industry_cmd.cpp

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00001 /* $Id: industry_cmd.cpp 18726 2010-01-04 21:10:20Z 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 "openttd.h"
00014 #include "clear_map.h"
00015 #include "industry.h"
00016 #include "station_base.h"
00017 #include "train.h"
00018 #include "landscape.h"
00019 #include "viewport_func.h"
00020 #include "command_func.h"
00021 #include "town.h"
00022 #include "news_func.h"
00023 #include "variables.h"
00024 #include "cheat_type.h"
00025 #include "genworld.h"
00026 #include "tree_map.h"
00027 #include "newgrf.h"
00028 #include "newgrf_cargo.h"
00029 #include "newgrf_commons.h"
00030 #include "newgrf_industries.h"
00031 #include "newgrf_industrytiles.h"
00032 #include "autoslope.h"
00033 #include "transparency.h"
00034 #include "water.h"
00035 #include "strings_func.h"
00036 #include "functions.h"
00037 #include "window_func.h"
00038 #include "date_func.h"
00039 #include "vehicle_func.h"
00040 #include "sound_func.h"
00041 #include "animated_tile_func.h"
00042 #include "effectvehicle_func.h"
00043 #include "ai/ai.hpp"
00044 #include "core/pool_func.hpp"
00045 #include "subsidy_func.h"
00046 
00047 #include "table/strings.h"
00048 #include "table/industry_land.h"
00049 #include "table/build_industry.h"
00050 
00051 IndustryPool _industry_pool("Industry");
00052 INSTANTIATE_POOL_METHODS(Industry)
00053 
00054 void ShowIndustryViewWindow(int industry);
00055 void BuildOilRig(TileIndex tile);
00056 
00057 static byte _industry_sound_ctr;
00058 static TileIndex _industry_sound_tile;
00059 
00060 uint16 _industry_counts[NUM_INDUSTRYTYPES]; 
00061 
00062 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
00063 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
00064 
00069 void ResetIndustries()
00070 {
00071   memset(&_industry_specs, 0, sizeof(_industry_specs));
00072   memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
00073 
00074   /* once performed, enable only the current climate industries */
00075   for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
00076     _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
00077         HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
00078   }
00079 
00080   memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
00081   memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
00082 
00083   /* Reset any overrides that have been set. */
00084   _industile_mngr.ResetOverride();
00085   _industry_mngr.ResetOverride();
00086 }
00087 
00088 void ResetIndustryCreationProbility(IndustryType type)
00089 {
00090   assert(type < INVALID_INDUSTRYTYPE);
00091   _industry_specs[type].appear_creation[_settings_game.game_creation.landscape] = 0;
00092 }
00093 
00102 IndustryType GetIndustryType(TileIndex tile)
00103 {
00104   assert(IsTileType(tile, MP_INDUSTRY));
00105 
00106   const Industry *ind = Industry::GetByTile(tile);
00107   assert(ind != NULL);
00108   return ind->type;
00109 }
00110 
00119 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
00120 {
00121   assert(thistype < NUM_INDUSTRYTYPES);
00122   return &_industry_specs[thistype];
00123 }
00124 
00133 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
00134 {
00135   assert(gfx < INVALID_INDUSTRYTILE);
00136   return &_industry_tile_specs[gfx];
00137 }
00138 
00139 Industry::~Industry()
00140 {
00141   if (CleaningPool()) return;
00142 
00143   /* Industry can also be destroyed when not fully initialized.
00144    * This means that we do not have to clear tiles either. */
00145   if (this->location.w == 0) return;
00146 
00147   TILE_AREA_LOOP(tile_cur, this->location) {
00148     if (IsTileType(tile_cur, MP_INDUSTRY)) {
00149       if (GetIndustryIndex(tile_cur) == this->index) {
00150         /* MakeWaterKeepingClass() can also handle 'land' */
00151         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
00152 
00153         /* MakeWaterKeepingClass() doesn't remove animation if the tiles
00154          * become watery, but be on the safe side an always remote it. */
00155         DeleteAnimatedTile(tile_cur);
00156 
00157         MarkTileDirtyByTile(tile_cur);
00158       }
00159     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
00160       DeleteOilRig(tile_cur);
00161     }
00162   }
00163 
00164   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
00165     /* Remove the farmland and convert it to regular tiles over time. */
00166     TILE_LOOP(tile_cur, 42, 42, this->location.tile - TileDiffXY(21, 21)) {
00167       tile_cur = TILE_MASK(tile_cur);
00168       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
00169           GetIndustryIndexOfField(tile_cur) == this->index) {
00170         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
00171       }
00172     }
00173   }
00174 
00175   /* don't let any disaster vehicle target invalid industry */
00176   ReleaseDisastersTargetingIndustry(this->index);
00177 
00178   DecIndustryTypeCount(this->type);
00179 
00180   DeleteIndustryNews(this->index);
00181   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
00182 
00183   DeleteSubsidyWith(ST_INDUSTRY, this->index);
00184   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
00185 }
00186 
00191 void Industry::PostDestructor(size_t index)
00192 {
00193   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
00194   Station::RecomputeIndustriesNearForAll();
00195 }
00196 
00197 
00202 /* static */ Industry *Industry::GetRandom()
00203 {
00204   if (Industry::GetNumItems() == 0) return NULL;
00205   int num = RandomRange((uint16)Industry::GetNumItems());
00206   size_t index = MAX_UVALUE(size_t);
00207 
00208   while (num >= 0) {
00209     num--;
00210     index++;
00211 
00212     /* Make sure we have a valid industry */
00213     while (!Industry::IsValidID(index)) {
00214       index++;
00215       assert(index < Industry::GetPoolSize());
00216     }
00217   }
00218 
00219   return Industry::Get(index);
00220 }
00221 
00222 
00223 static void IndustryDrawSugarMine(const TileInfo *ti)
00224 {
00225   const DrawIndustryAnimationStruct *d;
00226 
00227   if (!IsIndustryCompleted(ti->tile)) return;
00228 
00229   d = &_draw_industry_spec1[GetIndustryAnimationState(ti->tile)];
00230 
00231   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
00232 
00233   if (d->image_2 != 0) {
00234     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
00235   }
00236 
00237   if (d->image_3 != 0) {
00238     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
00239       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
00240   }
00241 }
00242 
00243 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
00244 {
00245   uint8 x = 0;
00246 
00247   if (IsIndustryCompleted(ti->tile)) {
00248     x = _industry_anim_offs_toffee[GetIndustryAnimationState(ti->tile)];
00249     if (x == 0xFF)
00250       x = 0;
00251   }
00252 
00253   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
00254   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
00255 }
00256 
00257 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
00258 {
00259   if (IsIndustryCompleted(ti->tile)) {
00260     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetIndustryAnimationState(ti->tile)]);
00261   } else {
00262     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
00263   }
00264 }
00265 
00266 static void IndustryDrawToyFactory(const TileInfo *ti)
00267 {
00268   const DrawIndustryAnimationStruct *d;
00269 
00270   d = &_industry_anim_offs_toys[GetIndustryAnimationState(ti->tile)];
00271 
00272   if (d->image_1 != 0xFF) {
00273     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
00274   }
00275 
00276   if (d->image_2 != 0xFF) {
00277     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
00278   }
00279 
00280   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
00281   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
00282 }
00283 
00284 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
00285 {
00286   if (IsIndustryCompleted(ti->tile)) {
00287     uint8 image = GetIndustryAnimationState(ti->tile);
00288 
00289     if (image != 0 && image < 7) {
00290       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
00291         PAL_NONE,
00292         _coal_plant_sparks[image - 1].x,
00293         _coal_plant_sparks[image - 1].y
00294       );
00295     }
00296   }
00297 }
00298 
00299 typedef void IndustryDrawTileProc(const TileInfo *ti);
00300 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
00301   IndustryDrawSugarMine,
00302   IndustryDrawToffeeQuarry,
00303   IndustryDrawBubbleGenerator,
00304   IndustryDrawToyFactory,
00305   IndustryDrawCoalPlantSparks,
00306 };
00307 
00308 static void DrawTile_Industry(TileInfo *ti)
00309 {
00310   IndustryGfx gfx = GetIndustryGfx(ti->tile);
00311   Industry *ind = Industry::GetByTile(ti->tile);
00312   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00313   const DrawBuildingsTileStruct *dits;
00314   SpriteID image;
00315   SpriteID pal;
00316 
00317   /* Retrieve pointer to the draw industry tile struct */
00318   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00319     /* Draw the tile using the specialized method of newgrf industrytile.
00320      * DrawNewIndustry will return false if ever the resolver could not
00321      * find any sprite to display.  So in this case, we will jump on the
00322      * substitute gfx instead. */
00323     if (indts->grf_prop.spritegroup != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
00324       return;
00325     } else {
00326       /* No sprite group (or no valid one) found, meaning no graphics associated.
