland and convert it to regular tiles over time. */
00159     TILE_LOOP(tile_cur, 42, 42, this->location.tile - TileDiffXY(21, 21)) {
00160       tile_cur = TILE_MASK(tile_cur);
00161       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
00162           GetIndustryIndexOfField(tile_cur) == this->index) {
00163         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
00164       }
00165     }
00166   }
00167 
00168   /* don't let any disaster vehicle target invalid industry */
00169   ReleaseDisastersTargetingIndustry(this->index);
00170 
00171   DecIndustryTypeCount(this->type);
00172 
00173   DeleteIndustryNews(this->index);
00174   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
00175 
00176   DeleteSubsidyWith(ST_INDUSTRY, this->index);
00177   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
00178 }
00179 
00184 void Industry::PostDestructor(size_t index)
00185 {
00186   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
00187   Station::RecomputeIndustriesNearForAll();
00188 }
00189 
00190 
00195 /* static */ Industry *Industry::GetRandom()
00196 {
00197   if (Industry::GetNumItems() == 0) return NULL;
00198   int num = RandomRange((uint16)Industry::GetNumItems());
00199   size_t index = MAX_UVALUE(size_t);
00200 
00201   while (num >= 0) {
00202     num--;
00203     index++;
00204 
00205     /* Make sure we have a valid industry */
00206     while (!Industry::IsValidID(index)) {
00207       index++;
00208       assert(index < Industry::GetPoolSize());
00209     }
00210   }
00211 
00212   return Industry::Get(index);
00213 }
00214 
00215 
00216 static void IndustryDrawSugarMine(const TileInfo *ti)
00217 {
00218   const DrawIndustryAnimationStruct *d;
00219 
00220   if (!IsIndustryCompleted(ti->tile)) return;
00221 
00222   d = &_draw_industry_spec1[GetIndustryAnimationState(ti->tile)];
00223 
00224   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
00225 
00226   if (d->image_2 != 0) {
00227     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
00228   }
00229 
00230   if (d->image_3 != 0) {
00231     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
00232       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
00233   }
00234 }
00235 
00236 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
00237 {
00238   uint8 x = 0;
00239 
00240   if (IsIndustryCompleted(ti->tile)) {
00241     x = _industry_anim_offs_toffee[GetIndustryAnimationState(ti->tile)];
00242     if (x == 0xFF)
00243       x = 0;
00244   }
00245 
00246   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
00247   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
00248 }
00249 
00250 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
00251 {
00252   if (IsIndustryCompleted(ti->tile)) {
00253     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetIndustryAnimationState(ti->tile)]);
00254   } else {
00255     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
00256   }
00257 }
00258 
00259 static void IndustryDrawToyFactory(const TileInfo *ti)
00260 {
00261   const DrawIndustryAnimationStruct *d;
00262 
00263   d = &_industry_anim_offs_toys[GetIndustryAnimationState(ti->tile)];
00264 
00265   if (d->image_1 != 0xFF) {
00266     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
00267   }
00268 
00269   if (d->image_2 != 0xFF) {
00270     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
00271   }
00272 
00273   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
00274   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
00275 }
00276 
00277 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
00278 {
00279   if (IsIndustryCompleted(ti->tile)) {
00280     uint8 image = GetIndustryAnimationState(ti->tile);
00281 
00282     if (image != 0 && image < 7) {
00283       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
00284         PAL_NONE,
00285         _coal_plant_sparks[image - 1].x,
00286         _coal_plant_sparks[image - 1].y
00287       );
00288     }
00289   }
00290 }
00291 
00292 typedef void IndustryDrawTileProc(const TileInfo *ti);
00293 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
00294   IndustryDrawSugarMine,
00295   IndustryDrawToffeeQuarry,
00296   IndustryDrawBubbleGenerator,
00297   IndustryDrawToyFactory,
00298   IndustryDrawCoalPlantSparks,
00299 };
00300 
00301 static void DrawTile_Industry(TileInfo *ti)
00302 {
00303   IndustryGfx gfx = GetIndustryGfx(ti->tile);
00304   Industry *ind = Industry::GetByTile(ti->tile);
00305   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00306   const DrawBuildingsTileStruct *dits;
00307 
00308   /* Retrieve pointer to the draw industry tile struct */
00309   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00310     /* Draw the tile using the specialized method of newgrf industrytile.
00311      * DrawNewIndustry will return false if ever the resolver could not
00312      * find any sprite to display.  So in this case, we will jump on the
00313      * substitute gfx instead. */
00314     if (indts->grf_prop.spritegroup != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
00315       return;
00316     } else {
00317       /* No sprite group (or no valid one) found, meaning no graphics associated.
00318        * Use the substitute one instead */
00319       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
00320         gfx = indts->grf_prop.subst_id;
00321         /* And point the industrytile spec accordingly */
00322         indts = GetIndustryTileSpec(gfx);
00323       }
00324     }
00325   }
00326 
00327   dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
00328       GetIndustryAnimationState(ti->tile) & INDUSTRY_COMPLETED :
00329       GetIndustryConstructionStage(ti->tile))];
00330 
00331   SpriteID image = dits->ground.sprite;
00332 
00333   /* DrawFoundation() modifes ti->z and ti->tileh */
00334   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00335 
00336   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
00337    * Do not do this if the tile's WaterClass is 'land'. */
00338   if (image == SPR_FLAT_WATER_TILE && IsIndustryTileOnWater(ti->tile)) {
00339     DrawWaterClassGround(ti);
00340   } else {
00341     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
00342   }
00343 
00344   /* If industries are transparent and invisible, do not draw the upper part */
00345   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
00346 
00347   /* Add industry on top of the ground? */
00348   image = dits->building.sprite;
00349   if (image != 0) {
00350     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
00351       ti->x + dits->subtile_x,
00352       ti->y + dits->subtile_y,
00353       dits->width,
00354       dits->height,
00355       dits->dz,
00356       ti->z,
00357       IsTransparencySet(TO_INDUSTRIES));
00358 
00359     if (IsTransparencySet(TO_INDUSTRIES)) return;
00360   }
00361 
00362   {
00363     int proc = dits->draw_proc - 1;
00364     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
00365   }
00366 }
00367 
00368 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
00369 {
00370   return GetTileMaxZ(tile);
00371 }
00372 
00373 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
00374 {
00375   IndustryGfx gfx = GetIndustryGfx(tile);
00376 
00377   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
00378    * account for this, as other structures should
00379    * draw the wall of the foundation in this case.
