industry_cmd.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "clear_map.h"
00014 #include "industry.h"
00015 #include "station_base.h"
00016 #include "landscape.h"
00017 #include "viewport_func.h"
00018 #include "command_func.h"
00019 #include "town.h"
00020 #include "news_func.h"
00021 #include "cheat_type.h"
00022 #include "genworld.h"
00023 #include "tree_map.h"
00024 #include "newgrf_cargo.h"
00025 #include "newgrf_debug.h"
00026 #include "newgrf_industrytiles.h"
00027 #include "autoslope.h"
00028 #include "water.h"
00029 #include "strings_func.h"
00030 #include "window_func.h"
00031 #include "date_func.h"
00032 #include "vehicle_func.h"
00033 #include "sound_func.h"
00034 #include "animated_tile_func.h"
00035 #include "effectvehicle_func.h"
00036 #include "effectvehicle_base.h"
00037 #include "ai/ai.hpp"
00038 #include "core/pool_func.hpp"
00039 #include "subsidy_func.h"
00040 #include "core/backup_type.hpp"
00041 #include "object_base.h"
00042 #include "game/game.hpp"
00043 
00044 #include "table/strings.h"
00045 #include "table/industry_land.h"
00046 #include "table/build_industry.h"
00047 
00048 IndustryPool _industry_pool("Industry");
00049 INSTANTIATE_POOL_METHODS(Industry)
00050 
00051 void ShowIndustryViewWindow(int industry);
00052 void BuildOilRig(TileIndex tile);
00053 
00054 static byte _industry_sound_ctr;
00055 static TileIndex _industry_sound_tile;
00056 
00057 uint16 Industry::counts[NUM_INDUSTRYTYPES];
00058 
00059 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
00060 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
00061 IndustryBuildData _industry_builder; 
00062 
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 
00096 IndustryType GetIndustryType(TileIndex tile)
00097 {
00098   assert(IsTileType(tile, MP_INDUSTRY));
00099 
00100   const Industry *ind = Industry::GetByTile(tile);
00101   assert(ind != NULL);
00102   return ind->type;
00103 }
00104 
00113 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
00114 {
00115   assert(thistype < NUM_INDUSTRYTYPES);
00116   return &_industry_specs[thistype];
00117 }
00118 
00127 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
00128 {
00129   assert(gfx < INVALID_INDUSTRYTILE);
00130   return &_industry_tile_specs[gfx];
00131 }
00132 
00133 Industry::~Industry()
00134 {
00135   if (CleaningPool()) return;
00136 
00137   /* Industry can also be destroyed when not fully initialized.
00138    * This means that we do not have to clear tiles either.
00139    * Also we must not decrement industry counts in that case. */
00140   if (this->location.w == 0) return;
00141 
00142   TILE_AREA_LOOP(tile_cur, this->location) {
00143     if (IsTileType(tile_cur, MP_INDUSTRY)) {
00144       if (GetIndustryIndex(tile_cur) == this->index) {
00145         DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur);
00146 
00147         /* MakeWaterKeepingClass() can also handle 'land' */
00148         MakeWaterKeepingClass(tile_cur, OWNER_NONE);
00149       }
00150     } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
00151       DeleteOilRig(tile_cur);
00152     }
00153   }
00154 
00155   if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
00156     TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42);
00157     ta.ClampToMap();
00158 
00159     /* Remove the farmland and convert it to regular tiles over time. */
00160     TILE_AREA_LOOP(tile_cur, ta) {
00161       if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
00162           GetIndustryIndexOfField(tile_cur) == this->index) {
00163         SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
00164       }
00165     }
00166   }
00167 
00168   /* don't let any disaster vehicle target invalid industry */
00169   ReleaseDisastersTargetingIndustry(this->index);
00170 
00171   /* Clear the persistent storage. */
00172   delete this->psa;
00173 
00174   DecIndustryTypeCount(this->type);
00175 
00176   DeleteIndustryNews(this->index);
00177   DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
00178   DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
00179 
00180   DeleteSubsidyWith(ST_INDUSTRY, this->index);
00181   CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
00182 }
00183 
00188 void Industry::PostDestructor(size_t index)
00189 {
00190   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
00191   Station::RecomputeIndustriesNearForAll();
00192 }
00193 
00194 
00199 /* static */ Industry *Industry::GetRandom()
00200 {
00201   if (Industry::GetNumItems() == 0) return NULL;
00202   int num = RandomRange((uint16)Industry::GetNumItems());
00203   size_t index = MAX_UVALUE(size_t);
00204 
00205   while (num >= 0) {
00206     num--;
00207     index++;
00208 
00209     /* Make sure we have a valid industry */
00210     while (!Industry::IsValidID(index)) {
00211       index++;
00212       assert(index < Industry::GetPoolSize());
00213     }
00214   }
00215 
00216   return Industry::Get(index);
00217 }
00218 
00219 
00220 static void IndustryDrawSugarMine(const TileInfo *ti)
00221 {
00222   if (!IsIndustryCompleted(ti->tile)) return;
00223 
00224   const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
00225 
00226   AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
00227 
00228   if (d->image_2 != 0) {
00229     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
00230   }
00231 
00232   if (d->image_3 != 0) {
00233     AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
00234       _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
00235   }
00236 }
00237 
00238 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
00239 {
00240   uint8 x = 0;
00241 
00242   if (IsIndustryCompleted(ti->tile)) {
00243     x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
00244     if (x == 0xFF) {
00245       x = 0;
00246     }
00247   }
00248 
00249   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
00250   AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
00251 }
00252 
00253 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
00254 {
00255   if (IsIndustryCompleted(ti->tile)) {
00256     AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
00257   }
00258   AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
00259 }
00260 
00261 static void IndustryDrawToyFactory(const TileInfo *ti)
00262 {
00263   const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
00264 
00265   if (d->image_1 != 0xFF) {
00266     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
00267   }
00268 
00269   if (d->image_2 != 0xFF) {
00270     AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
00271   }
00272 
00273   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
00274   AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
00275 }
00276 
00277 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
00278 {
00279   if (IsIndustryCompleted(ti->tile)) {
00280     uint8 image = GetAnimationFrame(ti->tile);
00281 
00282     if (image != 0 && image < 7) {
00283       AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
00284         PAL_NONE,
00285         _coal_plant_sparks[image - 1].x,
00286         _coal_plant_sparks[image - 1].y
00287       );
00288     }
00289   }
00290 }
00291 
00292 typedef void IndustryDrawTileProc(const TileInfo *ti);
00293 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
00294   IndustryDrawSugarMine,
00295   IndustryDrawToffeeQuarry,
00296   IndustryDrawBubbleGenerator,
00297   IndustryDrawToyFactory,
00298   IndustryDrawCoalPlantSparks,
00299 };
00300 
00301 static void DrawTile_Industry(TileInfo *ti)
00302 {
00303   IndustryGfx gfx = GetIndustryGfx(ti->tile);
00304   Industry *ind = Industry::GetByTile(ti->tile);
00305   const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00306 
00307   /* Retrieve pointer to the draw industry tile struct */
00308   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00309     /* Draw the tile using the specialized method of newgrf industrytile.