00327        * Use the substitute one instead */
00328       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
00329         gfx = indts->grf_prop.subst_id;
00330         /* And point the industrytile spec accordingly */
00331         indts = GetIndustryTileSpec(gfx);
00332       }
00333     }
00334   }
00335 
00336   dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
00337       GetIndustryAnimationState(ti->tile) & INDUSTRY_COMPLETED :
00338       GetIndustryConstructionStage(ti->tile))];
00339 
00340   image = dits->ground.sprite;
00341   if (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->ground.pal == PAL_NONE) {
00342     pal = GENERAL_SPRITE_COLOUR(ind->random_colour);
00343   } else {
00344     pal = dits->ground.pal;
00345   }
00346 
00347   /* DrawFoundation() modifes ti->z and ti->tileh */
00348   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00349 
00350   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
00351    * Do not do this if the tile's WaterClass is 'land'. */
00352   if (image == SPR_FLAT_WATER_TILE && IsIndustryTileOnWater(ti->tile)) {
00353     DrawWaterClassGround(ti);
00354   } else {
00355     DrawGroundSprite(image, pal);
00356   }
00357 
00358   /* If industries are transparent and invisible, do not draw the upper part */
00359   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
00360 
00361   /* Add industry on top of the ground? */
00362   image = dits->building.sprite;
00363   if (image != 0) {
00364     AddSortableSpriteToDraw(image,
00365       (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->building.pal == PAL_NONE) ? GENERAL_SPRITE_COLOUR(ind->random_colour) : dits->building.pal,
00366       ti->x + dits->subtile_x,
00367       ti->y + dits->subtile_y,
00368       dits->width,
00369       dits->height,
00370       dits->dz,
00371       ti->z,
00372       IsTransparencySet(TO_INDUSTRIES));
00373 
00374     if (IsTransparencySet(TO_INDUSTRIES)) return;
00375   }
00376 
00377   {
00378     int proc = dits->draw_proc - 1;
00379     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
00380   }
00381 }
00382 
00383 static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
00384 {
00385   return GetTileMaxZ(tile);
00386 }
00387 
00388 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
00389 {
00390   IndustryGfx gfx = GetIndustryGfx(tile);
00391 
00392   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
00393    * account for this, as other structures should
00394    * draw the wall of the foundation in this case.
00395    */
00396   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00397     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00398     if (indts->grf_prop.spritegroup != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
00399       uint32 callback_res = GetIndustryTileCallback(CBID_INDUSTRY_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
00400       if (callback_res == 0) return FOUNDATION_NONE;
00401     }
00402   }
00403   return FlatteningFoundation(tileh);
00404 }
00405 
00406 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00407 {
00408   IndustryGfx gfx = GetIndustryGfx(tile);
00409   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
00410 
00411   /* When we have to use a callback, we put our data in the next two variables */
00412   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
00413   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
00414 
00415   /* And then these will always point to a same sized array with the required data */
00416   const CargoID *accepts_cargo = itspec->accepts_cargo;
00417   const uint8 *cargo_acceptance = itspec->acceptance;
00418 
00419   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
00420     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
00421     if (res != CALLBACK_FAILED) {
00422       accepts_cargo = raw_accepts_cargo;
00423       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
00424     }
00425   }
00426 
00427   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
00428     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
00429     if (res != CALLBACK_FAILED) {
00430       cargo_acceptance = raw_cargo_acceptance;
00431       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
00432     }
00433   }
00434 
00435   const Industry *ind = Industry::GetByTile(tile);
00436   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
00437     CargoID a = accepts_cargo[i];
00438     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
00439 
00440     /* Add accepted cargo */
00441     acceptance[a] += cargo_acceptance[i];
00442 
00443     /* Maybe set 'always accepted' bit (if it's not set already) */
00444     if (HasBit(*always_accepted, a)) continue;
00445 
00446     bool accepts = false;
00447     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00448       /* Test whether the industry itself accepts the cargo type */
00449       if (ind->accepts_cargo[cargo_index] == a) {
00450         accepts = true;
00451         break;
00452       }
00453     }
00454 
00455     if (accepts) continue;
00456 
00457     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
00458     SetBit(*always_accepted, a);
00459   }
00460 }
00461 
00462 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
00463 {
00464   const Industry *i = Industry::GetByTile(tile);
00465   const IndustrySpec *is = GetIndustrySpec(i->type);
00466 
00467   td->owner[0] = i->owner;
00468   td->str = is->name;
00469   if (!IsIndustryCompleted(tile)) {
00470     SetDParamX(td->dparam, 0, td->str);
00471     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00472   }
00473 
00474   if (is->grf_prop.grffile != NULL) {
00475     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->name;
00476   }
00477 }
00478 
00479 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
00480 {
00481   Industry *i = Industry::GetByTile(tile);
00482   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00483 
00484   /* water can destroy industries
00485    * in editor you can bulldoze industries
00486    * with magic_bulldozer cheat you can destroy industries
00487    * (area around OILRIG is water, so water shouldn't flood it
00488    */
00489   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
00490       !_cheats.magic_bulldozer.value) ||
00491       ((flags & DC_AUTO) != 0) ||
00492       (_current_company == OWNER_WATER &&
00493         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
00494         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
00495     SetDParam(0, indspec->name);
00496     return_cmd_error(flags & DC_AUTO ? STR_ERROR_UNMOVABLE_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
00497   }
00498 
00499   if (flags & DC_EXEC) {
00500     AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
00501     delete i;
00502   }
00503   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
00504 }
00505 
00506 static void TransportIndustryGoods(TileIndex tile)
00507 {
00508   Industry *i = Industry::GetByTile(tile);
00509   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00510   bool moved_cargo = false;
00511 
00512   StationFinder stations(i->location);
00513 
00514   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
00515     uint cw = min(i->produced_cargo_waiting[j], 255);
00516     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
00517       i->produced_cargo_waiting[j] -= cw;
00518 
00519       /* fluctuating economy? */
00520       if (_economy.fluct <= 0) cw = (cw + 1) / 2;
00521 
00522       i->this_month_production[j] += cw;
00523 
00524       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
00525       i->this_month_transported[j] += am;
00526 
00527       moved_cargo |= (am != 0);
00528     }
00529   }
00530 
00531   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
00532     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
00533 
00534     if (newgfx != INDUSTRYTILE_NOANIM) {
00535       ResetIndustryConstructionStage(tile);
00536       SetIndustryCompleted(tile, true);
00537       SetIndustryGfx(tile, newgfx);
00538       MarkTileDirtyByTile(tile);
00539     }
00540   }
00541 }
00542 
00543 
00544 static void AnimateTile_Industry(TileIndex tile)
00545 {
00546   byte m;
00547   IndustryGfx gfx = GetIndustryGfx(tile);
00548 
00549   if (GetIndustryTileSpec(gfx)->animation_info != 0xFFFF) {
00550     AnimateNewIndustryTile(tile);
00551     return;
00552   }
00553 
00554   switch (gfx) {
00555   case GFX_SUGAR_MINE_SIEVE:
00556     if ((_tick_counter & 1) == 0) {
00557       m = GetIndustryAnimationState(tile) + 1;
00558 
00559       switch (m & 7) {
00560       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
00561       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
00562       }
00563 
00564       if (m >= 96) {
00565         m = 0;
00566         DeleteAnimatedTile(tile);
00567       }
00568       SetIndustryAnimationState(tile, m);
00569 
00570       MarkTileDirtyByTile(tile);
00571     }
00572     break;
00573 
00574   case GFX_TOFFEE_QUARY:
00575     if ((_tick_counter & 3) == 0) {
00576       m = GetIndustryAnimationState(tile);
00577 
00578       if (_industry_anim_offs_toffee[m] == 0xFF) {
00579         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
00580       }
00581 
00582       if (++m >= 70) {
00583         m = 0;
00584         DeleteAnimatedTile(tile);
00585       }
00586       SetIndustryAnimationState(tile, m);
00587 
00588       MarkTileDirtyByTile(tile);
00589     }
00590     break;
00591 
00592   case GFX_BUBBLE_CATCHER:
00593     if ((_tick_counter & 1) == 0) {
00594       m = GetIndustryAnimationState(tile);
00595 
00596       if (++m >= 40) {
00597         m = 0;
00598         DeleteAnimatedTile(tile);
00599       }
00600       SetIndustryAnimationState(tile, m);
00601 
00602       MarkTileDirtyByTile(tile);
00603     }
00604     break;