00380    */
00381   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00382     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00383     if (indts->grf_prop.spritegroup != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
00384       uint32 callback_res = GetIndustryTileCallback(CBID_INDUSTRY_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
00385       if (callback_res == 0) return FOUNDATION_NONE;
00386     }
00387   }
00388   return FlatteningFoundation(tileh);
00389 }
00390 
00391 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00392 {
00393   IndustryGfx gfx = GetIndustryGfx(tile);
00394   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
00395 
00396   /* When we have to use a callback, we put our data in the next two variables */
00397   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
00398   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
00399 
00400   /* And then these will always point to a same sized array with the required data */
00401   const CargoID *accepts_cargo = itspec->accepts_cargo;
00402   const uint8 *cargo_acceptance = itspec->acceptance;
00403 
00404   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
00405     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
00406     if (res != CALLBACK_FAILED) {
00407       accepts_cargo = raw_accepts_cargo;
00408       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
00409     }
00410   }
00411 
00412   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
00413     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
00414     if (res != CALLBACK_FAILED) {
00415       cargo_acceptance = raw_cargo_acceptance;
00416       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
00417     }
00418   }
00419 
00420   const Industry *ind = Industry::GetByTile(tile);
00421   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
00422     CargoID a = accepts_cargo[i];
00423     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
00424 
00425     /* Add accepted cargo */
00426     acceptance[a] += cargo_acceptance[i];
00427 
00428     /* Maybe set 'always accepted' bit (if it's not set already) */
00429     if (HasBit(*always_accepted, a)) continue;
00430 
00431     bool accepts = false;
00432     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00433       /* Test whether the industry itself accepts the cargo type */
00434       if (ind->accepts_cargo[cargo_index] == a) {
00435         accepts = true;
00436         break;
00437       }
00438     }
00439 
00440     if (accepts) continue;
00441 
00442     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
00443     SetBit(*always_accepted, a);
00444   }
00445 }
00446 
00447 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
00448 {
00449   const Industry *i = Industry::GetByTile(tile);
00450   const IndustrySpec *is = GetIndustrySpec(i->type);
00451 
00452   td->owner[0] = i->owner;
00453   td->str = is->name;
00454   if (!IsIndustryCompleted(tile)) {
00455     SetDParamX(td->dparam, 0, td->str);
00456     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00457   }
00458 
00459   if (is->grf_prop.grffile != NULL) {
00460     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->name;
00461   }
00462 }
00463 
00464 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
00465 {
00466   Industry *i = Industry::GetByTile(tile);
00467   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00468 
00469   /* water can destroy industries
00470    * in editor you can bulldoze industries
00471    * with magic_bulldozer cheat you can destroy industries
00472    * (area around OILRIG is water, so water shouldn't flood it
00473    */
00474   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
00475       !_cheats.magic_bulldozer.value) ||
00476       ((flags & DC_AUTO) != 0) ||
00477       (_current_company == OWNER_WATER &&
00478         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
00479         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
00480     SetDParam(1, indspec->name);
00481     return_cmd_error(flags & DC_AUTO ? STR_ERROR_UNMOVABLE_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
00482   }
00483 
00484   if (flags & DC_EXEC) {
00485     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
00486     delete i;
00487   }
00488   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
00489 }
00490 
00491 static void TransportIndustryGoods(TileIndex tile)
00492 {
00493   Industry *i = Industry::GetByTile(tile);
00494   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00495   bool moved_cargo = false;
00496 
00497   StationFinder stations(i->location);
00498 
00499   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
00500     uint cw = min(i->produced_cargo_waiting[j], 255);
00501     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
00502       i->produced_cargo_waiting[j] -= cw;
00503 
00504       /* fluctuating economy? */
00505       if (_economy.fluct <= 0) cw = (cw + 1) / 2;
00506 
00507       i->this_month_production[j] += cw;
00508 
00509       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
00510       i->this_month_transported[j] += am;
00511 
00512       moved_cargo |= (am != 0);
00513     }
00514   }
00515 
00516   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
00517     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
00518 
00519     if (newgfx != INDUSTRYTILE_NOANIM) {
00520       ResetIndustryConstructionStage(tile);
00521       SetIndustryCompleted(tile, true);
00522       SetIndustryGfx(tile, newgfx);
00523       MarkTileDirtyByTile(tile);
00524     }
00525   }
00526 }
00527 
00528 
00529 static void AnimateTile_Industry(TileIndex tile)
00530 {
00531   byte m;
00532   IndustryGfx gfx = GetIndustryGfx(tile);
00533 
00534   if (GetIndustryTileSpec(gfx)->animation_info != 0xFFFF) {
00535     AnimateNewIndustryTile(tile);
00536     return;
00537   }
00538 
00539   switch (gfx) {
00540   case GFX_SUGAR_MINE_SIEVE:
00541     if ((_tick_counter & 1) == 0) {
00542       m = GetIndustryAnimationState(tile) + 1;
00543 
00544       switch (m & 7) {
00545       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
00546       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
00547       }
00548 
00549       if (m >= 96) {
00550         m = 0;
00551         DeleteAnimatedTile(tile);
00552       }
00553       SetIndustryAnimationState(tile, m);
00554 
00555       MarkTileDirtyByTile(tile);
00556     }
00557     break;
00558 
00559   case GFX_TOFFEE_QUARY:
00560     if ((_tick_counter & 3) == 0) {
00561       m = GetIndustryAnimationState(tile);
00562 
00563       if (_industry_anim_offs_toffee[m] == 0xFF) {
00564         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
00565       }
00566 
00567       if (++m >= 70) {
00568         m = 0;
00569         DeleteAnimatedTile(tile);
00570       }
00571       SetIndustryAnimationState(tile, m);
00572 
00573       MarkTileDirtyByTile(tile);
00574     }
00575     break;
00576 
00577   case GFX_BUBBLE_CATCHER:
00578     if ((_tick_counter & 1) == 0) {
00579       m = GetIndustryAnimationState(tile);
00580 
00581       if (++m >= 40) {
00582         m = 0;
00583         DeleteAnimatedTile(tile);
00584       }
00585       SetIndustryAnimationState(tile, m);
00586 
00587       MarkTileDirtyByTile(tile);
00588     }
00589     break;
00590 
00591   /* Sparks on a coal plant */
00592   case GFX_POWERPLANT_SPARKS:
00593     if ((_tick_counter & 3) == 0) {
00594       m = GetIndustryAnimationState(tile);
00595       if (m == 6) {
00596         SetIndustryAnimationState(tile, 0);
00597         DeleteAnimatedTile(tile);
00598       } else {
00599         SetIndustryAnimationState(tile, m + 1);
00600         MarkTileDirtyByTile(tile);
00601       }
00602     }
00603     break;
00604 
00605   case GFX_TOY_FACTORY:
00606     if ((_tick_counter & 1) == 0) {
00607       m = GetIndustryAnimationState(tile) + 1;
00608 
00609       switch (m) {
00610         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
00611         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
00612         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
00613         default:
00614           if (m >= 50) {
00615             int n = GetIndustryAnimationLoop(tile) + 1;
00616             m = 0;
00617             if (n >= 8) {
00618               n = 0;
00619               DeleteAnimatedTile(tile);
00620             }
00621             SetIndustryAnimationLoop(tile, n);
00622           }
00623       }
00624 
00625       SetIndustryAnimationState(tile, m);
00626       MarkTileDirtyByTile(tile);
00627     }
00628     break;
00629 
00630   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00631   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00632   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00633   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00634     if ((_tick_counter & 3) == 0) {
00635       IndustryGfx gfx = GetIndustryGfx(tile);
00636 
00637       gfx = (gfx < 155) ? gfx + 1 : 148;
00638       SetIndustryGfx(tile, gfx);
00639       MarkTileDirtyByTile(tile);
00640     }
00641     break;
00642 
00643   case GFX_OILWELL_ANIMATED_1:
00644   case GFX_OILWELL_ANIMATED_2:
00645   case GFX_OILWELL_ANIMATED_3:
00646     if ((_tick_counter & 7) == 0) {
00647       bool b = Chance16(1, 7);
00648       IndustryGfx gfx = GetIndustryGfx(tile);
00649 
00650       m = GetIndustryAnimationState(tile) + 1;
00651       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
00652         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
00653         SetIndustryConstructionStage(tile, 3);
00654         DeleteAnimatedTile(tile);
00655       } else {
00656         SetIndustryAnimationState(tile, m);
00657         SetIndustryGfx(tile, gfx);
00658         MarkTileDirtyByTile(tile);
00659       }
00660     }
00661     break;
00662 
00663   case GFX_COAL_MINE_TOWER_ANIMATED:
00664   case GFX_COPPER_MINE_TOWER_ANIMATED:
00665   case GFX_GOLD_MINE_TOWER_ANIMATED: {
00666       int state = _tick_counter & 0x7FF;
00667 
00668       if ((state -= 0x400) < 0)
00669         return;
00670 
00671       if (state < 0x1A0) {
00672         if (state < 0x20 || state >= 0x180) {
00673           m = GetIndustryAnimationState(tile);
00674           if (!(m & 0x40)) {
00675             SetIndustryAnimationState(tile, m | 0x40);
00676             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
00677           }
00678           if (state & 7)
00679             return;
00680         } else {
00681           if (state & 3)
00682             return;
00683         }
00684         m = (GetIndustryAnimationState(tile) + 1) | 0x40;
00685         if (m > 0xC2) m = 0xC0;
00686         SetIndustryAnimationState(tile, m);
00687         MarkTileDirtyByTile(tile);
00688       } else if (state >= 0x200 && state < 0x3A0) {