00310      * DrawNewIndustry will return false if ever the resolver could not
00311      * find any sprite to display.  So in this case, we will jump on the
00312      * substitute gfx instead. */
00313     if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
00314       return;
00315     } else {
00316       /* No sprite group (or no valid one) found, meaning no graphics associated.
00317        * Use the substitute one instead */
00318       if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
00319         gfx = indts->grf_prop.subst_id;
00320         /* And point the industrytile spec accordingly */
00321         indts = GetIndustryTileSpec(gfx);
00322       }
00323     }
00324   }
00325 
00326   const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
00327       GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
00328       GetIndustryConstructionStage(ti->tile))];
00329 
00330   SpriteID image = dits->ground.sprite;
00331 
00332   /* DrawFoundation() modifes ti->z and ti->tileh */
00333   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00334 
00335   /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
00336    * Do not do this if the tile's WaterClass is 'land'. */
00337   if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
00338     DrawWaterClassGround(ti);
00339   } else {
00340     DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
00341   }
00342 
00343   /* If industries are transparent and invisible, do not draw the upper part */
00344   if (IsInvisibilitySet(TO_INDUSTRIES)) return;
00345 
00346   /* Add industry on top of the ground? */
00347   image = dits->building.sprite;
00348   if (image != 0) {
00349     AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
00350       ti->x + dits->subtile_x,
00351       ti->y + dits->subtile_y,
00352       dits->width,
00353       dits->height,
00354       dits->dz,
00355       ti->z,
00356       IsTransparencySet(TO_INDUSTRIES));
00357 
00358     if (IsTransparencySet(TO_INDUSTRIES)) return;
00359   }
00360 
00361   {
00362     int proc = dits->draw_proc - 1;
00363     if (proc >= 0) _industry_draw_tile_procs[proc](ti);
00364   }
00365 }
00366 
00367 static int GetSlopePixelZ_Industry(TileIndex tile, uint x, uint y)
00368 {
00369   return GetTileMaxPixelZ(tile);
00370 }
00371 
00372 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
00373 {
00374   IndustryGfx gfx = GetIndustryGfx(tile);
00375 
00376   /* For NewGRF industry tiles we might not be drawing a foundation. We need to
00377    * account for this, as other structures should
00378    * draw the wall of the foundation in this case.
00379    */
00380   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00381     const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
00382     if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
00383       uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
00384       if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(indts->grf_prop.grffile, CBID_INDTILE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
00385     }
00386   }
00387   return FlatteningFoundation(tileh);
00388 }
00389 
00390 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00391 {
00392   IndustryGfx gfx = GetIndustryGfx(tile);
00393   const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
00394 
00395   /* When we have to use a callback, we put our data in the next two variables */
00396   CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
00397   uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
00398 
00399   /* And then these will always point to a same sized array with the required data */
00400   const CargoID *accepts_cargo = itspec->accepts_cargo;
00401   const uint8 *cargo_acceptance = itspec->acceptance;
00402 
00403   if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
00404     uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
00405     if (res != CALLBACK_FAILED) {
00406       accepts_cargo = raw_accepts_cargo;
00407       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
00408     }
00409   }
00410 
00411   if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
00412     uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
00413     if (res != CALLBACK_FAILED) {
00414       cargo_acceptance = raw_cargo_acceptance;
00415       for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
00416     }
00417   }
00418 
00419   const Industry *ind = Industry::GetByTile(tile);
00420   for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
00421     CargoID a = accepts_cargo[i];
00422     if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargoes
00423 
00424     /* Add accepted cargo */
00425     acceptance[a] += cargo_acceptance[i];
00426 
00427     /* Maybe set 'always accepted' bit (if it's not set already) */
00428     if (HasBit(*always_accepted, a)) continue;
00429 
00430     bool accepts = false;
00431     for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00432       /* Test whether the industry itself accepts the cargo type */
00433       if (ind->accepts_cargo[cargo_index] == a) {
00434         accepts = true;
00435         break;
00436       }
00437     }
00438 
00439     if (accepts) continue;
00440 
00441     /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
00442     SetBit(*always_accepted, a);
00443   }
00444 }
00445 
00446 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
00447 {
00448   const Industry *i = Industry::GetByTile(tile);
00449   const IndustrySpec *is = GetIndustrySpec(i->type);
00450 
00451   td->owner[0] = i->owner;
00452   td->str = is->name;
00453   if (!IsIndustryCompleted(tile)) {
00454     SetDParamX(td->dparam, 0, td->str);
00455     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00456   }
00457 
00458   if (is->grf_prop.grffile != NULL) {
00459     td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName();
00460   }
00461 }
00462 
00463 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
00464 {
00465   Industry *i = Industry::GetByTile(tile);
00466   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00467 
00468   /* water can destroy industries
00469    * in editor you can bulldoze industries
00470    * with magic_bulldozer cheat you can destroy industries
00471    * (area around OILRIG is water, so water shouldn't flood it
00472    */
00473   if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
00474       !_cheats.magic_bulldozer.value) ||
00475       ((flags & DC_AUTO) != 0) ||
00476       (_current_company == OWNER_WATER &&
00477         ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
00478         HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
00479     SetDParam(1, indspec->name);
00480     return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
00481   }
00482 
00483   if (flags & DC_EXEC) {
00484     AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
00485     Game::NewEvent(new ScriptEventIndustryClose(i->index));
00486     delete i;
00487   }
00488   return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
00489 }
00490 
00491 static void TransportIndustryGoods(TileIndex tile)
00492 {
00493   Industry *i = Industry::GetByTile(tile);
00494   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00495   bool moved_cargo = false;
00496 
00497   StationFinder stations(i->location);
00498 
00499   for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
00500     uint cw = min(i->produced_cargo_waiting[j], 255);
00501     if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
00502       i->produced_cargo_waiting[j] -= cw;
00503 
00504       /* fluctuating economy? */
00505       if (EconomyIsInRecession()) cw = (cw + 1) / 2;
00506 
00507       i->this_month_production[j] += cw;
00508 
00509       uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
00510       i->this_month_transported[j] += am;