00605 
00606   /* Sparks on a coal plant */
00607   case GFX_POWERPLANT_SPARKS:
00608     if ((_tick_counter & 3) == 0) {
00609       m = GetIndustryAnimationState(tile);
00610       if (m == 6) {
00611         SetIndustryAnimationState(tile, 0);
00612         DeleteAnimatedTile(tile);
00613       } else {
00614         SetIndustryAnimationState(tile, m + 1);
00615         MarkTileDirtyByTile(tile);
00616       }
00617     }
00618     break;
00619 
00620   case GFX_TOY_FACTORY:
00621     if ((_tick_counter & 1) == 0) {
00622       m = GetIndustryAnimationState(tile) + 1;
00623 
00624       switch (m) {
00625         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
00626         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
00627         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
00628         default:
00629           if (m >= 50) {
00630             int n = GetIndustryAnimationLoop(tile) + 1;
00631             m = 0;
00632             if (n >= 8) {
00633               n = 0;
00634               DeleteAnimatedTile(tile);
00635             }
00636             SetIndustryAnimationLoop(tile, n);
00637           }
00638       }
00639 
00640       SetIndustryAnimationState(tile, m);
00641       MarkTileDirtyByTile(tile);
00642     }
00643     break;
00644 
00645   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00646   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00647   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00648   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00649     if ((_tick_counter & 3) == 0) {
00650       IndustryGfx gfx = GetIndustryGfx(tile);
00651 
00652       gfx = (gfx < 155) ? gfx + 1 : 148;
00653       SetIndustryGfx(tile, gfx);
00654       MarkTileDirtyByTile(tile);
00655     }
00656     break;
00657 
00658   case GFX_OILWELL_ANIMATED_1:
00659   case GFX_OILWELL_ANIMATED_2:
00660   case GFX_OILWELL_ANIMATED_3:
00661     if ((_tick_counter & 7) == 0) {
00662       bool b = Chance16(1, 7);
00663       IndustryGfx gfx = GetIndustryGfx(tile);
00664 
00665       m = GetIndustryAnimationState(tile) + 1;
00666       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
00667         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
00668         SetIndustryConstructionStage(tile, 3);
00669         DeleteAnimatedTile(tile);
00670       } else {
00671         SetIndustryAnimationState(tile, m);
00672         SetIndustryGfx(tile, gfx);
00673         MarkTileDirtyByTile(tile);
00674       }
00675     }
00676     break;
00677 
00678   case GFX_COAL_MINE_TOWER_ANIMATED:
00679   case GFX_COPPER_MINE_TOWER_ANIMATED:
00680   case GFX_GOLD_MINE_TOWER_ANIMATED: {
00681       int state = _tick_counter & 0x7FF;
00682 
00683       if ((state -= 0x400) < 0)
00684         return;
00685 
00686       if (state < 0x1A0) {
00687         if (state < 0x20 || state >= 0x180) {
00688           m = GetIndustryAnimationState(tile);
00689           if (!(m & 0x40)) {
00690             SetIndustryAnimationState(tile, m | 0x40);
00691             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
00692           }
00693           if (state & 7)
00694             return;
00695         } else {
00696           if (state & 3)
00697             return;
00698         }
00699         m = (GetIndustryAnimationState(tile) + 1) | 0x40;
00700         if (m > 0xC2) m = 0xC0;
00701         SetIndustryAnimationState(tile, m);
00702         MarkTileDirtyByTile(tile);
00703       } else if (state >= 0x200 && state < 0x3A0) {
00704         int i;
00705         i = (state < 0x220 || state >= 0x380) ? 7 : 3;
00706         if (state & i)
00707           return;
00708 
00709         m = (GetIndustryAnimationState(tile) & 0xBF) - 1;
00710         if (m < 0x80) m = 0x82;
00711         SetIndustryAnimationState(tile, m);
00712         MarkTileDirtyByTile(tile);
00713       }
00714     } break;
00715   }
00716 }
00717 
00718 static void CreateChimneySmoke(TileIndex tile)
00719 {
00720   uint x = TileX(tile) * TILE_SIZE;
00721   uint y = TileY(tile) * TILE_SIZE;
00722   uint z = GetTileMaxZ(tile);
00723 
00724   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
00725 }
00726 
00727 static void MakeIndustryTileBigger(TileIndex tile)
00728 {
00729   byte cnt = GetIndustryConstructionCounter(tile) + 1;
00730   byte stage;
00731 
00732   if (cnt != 4) {
00733     SetIndustryConstructionCounter(tile, cnt);
00734     return;
00735   }
00736 
00737   stage = GetIndustryConstructionStage(tile) + 1;
00738   SetIndustryConstructionCounter(tile, 0);
00739   SetIndustryConstructionStage(tile, stage);
00740   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
00741   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
00742 
00743   MarkTileDirtyByTile(tile);
00744 
00745   if (!IsIndustryCompleted(tile)) return;
00746 
00747   IndustryGfx gfx = GetIndustryGfx(tile);
00748   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00749     /* New industries are already animated on construction. */
00750     return;
00751   }
00752 
00753   switch (gfx) {
00754   case GFX_POWERPLANT_CHIMNEY:
00755     CreateChimneySmoke(tile);
00756     break;
00757 
00758   case GFX_OILRIG_1: {
00759     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
00760      * tiles (like the default oil rig). Do a proper check to ensure the
00761      * tiles belong to the same industry and based on that build the oil rig's
00762      * station. */
00763     TileIndex other = tile + TileDiffXY(0, 1);
00764 
00765     if (IsTileType(other, MP_INDUSTRY) &&
00766         GetIndustryGfx(other) == GFX_OILRIG_1 &&
00767         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
00768       BuildOilRig(tile);
00769     }
00770   } break;
00771 
00772   case GFX_TOY_FACTORY:
00773   case GFX_BUBBLE_CATCHER:
00774   case GFX_TOFFEE_QUARY:
00775     SetIndustryAnimationState(tile, 0);
00776     SetIndustryAnimationLoop(tile, 0);
00777     break;
00778 
00779   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00780   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00781   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00782   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00783     AddAnimatedTile(tile);
00784     break;
00785   }
00786 }
00787 
00788 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
00789 {
00790   static const int8 _bubble_spawn_location[3][4] = {
00791     { 11,   0, -4, -14 },
00792     { -4, -10, -4,   1 },
00793     { 49,  59, 60,  65 },
00794   };
00795 
00796   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
00797 
00798   int dir = Random() & 3;
00799 
00800   EffectVehicle *v = CreateEffectVehicleAbove(
00801     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
00802     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
00803     _bubble_spawn_location[2][dir],
00804     EV_BUBBLE
00805   );
00806 
00807   if (v != NULL) v->animation_substate = dir;
00808 }
00809 
00810 static void TileLoop_Industry(TileIndex tile)
00811 {
00812   IndustryGfx newgfx;
00813   IndustryGfx gfx;
00814 
00815   if (IsIndustryTileOnWater(tile)) TileLoop_Water(tile);
00816 
00817   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
00818 
00819   if (!IsIndustryCompleted(tile)) {
00820     MakeIndustryTileBigger(tile);
00821     return;
00822   }
00823 
00824   if (_game_mode == GM_EDITOR) return;
00825 
00826   TransportIndustryGoods(tile);
00827 
00828   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
00829 
00830   newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
00831   if (newgfx != INDUSTRYTILE_NOANIM) {
00832     ResetIndustryConstructionStage(tile);
00833     SetIndustryGfx(tile, newgfx);
00834     MarkTileDirtyByTile(tile);
00835     return;
00836   }
00837 
00838   gfx = GetIndustryGfx(tile);
00839 
00840   switch (gfx) {
00841   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
00842   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
00843   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
00844     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
00845       switch (gfx) {
00846         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
00847         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
00848         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
00849       }
00850       SetIndustryGfx(tile, gfx);
00851       SetIndustryAnimationState(tile, 0x80);
00852       AddAnimatedTile(tile);
00853     }
00854     break;
00855 
00856   case GFX_OILWELL_NOT_ANIMATED:
00857     if (Chance16(1, 6)) {
00858       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
00859       SetIndustryAnimationState(tile, 0);
00860       AddAnimatedTile(tile);
00861     }
00862     break;
00863 
00864   case GFX_COAL_MINE_TOWER_ANIMATED:
00865   case GFX_COPPER_MINE_TOWER_ANIMATED:
00866   case GFX_GOLD_MINE_TOWER_ANIMATED:
00867     if (!(_tick_counter & 0x400)) {
00868       switch (gfx) {
00869         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
00870         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
00871         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
00872       }
00873       SetIndustryGfx(tile, gfx);
00874       SetIndustryCompleted(tile, true);
00875       SetIndustryConstructionStage(tile, 3);
00876       DeleteAnimatedTile(tile);
00877     }
00878     break;
00879 
00880   case GFX_POWERPLANT_SPARKS:
00881     if (Chance16(1, 3)) {
00882       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
00883       AddAnimatedTile(tile);
00884     }
00885     break;
00886 
00887   case GFX_COPPER_MINE_CHIMNEY:
00888     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
00889     break;
00890 
00891 
00892   case GFX_TOY_FACTORY: {
00893       Industry *i = Industry::GetByTile(tile);
00894       if (i->was_cargo_delivered) {
00895         i->was_cargo_delivered = false;