00689         int i;
00690         i = (state < 0x220 || state >= 0x380) ? 7 : 3;
00691         if (state & i)
00692           return;
00693 
00694         m = (GetIndustryAnimationState(tile) & 0xBF) - 1;
00695         if (m < 0x80) m = 0x82;
00696         SetIndustryAnimationState(tile, m);
00697         MarkTileDirtyByTile(tile);
00698       }
00699     } break;
00700   }
00701 }
00702 
00703 static void CreateChimneySmoke(TileIndex tile)
00704 {
00705   uint x = TileX(tile) * TILE_SIZE;
00706   uint y = TileY(tile) * TILE_SIZE;
00707   uint z = GetTileMaxZ(tile);
00708 
00709   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
00710 }
00711 
00712 static void MakeIndustryTileBigger(TileIndex tile)
00713 {
00714   byte cnt = GetIndustryConstructionCounter(tile) + 1;
00715   byte stage;
00716 
00717   if (cnt != 4) {
00718     SetIndustryConstructionCounter(tile, cnt);
00719     return;
00720   }
00721 
00722   stage = GetIndustryConstructionStage(tile) + 1;
00723   SetIndustryConstructionCounter(tile, 0);
00724   SetIndustryConstructionStage(tile, stage);
00725   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
00726   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
00727 
00728   MarkTileDirtyByTile(tile);
00729 
00730   if (!IsIndustryCompleted(tile)) return;
00731 
00732   IndustryGfx gfx = GetIndustryGfx(tile);
00733   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00734     /* New industries are already animated on construction. */
00735     return;
00736   }
00737 
00738   switch (gfx) {
00739   case GFX_POWERPLANT_CHIMNEY:
00740     CreateChimneySmoke(tile);
00741     break;
00742 
00743   case GFX_OILRIG_1: {
00744     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
00745      * tiles (like the default oil rig). Do a proper check to ensure the
00746      * tiles belong to the same industry and based on that build the oil rig's
00747      * station. */
00748     TileIndex other = tile + TileDiffXY(0, 1);
00749 
00750     if (IsTileType(other, MP_INDUSTRY) &&
00751         GetIndustryGfx(other) == GFX_OILRIG_1 &&
00752         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
00753       BuildOilRig(tile);
00754     }
00755   } break;
00756 
00757   case GFX_TOY_FACTORY:
00758   case GFX_BUBBLE_CATCHER:
00759   case GFX_TOFFEE_QUARY:
00760     SetIndustryAnimationState(tile, 0);
00761     SetIndustryAnimationLoop(tile, 0);
00762     break;
00763 
00764   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00765   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00766   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00767   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00768     AddAnimatedTile(tile);
00769     break;
00770   }
00771 }
00772 
00773 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
00774 {
00775   static const int8 _bubble_spawn_location[3][4] = {
00776     { 11,   0, -4, -14 },
00777     { -4, -10, -4,   1 },
00778     { 49,  59, 60,  65 },
00779   };
00780 
00781   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
00782 
00783   int dir = Random() & 3;
00784 
00785   EffectVehicle *v = CreateEffectVehicleAbove(
00786     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
00787     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
00788     _bubble_spawn_location[2][dir],
00789     EV_BUBBLE
00790   );
00791 
00792   if (v != NULL) v->animation_substate = dir;
00793 }
00794 
00795 static void TileLoop_Industry(TileIndex tile)
00796 {
00797   IndustryGfx newgfx;
00798   IndustryGfx gfx;
00799 
00800   if (IsIndustryTileOnWater(tile)) TileLoop_Water(tile);
00801 
00802   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
00803 
00804   if (!IsIndustryCompleted(tile)) {
00805     MakeIndustryTileBigger(tile);
00806     return;
00807   }
00808 
00809   if (_game_mode == GM_EDITOR) return;
00810 
00811   TransportIndustryGoods(tile);
00812 
00813   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
00814 
00815   newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
00816   if (newgfx != INDUSTRYTILE_NOANIM) {
00817     ResetIndustryConstructionStage(tile);
00818     SetIndustryGfx(tile, newgfx);
00819     MarkTileDirtyByTile(tile);
00820     return;
00821   }
00822 
00823   gfx = GetIndustryGfx(tile);
00824 
00825   switch (gfx) {
00826   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
00827   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
00828   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
00829     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
00830       switch (gfx) {
00831         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
00832         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
00833         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
00834       }
00835       SetIndustryGfx(tile, gfx);
00836       SetIndustryAnimationState(tile, 0x80);
00837       AddAnimatedTile(tile);
00838     }
00839     break;
00840 
00841   case GFX_OILWELL_NOT_ANIMATED:
00842     if (Chance16(1, 6)) {
00843       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
00844       SetIndustryAnimationState(tile, 0);
00845       AddAnimatedTile(tile);
00846     }
00847     break;
00848 
00849   case GFX_COAL_MINE_TOWER_ANIMATED:
00850   case GFX_COPPER_MINE_TOWER_ANIMATED:
00851   case GFX_GOLD_MINE_TOWER_ANIMATED:
00852     if (!(_tick_counter & 0x400)) {
00853       switch (gfx) {
00854         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
00855         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
00856         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
00857       }
00858       SetIndustryGfx(tile, gfx);
00859       SetIndustryCompleted(tile, true);
00860       SetIndustryConstructionStage(tile, 3);
00861       DeleteAnimatedTile(tile);
00862     }
00863     break;
00864 
00865   case GFX_POWERPLANT_SPARKS:
00866     if (Chance16(1, 3)) {
00867       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
00868       AddAnimatedTile(tile);
00869     }
00870     break;
00871 
00872   case GFX_COPPER_MINE_CHIMNEY:
00873     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
00874     break;
00875 
00876 
00877   case GFX_TOY_FACTORY: {
00878       Industry *i = Industry::GetByTile(tile);
00879       if (i->was_cargo_delivered) {
00880         i->was_cargo_delivered = false;
00881         SetIndustryAnimationLoop(tile, 0);
00882         AddAnimatedTile(tile);
00883       }
00884     }
00885     break;
00886 
00887   case GFX_BUBBLE_GENERATOR:
00888     TileLoopIndustry_BubbleGenerator(tile);
00889     break;
00890 
00891   case GFX_TOFFEE_QUARY:
00892     AddAnimatedTile(tile);
00893     break;
00894 
00895   case GFX_SUGAR_MINE_SIEVE:
00896     if (Chance16(1, 3)) AddAnimatedTile(tile);
00897     break;
00898   }
00899 }
00900 
00901 static bool ClickTile_Industry(TileIndex tile)
00902 {
00903   ShowIndustryViewWindow(GetIndustryIndex(tile));
00904   return true;
00905 }
00906 
00907 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00908 {
00909   return 0;
00910 }
00911 
00912 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
00913 {
00914   /* If the founder merges, the industry was created by the merged company */
00915   Industry *i = Industry::GetByTile(tile);
00916   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
00917 }
00918 
00919 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
00920 
00921 static bool IsBadFarmFieldTile(TileIndex tile)
00922 {
00923   switch (GetTileType(tile)) {
00924     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00925     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00926     default:       return true;
00927   }
00928 }
00929 
00930 static bool IsBadFarmFieldTile2(TileIndex tile)
00931 {
00932   switch (GetTileType(tile)) {
00933     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00934     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00935     default:       return true;
00936   }
00937 }
00938 
00939 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
00940 {
00941   do {
00942     tile = TILE_MASK(tile);
00943 
00944     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
00945       byte or_ = type;
00946 
00947       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
00948 
00949       if (direction == AXIS_X) {
00950         SetFenceSE(tile, or_);
00951       } else {
00952         SetFenceSW(tile, or_);
00953       }
00954     }
00955 
00956     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00957   } while (--size);
00958 }
00959 
00960 static void PlantFarmField(TileIndex tile, IndustryID industry)
00961 {
00962   uint size_x, size_y;
00963   uint32 r;
00964   uint count;
00965   uint counter;
00966   uint field_type;
00967   int type;
00968 
00969   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
00970     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
00971       return;
00972   }
00973 
00974   /* determine field size */
00975   r = (Random() & 0x303) + 0x404;
00976   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
00977   size_x = GB(r, 0, 8);
00978   size_y = GB(r, 8, 8);
00979 
00980   /* offset tile to match size */
00981   tile -= TileDiffXY(size_x / 2, size_y / 2);
00982 
00983   if (TileX(tile) + size_x >= MapSizeX() || TileY(tile) + size_y >= MapSizeY()) return;
00984 
00985   /* check the amount of bad tiles */
00986   count = 0;
00987   TILE_LOOP(cur_tile, size_x, size_y, tile) {
00988     assert(cur_tile < MapSize());
00989     count += IsBadFarmFieldTile(cur_tile);
00990   }
00991   if (count * 2 >= size_x * size_y) return;
00992 
00993   /* determine type of field */
00994   r = Random();
00995   counter = GB(r, 5, 3);
00996   field_type = GB(r, 8, 8) * 9 >> 8;
00997 
00998   /* make field */
00999   TILE_LOOP(cur_tile, size_x, size_y, tile) {
01000     assert(cur_tile < MapSize());
01001     if (!IsBadFarmFieldTile2(cur_tile)) {
01002       MakeField(cur_tile, field_type, industry);
01003       SetClearCounter(cur_tile, counter);
01004       MarkTileDirtyByTile(cur_tile);
01005     }
01006   }
01007 
01008   type = 3;
01009   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
01010     type = _plantfarmfield_type[Random() & 0xF];
01011   }
01012 
01013   SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
01014   SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
01015   SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
01016   SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
01017 }
01018 
01019 void PlantRandomFarmField(const Industry *i)
01020 {
01021   int x = i->location.w / 2 + Random() % 31 - 16;
01022   int y = i->location.h / 2 + Random() % 31 - 16;
01023 
01024   TileIndex tile = TileAddWrap(i->location.tile, x, y);
01025 
01026   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
01027 }
01028 