00511 
00512       moved_cargo |= (am != 0);
00513     }
00514   }
00515 
00516   if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
00517     uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
00518 
00519     if (newgfx != INDUSTRYTILE_NOANIM) {
00520       ResetIndustryConstructionStage(tile);
00521       SetIndustryCompleted(tile, true);
00522       SetIndustryGfx(tile, newgfx);
00523       MarkTileDirtyByTile(tile);
00524     }
00525   }
00526 }
00527 
00528 
00529 static void AnimateTile_Industry(TileIndex tile)
00530 {
00531   IndustryGfx gfx = GetIndustryGfx(tile);
00532 
00533   if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
00534     AnimateNewIndustryTile(tile);
00535     return;
00536   }
00537 
00538   switch (gfx) {
00539   case GFX_SUGAR_MINE_SIEVE:
00540     if ((_tick_counter & 1) == 0) {
00541       byte m = GetAnimationFrame(tile) + 1;
00542 
00543       switch (m & 7) {
00544       case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
00545       case 6: SndPlayTileFx(SND_29_RIP, tile); break;
00546       }
00547 
00548       if (m >= 96) {
00549         m = 0;
00550         DeleteAnimatedTile(tile);
00551       }
00552       SetAnimationFrame(tile, m);
00553 
00554       MarkTileDirtyByTile(tile);
00555     }
00556     break;
00557 
00558   case GFX_TOFFEE_QUARY:
00559     if ((_tick_counter & 3) == 0) {
00560       byte m = GetAnimationFrame(tile);
00561 
00562       if (_industry_anim_offs_toffee[m] == 0xFF) {
00563         SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
00564       }
00565 
00566       if (++m >= 70) {
00567         m = 0;
00568         DeleteAnimatedTile(tile);
00569       }
00570       SetAnimationFrame(tile, m);
00571 
00572       MarkTileDirtyByTile(tile);
00573     }
00574     break;
00575 
00576   case GFX_BUBBLE_CATCHER:
00577     if ((_tick_counter & 1) == 0) {
00578       byte m = GetAnimationFrame(tile);
00579 
00580       if (++m >= 40) {
00581         m = 0;
00582         DeleteAnimatedTile(tile);
00583       }
00584       SetAnimationFrame(tile, m);
00585 
00586       MarkTileDirtyByTile(tile);
00587     }
00588     break;
00589 
00590   /* Sparks on a coal plant */
00591   case GFX_POWERPLANT_SPARKS:
00592     if ((_tick_counter & 3) == 0) {
00593       byte m = GetAnimationFrame(tile);
00594       if (m == 6) {
00595         SetAnimationFrame(tile, 0);
00596         DeleteAnimatedTile(tile);
00597       } else {
00598         SetAnimationFrame(tile, m + 1);
00599         MarkTileDirtyByTile(tile);
00600       }
00601     }
00602     break;
00603 
00604   case GFX_TOY_FACTORY:
00605     if ((_tick_counter & 1) == 0) {
00606       byte m = GetAnimationFrame(tile) + 1;
00607 
00608       switch (m) {
00609         case  1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
00610         case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
00611         case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
00612         default:
00613           if (m >= 50) {
00614             int n = GetIndustryAnimationLoop(tile) + 1;
00615             m = 0;
00616             if (n >= 8) {
00617               n = 0;
00618               DeleteAnimatedTile(tile);
00619             }
00620             SetIndustryAnimationLoop(tile, n);
00621           }
00622       }
00623 
00624       SetAnimationFrame(tile, m);
00625       MarkTileDirtyByTile(tile);
00626     }
00627     break;
00628 
00629   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00630   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00631   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00632   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00633     if ((_tick_counter & 3) == 0) {
00634       IndustryGfx gfx = GetIndustryGfx(tile);
00635 
00636       gfx = (gfx < 155) ? gfx + 1 : 148;
00637       SetIndustryGfx(tile, gfx);
00638       MarkTileDirtyByTile(tile);
00639     }
00640     break;
00641 
00642   case GFX_OILWELL_ANIMATED_1:
00643   case GFX_OILWELL_ANIMATED_2:
00644   case GFX_OILWELL_ANIMATED_3:
00645     if ((_tick_counter & 7) == 0) {
00646       bool b = Chance16(1, 7);
00647       IndustryGfx gfx = GetIndustryGfx(tile);
00648 
00649       byte m = GetAnimationFrame(tile) + 1;
00650       if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
00651         SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
00652         SetIndustryConstructionStage(tile, 3);
00653         DeleteAnimatedTile(tile);
00654       } else {
00655         SetAnimationFrame(tile, m);
00656         SetIndustryGfx(tile, gfx);
00657         MarkTileDirtyByTile(tile);
00658       }
00659     }
00660     break;
00661 
00662   case GFX_COAL_MINE_TOWER_ANIMATED:
00663   case GFX_COPPER_MINE_TOWER_ANIMATED:
00664   case GFX_GOLD_MINE_TOWER_ANIMATED: {
00665       int state = _tick_counter & 0x7FF;
00666 
00667       if ((state -= 0x400) < 0) return;
00668 
00669       if (state < 0x1A0) {
00670         if (state < 0x20 || state >= 0x180) {
00671           byte m = GetAnimationFrame(tile);
00672           if (!(m & 0x40)) {
00673             SetAnimationFrame(tile, m | 0x40);
00674             SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
00675           }
00676           if (state & 7) return;
00677         } else {
00678           if (state & 3) return;
00679         }
00680         byte m = (GetAnimationFrame(tile) + 1) | 0x40;
00681         if (m > 0xC2) m = 0xC0;
00682         SetAnimationFrame(tile, m);
00683         MarkTileDirtyByTile(tile);
00684       } else if (state >= 0x200 && state < 0x3A0) {
00685         int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
00686         if (state & i) return;
00687 
00688         byte m = (GetAnimationFrame(tile) & 0xBF) - 1;
00689         if (m < 0x80) m = 0x82;
00690         SetAnimationFrame(tile, m);
00691         MarkTileDirtyByTile(tile);
00692       }
00693       break;
00694     }
00695   }
00696 }
00697 
00698 static void CreateChimneySmoke(TileIndex tile)
00699 {
00700   uint x = TileX(tile) * TILE_SIZE;
00701   uint y = TileY(tile) * TILE_SIZE;
00702   int z = GetTileMaxPixelZ(tile);
00703 
00704   CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
00705 }
00706 
00707 static void MakeIndustryTileBigger(TileIndex tile)
00708 {
00709   byte cnt = GetIndustryConstructionCounter(tile) + 1;
00710   if (cnt != 4) {
00711     SetIndustryConstructionCounter(tile, cnt);
00712     return;
00713   }
00714 
00715   byte stage = GetIndustryConstructionStage(tile) + 1;
00716   SetIndustryConstructionCounter(tile, 0);
00717   SetIndustryConstructionStage(tile, stage);
00718   StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
00719   if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
00720 
00721   MarkTileDirtyByTile(tile);
00722 
00723   if (!IsIndustryCompleted(tile)) return;
00724 
00725   IndustryGfx gfx = GetIndustryGfx(tile);
00726   if (gfx >= NEW_INDUSTRYTILEOFFSET) {
00727     /* New industries are already animated on construction. */
00728     return;
00729   }
00730 
00731   switch (gfx) {
00732   case GFX_POWERPLANT_CHIMNEY:
00733     CreateChimneySmoke(tile);
00734     break;
00735 
00736   case GFX_OILRIG_1: {
00737     /* Do not require an industry tile to be after the first two GFX_OILRIG_1
00738      * tiles (like the default oil rig). Do a proper check to ensure the
00739      * tiles belong to the same industry and based on that build the oil rig's
00740      * station. */
00741     TileIndex other = tile + TileDiffXY(0, 1);
00742 
00743     if (IsTileType(other, MP_INDUSTRY) &&
00744         GetIndustryGfx(other) == GFX_OILRIG_1 &&
00745         GetIndustryIndex(tile) == GetIndustryIndex(other)) {
00746       BuildOilRig(tile);
00747     }
00748     break;
00749   }
00750 
00751   case GFX_TOY_FACTORY:
00752   case GFX_BUBBLE_CATCHER:
00753   case GFX_TOFFEE_QUARY:
00754     SetAnimationFrame(tile, 0);
00755     SetIndustryAnimationLoop(tile, 0);
00756     break;
00757 
00758   case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
00759   case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
00760   case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
00761   case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
00762     AddAnimatedTile(tile);
00763     break;
00764   }
00765 }
00766 
00767 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
00768 {
00769   static const int8 _bubble_spawn_location[3][4] = {
00770     { 11,   0, -4, -14 },
00771     { -4, -10, -4,   1 },
00772     { 49,  59, 60,  65 },
00773   };
00774 
00775   SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
00776 
00777   int dir = Random() & 3;
00778 
00779   EffectVehicle *v = CreateEffectVehicleAbove(
00780     TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
00781     TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
00782     _bubble_spawn_location[2][dir],
00783     EV_BUBBLE
00784   );
00785 
00786   if (v != NULL) v->animation_substate = dir;
00787 }
00788 
00789 static void TileLoop_Industry(TileIndex tile)
00790 {
00791   if (IsTileOnWater(tile)) TileLoop_Water(tile);
00792 
00793   /* Normally this doesn't happen, but if an industry NewGRF is removed
00794    * an industry that was previously build on water can now be flooded.
00795    * If this happens the tile is no longer an industry tile after
00796    * returning from TileLoop_Water. */
00797   if (!IsTileType(tile, MP_INDUSTRY)) return;
00798 
00799   TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
00800 
00801   if (!IsIndustryCompleted(tile)) {
00802     MakeIndustryTileBigger(tile);
00803     return;
00804   }
00805 
00806   if (_game_mode == GM_EDITOR) return;
00807 
00808   TransportIndustryGoods(tile);
00809 
00810   if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
00811 
00812   IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
00813   if (newgfx != INDUSTRYTILE_NOANIM) {
00814     ResetIndustryConstructionStage(tile);
00815     SetIndustryGfx(tile, newgfx);
00816     MarkTileDirtyByTile(tile);
00817     return;
00818   }
00819 
00820   IndustryGfx gfx = GetIndustryGfx(tile);
00821   switch (gfx) {
00822   case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
00823   case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
00824   case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
00825     if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
00826       switch (gfx) {
00827         case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
00828         case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
00829         case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
00830       }
00831       SetIndustryGfx(tile, gfx);
00832       SetAnimationFrame(tile, 0x80);
00833       AddAnimatedTile(tile);
00834     }
00835     break;
00836 
00837   case GFX_OILWELL_NOT_ANIMATED:
00838     if (Chance16(1, 6)) {
00839       SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
00840       SetAnimationFrame(tile, 0);
00841       AddAnimatedTile(tile);
00842     }
00843     break;
00844 
00845   case GFX_COAL_MINE_TOWER_ANIMATED:
00846   case GFX_COPPER_MINE_TOWER_ANIMATED:
00847   case GFX_GOLD_MINE_TOWER_ANIMATED:
00848     if (!(_tick_counter & 0x400)) {
00849       switch (gfx) {
00850         case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
00851         case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
00852         case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
00853       }
00854       SetIndustryGfx(tile, gfx);
00855       SetIndustryCompleted(tile, true);
00856       SetIndustryConstructionStage(tile, 3);
00857       DeleteAnimatedTile(tile);
00858     }
00859     break;
00860 
00861   case GFX_POWERPLANT_SPARKS:
00862     if (Chance16(1, 3)) {
00863       SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
00864       AddAnimatedTile(tile);
00865     }
00866     break;
00867 
00868   case GFX_COPPER_MINE_CHIMNEY:
00869     CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_COPPER_MINE_SMOKE);
00870     break;
00871 
00872 
00873   case GFX_TOY_FACTORY: {
00874       Industry *i = Industry::GetByTile(tile);
00875       if (i->was_cargo_delivered) {
00876         i->was_cargo_delivered = false;
00877         SetIndustryAnimationLoop(tile, 0);
00878         AddAnimatedTile(tile);
00879       }
00880     }
00881     break;
00882 
00883   case GFX_BUBBLE_GENERATOR:
00884     TileLoopIndustry_BubbleGenerator(tile);
00885     break;
00886 
00887   case GFX_TOFFEE_QUARY:
00888     AddAnimatedTile(tile);
00889     break;
00890 
00891   case GFX_SUGAR_MINE_SIEVE:
00892     if (Chance16(1, 3)) AddAnimatedTile(tile);
00893     break;
00894   }
00895 }
00896 
00897 static bool ClickTile_Industry(TileIndex tile)
00898 {
00899   ShowIndustryViewWindow(GetIndustryIndex(tile));
00900   return true;
00901 }
00902 
00903 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00904 {
00905   return 0;
00906 }
00907 
00908 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
00909 {
00910   /* If the founder merges, the industry was created by the merged company */
00911   Industry *i = Industry::GetByTile(tile);
00912   if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
00913 }
00914 
00920 bool IsTileForestIndustry(TileIndex tile)
00921 {
00922   /* Check for industry tile */
00923   if (!IsTileType(tile, MP_INDUSTRY)) return false;
00924 
00925   const Industry *ind = Industry::GetByTile(tile);
00926 
00927   /* Check for organic industry (i.e. not processing or extractive) */
00928   if ((GetIndustrySpec(ind->type)->life_type & INDUSTRYLIFE_ORGANIC) == 0) return false;
00929 
00930   /* Check for wood production */
00931   for (uint i = 0; i < lengthof(ind->produced_cargo); i++) {
00932     /* The industry produces wood. */
00933     if (ind->produced_cargo[i] != CT_INVALID && CargoSpec::Get(ind->produced_cargo[i])->label == 'WOOD') return true;
00934   }
00935 
00936   return false;
00937 }
00938 
00939 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
00940 
00941 static bool IsBadFarmFieldTile(TileIndex tile)
00942 {
00943   switch (GetTileType(tile)) {
00944     case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00945     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00946     default:       return true;
00947   }
00948 }
00949 
00950 static bool IsBadFarmFieldTile2(TileIndex tile)
00951 {
00952   switch (GetTileType(tile)) {
00953     case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
00954     case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
00955     default:       return true;
00956   }
00957 }
00958 
00959 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction, bool north)
00960 {
00961   do {
00962     tile = TILE_MASK(tile);
00963 
00964     if (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS)) {
00965       byte or_ = type;
00966 
00967       if (or_ == 1 && Chance16(1, 7)) or_ = 2;
00968 
00969       if (direction == AXIS_X) {
00970         if (north) {
00971           SetFenceNW(tile, or_);
00972         } else {
00973           SetFenceSE(tile, or_);
00974         }
00975       } else {
00976         if (north) {
00977           SetFenceNE(tile, or_);
00978         } else {
00979           SetFenceSW(tile, or_);
00980         }
00981       }
00982     }
00983 
00984     tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00985   } while (--size);
00986 }
00987 
00988 static void PlantFarmField(TileIndex tile, IndustryID industry)
00989 {
00990   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
00991     if (GetTileZ(tile) + 2 >= GetSnowLine()) return;
00992   }
00993 
00994   /* determine field size */
00995   uint32 r = (Random() & 0x303) + 0x404;
