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 };