01035 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
01036 {
01037   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { 
01038     CompanyID old_company = _current_company;
01039     /* found a tree */
01040 
01041     _current_company = OWNER_NONE;
01042     _industry_sound_ctr = 1;
01043     _industry_sound_tile = tile;
01044     SndPlayTileFx(SND_38_CHAINSAW, tile);
01045 
01046     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
01047 
01048     _current_company = old_company;
01049     return true;
01050   }
01051   return false;
01052 }
01053 
01058 static void ChopLumberMillTrees(Industry *i)
01059 {
01060   TileIndex tile = i->location.tile;
01061 
01062   if (!IsIndustryCompleted(tile)) return;  
01063 
01064   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) 
01065     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); 
01066 }
01067 
01068 static void ProduceIndustryGoods(Industry *i)
01069 {
01070   uint32 r;
01071   uint num;
01072   const IndustrySpec *indsp = GetIndustrySpec(i->type);
01073 
01074   /* play a sound? */
01075   if ((i->counter & 0x3F) == 0) {
01076     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
01077       SndPlayTileFx(
01078         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
01079         i->location.tile);
01080     }
01081   }
01082 
01083   i->counter--;
01084 
01085   /* produce some cargo */
01086   if ((i->counter & 0xFF) == 0) {
01087     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
01088 
01089     IndustryBehaviour indbehav = indsp->behaviour;
01090     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
01091     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
01092 
01093     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
01094       bool plant;
01095       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01096         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0);
01097       } else {
01098         plant = Chance16(1, 8);
01099       }
01100 
01101       if (plant) PlantRandomFarmField(i);
01102     }
01103     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
01104       bool cut = ((i->counter & 0x1FF) == 0);
01105       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01106         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0);
01107       }
01108 
01109       if (cut) ChopLumberMillTrees(i);
01110     }
01111 
01112     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
01113     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
01114   }
01115 }
01116 
01117 void OnTick_Industry()
01118 {
01119   Industry *i;
01120 
01121   if (_industry_sound_ctr != 0) {
01122     _industry_sound_ctr++;
01123 
01124     if (_industry_sound_ctr == 75) {
01125       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
01126     } else if (_industry_sound_ctr == 160) {
01127       _industry_sound_ctr = 0;
01128       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
01129     }
01130   }
01131 
01132   if (_game_mode == GM_EDITOR) return;
01133 
01134   FOR_ALL_INDUSTRIES(i) {
01135     ProduceIndustryGoods(i);
01136   }
01137 }
01138 
01143 static bool CheckNewIndustry_NULL(TileIndex tile)
01144 {
01145   return true;
01146 }
01147 
01152 static bool CheckNewIndustry_Forest(TileIndex tile)
01153 {
01154   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01155     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
01156       _error_message = STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED;
01157       return false;
01158     }
01159   }
01160   return true;
01161 }
01162 
01167 static bool CheckNewIndustry_OilRefinery(TileIndex tile)
01168 {
01169   if (_game_mode == GM_EDITOR) return true;
01170   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
01171 
01172   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
01173   return false;
01174 }
01175 
01176 extern bool _ignore_restrictions;
01177 
01182 static bool CheckNewIndustry_OilRig(TileIndex tile)
01183 {
01184   if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
01185   if (TileHeight(tile) == 0 &&
01186       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
01187 
01188   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
01189   return false;
01190 }
01191 
01196 static bool CheckNewIndustry_Farm(TileIndex tile)
01197 {
01198   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01199     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
01200       _error_message = STR_ERROR_SITE_UNSUITABLE;
01201       return false;
01202     }
01203   }
01204   return true;
01205 }
01206 
01211 static bool CheckNewIndustry_Plantation(TileIndex tile)
01212 {
01213   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
01214     _error_message = STR_ERROR_SITE_UNSUITABLE;
01215     return false;
01216   }
01217 
01218   return true;
01219 }
01220 
01225 static bool CheckNewIndustry_Water(TileIndex tile)
01226 {
01227   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
01228     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT;
01229     return false;
01230   }
01231 
01232   return true;
01233 }
01234 
01239 static bool CheckNewIndustry_Lumbermill(TileIndex tile)
01240 {
01241   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
01242     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
01243     return false;
01244   }
01245   return true;
01246 }
01247 
01252 static bool CheckNewIndustry_BubbleGen(TileIndex tile)
01253 {
01254   if (GetTileZ(tile) > TILE_HEIGHT * 4) {
01255     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS;
01256     return false;
01257   }
01258   return true;
01259 }
01260 
01265 typedef bool CheckNewIndustryProc(TileIndex tile);
01266 
01268 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
01269   CheckNewIndustry_NULL,        
01270   CheckNewIndustry_Forest,      
01271   CheckNewIndustry_OilRefinery, 
01272   CheckNewIndustry_Farm,        
01273   CheckNewIndustry_Plantation,  
01274   CheckNewIndustry_Water,       
01275   CheckNewIndustry_Lumbermill,  
01276   CheckNewIndustry_BubbleGen,   
01277   CheckNewIndustry_OilRig,      
01278 };
01279 
01286 static const Town *FindTownForIndustry(TileIndex tile, int type)
01287 {
01288   const Town *t;
01289   const Industry *i;
01290 
01291   t = ClosestTownFromTile(tile, UINT_MAX);
01292 
01293   if (_settings_game.economy.multiple_industry_per_town) return t;
01294 
01295   FOR_ALL_INDUSTRIES(i) {
01296     if (i->type == (byte)type &&
01297         i->town == t) {
01298       _error_message = STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN;
01299       return NULL;
01300     }
01301   }
01302 
01303   return t;
01304 }
01305 
01306 bool IsSlopeRefused(Slope current, Slope refused)
01307 {
01308   if (IsSteepSlope(current)) return true;
01309   if (current != SLOPE_FLAT) {
01310     if (IsSteepSlope(refused)) return true;
01311 
01312     Slope t = ComplementSlope(current);
01313 
01314     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
01315     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
01316     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
01317     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
01318   }
01319 
01320   return false;
01321 }
01322 
01323 static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
01324 {
01325   _error_message = STR_ERROR_SITE_UNSUITABLE;
01326   bool refused_slope = false;
01327   bool custom_shape = false;
01328 
01329   do {
01330     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
01331     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
01332 
01333     if (!IsValidTile(cur_tile)) {
01334       return false;
01335     }
01336 
01337     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
01338       if (!IsTileType(cur_tile, MP_WATER) ||
01339           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
01340         return false;
01341       }
01342     } else {
01343       if (!EnsureNoVehicleOnGround(cur_tile)) return false;
01344       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return false;
01345 
01346       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
01347 
01348       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
01349 
01350       /* Perform land/water check if not disabled */
01351       if (!HasBit(its->slopes_refused, 5) && (IsWaterTile(cur_tile) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return false;
01352 
01353       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
01354         custom_shape = true;
01355         if (!PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index)) return false;
01356       } else {
01357         Slope tileh = GetTileSlope(cur_tile, NULL);
01358         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
01359       }
01360 
01361       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
01362           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
01363         if (!IsTileType(cur_tile, MP_HOUSE)) {
01364           _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS;
01365           return false;
01366         }
01367 
01368         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
01369         CompanyID old_company = _current_company;
01370         _current_company = OWNER_TOWN;
01371         bool not_clearable = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR).Failed();
01372         _current_company = old_company;
01373 
01374         if (not_clearable) return false;
01375       } else {
01376         /* Clear the tiles, but do not affect town ratings */
01377         bool not_clearable = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR).Failed();
01378 
01379         if (not_clearable) return false;
01380       }
01381     }
01382   } while ((++it)->ti.x != -0x80);
01383 
01384   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
01385 
01386   /* It is almost impossible to have a fully flat land in TG, so what we
01387    *  do is that we check if we can make the land flat later on. See
01388    *  CheckIfCanLevelIndustryPlatform(). */
01389   return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
01390 }
01391 
01392 static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
01393 {
01394   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
01395     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200;
01396     return false;
01397   }
01398 
01399   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
01400     _error_message = STR_ERROR_SITE_UNSUITABLE;
01401     return false;
01402   }
01403 
01404   return true;
01405 }
01406 
01407 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
01408 {
01409   int size_x, size_y;
01410   uint curh;
01411 
01412   size_x = 2;
01413   size_y = 2;
01414 
01415   /* Check if we don't leave the map */