00996   if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
00997   uint size_x = GB(r, 0, 8);
00998   uint size_y = GB(r, 8, 8);
00999 
01000   TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
01001   ta.ClampToMap();
01002 
01003   if (ta.w == 0 || ta.h == 0) return;
01004 
01005   /* check the amount of bad tiles */
01006   int count = 0;
01007   TILE_AREA_LOOP(cur_tile, ta) {
01008     assert(cur_tile < MapSize());
01009     count += IsBadFarmFieldTile(cur_tile);
01010   }
01011   if (count * 2 >= ta.w * ta.h) return;
01012 
01013   /* determine type of field */
01014   r = Random();
01015   uint counter = GB(r, 5, 3);
01016   uint field_type = GB(r, 8, 8) * 9 >> 8;
01017 
01018   /* make field */
01019   TILE_AREA_LOOP(cur_tile, ta) {
01020     assert(cur_tile < MapSize());
01021     if (!IsBadFarmFieldTile2(cur_tile)) {
01022       MakeField(cur_tile, field_type, industry);
01023       SetClearCounter(cur_tile, counter);
01024       MarkTileDirtyByTile(cur_tile);
01025     }
01026   }
01027 
01028   int type = 3;
01029   if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
01030     type = _plantfarmfield_type[Random() & 0xF];
01031   }
01032 
01033   SetupFarmFieldFence(ta.tile, ta.h, type, AXIS_Y, true);
01034   SetupFarmFieldFence(ta.tile, ta.w, type, AXIS_X, true);
01035   SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y, false);
01036   SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X, false);
01037 }
01038 
01039 void PlantRandomFarmField(const Industry *i)
01040 {
01041   int x = i->location.w / 2 + Random() % 31 - 16;
01042   int y = i->location.h / 2 + Random() % 31 - 16;
01043 
01044   TileIndex tile = TileAddAreaWrap(i->location.tile, x, y);
01045 
01046   if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
01047 }
01048 
01055 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
01056 {
01057   if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { 
01058     /* found a tree */
01059 
01060     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01061 
01062     _industry_sound_ctr = 1;
01063     _industry_sound_tile = tile;
01064     SndPlayTileFx(SND_38_CHAINSAW, tile);
01065 
01066     DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
01067 
01068     cur_company.Restore();
01069     return true;
01070   }
01071   return false;
01072 }
01073 
01078 static void ChopLumberMillTrees(Industry *i)
01079 {
01080   /* We only want to cut trees if all tiles are completed. */
01081   TILE_AREA_LOOP(tile_cur, i->location) {
01082     if (i->TileBelongsToIndustry(tile_cur)) {
01083       if (!IsIndustryCompleted(tile_cur)) return;
01084     }
01085   }
01086 
01087   TileIndex tile = i->location.tile;
01088   if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles  to search.
01089     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo.
01090   }
01091 }
01092 
01093 static void ProduceIndustryGoods(Industry *i)
01094 {
01095   const IndustrySpec *indsp = GetIndustrySpec(i->type);
01096 
01097   /* play a sound? */
01098   if ((i->counter & 0x3F) == 0) {
01099     uint32 r;
01100     uint num;
01101     if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
01102       SndPlayTileFx(
01103         (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
01104         i->location.tile);
01105     }
01106   }
01107 
01108   i->counter--;
01109 
01110   /* produce some cargo */
01111   if ((i->counter % INDUSTRY_PRODUCE_TICKS) == 0) {
01112     if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
01113 
01114     IndustryBehaviour indbehav = indsp->behaviour;
01115     i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
01116     i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
01117 
01118     if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
01119       uint16 cb_res = CALLBACK_FAILED;
01120       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01121         cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile);
01122       }
01123 
01124       bool plant;
01125       if (cb_res != CALLBACK_FAILED) {
01126         plant = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
01127       } else {
01128         plant = Chance16(1, 8);
01129       }
01130 
01131       if (plant) PlantRandomFarmField(i);
01132     }
01133     if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
01134       uint16 cb_res = CALLBACK_FAILED;
01135       if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
01136         cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 1, i, i->type, i->location.tile);
01137       }
01138 
01139       bool cut;
01140       if (cb_res != CALLBACK_FAILED) {
01141         cut = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
01142       } else {
01143         cut = ((i->counter % INDUSTRY_CUT_TREE_TICKS) == 0);
01144       }
01145 
01146       if (cut) ChopLumberMillTrees(i);
01147     }
01148 
01149     TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
01150     StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
01151   }
01152 }
01153 
01154 void OnTick_Industry()
01155 {
01156   if (_industry_sound_ctr != 0 && _head_to_head == 1) {
01157     _industry_sound_ctr++;
01158 
01159     if (_industry_sound_ctr == 75) {
01160       SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
01161     } else if (_industry_sound_ctr == 160) {
01162       _industry_sound_ctr = 0;
01163       SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
01164     }
01165   }
01166 
01167   if (_game_mode == GM_EDITOR) return;
01168 
01169   Industry *i;
01170   FOR_ALL_INDUSTRIES(i) {
01171     ProduceIndustryGoods(i);
01172   }
01173 }
01174 
01180 static CommandCost CheckNewIndustry_NULL(TileIndex tile)
01181 {
01182   return CommandCost();
01183 }
01184 
01190 static CommandCost CheckNewIndustry_Forest(TileIndex tile)
01191 {
01192   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01193     if (GetTileZ(tile) < HighestSnowLine() + 2) {
01194       return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
01195     }
01196   }
01197   return CommandCost();
01198 }
01199 
01205 static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
01206 {
01207   if (_game_mode == GM_EDITOR) return CommandCost();
01208   if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
01209 
01210   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
01211 }
01212 
01213 extern bool _ignore_restrictions;
01214 
01220 static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
01221 {
01222   if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
01223   if (TileHeight(tile) == 0 &&
01224       DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
01225 
01226   return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
01227 }
01228 
01234 static CommandCost CheckNewIndustry_Farm(TileIndex tile)
01235 {
01236   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
01237     if (GetTileZ(tile) + 2 >= HighestSnowLine()) {
01238       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01239     }
01240   }
01241   return CommandCost();
01242 }
01243 
01249 static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
01250 {
01251   if (GetTropicZone(tile) == TROPICZONE_DESERT) {
01252     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01253   }
01254   return CommandCost();
01255 }
01256 
01262 static CommandCost CheckNewIndustry_Water(TileIndex tile)
01263 {
01264   if (GetTropicZone(tile) != TROPICZONE_DESERT) {
01265     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
01266   }
01267   return CommandCost();
01268 }
01269 
01275 static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
01276 {
01277   if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
01278     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
01279   }
01280   return CommandCost();
01281 }
01282 
01288 static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