00896         SetIndustryAnimationLoop(tile, 0);
00897         AddAnimatedTile(tile);
00898       }
00899     }
00900     break;
00901 
00902   case GFX_BUBBLE_GENERATOR:
00903     TileLoopIndustry_BubbleGenerator(tile);
00904     break;
00905 
00906   case GFX_TOFFEE_QUARY:
00907     AddAnimatedTile(tile);
00908     break;
00909 
00910   case GFX_SUGAR_MINE_SIEVE:
00911     if (Chance16(1, 3)) AddAnimatedTile(tile);
00912     break;
00913   }
00914 }
00915 
00916 static bool ClickTile_Industry(TileIndex tile)
00917 {
00918   ShowIndustryViewWindow(GetIndustryIndex(tile));
00919   return true;
00920 }
00921 
00922 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00923 {
00924   return 0;
00925 }
00926 
00927 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
00928 {
00929   /* If the founder merges, the industry was created by the merged company */
00930   Industry *i = Industry::GetByTile(tile);
00931   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
00932 }
00933 
00934 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
00935 
00936 static bool IsBadFarmFieldTile(TileIndex tile)
00937 {
00938   switch (GetTileType(tile)) {
00939     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00940     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00941     default:       return true;
00942   }
00943 }
00944 
00945 static bool IsBadFarmFieldTile2(TileIndex tile)
00946 {
00947   switch (GetTileType(tile)) {
00948     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00949     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00950     default:       return true;
00951   }
00952 }
00953 
00954 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
00955 {
00956   do {
00957     tile = TILE_MASK(tile);
00958 
00959     if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
00960       byte or_ = type;
00961 
00962       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
00963 
00964       if (direction == AXIS_X) {
00965         SetFenceSE(tile, or_);
00966       } else {
00967         SetFenceSW(tile, or_);
00968       }
00969     }
00970 
00971     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00972   } while (--size);
00973 }
00974 
00975 static void PlantFarmField(TileIndex tile, IndustryID industry)
00976 {
00977   uint size_x, size_y;
00978   uint32 r;
00979   uint count;
00980   uint counter;
00981   uint field_type;
00982   int type;
00983 
00984   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
00985     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
00986       return;
00987   }
00988 
00989   /* determine field size */
00990   r = (Random() & 0x303) + 0x404;
00991   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
00992   size_x = GB(r, 0, 8);
00993   size_y = GB(r, 8, 8);
00994 
00995   /* offset tile to match size */
00996   tile -= TileDiffXY(size_x / 2, size_y / 2);
00997 
00998   if (TileX(tile) + size_x >= MapSizeX() || TileY(tile) + size_y >= MapSizeY()) return;
00999 
01000   /* check the amount of bad tiles */
01001   count = 0;
01002   TILE_LOOP(cur_tile, size_x, size_y, tile) {
01003     assert(cur_tile < MapSize());
01004     count += IsBadFarmFieldTile(cur_tile);
01005   }
01006   if (count * 2 >= size_x * size_y) return;
01007 
01008   /* determine type of field */
01009   r = Random();
01010   counter = GB(r, 5, 3);
01011   field_type = GB(r, 8, 8) * 9 >> 8;
01012 
01013   /* make field */
01014   TILE_LOOP(cur_tile, size_x, size_y, tile) {
01015     assert(cur_tile < MapSize());
01016     if (!IsBadFarmFieldTile2(cur_tile)) {
01017       MakeField(cur_tile, field_type, industry);
01018       SetClearCounter(cur_tile, counter);
01019       MarkTileDirtyByTile(cur_tile);
01020     }
01021   }
01022 
01023   type = 3;
01024   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
01025     type = _plantfarmfield_type[Random() & 0xF];
01026   }
01027 
01028   SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
01029   SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
01030   SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
01031   SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
01032 }
01033 
01034 void PlantRandomFarmField(const Industry *i)
01035 {
01036   int x = i->location.w / 2 + Random() % 31 - 16;
01037   int y = i->location.h / 2 + Random() % 31 - 16;
01038 
01039   TileIndex tile = TileAddWrap(i->location.tile, x, y);
01040 
01041   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
01042 }
01043 
01050 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
01051 {
01052   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { 
01053     CompanyID old_company = _current_company;
01054     /* found a tree */
01055 
01056     _current_company = OWNER_NONE;
01057     _industry_sound_ctr = 1;
01058     _industry_sound_tile = tile;
01059     SndPlayTileFx(SND_38_CHAINSAW, tile);
01060 
01061     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
01062 
01063     _current_company = old_company;
01064     return true;
01065   }
01066   return false;
01067 }
01068 
01073 static void ChopLumberMillTrees(Industry *i)
01074 {
01075   TileIndex tile = i->location.tile;
01076 
01077   if (!IsIndustryCompleted(tile)) return;  
01078 
01079   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) 
01080     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); 
01081 }
01082 
01083 static void ProduceIndustryGoods(Industry *i)
01084 {
01085   uint32 r;
01086   uint num;
01087   const IndustrySpec *indsp = GetIndustrySpec(i->type);
01088 
01089   /* play a sound? */
01090   if ((i->counter & 0x3F) == 0) {
01091     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
01092       SndPlayTileFx(
01093         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
01094         i->location.tile);
01095     }
01096   }
01097 
01098   i->counter--;
01099 
01100   /* produce some cargo */
01101   if ((i->counter & 0xFF) == 0) {
01102     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
01103 
01104     IndustryBehaviour indbehav = indsp->behaviour;
01105     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
01106     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
01107 
01108     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
01109       bool plant;
01110       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01111         plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0);
01112       } else {
01113         plant = Chance16(1, 8);
01114       }
01115 
01116       if (plant) PlantRandomFarmField(i);
01117     }
01118     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
01119       bool cut = ((i->counter & 0x1FF) == 0);
01120       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01121         cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0);
01122       }
01123 
01124       if (cut) ChopLumberMillTrees(i);
01125     }
01126 
01127     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
01128     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
01129   }
01130 }
01131 
01132 void OnTick_Industry()
01133 {
01134   Industry *i;
01135 
01136   if (_industry_sound_ctr != 0) {
01137     _industry_sound_ctr++;
01138 
01139     if (_industry_sound_ctr == 75) {
01140       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
01141     } else if (_industry_sound_ctr == 160) {
01142       _industry_sound_ctr = 0;
01143       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
01144     }
01145   }
01146 
01147   if (_game_mode == GM_EDITOR) return;
01148 
01149   FOR_ALL_INDUSTRIES(i) {
01150     ProduceIndustryGoods(i);
01151   }
01152 }
01153 
01154 static bool CheckNewIndustry_NULL(TileIndex tile)
01155 {
01156   return true;
01157 }
01158 
01159 static bool CheckNewIndustry_Forest(TileIndex tile)
01160 {
01161   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01162     if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
01163       _error_message = STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED;
01164       return false;
01165     }
01166   }
01167   return true;
01168 }
01169 
01170 static bool CheckNewIndustry_OilRefinery(TileIndex tile)
01171 {
01172   if (_game_mode == GM_EDITOR) return true;
01173   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
01174 
01175   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
01176   return false;
01177 }
01178 
01179 extern bool _ignore_restrictions;
01180 
01181 static bool CheckNewIndustry_OilRig(TileIndex tile)
01182 {
01183   if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
01184   if (TileHeight(tile) == 0 &&
01185       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
01186 
01187   _error_message = STR_ERROR_CAN_ONLY_BE_POSITIONED;
01188   return false;
01189 }
01190 
01191 static bool CheckNewIndustry_Farm(TileIndex tile)
01192 {
01193   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01194     if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
01195       _error_message = STR_ERROR_SITE_UNSUITABLE;
01196       return false;
01197     }
01198   }
01199   return true;
01200 }
01201 
01202 static bool CheckNewIndustry_Plantation(TileIndex tile)
01203 {
01204   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
01205     _error_message = STR_ERROR_SITE_UNSUITABLE;
01206     return false;
01207   }
01208 
01209   return true;
01210 }
01211 
01212 static bool CheckNewIndustry_Water(TileIndex tile)
01213 {
01214   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
01215     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT;
01216     return false;
01217   }
01218 
01219   return true;
01220 }
01221 
01222 static bool CheckNewIndustry_Lumbermill(TileIndex tile)
01223 {
01224   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
01225     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
01226     return false;
01227   }