01416   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
01417 
01418   tile += TileDiffXY(-1, -1);
01419   TILE_LOOP(tile_walk, size_x, size_y, tile) {
01420     curh = TileHeight(tile_walk);
01421     /* Is the tile clear? */
01422     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES))
01423       return false;
01424 
01425     /* Don't allow too big of a change if this is the sub-tile check */
01426     if (internal != 0 && Delta(curh, height) > 1) return false;
01427 
01428     /* Different height, so the surrounding tiles of this tile
01429      *  has to be correct too (in level, or almost in level)
01430      *  else you get a chain-reaction of terraforming. */
01431     if (internal == 0 && curh != height) {
01432       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1))
01433         return false;
01434     }
01435   }
01436 
01437   return true;
01438 }
01439 
01444 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
01445 {
01446   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
01447   int max_x = 0;
01448   int max_y = 0;
01449   TileIndex cur_tile;
01450   uint size_x, size_y;
01451   uint h, curh;
01452 
01453   /* Finds dimensions of largest variant of this industry */
01454   do {
01455     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
01456     if (it->ti.x > max_x) max_x = it->ti.x;
01457     if (it->ti.y > max_y) max_y = it->ti.y;
01458   } while ((++it)->ti.x != MKEND);
01459 
01460   /* Remember level height */
01461   h = TileHeight(tile);
01462 
01463   if (TileX(tile) <= 1 || TileY(tile) <= 1) return false;
01464   /* Check that all tiles in area and surrounding are clear
01465    * this determines that there are no obstructing items */
01466   cur_tile = tile + TileDiffXY(-1, -1);
01467   size_x = max_x + 4;
01468   size_y = max_y + 4;
01469 
01470   /* Check if we don't leave the map */
01471   if (TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
01472 
01473   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
01474    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
01475   CompanyID old_company = _current_company;
01476   _current_company = OWNER_TOWN;
01477 
01478   TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
01479     curh = TileHeight(tile_walk);
01480     if (curh != h) {
01481       /* This tile needs terraforming. Check if we can do that without
01482        *  damaging the surroundings too much. */
01483       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
01484         _current_company = old_company;
01485         return false;
01486       }
01487       /* This is not 100% correct check, but the best we can do without modifying the map.
01488        *  What is missing, is if the difference in height is more than 1.. */
01489       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
01490         _current_company = old_company;
01491         return false;
01492       }
01493     }
01494   }
01495 
01496   if (flags & DC_EXEC) {
01497     /* Terraform the land under the industry */
01498     TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
01499       curh = TileHeight(tile_walk);
01500       while (curh != h) {
01501         /* We give the terraforming for free here, because we can't calculate
01502          *  exact cost in the test-round, and as we all know, that will cause
01503          *  a nice assert if they don't match ;) */
01504         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
01505         curh += (curh > h) ? -1 : 1;
01506       }
01507     }
01508   }
01509 
01510   _current_company = old_company;
01511   return true;
01512 }
01513 
01514 
01515 static bool CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
01516 {
01517   const IndustrySpec *indspec = GetIndustrySpec(type);
01518   const Industry *i;
01519   FOR_ALL_INDUSTRIES(i) {
01520     /* Within 14 tiles from another industry is considered close */
01521     bool in_low_distance = DistanceMax(tile, i->location.tile) <= 14;
01522 
01523     /* check if there are any conflicting industry types around */
01524     if ((i->type == indspec->conflicting[0] ||
01525         i->type == indspec->conflicting[1] ||
01526         i->type == indspec->conflicting[2]) &&
01527         in_low_distance) {
01528       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
01529       return false;
01530     }
01531   }
01532   return true;
01533 }
01534 
01538 enum ProductionLevels {
01539   PRODLEVEL_CLOSURE = 0x00,  
01540   PRODLEVEL_MINIMUM = 0x04,  
01541   PRODLEVEL_DEFAULT = 0x10,  
01542   PRODLEVEL_MAXIMUM = 0x80,  
01543 };
01544 
01545 static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner owner, Owner founder)
01546 {
01547   const IndustrySpec *indspec = GetIndustrySpec(type);
01548   uint32 r;
01549   uint j;
01550 
01551   i->location = TileArea(tile, 1, 1);
01552   i->type = type;
01553   IncIndustryTypeCount(type);
01554 
01555   i->produced_cargo[0] = indspec->produced_cargo[0];
01556   i->produced_cargo[1] = indspec->produced_cargo[1];
01557   i->accepts_cargo[0] = indspec->accepts_cargo[0];
01558   i->accepts_cargo[1] = indspec->accepts_cargo[1];
01559   i->accepts_cargo[2] = indspec->accepts_cargo[2];
01560   i->production_rate[0] = indspec->production_rate[0];
01561   i->production_rate[1] = indspec->production_rate[1];
01562 
01563   /* don't use smooth economy for industries using production related callbacks */
01564   if (_settings_game.economy.smooth_economy &&
01565       !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
01566       !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE))             // production change callbacks
01567   ) {
01568     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
01569     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
01570   }
01571 
01572   i->town = t;
01573   i->owner = owner;
01574 
01575   r = Random();
01576   i->random_colour = GB(r, 0, 4);
01577   i->counter = GB(r, 4, 12);
01578   i->random = GB(r, 16, 16);
01579   i->produced_cargo_waiting[0] = 0;
01580   i->produced_cargo_waiting[1] = 0;
01581   i->incoming_cargo_waiting[0] = 0;
01582   i->incoming_cargo_waiting[1] = 0;
01583   i->incoming_cargo_waiting[2] = 0;
01584   i->this_month_production[0] = 0;
01585   i->this_month_production[1] = 0;
01586   i->this_month_transported[0] = 0;
01587   i->this_month_transported[1] = 0;
01588   i->last_month_pct_transported[0] = 0;
01589   i->last_month_pct_transported[1] = 0;
01590   i->last_month_transported[0] = 0;
01591   i->last_month_transported[1] = 0;
01592   i->was_cargo_delivered = false;
01593   i->last_prod_year = _cur_year;
01594   i->last_month_production[0] = i->production_rate[0] * 8;
01595   i->last_month_production[1] = i->production_rate[1] * 8;
01596   i->founder = founder;
01597 
01598   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
01599     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
01600     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
01601   }
01602 
01603   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
01604     for (j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
01605     for (j = 0; j < lengthof(i->accepts_cargo); j++) {
01606       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01607       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01608       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01609     }
01610   }
01611 
01612   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
01613     for (j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
01614     for (j = 0; j < lengthof(i->produced_cargo); j++) {
01615       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01616       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01617       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01618     }
01619   }
01620 
01621   i->construction_date = _date;
01622   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
01623       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
01624 
01625   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
01626    * 0 = created prior of newindustries
01627    * else, chosen layout + 1 */
01628   i->selected_layout = layout + 1;
01629 
01630   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
01631 
01632   i->prod_level = PRODLEVEL_DEFAULT;
01633 
01634   do {
01635     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
01636 
01637     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
01638       i->location.Add(cur_tile);
01639 
01640       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
01641 
01642       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
01643 
01644       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
01645 
01646       if (_generating_world) {
01647         SetIndustryConstructionCounter(cur_tile, 3);
01648         SetIndustryConstructionStage(cur_tile, 2);
01649       }
01650 
01651       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
01652       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
01653       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
01654       if (its->animation_info != 0xFFFF) AddAnimatedTile(cur_tile);
01655     }
01656   } while ((++it)->ti.x != -0x80);
01657 
01658   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
01659     for (j = 0; j != 50; j++) PlantRandomFarmField(i);
01660   }
01661   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
01662 
01663   Station::RecomputeIndustriesNearForAll();
01664 }
01665 
01676 static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed, Owner founder)
01677 {
01678   assert(itspec_index < indspec->num_table);
01679   const IndustryTileTable *it = indspec->table[itspec_index];
01680   bool custom_shape_check = false;
01681 
01682   if (!CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check)) return NULL;
01683 
01684   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
01685     if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed)) return NULL;
01686   } else {
01687     if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
01688   }
01689 
01690   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) return NULL;
01691   if (!CheckIfFarEnoughFromConflictingIndustry(tile, type)) return NULL;
01692 
01693   const Town *t = FindTownForIndustry(tile, type);
01694   if (t == NULL) return NULL;
01695 
01696   if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
01697 
01698   if (!Industry::CanAllocateItem()) return NULL;
01699 
01700   if (flags & DC_EXEC) {
01701     Industry *i = new Industry(tile);
01702     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
01703     DoCreateNewIndustry(i, tile, type, it, itspec_index, t, OWNER_NONE, founder);
01704 
01705     return i;
01706   }
01707 
01708   /* We need to return a non-NULL pointer to tell we have created an industry.