01289 {
01290   if (GetTileZ(tile) > 4) {
01291     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
01292   }
01293   return CommandCost();
01294 }
01295 
01301 typedef CommandCost CheckNewIndustryProc(TileIndex tile);
01302 
01304 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
01305   CheckNewIndustry_NULL,        
01306   CheckNewIndustry_Forest,      
01307   CheckNewIndustry_OilRefinery, 
01308   CheckNewIndustry_Farm,        
01309   CheckNewIndustry_Plantation,  
01310   CheckNewIndustry_Water,       
01311   CheckNewIndustry_Lumbermill,  
01312   CheckNewIndustry_BubbleGen,   
01313   CheckNewIndustry_OilRig,      
01314 };
01315 
01326 static CommandCost FindTownForIndustry(TileIndex tile, int type, Town **t)
01327 {
01328   *t = ClosestTownFromTile(tile, UINT_MAX);
01329 
01330   if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
01331 
01332   const Industry *i;
01333   FOR_ALL_INDUSTRIES(i) {
01334     if (i->type == (byte)type && i->town == *t) {
01335       *t = NULL;
01336       return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
01337     }
01338   }
01339 
01340   return CommandCost();
01341 }
01342 
01343 bool IsSlopeRefused(Slope current, Slope refused)
01344 {
01345   if (IsSteepSlope(current)) return true;
01346   if (current != SLOPE_FLAT) {
01347     if (IsSteepSlope(refused)) return true;
01348 
01349     Slope t = ComplementSlope(current);
01350 
01351     if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
01352     if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
01353     if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
01354     if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
01355   }
01356 
01357   return false;
01358 }
01359 
01372 static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check = NULL)
01373 {
01374   bool refused_slope = false;
01375   bool custom_shape = false;
01376 
01377   do {
01378     IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
01379     TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
01380 
01381     if (!IsValidTile(cur_tile)) {
01382       return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01383     }
01384 
01385     if (gfx == GFX_WATERTILE_SPECIALCHECK) {
01386       if (!IsTileType(cur_tile, MP_WATER) ||
01387           GetTileSlope(cur_tile) != SLOPE_FLAT) {
01388         return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01389       }
01390     } else {
01391       CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
01392       if (ret.Failed()) return ret;
01393       if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01394 
01395       const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
01396 
01397       IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
01398 
01399       /* Perform land/water check if not disabled */
01400       if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01401 
01402       if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
01403         custom_shape = true;
01404         CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type);
01405         if (ret.Failed()) return ret;
01406       } else {
01407         Slope tileh = GetTileSlope(cur_tile);
01408         refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
01409       }
01410 
01411       if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
01412           ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
01413         if (!IsTileType(cur_tile, MP_HOUSE)) {
01414           return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
01415         }
01416 
01417         /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
01418         Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01419         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
01420         cur_company.Restore();
01421 
01422         if (ret.Failed()) return ret;
01423       } else {
01424         /* Clear the tiles, but do not affect town ratings */
01425         CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
01426 
01427         if (ret.Failed()) return ret;
01428       }
01429     }
01430   } while ((++it)->ti.x != -0x80);
01431 
01432   if (custom_shape_check != NULL) *custom_shape_check = custom_shape;
01433 
01434   /* It is almost impossible to have a fully flat land in TG, so what we
01435    *  do is that we check if we can make the land flat later on. See
01436    *  CheckIfCanLevelIndustryPlatform(). */
01437   if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
01438     return CommandCost();
01439   }
01440   return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01441 }
01442 
01450 static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
01451 {
01452   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->cache.population < 1200) {
01453     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
01454   }
01455 
01456   if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
01457     return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER);
01458   }
01459 
01460   return CommandCost();
01461 }
01462 
01463 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
01464 {
01465   /* Check if we don't leave the map */
01466   if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
01467 
01468   TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
01469   TILE_AREA_LOOP(tile_walk, ta) {
01470     uint curh = TileHeight(tile_walk);
01471     /* Is the tile clear? */
01472     if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
01473 
01474     /* Don't allow too big of a change if this is the sub-tile check */
01475     if (internal != 0 && Delta(curh, height) > 1) return false;
01476 
01477     /* Different height, so the surrounding tiles of this tile
01478      *  has to be correct too (in level, or almost in level)
01479      *  else you get a chain-reaction of terraforming. */
01480     if (internal == 0 && curh != height) {
01481       if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
01482         return false;
01483       }
01484     }
01485   }
01486 
01487   return true;
01488 }
01489 
01494 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
01495 {
01496   const int MKEND = -0x80;   // used for last element in an IndustryTileTable (see build_industry.h)
01497   int max_x = 0;
01498   int max_y = 0;
01499 
01500   /* Finds dimensions of largest variant of this industry */
01501   do {
01502     if (it->gfx == 0xFF) continue;  //  FF been a marquer for a check on clear water, skip it
01503     if (it->ti.x > max_x) max_x = it->ti.x;
01504     if (it->ti.y > max_y) max_y = it->ti.y;
01505   } while ((++it)->ti.x != MKEND);
01506 
01507   /* Remember level height */
01508   uint h = TileHeight(tile);
01509 
01510   if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
01511   /* Check that all tiles in area and surrounding are clear
01512    * this determines that there are no obstructing items */
01513 
01514   TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
01515       max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
01516 
01517   if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
01518 
01519   /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
01520    * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
01521   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01522 
01523   TILE_AREA_LOOP(tile_walk, ta) {
01524     uint curh = TileHeight(tile_walk);
01525     if (curh != h) {
01526       /* This tile needs terraforming. Check if we can do that without
01527        *  damaging the surroundings too much. */
01528       if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
01529         cur_company.Restore();
01530         return false;
01531       }
01532       /* This is not 100% correct check, but the best we can do without modifying the map.