01228   return true;
01229 }
01230 
01231 static bool CheckNewIndustry_BubbleGen(TileIndex tile)
01232 {
01233   return GetTileZ(tile) <= TILE_HEIGHT * 4;
01234 }
01235 
01236 typedef bool CheckNewIndustryProc(TileIndex tile);
01237 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
01238   CheckNewIndustry_NULL,
01239   CheckNewIndustry_Forest,
01240   CheckNewIndustry_OilRefinery,
01241   CheckNewIndustry_Farm,
01242   CheckNewIndustry_Plantation,
01243   CheckNewIndustry_Water,
01244   CheckNewIndustry_Lumbermill,
01245   CheckNewIndustry_BubbleGen,
01246   CheckNewIndustry_OilRig
01247 };
01248 
01249 static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
01250 {
01251   const Town *t;
01252   const Industry *i;
01253 
01254   t = ClosestTownFromTile(tile, UINT_MAX);
01255 
01256   if (_settings_game.economy.multiple_industry_per_town) return t;
01257 
01258   FOR_ALL_INDUSTRIES(i) {
01259     if (i->type == (byte)type &&
01260         i->town == t) {
01261       _error_message = STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN;
01262       return NULL;
01263     }
01264   }
01265 
01266   return t;
01267 }
01268 
01269 bool IsSlopeRefused(Slope current, Slope refused)
01270 {
01271   if (IsSteepSlope(current)) return true;
01272   if (current != SLOPE_FLAT) {
01273     if (IsSteepSlope(refused)) return true;
01274 
01275     Slope t = ComplementSlope(current);
01276 
01277     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
01278     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
01279     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
01280     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
01281   }
01282 
01283   return false;
01284 }
01285 
01286 static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
01287 {
01288   _error_message = STR_ERROR_SITE_UNSUITABLE;
01289   bool refused_slope = false;
01290   bool custom_shape = false;
01291 
01292   do {
01293     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
01294     if (TileX(tile) + it->ti.x >= MapSizeX()) return false;
01295     if (TileY(tile) + it->ti.y >= MapSizeY()) return false;
01296     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
01297 
01298     if (!IsValidTile(cur_tile)) {
01299       if (gfx == GFX_WATERTILE_SPECIALCHECK) continue;
01300       return false;
01301     }
01302 
01303     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
01304       if (!IsTileType(cur_tile, MP_WATER) ||
01305           GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
01306         return false;
01307       }
01308     } else {
01309       if (!EnsureNoVehicleOnGround(cur_tile)) return false;
01310       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return false;
01311 
01312       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
01313 
01314       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
01315 
01316       /* Perform land/water check if not disabled */
01317       if (!HasBit(its->slopes_refused, 5) && (IsWaterTile(cur_tile) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return false;
01318 
01319       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
01320         custom_shape = true;
01321         if (!PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index)) return false;
01322       } else {
01323         Slope tileh = GetTileSlope(cur_tile, NULL);
01324         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
01325       }
01326 
01327       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
01328           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
01329         if (!IsTileType(cur_tile, MP_HOUSE)) {
01330           _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS;
01331           return false;
01332         }
01333 
01334         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
01335         CompanyID old_company = _current_company;
01336         _current_company = OWNER_TOWN;
01337         bool not_clearable = CmdFailed(DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR));
01338         _current_company = old_company;
01339 
01340         if (not_clearable) return false;
01341       } else {
01342         /* Clear the tiles, but do not affect town ratings */
01343         bool not_clearable = CmdFailed(DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR));
01344 
01345         if (not_clearable) return false;
01346       }
01347     }
01348   } while ((++it)->ti.x != -0x80);
01349 
01350   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
01351 
01352   /* It is almost impossible to have a fully flat land in TG, so what we
01353    *  do is that we check if we can make the land flat later on. See
01354    *  CheckIfCanLevelIndustryPlatform(). */
01355   return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
01356 }
01357 
01358 static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
01359 {
01360   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
01361     _error_message = STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200;
01362     return false;
01363   }
01364 
01365   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
01366     _error_message = STR_ERROR_SITE_UNSUITABLE;
01367     return false;
01368   }
01369 
01370   return true;
01371 }
01372 
01373 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
01374 {
01375   int size_x, size_y;
01376   uint curh;
01377 
01378   size_x = 2;
01379   size_y = 2;
01380 
01381   /* Check if we don't leave the map */
01382   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
01383 
01384   tile += TileDiffXY(-1, -1);
01385   TILE_LOOP(tile_walk, size_x, size_y, tile) {
01386     curh = TileHeight(tile_walk);
01387     /* Is the tile clear? */
01388     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES))
01389       return false;
01390 
01391     /* Don't allow too big of a change if this is the sub-tile check */
01392     if (internal != 0 && Delta(curh, height) > 1) return false;
01393 
01394     /* Different height, so the surrounding tiles of this tile
01395      *  has to be correct too (in level, or almost in level)
01396      *  else you get a chain-reaction of terraforming. */
01397     if (internal == 0 && curh != height) {
01398       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1))
01399         return false;
01400     }
01401   }
01402 
01403   return true;
01404 }
01405 
01410 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
01411 {
01412   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
01413   int max_x = 0;
01414   int max_y = 0;
01415   TileIndex cur_tile;
01416   uint size_x, size_y;
01417   uint h, curh;
01418 
01419   /* Finds dimensions of largest variant of this industry */
01420   do {
01421     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
01422     if (it->ti.x > max_x) max_x = it->ti.x;
01423     if (it->ti.y > max_y) max_y = it->ti.y;
01424   } while ((++it)->ti.x != MKEND);
01425 
01426   /* Remember level height */
01427   h = TileHeight(tile);
01428 
01429   if (TileX(tile) <= 1 || TileY(tile) <= 1) return false;
01430   /* Check that all tiles in area and surrounding are clear
01431    * this determines that there are no obstructing items */
01432   cur_tile = tile + TileDiffXY(-1, -1);
01433   size_x = max_x + 4;
01434   size_y = max_y + 4;
01435 
01436   /* Check if we don't leave the map */
01437   if (TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
01438 
01439   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
01440    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
01441   CompanyID old_company = _current_company;
01442   _current_company = OWNER_TOWN;
01443 
01444   TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
01445     curh = TileHeight(tile_walk);
01446     if (curh != h) {
01447       /* This tile needs terraforming. Check if we can do that without
01448        *  damaging the surroundings too much. */
01449       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
01450         _current_company = old_company;
01451         return false;
01452       }
01453       /* This is not 100% correct check, but the best we can do without modifying the map.
01454        *  What is missing, is if the difference in height is more than 1.. */
01455       if (CmdFailed(DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND))) {
01456         _current_company = old_company;
01457         return false;
01458       }
01459     }
01460   }
01461 
01462   if (flags & DC_EXEC) {
01463     /* Terraform the land under the industry */
01464     TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
01465       curh = TileHeight(tile_walk);
01466       while (curh != h) {
01467         /* We give the terraforming for free here, because we can't calculate
01468          *  exact cost in the test-round, and as we all know, that will cause
01469          *  a nice assert if they don't match ;) */
01470         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
01471         curh += (curh > h) ? -1 : 1;
01472       }
01473     }
01474   }
01475 
01476   _current_company = old_company;
01477   return true;
01478 }
01479 
01480 
01481 static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
01482 {
01483   const IndustrySpec *indspec = GetIndustrySpec(type);
01484   const Industry *i;
01485 
01486   if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
01487     /* Allow primary industries to be placed close to any other industry */
01488     return true;
01489 
01490   FOR_ALL_INDUSTRIES(i) {
01491     /* Within 14 tiles from another industry is considered close */
01492     bool in_low_distance = DistanceMax(tile, i->location.tile) <= 14;
01493 
01494     /* check if an industry that accepts the same goods is nearby */
01495     if (in_low_distance &&
01496         !indspec->IsRawIndustry() && // not a primary industry?