01709    * However, we haven't created a real one (no DC_EXEC), so return a fake one. */
01710   return (Industry *)-1;
01711 }
01712 
01723 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01724 {
01725   IndustryType it = GB(p1, 0, 8);
01726   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
01727 
01728   const IndustrySpec *indspec = GetIndustrySpec(it);
01729 
01730   /* Check if the to-be built/founded industry is available for this climate. */
01731   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
01732 
01733   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
01734    * Raw material industries are industries that do not accept cargo (at least for now) */
01735   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
01736     return CMD_ERROR;
01737   }
01738 
01739   if (_game_mode != GM_EDITOR && !CheckIfCallBackAllowsAvailability(it, IACT_USERCREATION)) {
01740     return CMD_ERROR;
01741   }
01742 
01743   const Industry *ind = NULL;
01744   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
01745     if (flags & DC_EXEC) {
01746       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
01747       CompanyID founder = _current_company;
01748       _current_company = OWNER_TOWN;
01749       /* Prospecting has a chance to fail, however we cannot guarantee that something can
01750        * be built on the map, so the chance gets lower when the map is fuller, but there
01751        * is nothing we can really do about that. */
01752       if (Random() <= indspec->prospecting_chance) {
01753         for (int i = 0; i < 5000; i++) {
01754           /* We should not have more than one Random() in a function call
01755            * because parameter evaluation order is not guaranteed in the c++ standard
01756            */
01757           tile = RandomTile();
01758           ind = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), p2, founder);
01759           if (ind != NULL) {
01760             break;
01761           }
01762         }
01763       }
01764       _current_company = founder;
01765     }
01766   } else {
01767     int count = indspec->num_table;
01768     const IndustryTileTable * const *itt = indspec->table;
01769     int num = GB(p1, 8, 8);
01770     if (num >= count) return CMD_ERROR;
01771 
01772     _error_message = STR_ERROR_SITE_UNSUITABLE;
01773     do {
01774       if (--count < 0) return CMD_ERROR;
01775       if (--num < 0) num = indspec->num_table - 1;
01776     } while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, it));
01777 
01778     ind = CreateNewIndustryHelper(tile, it, flags, indspec, num, p2, _current_company);
01779     if (ind == NULL) return CMD_ERROR;
01780   }
01781 
01782   if ((flags & DC_EXEC) && _game_mode != GM_EDITOR && ind != NULL) {
01783     SetDParam(0, indspec->name);
01784     if (indspec->new_industry_text > STR_LAST_STRINGID) {
01785       SetDParam(1, STR_TOWN_NAME);
01786       SetDParam(2, ind->town->index);
01787     } else {
01788       SetDParam(1, ind->town->index);
01789     }
01790     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
01791     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
01792   }
01793 
01794   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
01795 }
01796 
01797 
01798 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
01799 {
01800   const IndustrySpec *indspec = GetIndustrySpec(type);
01801 
01802   uint32 seed = Random();
01803   return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE);
01804 }
01805 
01812 static uint32 GetScaledIndustryProbability(IndustryType it, bool *force_at_least_one)
01813 {
01814   const IndustrySpec *ind_spc = GetIndustrySpec(it);
01815   uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
01816   if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
01817       !CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) || _settings_game.difficulty.number_industries == 0) {
01818     *force_at_least_one = false;
01819     return 0;
01820   } else {
01821     /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
01822      * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
01823     chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
01824 
01825     *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION);
01826     return chance;
01827   }
01828 }
01829 
01831 static const byte _numof_industry_table[]= {
01832   0,    // none
01833   10,   // very low
01834   25,   // low
01835   55,   // normal
01836   80,   // high
01837 };
01838 
01844 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
01845 {
01846   CompanyID old_company = _current_company;
01847   _current_company = OWNER_NONE;
01848 
01849   IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
01850 
01851   for (uint i = 0; i < (try_hard ? 10000u : 2000u); i++) {
01852     if (CreateNewIndustry(RandomTile(), type) != NULL) break;
01853   }
01854 
01855   _current_company = old_company;
01856 }
01857 
01862 void GenerateIndustries()
01863 {
01864   assert(_settings_game.difficulty.number_industries < lengthof(_numof_industry_table));
01865   uint total_amount = ScaleByMapSize(_numof_industry_table[_settings_game.difficulty.number_industries]);
01866 
01867   /* Do not create any industries? */
01868   if (total_amount == 0) return;
01869 
01870   uint32 industry_probs[NUM_INDUSTRYTYPES];
01871   bool force_at_least_one[NUM_INDUSTRYTYPES];
01872   uint32 total_prob = 0;
01873   uint num_forced = 0;
01874 
01875   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
01876     industry_probs[it] = GetScaledIndustryProbability(it, force_at_least_one + it);
01877     total_prob += industry_probs[it];
01878     if (force_at_least_one[it]) num_forced++;
01879   }
01880 
01881   if (total_prob == 0 || total_amount < num_forced) {
01882     /* Only place the forced ones */
01883     total_amount = num_forced;
01884   }
01885 
01886   SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
01887 
01888   /* Try to build one industry per type independent of any probabilities */
01889   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
01890     if (force_at_least_one[it]) {
01891       assert(total_amount > 0);
01892       total_amount--;
01893       PlaceInitialIndustry(it, true);
01894     }
01895   }
01896 
01897   /* Add the remaining industries according to their probabilities */
01898   for (uint i = 0; i < total_amount; i++) {
01899     uint32 r = RandomRange(total_prob);
01900     IndustryType it = 0;
01901     while (it < NUM_INDUSTRYTYPES && r >= industry_probs[it]) {
01902       r -= industry_probs[it];
01903       it++;
01904     }
01905     assert(it < NUM_INDUSTRYTYPES && industry_probs[it] > 0);
01906     PlaceInitialIndustry(it, false);
01907   }
01908 }
01909 
01910 static void UpdateIndustryStatistics(Industry *i)
01911 {
01912   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
01913     if (i->produced_cargo[j] != CT_INVALID) {
01914       byte pct = 0;
01915       if (i->this_month_production[j] != 0) {
01916         i->last_prod_year = _cur_year;
01917         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
01918       }
01919       i->last_month_pct_transported[j] = pct;
01920 
01921       i->last_month_production[j] = i->this_month_production[j];
01922       i->this_month_production[j] = 0;
01923 
01924       i->last_month_transported[j] = i->this_month_transported[j];
01925       i->this_month_transported[j] = 0;
01926     }
01927   }
01928 }
01929 
01931 struct ProbabilityHelper {
01932   uint16 prob;      
01933   IndustryType ind; 
01934 };
01935 
01939 static void MaybeNewIndustry()
01940 {
01941   Industry *ind;               // will receive the industry's creation pointer
01942   IndustryType rndtype, j;     // Loop controlers
01943   const IndustrySpec *ind_spc;
01944   uint num = 0;
01945   ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
01946   uint16 probability_max = 0;
01947 
01948   /* Generate a list of all possible industries that can be built. */
01949   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
01950     ind_spc = GetIndustrySpec(j);
01951     byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
01952 
01953     if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0) continue;
01954 
01955     /* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
01956      * and if appearing chance for this landscape is above 0, this industry can be chosen */
01957     if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
01958       probability_max += chance;
01959       /* adds the result for this industry */
01960       cumulative_probs[num].ind = j;
01961       cumulative_probs[num++].prob = probability_max;
01962     }
01963   }
01964 
01965   /* Abort if there is no industry buildable */
01966   if (probability_max == 0) return;
01967 
01968   /* Find a random type, with maximum being what has been evaluate above*/