01533        *  What is missing, is if the difference in height is more than 1.. */
01534       if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
01535         cur_company.Restore();
01536         return false;
01537       }
01538     }
01539   }
01540 
01541   if (flags & DC_EXEC) {
01542     /* Terraform the land under the industry */
01543     TILE_AREA_LOOP(tile_walk, ta) {
01544       uint curh = TileHeight(tile_walk);
01545       while (curh != h) {
01546         /* We give the terraforming for free here, because we can't calculate
01547          *  exact cost in the test-round, and as we all know, that will cause
01548          *  a nice assert if they don't match ;) */
01549         DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
01550         curh += (curh > h) ? -1 : 1;
01551       }
01552     }
01553   }
01554 
01555   cur_company.Restore();
01556   return true;
01557 }
01558 
01559 
01566 static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
01567 {
01568   const IndustrySpec *indspec = GetIndustrySpec(type);
01569   const Industry *i;
01570   FOR_ALL_INDUSTRIES(i) {
01571     /* Within 14 tiles from another industry is considered close */
01572     if (DistanceMax(tile, i->location.tile) > 14) continue;
01573 
01574     /* check if there are any conflicting industry types around */
01575     if (i->type == indspec->conflicting[0] ||
01576         i->type == indspec->conflicting[1] ||
01577         i->type == indspec->conflicting[2]) {
01578       return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
01579     }
01580   }
01581   return CommandCost();
01582 }
01583 
01588 static void AdvertiseIndustryOpening(const Industry *ind)
01589 {
01590   const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
01591   SetDParam(0, ind_spc->name);
01592   if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
01593     SetDParam(1, STR_TOWN_NAME);
01594     SetDParam(2, ind->town->index);
01595   } else {
01596     SetDParam(1, ind->town->index);
01597   }
01598   AddIndustryNewsItem(ind_spc->new_industry_text, NT_INDUSTRY_OPEN, ind->index);
01599   AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
01600   Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
01601 }
01602 
01614 static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, Town *t, Owner founder, uint16 initial_random_bits)
01615 {
01616   const IndustrySpec *indspec = GetIndustrySpec(type);
01617 
01618   i->location = TileArea(tile, 1, 1);
01619   i->type = type;
01620   if (_generating_world) {
01621     assert(_head_to_head > 0 || _settings_game.game_creation.head_to_head_areas == 1);
01622     assert(_head_to_head <= _settings_game.game_creation.head_to_head_areas);
01623     i->head_to_head = _head_to_head;
01624   } else {
01625     assert(founder == OWNER_NONE || GetAreaByTile(tile) == (uint)founder + 1);
01626     i->head_to_head = GetAreaByTile(tile);
01627   }
01628   Industry::IncIndustryTypeCount(type);
01629 
01630   i->produced_cargo[0] = indspec->produced_cargo[0];
01631   i->produced_cargo[1] = indspec->produced_cargo[1];
01632   i->accepts_cargo[0] = indspec->accepts_cargo[0];
01633   i->accepts_cargo[1] = indspec->accepts_cargo[1];
01634   i->accepts_cargo[2] = indspec->accepts_cargo[2];
01635   i->production_rate[0] = indspec->production_rate[0];
01636   i->production_rate[1] = indspec->production_rate[1];
01637 
01638   /* don't use smooth economy for industries using production related callbacks */
01639   if (indspec->UsesSmoothEconomy()) {
01640     i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
01641     i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
01642   }
01643 
01644   i->town = t;
01645   i->owner = OWNER_NONE;
01646 
01647   uint16 r = Random();
01648   i->random_colour = GB(r, 0, 4);
01649   i->counter = GB(r, 4, 12);
01650   i->random = initial_random_bits;
01651   i->produced_cargo_waiting[0] = 0;
01652   i->produced_cargo_waiting[1] = 0;
01653   i->incoming_cargo_waiting[0] = 0;
01654   i->incoming_cargo_waiting[1] = 0;
01655   i->incoming_cargo_waiting[2] = 0;
01656   i->this_month_production[0] = 0;
01657   i->this_month_production[1] = 0;
01658   i->this_month_transported[0] = 0;
01659   i->this_month_transported[1] = 0;
01660   i->last_month_pct_transported[0] = 0;
01661   i->last_month_pct_transported[1] = 0;
01662   i->last_month_transported[0] = 0;
01663   i->last_month_transported[1] = 0;
01664   i->was_cargo_delivered = false;
01665   i->last_prod_year = _cur_year;
01666   i->founder = founder;
01667 
01668   i->construction_date = _date;
01669   i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
01670       (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
01671 
01672   /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
01673    * 0 = created prior of newindustries
01674    * else, chosen layout + 1 */
01675   i->selected_layout = layout + 1;
01676 
01677   i->prod_level = PRODLEVEL_DEFAULT;
01678 
01679   /* Call callbacks after the regular fields got initialised. */
01680 
01681   if (HasBit(indspec->callback_mask, CBM_IND_PROD_CHANGE_BUILD)) {
01682     uint16 res = GetIndustryCallback(CBID_INDUSTRY_PROD_CHANGE_BUILD, 0, Random(), i, type, INVALID_TILE);
01683     if (res != CALLBACK_FAILED) {
01684       if (res < PRODLEVEL_MINIMUM || res > PRODLEVEL_MAXIMUM) {
01685         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_PROD_CHANGE_BUILD, res);
01686       } else {
01687         i->prod_level = res;
01688         i->RecomputeProductionMultipliers();
01689       }
01690     }
01691   }
01692 
01693   if (_generating_world) {
01694     i->last_month_production[0] = i->production_rate[0] * 8;
01695     i->last_month_production[1] = i->production_rate[1] * 8;
01696   } else {
01697     i->last_month_production[0] = i->last_month_production[1] = 0;
01698   }
01699 
01700   if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
01701     uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
01702     if (res != CALLBACK_FAILED) {
01703       if (GB(res, 4, 11) != 0) ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_DECIDE_COLOUR, res);
01704       i->random_colour = GB(res, 0, 4);
01705     }
01706   }
01707 
01708   if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
01709     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
01710     for (uint j = 0; j < lengthof(i->accepts_cargo); j++) {
01711       uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01712       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01713       if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
01714         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res);
01715         break;
01716       }
01717       i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01718     }
01719   }
01720 
01721   if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
01722     for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
01723     for (uint j = 0; j < lengthof(i->produced_cargo); j++) {
01724       uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
01725       if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
01726       if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
01727         ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res);
01728         break;
01729       }
01730       i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
01731     }
01732   }
01733 
01734   /* Plant the tiles */
01735 
01736   do {
01737     TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
01738 
01739     if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
01740       i->location.Add(cur_tile);
01741 
01742       WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
01743 
01744       DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
01745 
01746       MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
01747 
01748       if (_generating_world) {
01749         SetIndustryConstructionCounter(cur_tile, 3);
01750         SetIndustryConstructionStage(cur_tile, 2);
01751       }
01752 
01753       /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
01754       IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
01755       const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
01756       if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
01757     }