01497         indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
01498         /* at least one of those options must be true */
01499         _game_mode != GM_EDITOR || // editor must not be stopped
01500         !_settings_game.economy.same_industry_close ||
01501         !_settings_game.economy.multiple_industry_per_town)) {
01502       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
01503       return false;
01504     }
01505 
01506     /* check if there are any conflicting industry types around */
01507     if ((i->type == indspec->conflicting[0] ||
01508         i->type == indspec->conflicting[1] ||
01509         i->type == indspec->conflicting[2]) &&
01510         in_low_distance) {
01511       _error_message = STR_ERROR_INDUSTRY_TOO_CLOSE;
01512       return false;
01513     }
01514   }
01515   return true;
01516 }
01517 
01521 enum ProductionLevels {
01522   PRODLEVEL_CLOSURE = 0x00,  
01523   PRODLEVEL_MINIMUM = 0x04,  
01524   PRODLEVEL_DEFAULT = 0x10,  
01525   PRODLEVEL_MAXIMUM = 0x80,  
01526 };
01527 
01528 static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner owner, Owner founder)
01529 {
01530   const IndustrySpec *indspec = GetIndustrySpec(type);
01531   uint32 r;
01532   uint j;
01533 
01534   i->location = TileArea(tile, 1, 1);
01535   i->type = type;
01536   IncIndustryTypeCount(type);
01537 
01538   i->produced_cargo[0] = indspec->produced_cargo[0];
01539   i->produced_cargo[1] = indspec->produced_cargo[1];
01540   i->accepts_cargo[0] = indspec->accepts_cargo[0];
01541   i->accepts_cargo[1] = indspec->accepts_cargo[1];
01542   i->accepts_cargo[2] = indspec->accepts_cargo[2];
01543   i->production_rate[0] = indspec->production_rate[0];
01544   i->production_rate[1] = indspec->production_rate[1];
01545 
01546   /* don't use smooth economy for industries using production related callbacks */
01547   if (_settings_game.economy.smooth_economy &&
01548       !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
01549       !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE))             // production change callbacks
01550   ) {
01551     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
01552     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
01553   }
01554 
01555   i->town = t;
01556   i->owner = owner;
01557 
01558   r = Random();
01559   i->random_colour = GB(r, 0, 4);
01560   i->counter = GB(r, 4, 12);
01561   i->random = GB(r, 16, 16);
01562   i->produced_cargo_waiting[0] = 0;
01563   i->produced_cargo_waiting[1] = 0;
01564   i->incoming_cargo_waiting[0] = 0;
01565   i->incoming_cargo_waiting[1] = 0;
01566   i->incoming_cargo_waiting[2] = 0;
01567   i->this_month_production[0] = 0;
01568   i->this_month_production[1] = 0;
01569   i->this_month_transported[0] = 0;
01570   i->this_month_transported[1] = 0;
01571   i->last_month_pct_transported[0] = 0;
01572   i->last_month_pct_transported[1] = 0;
01573   i->last_month_transported[0] = 0;
01574   i->last_month_transported[1] = 0;
01575   i->was_cargo_delivered = false;
01576   i->last_prod_year = _cur_year;
01577   i->last_month_production[0] = i->production_rate[0] * 8;
01578   i->last_month_production[1] = i->production_rate[1] * 8;
01579   i->founder = founder;
01580 
01581   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
01582     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
01583     if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
01584   }
01585 
01586   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
01587     for (j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
01588     for (j = 0; j < lengthof(i->accepts_cargo); j++) {
01589       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01590       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01591       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01592     }
01593   }
01594 
01595   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
01596     for (j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
01597     for (j = 0; j < lengthof(i->produced_cargo); j++) {
01598       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01599       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01600       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01601     }
01602   }
01603 
01604   i->construction_date = _date;
01605   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
01606       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
01607 
01608   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
01609    * 0 = created prior of newindustries
01610    * else, chosen layout + 1 */
01611   i->selected_layout = layout + 1;
01612 
01613   if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
01614 
01615   i->prod_level = PRODLEVEL_DEFAULT;
01616 
01617   do {
01618     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
01619 
01620     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
01621       i->location.Add(cur_tile);
01622 
01623       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
01624 
01625       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
01626 
01627       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
01628 
01629       if (_generating_world) {
01630         SetIndustryConstructionCounter(cur_tile, 3);
01631         SetIndustryConstructionStage(cur_tile, 2);
01632       }
01633 
01634       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
01635       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
01636       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
01637       if (its->animation_info != 0xFFFF) AddAnimatedTile(cur_tile);
01638     }
01639   } while ((++it)->ti.x != -0x80);
01640 
01641   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
01642     for (j = 0; j != 50; j++) PlantRandomFarmField(i);
01643   }
01644   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
01645 
01646   Station::RecomputeIndustriesNearForAll();
01647 }
01648 
01659 static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed, Owner founder)
01660 {
01661   assert(itspec_index < indspec->num_table);
01662   const IndustryTileTable *it = indspec->table[itspec_index];
01663   bool custom_shape_check = false;
01664 
01665   if (!CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check)) return NULL;
01666 
01667   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
01668     if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed)) return NULL;
01669   } else {
01670     if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
01671   }
01672 
01673   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) return NULL;
01674   if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL;
01675 
01676   const Town *t = CheckMultipleIndustryInTown(tile, type);
01677   if (t == NULL) return NULL;
01678 
01679   if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
01680 
01681   if (!Industry::CanAllocateItem()) return NULL;
01682 
01683   if (flags & DC_EXEC) {
01684     Industry *i = new Industry(tile);
01685     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
01686     DoCreateNewIndustry(i, tile, type, it, itspec_index, t, OWNER_NONE, founder);
01687 
01688     return i;
01689   }
01690 
01691   /* We need to return a non-NULL pointer to tell we have created an industry.
01692    * However, we haven't created a real one (no DC_EXEC), so return a fake one. */
01693   return (Industry *)-1;
01694 }
01695 
01706 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01707 {
01708   IndustryType it = GB(p1, 0, 8);
01709   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
01710 
01711   const IndustrySpec *indspec = GetIndustrySpec(it);
01712 
01713   /* Check if the to-be built/founded industry is available for this climate. */
01714   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
01715 
01716   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
01717    * Raw material industries are industries that do not accept cargo (at least for now) */
01718   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
01719     return CMD_ERROR;
01720   }
01721 
01722   const Industry *ind = NULL;
01723   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
01724     if (flags & DC_EXEC) {
01725       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
01726       CompanyID founder = _current_company;
01727       _current_company = OWNER_TOWN;
01728       /* Prospecting has a chance to fail, however we cannot guarantee that something can
01729        * be built on the map, so the chance gets lower when the map is fuller, but there
01730        * is nothing we can really do about that. */
01731       if (Random() <= indspec->prospecting_chance) {
01732         for (int i = 0; i < 5000; i++) {
01733           /* We should not have more than one Random() in a function call
01734            * because parameter evaluation order is not guaranteed in the c++ standard
01735            */
01736           tile = RandomTile();
01737           ind = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), p2, founder);
01738           if (ind != NULL) {
01739             break;
01740           }
01741         }
01742       }
01743       _current_company = founder;
01744     }
01745   } else {
01746     int count = indspec->num_table;
01747     const IndustryTileTable * const *itt = indspec->table;
01748     int num = GB(p1, 8, 8);
01749     if (num >= count) return CMD_ERROR;
01750 
01751     _error_message = STR_ERROR_SITE_UNSUITABLE;
01752     do {
01753       if (--count < 0) return CMD_ERROR;
01754       if (--num < 0) num = indspec->num_table - 1;
01755     } while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, it));
01756 
01757     ind = CreateNewIndustryHelper(tile, it, flags, indspec, num, p2, _current_company);
01758     if (ind == NULL) return CMD_ERROR;
01759   }
01760 
01761   if ((flags & DC_EXEC) && _game_mode != GM_EDITOR && ind != NULL) {
01762     SetDParam(0, indspec->name);
01763     if (indspec->new_industry_text > STR_LAST_STRINGID) {
01764       SetDParam(1, STR_TOWN_NAME);
01765       SetDParam(2, ind->town->index);
01766     } else {
01767       SetDParam(1, ind->town->index);
01768     }
01769     AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
01770     AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
01771   }
01772 
01773   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
01774 }
01775 
01776 
01777 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
01778 {
01779   const IndustrySpec *indspec = GetIndustrySpec(type);
01780 
01781   uint32 seed = Random();
01782   return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE);
01783 }
01784 
01785 enum {
01786   NB_NUMOFINDUSTRY = 11,
01787   NB_DIFFICULTY_LEVEL = 5,
01788 };
01789 
01790 static const byte _numof_industry_table[NB_DIFFICULTY_LEVEL][NB_NUMOFINDUSTRY] = {
01791   /* difficulty settings for number of industries */
01792   {0, 0, 0, 0, 0, 0, 0, 0,  0,  0,  0},   // none
01793   {0, 1, 1, 1, 1, 1, 1, 1,  1,  1,  1},   // very low
01794   {0, 1, 1, 1, 2, 2, 3, 3,  4,  4,  5},   // low
01795   {0, 1, 2, 3, 4, 5, 6, 7,  8,  9, 10},   // normal
01796   {0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10},   // high
01797 };
01798 
01803 static void PlaceInitialIndustry(IndustryType type, int amount)
01804 {
01805   /* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the
01806    * _numof_industry_table.  newgrf can specify a big amount */
01807   int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings_game.difficulty.number_industries][amount];
01808   const IndustrySpec *ind_spc = GetIndustrySpec(type);
01809 
01810   /* These are always placed next to the coastline, so we scale by the perimeter instead. */
01811   num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
01812 
01813   if (_settings_game.difficulty.number_industries != 0) {
01814     CompanyID old_company = _current_company;
01815     _current_company = OWNER_NONE;
01816     assert(num > 0);
01817 
01818     do {
01819       uint i;
01820 
01821       IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
01822 
01823       for (i = 0; i < 2000; i++) {
01824         if (CreateNewIndustry(RandomTile(), type) != NULL) break;
01825       }
01826     } while (--num);
01827 
01828     _current_company = old_company;
01829   }
01830 }
01831 
01834 void GenerateIndustries()
01835 {
01836   uint i = 0;
01837   uint8 chance;
01838   IndustryType it;
01839   const IndustrySpec *ind_spc;
01840 
01841   /* Find the total amount of industries */
01842   if (_settings_game.difficulty.number_industries > 0) {
01843     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
01844 
01845       ind_spc = GetIndustrySpec(it);
01846 
01847       if (!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
01848         ResetIndustryCreationProbility(it);
01849       }
01850 
01851       chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
01852       if (ind_spc->enabled && chance > 0 && ind_spc->num_table > 0) {
01853         /* once the chance of appearance is determind, it have to be scaled by
01854          * the difficulty level. The "chance" in question is more an index into
01855          * the _numof_industry_table,in fact */
01856         int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
01857 
01858         /* These are always placed next to the coastline, so we scale by the perimeter instead. */
01859         num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
01860         i += num;
01861       }
01862     }
01863   }
01864 
01865   SetGeneratingWorldProgress(GWP_INDUSTRY, i);
01866 
01867   if (_settings_game.difficulty.number_industries > 0) {
01868     for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
01869       /* Once the number of industries has been determined, let's really create them.