01969   rndtype = RandomRange(probability_max);
01970   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
01971     /* and choose the index of the industry that matches as close as possible this random type */
01972     if (cumulative_probs[j].prob >= rndtype) break;
01973   }
01974 
01975   ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
01976   /*  Check if it is allowed */
01977   if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
01978   if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
01979 
01980   /* try to create 2000 times this industry */
01981   num = 2000;
01982   for (;;) {
01983     ind = CreateNewIndustry(RandomTile(), cumulative_probs[j].ind);
01984     if (ind != NULL) break;
01985     if (--num == 0) return;
01986   }
01987 
01988   SetDParam(0, ind_spc->name);
01989   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
01990     SetDParam(1, STR_TOWN_NAME);
01991     SetDParam(2, ind->town->index);
01992   } else {
01993     SetDParam(1, ind->town->index);
01994   }
01995   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
01996   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
01997 }
01998 
02007 static bool CheckIndustryCloseDownProtection(IndustryType type)
02008 {
02009   const IndustrySpec *indspec = GetIndustrySpec(type);
02010 
02011   /* oil wells (or the industries with that flag set) are always allowed to closedown */
02012   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
02013   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1;
02014 }
02015 
02025 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
02026 {
02027   const IndustrySpec *indspec = GetIndustrySpec(ind->type);
02028 
02029   /* Check for acceptance of cargo */
02030   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
02031     if (ind->accepts_cargo[j] == CT_INVALID) continue;
02032     if (cargo == ind->accepts_cargo[j]) {
02033       if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
02034         uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO,
02035             0, GetReverseCargoTranslation(cargo, indspec->grf_prop.grffile),
02036             ind, ind->type, ind->location.tile);
02037         if (res == 0) continue;
02038       }
02039       *c_accepts = true;
02040       break;
02041     }
02042   }
02043 
02044   /* Check for produced cargo */
02045   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
02046     if (ind->produced_cargo[j] == CT_INVALID) continue;
02047     if (cargo == ind->produced_cargo[j]) {
02048       *c_produces = true;
02049       break;
02050     }
02051   }
02052 }
02053 
02067 static int WhoCanServiceIndustry(Industry *ind)
02068 {
02069   /* Find all stations within reach of the industry */
02070   StationList stations;
02071   FindStationsAroundTiles(ind->location, &stations);
02072 
02073   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
02074 
02075   const Vehicle *v;
02076   int result = 0;
02077   FOR_ALL_VEHICLES(v) {
02078     /* Is it worthwhile to try this vehicle? */
02079     if (v->owner != _local_company && result != 0) continue;
02080 
02081     /* Check whether it accepts the right kind of cargo */
02082     bool c_accepts = false;
02083     bool c_produces = false;
02084     if (v->type == VEH_TRAIN && Train::From(v)->IsFrontEngine()) {
02085       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
02086         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
02087       }
02088     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
02089       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
02090     } else {
02091       continue;
02092     }
02093     if (!c_accepts && !c_produces) continue; // Wrong cargo
02094 
02095     /* Check orders of the vehicle.
02096      * We cannot check the first of shared orders only, since the first vehicle in such a chain
02097      * may have a different cargo type.
02098      */
02099     const Order *o;
02100     FOR_VEHICLE_ORDERS(v, o) {
02101       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
02102         /* Vehicle visits a station to load or unload */
02103         Station *st = Station::Get(o->GetDestination());
02104         assert(st != NULL);
02105 
02106         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
02107         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
02108 
02109         if (stations.Contains(st)) {
02110           if (v->owner == _local_company) return 2; // Company services industry
02111           result = 1; // Competitor services industry
02112         }
02113       }
02114     }
02115   }
02116   return result;
02117 }
02118 
02126 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
02127 {
02128   NewsSubtype ns;
02129 
02130   switch (WhoCanServiceIndustry(ind)) {
02131     case 0: ns = NS_INDUSTRY_NOBODY;  break;
02132     case 1: ns = NS_INDUSTRY_OTHER;   break;
02133     case 2: ns = NS_INDUSTRY_COMPANY; break;
02134     default: NOT_REACHED();
02135   }
02136   SetDParam(2, abs(percent));
02137   SetDParam(0, CargoSpec::Get(type)->name);
02138   SetDParam(1, ind->index);
02139   AddIndustryNewsItem(
02140     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
02141     ns,
02142     ind->index
02143   );
02144 }
02145 
02146 enum {
02147   PERCENT_TRANSPORTED_60 = 153,
02148   PERCENT_TRANSPORTED_80 = 204,
02149 };
02150 
02155 static void ChangeIndustryProduction(Industry *i, bool monthly)
02156 {
02157   StringID str = STR_NULL;
02158   bool closeit = false;
02159   const IndustrySpec *indspec = GetIndustrySpec(i->type);
02160   bool standard = false;
02161   bool suppress_message = false;
02162   bool recalculate_multipliers = false; 
02163   /* don't use smooth economy for industries using production related callbacks */
02164   bool smooth_economy = _settings_game.economy.smooth_economy &&
02165                         !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
02166                         !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
02167   byte div = 0;
02168   byte mul = 0;
02169   int8 increment = 0;
02170 
02171   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
02172   if (callback_enabled) {
02173     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
02174     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
02175       suppress_message = HasBit(res, 7);
02176       /* Get the custom message if any */
02177       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
02178       res = GB(res, 0, 4);
02179       switch (res) {
02180         default: NOT_REACHED();
02181         case 0x0: break;                  // Do nothing, but show the custom message if any
02182         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
02183         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
02184         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
02185         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
02186         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
02187         case 0x8: div = res - 0x3; break; // Divide production by 32
02188         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
02189         case 0xC: mul = res - 0x7; break; // Multiply production by 32
02190         case 0xD:                         // decrement production
02191         case 0xE:                         // increment production
02192           increment = res == 0x0D ? -1 : 1;
02193           break;
02194         case 0xF:                         // Set production to third byte of register 0x100
02195           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02196           recalculate_multipliers = true;
02197           break;
02198       }
02199     }
02200   } else {
02201     if (monthly != smooth_economy) return;
02202     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
02203   }
02204 
02205   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
02206     /* decrease or increase */
02207     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
02208 
02209     if (smooth_economy) {
02210       closeit = true;
02211       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
02212         if (i->produced_cargo[j] == CT_INVALID) continue;
02213         uint32 r = Random();
02214         int old_prod, new_prod, percent;
02215         /* If over 60% is transported, mult is 1, else mult is -1. */
02216         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
02217 
02218         new_prod = old_prod = i->production_rate[j];
02219 
02220         /* For industries with only_decrease flags (temperate terrain Oil Wells),
02221          * the multiplier will always be -1 so they will only decrease. */
02222         if (only_decrease) {
02223           mult = -1;
02224         /* For normal industries, if over 60% is transported, 33% chance for decrease.