01870        * The test for chance allows us to try create industries that are available only
01871        * for this landscape.
01872        * @todo :  Do we really have to pass chance as un-scaled value, since we've already
01873        *          processed that scaling above? No, don't think so.  Will find a way. */
01874       ind_spc = GetIndustrySpec(it);
01875       if (ind_spc->enabled && ind_spc->num_table > 0) {
01876         chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
01877         if (chance > 0) PlaceInitialIndustry(it, chance);
01878       }
01879     }
01880   }
01881 }
01882 
01883 static void UpdateIndustryStatistics(Industry *i)
01884 {
01885   byte pct;
01886   bool refresh = false;
01887 
01888   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
01889     if (i->produced_cargo[j] != CT_INVALID) {
01890       pct = 0;
01891       if (i->this_month_production[j] != 0) {
01892         i->last_prod_year = _cur_year;
01893         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
01894       }
01895       i->last_month_pct_transported[j] = pct;
01896 
01897       i->last_month_production[j] = i->this_month_production[j];
01898       i->this_month_production[j] = 0;
01899 
01900       i->last_month_transported[j] = i->this_month_transported[j];
01901       i->this_month_transported[j] = 0;
01902       refresh = true;
01903     }
01904   }
01905 
01906   if (refresh) SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01907 }
01908 
01910 struct ProbabilityHelper {
01911   uint16 prob;      
01912   IndustryType ind; 
01913 };
01914 
01918 static void MaybeNewIndustry()
01919 {
01920   Industry *ind;               // will receive the industry's creation pointer
01921   IndustryType rndtype, j;     // Loop controlers
01922   const IndustrySpec *ind_spc;
01923   uint num = 0;
01924   ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
01925   uint16 probability_max = 0;
01926 
01927   /* Generate a list of all possible industries that can be built. */
01928   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
01929     ind_spc = GetIndustrySpec(j);
01930     byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
01931 
01932     if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0) continue;
01933 
01934     /* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
01935      * and if appearing chance for this landscape is above 0, this industry can be chosen */
01936     if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
01937       probability_max += chance;
01938       /* adds the result for this industry */
01939       cumulative_probs[num].ind = j;
01940       cumulative_probs[num++].prob = probability_max;
01941     }
01942   }
01943 
01944   /* Abort if there is no industry buildable */
01945   if (probability_max == 0) return;
01946 
01947   /* Find a random type, with maximum being what has been evaluate above*/
01948   rndtype = RandomRange(probability_max);
01949   for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
01950     /* and choose the index of the industry that matches as close as possible this random type */
01951     if (cumulative_probs[j].prob >= rndtype) break;
01952   }
01953 
01954   ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
01955   /*  Check if it is allowed */
01956   if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
01957   if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
01958 
01959   /* try to create 2000 times this industry */
01960   num = 2000;
01961   for (;;) {
01962     ind = CreateNewIndustry(RandomTile(), cumulative_probs[j].ind);
01963     if (ind != NULL) break;
01964     if (--num == 0) return;
01965   }
01966 
01967   SetDParam(0, ind_spc->name);
01968   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
01969     SetDParam(1, STR_TOWN_NAME);
01970     SetDParam(2, ind->town->index);
01971   } else {
01972     SetDParam(1, ind->town->index);
01973   }
01974   AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
01975   AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
01976 }
01977 
01986 static bool CheckIndustryCloseDownProtection(IndustryType type)
01987 {
01988   const IndustrySpec *indspec = GetIndustrySpec(type);
01989 
01990   /* oil wells (or the industries with that flag set) are always allowed to closedown */
01991   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
01992   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1;
01993 }
01994 
02004 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
02005 {
02006   const IndustrySpec *indspec = GetIndustrySpec(ind->type);
02007 
02008   /* Check for acceptance of cargo */
02009   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
02010     if (ind->accepts_cargo[j] == CT_INVALID) continue;
02011     if (cargo == ind->accepts_cargo[j]) {
02012       if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
02013         uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO,
02014             0, GetReverseCargoTranslation(cargo, indspec->grf_prop.grffile),
02015             ind, ind->type, ind->location.tile);
02016         if (res == 0) continue;
02017       }
02018       *c_accepts = true;
02019       break;
02020     }
02021   }
02022 
02023   /* Check for produced cargo */
02024   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
02025     if (ind->produced_cargo[j] == CT_INVALID) continue;
02026     if (cargo == ind->produced_cargo[j]) {
02027       *c_produces = true;
02028       break;
02029     }
02030   }
02031 }
02032 
02046 static int WhoCanServiceIndustry(Industry *ind)
02047 {
02048   /* Find all stations within reach of the industry */
02049   StationList stations;
02050   FindStationsAroundTiles(ind->location, &stations);
02051 
02052   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
02053 
02054   const Vehicle *v;
02055   int result = 0;
02056   FOR_ALL_VEHICLES(v) {
02057     /* Is it worthwhile to try this vehicle? */
02058     if (v->owner != _local_company && result != 0) continue;
02059 
02060     /* Check whether it accepts the right kind of cargo */
02061     bool c_accepts = false;
02062     bool c_produces = false;
02063     if (v->type == VEH_TRAIN && Train::From(v)->IsFrontEngine()) {
02064       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
02065         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
02066       }
02067     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
02068       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
02069     } else {
02070       continue;
02071     }
02072     if (!c_accepts && !c_produces) continue; // Wrong cargo
02073 
02074     /* Check orders of the vehicle.
02075      * We cannot check the first of shared orders only, since the first vehicle in such a chain
02076      * may have a different cargo type.
02077      */
02078     const Order *o;
02079     FOR_VEHICLE_ORDERS(v, o) {
02080       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
02081         /* Vehicle visits a station to load or unload */
02082         Station *st = Station::Get(o->GetDestination());
02083         assert(st != NULL);
02084 
02085         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
02086         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
02087 
02088         if (stations.Contains(st)) {
02089           if (v->owner == _local_company) return 2; // Company services industry
02090           result = 1; // Competitor services industry
02091         }
02092       }
02093     }
02094   }
02095   return result;
02096 }
02097 
02105 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
02106 {
02107   NewsSubtype ns;
02108 
02109   switch (WhoCanServiceIndustry(ind)) {
02110     case 0: ns = NS_INDUSTRY_NOBODY;  break;
02111     case 1: ns = NS_INDUSTRY_OTHER;   break;
02112     case 2: ns = NS_INDUSTRY_COMPANY; break;
02113     default: NOT_REACHED();
02114   }
02115   SetDParam(2, abs(percent));
02116   SetDParam(0, CargoSpec::Get(type)->name);
02117   SetDParam(1, ind->index);
02118   AddIndustryNewsItem(
02119     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
02120     ns,
02121     ind->index
02122   );
02123 }
02124 
02125 enum {
02126   PERCENT_TRANSPORTED_60 = 153,
02127   PERCENT_TRANSPORTED_80 = 204,
02128 };
02129 
02134 static void ChangeIndustryProduction(Industry *i, bool monthly)
02135 {
02136   StringID str = STR_NULL;
02137   bool closeit = false;
02138   const IndustrySpec *indspec = GetIndustrySpec(i->type);
02139   bool standard = false;
02140   bool suppress_message = false;
02141   bool recalculate_multipliers = false; 
02142   /* don't use smooth economy for industries using production related callbacks */
02143   bool smooth_economy = _settings_game.economy.smooth_economy &&
02144                         !(HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
02145                         !(HasBit(indspec->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_CHANGE));            // production change callbacks
02146   byte div = 0;
02147   byte mul = 0;
02148   int8 increment = 0;
02149 
02150   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
02151   if (callback_enabled) {
02152     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
02153     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
02154       suppress_message = HasBit(res, 7);
02155       /* Get the custom message if any */
02156       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
02157       res = GB(res, 0, 4);
02158       switch (res) {
02159         default: NOT_REACHED();
02160         case 0x0: break;                  // Do nothing, but show the custom message if any
02161         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
02162         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
02163         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
02164         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
02165         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
02166         case 0x8: div = res - 0x3; break; // Divide production by 32
02167         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
02168         case 0xC: mul = res - 0x7; break; // Multiply production by 32
02169         case 0xD:                         // decrement production
02170         case 0xE:                         // increment production
02171           increment = res == 0x0D ? -1 : 1;
02172           break;
02173         case 0xF:                         // Set production to third byte of register 0x100
02174           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02175           recalculate_multipliers = true;
02176           break;
02177       }
02178     }
02179   } else {
02180     if (monthly != smooth_economy) return;
02181     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
02182   }
02183 
02184   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
02185     /* decrease or increase */
02186     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
02187 
02188     if (smooth_economy) {
02189       closeit = true;
02190       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
02191         if (i->produced_cargo[j] == CT_INVALID) continue;
02192         uint32 r = Random();
02193         int old_prod, new_prod, percent;
02194         /* If over 60% is transported, mult is 1, else mult is -1. */
02195         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
02196 
02197         new_prod = old_prod = i->production_rate[j];
02198 
02199         /* For industries with only_decrease flags (temperate terrain Oil Wells),
02200          * the multiplier will always be -1 so they will only decrease. */
02201         if (only_decrease) {
02202           mult = -1;
02203         /* For normal industries, if over 60% is transported, 33% chance for decrease.