02225          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
02226         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
02227           mult *= -1;
02228         }
02229 
02230         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
02231          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
02232         if (Chance16I(1, 22, r >> 16)) {
02233           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
02234         }
02235 
02236         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
02237         new_prod = Clamp(new_prod, 1, 255);
02238 
02239         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1)
02240           new_prod = Clamp(new_prod, 0, 16);
02241 
02242         /* Do not stop closing the industry when it has the lowest possible production rate */
02243         if (new_prod == old_prod && old_prod > 1) {
02244           closeit = false;
02245           continue;
02246         }
02247 
02248         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
02249         i->production_rate[j] = new_prod;
02250 
02251         /* Close the industry when it has the lowest possible production rate */
02252         if (new_prod > 1) closeit = false;
02253 
02254         if (abs(percent) >= 10) {
02255           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
02256         }
02257       }
02258     } else {
02259       if (only_decrease || Chance16(1, 3)) {
02260         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
02261         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
02262           mul = 1; // Increase production
02263         } else {
02264           div = 1; // Decrease production
02265         }
02266       }
02267     }
02268   }
02269 
02270   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
02271     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
02272       closeit = true;
02273     }
02274   }
02275 
02276   /* Increase if needed */
02277   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
02278     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
02279     recalculate_multipliers = true;
02280     if (str == STR_NULL) str = indspec->production_up_text;
02281   }
02282 
02283   /* Decrease if needed */
02284   while (div-- != 0 && !closeit) {
02285     if (i->prod_level == PRODLEVEL_MINIMUM) {
02286       closeit = true;
02287     } else {
02288       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
02289       recalculate_multipliers = true;
02290       if (str == STR_NULL) str = indspec->production_down_text;
02291     }
02292   }
02293 
02294   /* Increase or Decreasing the production level if needed */
02295   if (increment != 0) {
02296     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
02297       closeit = true;
02298     } else {
02299       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02300       recalculate_multipliers = true;
02301     }
02302   }
02303 
02304   /* Recalculate production_rate
02305    * For non-smooth economy these should always be synchronized with prod_level */
02306   if (recalculate_multipliers) {
02307     /* Rates are rounded up, so e.g. oilrig always produces some passengers */
02308     i->production_rate[0] = min((indspec->production_rate[0] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
02309     i->production_rate[1] = min((indspec->production_rate[1] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
02310   }
02311 
02312   /* Close if needed and allowed */
02313   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
02314     i->prod_level = PRODLEVEL_CLOSURE;
02315     str = indspec->closure_text;
02316   }
02317 
02318   if (!suppress_message && str != STR_NULL) {
02319     NewsSubtype ns;
02320     /* Compute news category */
02321     if (closeit) {
02322       ns = NS_INDUSTRY_CLOSE;
02323       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
02324     } else {
02325       switch (WhoCanServiceIndustry(i)) {
02326         case 0: ns = NS_INDUSTRY_NOBODY;  break;
02327         case 1: ns = NS_INDUSTRY_OTHER;   break;
02328         case 2: ns = NS_INDUSTRY_COMPANY; break;
02329         default: NOT_REACHED();
02330       }
02331     }
02332     /* Set parameters of news string */
02333     if (str > STR_LAST_STRINGID) {
02334       SetDParam(0, STR_TOWN_NAME);
02335       SetDParam(1, i->town->index);
02336       SetDParam(2, indspec->name);
02337     } else if (closeit) {
02338       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
02339       SetDParam(1, i->town->index);
02340       SetDParam(2, indspec->name);
02341     } else {
02342       SetDParam(0, i->index);
02343     }
02344     /* and report the news to the user */
02345     AddNewsItem(str,
02346       ns,
02347       closeit ? NR_TILE : NR_INDUSTRY,
02348       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
02349   }
02350 }
02351 
02357 void IndustryDailyLoop()
02358 {
02359   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
02360 
02361   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
02362    * the lower 16 bit are a fractional part that might accumulate over several days until it
02363    * is sufficient for an industry. */
02364   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
02365 
02366   /* Reset the active part of the counter, just keeping the "factional part" */
02367   _economy.industry_daily_change_counter &= 0xFFFF;
02368 
02369   if (change_loop == 0) {
02370     return;  // Nothing to do? get out
02371   }
02372 
02373   CompanyID old_company = _current_company;
02374   _current_company = OWNER_NONE;
02375 
02376   /* perform the required industry changes for the day */
02377   for (uint16 j = 0; j < change_loop; j++) {
02378     /* 3% chance that we start a new industry */
02379     if (Chance16(3, 100)) {
02380       MaybeNewIndustry();
02381     } else {
02382       Industry *i = Industry::GetRandom();
02383       if (i != NULL) {
02384         ChangeIndustryProduction(i, false);
02385         SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
02386       }
02387     }
02388   }
02389 
02390   _current_company = old_company;
02391 
02392   /* production-change */
02393   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02394 }
02395 
02396 void IndustryMonthlyLoop()
02397 {
02398   Industry *i;
02399   CompanyID old_company = _current_company;
02400   _current_company = OWNER_NONE;
02401 
02402   FOR_ALL_INDUSTRIES(i) {
02403     UpdateIndustryStatistics(i);
02404     if (i->prod_level == PRODLEVEL_CLOSURE) {
02405       delete i;
02406     } else {
02407       ChangeIndustryProduction(i, true);
02408       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
02409     }
02410   }
02411 
02412   _current_company = old_company;
02413 
02414   /* production-change */
02415   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02416 }
02417 
02418 
02419 void InitializeIndustries()
02420 {
02421   _industry_pool.CleanPool();
02422 
02423   ResetIndustryCounts();
02424   _industry_sound_tile = 0;
02425 }
02426 
02427 bool IndustrySpec::IsRawIndustry() const
02428 {
02429   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
02430   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
02431       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
02432 }
02433 
02434 Money IndustrySpec::GetConstructionCost() const
02435 {
02436   /* Building raw industries like secondary uses different price base */
02437   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
02438       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
02439 }
02440 
02441 Money IndustrySpec::GetRemovalCost() const
02442 {
02443   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
02444 }
02445 
02446 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02447 {
02448   if (AutoslopeEnabled()) {
02449     /* We imitate here TTDP's behaviour:
02450      *  - Both new and old slope must not be steep.
02451      *  - TileMaxZ must not be changed.
02452      *  - Allow autoslope by default.
02453      *  - Disallow autoslope if callback succeeds and returns non-zero.
02454      */
02455     Slope tileh_old = GetTileSlope(tile, NULL);
02456     /* TileMaxZ must not be changed. Slopes must not be steep. */
02457     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
02458       const IndustryGfx gfx = GetIndustryGfx(tile);
02459       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
02460 
02461       /* Call callback 3C 'disable autosloping for industry tiles'. */
02462       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
02463         /* If the callback fails, allow autoslope. */
02464         uint16 res = GetIndustryTileCallback(CBID_INDUSTRY_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
02465         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02466       } else {
02467         /* allow autoslope */
02468         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02469       }
02470     }
02471   }
02472   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02473 }
02474 
02475 extern const TileTypeProcs _tile_type_industry_procs = {
02476   DrawTile_Industry,           // draw_tile_proc
02477   GetSlopeZ_Industry,          // get_slope_z_proc
02478   ClearTile_Industry,          // clear_tile_proc
02479   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
02480   GetTileDesc_Industry,        // get_tile_desc_proc
02481   GetTileTrackStatus_Industry, // get_tile_track_status_proc
02482   ClickTile_Industry,          // click_tile_proc
02483   AnimateTile_Industry,        // animate_tile_proc
02484   TileLoop_Industry,           // tile_loop_proc
02485   ChangeTileOwner_Industry,    // change_tile_owner_proc
02486   NULL,                        // add_produced_cargo_proc
02487   NULL,                        // vehicle_enter_tile_proc
02488   GetFoundation_Industry,      // get_foundation_proc
02489   TerraformTile_Industry,      // terraform_tile_proc
02490 };

Generated on Sat Jun 19 17:14:48 2010 for OpenTTD by  doxygen 1.6.1