02204          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
02205         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
02206           mult *= -1;
02207         }
02208 
02209         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
02210          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
02211         if (Chance16I(1, 22, r >> 16)) {
02212           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
02213         }
02214 
02215         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
02216         new_prod = Clamp(new_prod, 1, 255);
02217 
02218         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1)
02219           new_prod = Clamp(new_prod, 0, 16);
02220 
02221         /* Do not stop closing the industry when it has the lowest possible production rate */
02222         if (new_prod == old_prod && old_prod > 1) {
02223           closeit = false;
02224           continue;
02225         }
02226 
02227         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
02228         i->production_rate[j] = new_prod;
02229 
02230         /* Close the industry when it has the lowest possible production rate */
02231         if (new_prod > 1) closeit = false;
02232 
02233         if (abs(percent) >= 10) {
02234           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
02235         }
02236       }
02237     } else {
02238       if (only_decrease || Chance16(1, 3)) {
02239         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
02240         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
02241           mul = 1; // Increase production
02242         } else {
02243           div = 1; // Decrease production
02244         }
02245       }
02246     }
02247   }
02248 
02249   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
02250     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
02251       closeit = true;
02252     }
02253   }
02254 
02255   /* Increase if needed */
02256   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
02257     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
02258     recalculate_multipliers = true;
02259     if (str == STR_NULL) str = indspec->production_up_text;
02260   }
02261 
02262   /* Decrease if needed */
02263   while (div-- != 0 && !closeit) {
02264     if (i->prod_level == PRODLEVEL_MINIMUM) {
02265       closeit = true;
02266     } else {
02267       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
02268       recalculate_multipliers = true;
02269       if (str == STR_NULL) str = indspec->production_down_text;
02270     }
02271   }
02272 
02273   /* Increase or Decreasing the production level if needed */
02274   if (increment != 0) {
02275     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
02276       closeit = true;
02277     } else {
02278       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02279       recalculate_multipliers = true;
02280     }
02281   }
02282 
02283   /* Recalculate production_rate
02284    * For non-smooth economy these should always be synchronized with prod_level */
02285   if (recalculate_multipliers) {
02286     /* Rates are rounded up, so e.g. oilrig always produces some passengers */
02287     i->production_rate[0] = min((indspec->production_rate[0] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
02288     i->production_rate[1] = min((indspec->production_rate[1] * i->prod_level + PRODLEVEL_DEFAULT - 1) / PRODLEVEL_DEFAULT, 0xFF);
02289   }
02290 
02291   /* Close if needed and allowed */
02292   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
02293     i->prod_level = PRODLEVEL_CLOSURE;
02294     str = indspec->closure_text;
02295   }
02296 
02297   if (!suppress_message && str != STR_NULL) {
02298     NewsSubtype ns;
02299     /* Compute news category */
02300     if (closeit) {
02301       ns = NS_INDUSTRY_CLOSE;
02302       AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
02303     } else {
02304       switch (WhoCanServiceIndustry(i)) {
02305         case 0: ns = NS_INDUSTRY_NOBODY;  break;
02306         case 1: ns = NS_INDUSTRY_OTHER;   break;
02307         case 2: ns = NS_INDUSTRY_COMPANY; break;
02308         default: NOT_REACHED();
02309       }
02310     }
02311     /* Set parameters of news string */
02312     if (str > STR_LAST_STRINGID) {
02313       SetDParam(0, STR_TOWN_NAME);
02314       SetDParam(1, i->town->index);
02315       SetDParam(2, indspec->name);
02316     } else if (closeit) {
02317       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
02318       SetDParam(1, i->town->index);
02319       SetDParam(2, indspec->name);
02320     } else {
02321       SetDParam(0, i->index);
02322     }
02323     /* and report the news to the user */
02324     AddNewsItem(str,
02325       ns,
02326       closeit ? NR_TILE : NR_INDUSTRY,
02327       closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
02328   }
02329 }
02330 
02336 void IndustryDailyLoop()
02337 {
02338   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
02339 
02340   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
02341    * the lower 16 bit are a fractional part that might accumulate over several days until it
02342    * is sufficient for an industry. */
02343   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
02344 
02345   /* Reset the active part of the counter, just keeping the "factional part" */
02346   _economy.industry_daily_change_counter &= 0xFFFF;
02347 
02348   if (change_loop == 0) {
02349     return;  // Nothing to do? get out
02350   }
02351 
02352   CompanyID old_company = _current_company;
02353   _current_company = OWNER_NONE;
02354 
02355   /* perform the required industry changes for the day */
02356   for (uint16 j = 0; j < change_loop; j++) {
02357     /* 3% chance that we start a new industry */
02358     if (Chance16(3, 100)) {
02359       MaybeNewIndustry();
02360     } else {
02361       Industry *i = Industry::GetRandom();
02362       if (i != NULL) ChangeIndustryProduction(i, false);
02363     }
02364   }
02365 
02366   _current_company = old_company;
02367 
02368   /* production-change */
02369   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02370 }
02371 
02372 void IndustryMonthlyLoop()
02373 {
02374   Industry *i;
02375   CompanyID old_company = _current_company;
02376   _current_company = OWNER_NONE;
02377 
02378   FOR_ALL_INDUSTRIES(i) {
02379     UpdateIndustryStatistics(i);
02380     if (i->prod_level == PRODLEVEL_CLOSURE) {
02381       delete i;
02382     } else {
02383       ChangeIndustryProduction(i, true);
02384     }
02385   }
02386 
02387   _current_company = old_company;
02388 
02389   /* production-change */
02390   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02391 }
02392 
02393 
02394 void InitializeIndustries()
02395 {
02396   _industry_pool.CleanPool();
02397 
02398   ResetIndustryCounts();
02399   _industry_sound_tile = 0;
02400 }
02401 
02402 bool IndustrySpec::IsRawIndustry() const
02403 {
02404   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
02405   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
02406       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
02407 }
02408 
02409 Money IndustrySpec::GetConstructionCost() const
02410 {
02411   /* Building raw industries like secondary uses different price base */
02412   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
02413       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
02414 }
02415 
02416 Money IndustrySpec::GetRemovalCost() const
02417 {
02418   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
02419 }
02420 
02421 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02422 {
02423   if (AutoslopeEnabled()) {
02424     /* We imitate here TTDP's behaviour:
02425      *  - Both new and old slope must not be steep.
02426      *  - TileMaxZ must not be changed.
02427      *  - Allow autoslope by default.
02428      *  - Disallow autoslope if callback succeeds and returns non-zero.
02429      */
02430     Slope tileh_old = GetTileSlope(tile, NULL);
02431     /* TileMaxZ must not be changed. Slopes must not be steep. */
02432     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
02433       const IndustryGfx gfx = GetIndustryGfx(tile);
02434       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
02435 
02436       /* Call callback 3C 'disable autosloping for industry tiles'. */
02437       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
02438         /* If the callback fails, allow autoslope. */
02439         uint16 res = GetIndustryTileCallback(CBID_INDUSTRY_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
02440         if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02441       } else {
02442         /* allow autoslope */
02443         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02444       }
02445     }
02446   }
02447   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02448 }
02449 
02450 extern const TileTypeProcs _tile_type_industry_procs = {
02451   DrawTile_Industry,           // draw_tile_proc
02452   GetSlopeZ_Industry,          // get_slope_z_proc
02453   ClearTile_Industry,          // clear_tile_proc
02454   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
02455   GetTileDesc_Industry,        // get_tile_desc_proc
02456   GetTileTrackStatus_Industry, // get_tile_track_status_proc
02457   ClickTile_Industry,          // click_tile_proc
02458   AnimateTile_Industry,        // animate_tile_proc
02459   TileLoop_Industry,           // tile_loop_proc
02460   ChangeTileOwner_Industry,    // change_tile_owner_proc
02461   NULL,                        // add_produced_cargo_proc
02462   NULL,                        // vehicle_enter_tile_proc
02463   GetFoundation_Industry,      // get_foundation_proc
02464   TerraformTile_Industry,      // terraform_tile_proc
02465 };

Generated on Tue Jan 5 21:02:54 2010 for OpenTTD by  doxygen 1.5.6