01758   } while ((++it)->ti.x != -0x80);
01759 
01760   if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
01761     for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
01762   }
01763   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
01764 
01765   Station::RecomputeIndustriesNearForAll();
01766 }
01767 
01784 static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
01785 {
01786   assert(itspec_index < indspec->num_table);
01787   const IndustryTileTable *it = indspec->table[itspec_index];
01788   bool custom_shape_check = false;
01789 
01790   *ip = NULL;
01791 
01792   SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
01793   CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
01794   _cleared_object_areas = object_areas;
01795   if (ret.Failed()) return ret;
01796 
01797   if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
01798     ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type);
01799   } else {
01800     ret = _check_new_industry_procs[indspec->check_proc](tile);
01801   }
01802   if (ret.Failed()) return ret;
01803 
01804   if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
01805       !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) {
01806     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01807   }
01808 
01809   ret = CheckIfFarEnoughFromConflictingIndustry(tile, type);
01810   if (ret.Failed()) return ret;
01811 
01812   Town *t = NULL;
01813   ret = FindTownForIndustry(tile, type, &t);
01814   if (ret.Failed()) return ret;
01815   assert(t != NULL);
01816 
01817   ret = CheckIfIndustryIsAllowed(tile, type, t);
01818   if (ret.Failed()) return ret;
01819 
01820   if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES);
01821 
01822   if (flags & DC_EXEC) {
01823     *ip = new Industry(tile);
01824     if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
01825     DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
01826   }
01827 
01828   return CommandCost();
01829 }
01830 
01842 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01843 {
01844   IndustryType it = GB(p1, 0, 8);
01845   if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
01846 
01847   const IndustrySpec *indspec = GetIndustrySpec(it);
01848 
01849   /* Check if the to-be built/founded industry is available for this climate. */
01850   if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
01851 
01852   /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
01853    * Raw material industries are industries that do not accept cargo (at least for now) */
01854   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
01855     return CMD_ERROR;
01856   }
01857 
01858   if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, IACT_USERCREATION, 1) == 0) {
01859     return CMD_ERROR;
01860   }
01861 
01862   Randomizer randomizer;
01863   randomizer.SetSeed(p2);
01864   uint16 random_initial_bits = GB(p2, 0, 16);
01865   uint32 random_var8f = randomizer.Next();
01866   int num_layouts = indspec->num_table;
01867   CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
01868 
01869   Industry *ind = NULL;
01870   if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
01871     if (flags & DC_EXEC) {
01872       /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
01873       Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01874       /* Prospecting has a chance to fail, however we cannot guarantee that something can
01875        * be built on the map, so the chance gets lower when the map is fuller, but there
01876        * is nothing we can really do about that. */
01877       if (Random() <= indspec->prospecting_chance) {
01878         for (int i = 0; i < 5000; i++) {
01879           /* We should not have more than one Random() in a function call
01880            * because parameter evaluation order is not guaranteed in the c++ standard
01881            */
01882           tile = RandomTileInArea(cur_company.GetOriginalValue() + 1);
01883           /* Start with a random layout */
01884           int layout = RandomRange(num_layouts);
01885           /* Check now each layout, starting with the random one */
01886           for (int j = 0; j < num_layouts; j++) {
01887             layout = (layout + 1) % num_layouts;
01888             ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind);
01889             if (ret.Succeeded()) break;
01890           }
01891           if (ret.Succeeded()) break;
01892         }
01893       }
01894       cur_company.Restore();
01895     }
01896   } else {
01897     int layout = GB(p1, 8, 8);
01898     if (layout >= num_layouts) return CMD_ERROR;
01899 
01900     /* Check subsequently each layout, starting with the given layout in p1 */
01901     for (int i = 0; i < num_layouts; i++) {
01902       layout = (layout + 1) % num_layouts;
01903       ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind);
01904       if (ret.Succeeded()) break;
01905     }
01906 
01907     /* If it still failed, there's no suitable layout to build here, return the error */
01908     if (ret.Failed()) return ret;
01909   }
01910 
01911   if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) {
01912     AdvertiseIndustryOpening(ind);
01913   }
01914 
01915   return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
01916 }
01917 
01918 
01926 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
01927 {
01928   const IndustrySpec *indspec = GetIndustrySpec(type);
01929 
01930   uint32 seed = Random();
01931   uint32 seed2 = Random();
01932   Industry *i = NULL;
01933   CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
01934   assert(i != NULL || ret.Failed());
01935   return i;
01936 }
01937 
01944 static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
01945 {
01946   const IndustrySpec *ind_spc = GetIndustrySpec(it);
01947   uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
01948   if (!ind_spc->enabled || ind_spc->num_table == 0 ||
01949       (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) ||
01950       (chance = GetIndustryProbabilityCallback(it, IACT_MAPGENERATION, chance)) == 0) {
01951     *force_at_least_one = false;
01952     return 0;
01953   } else {
01954     /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
01955      * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
01956     chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
01957 
01958     *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
01959     return chance;
01960   }
01961 }
01962 
01969 static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
01970 {
01971   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
01972     *min_number = 0;
01973     return 0;
01974   }
01975 
01976   const IndustrySpec *ind_spc = GetIndustrySpec(it);
01977   byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
01978   if (!ind_spc->enabled || ind_spc->num_table == 0 ||
01979       ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
01980       ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
01981       (chance = GetIndustryProbabilityCallback(it, IACT_RANDOMCREATION, chance)) == 0) {
01982     *min_number = 0;
01983     return 0;
01984   }
01985   *min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
01986   return chance;
01987 }
01988 
01993 static uint GetNumberOfIndustries()
01994 {
01995   /* Number of industries on a 256x256 map. */
01996   static const uint16 numof_industry_table[] = {
01997     0,    // none
01998     0,    // minimal
01999     10,   // very low
02000     25,   // low
02001     55,   // normal
02002     80,   // high
02003   };
02004 
02005   assert(lengthof(numof_industry_table) == ID_END);
02006   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
02007   return ScaleByMapSize(numof_industry_table[difficulty]);
02008 }
02009 
02018 static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
02019 {
02020   uint tries = try_hard ? 10000u : 2000u;
02021   for (; tries > 0; tries--) {
02022     Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
02023     if (ind != NULL) return ind;
02024   }
02025   return NULL;
02026 }
02027 
02033 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
02034 {
02035   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02036 
02037   IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
02038   PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
02039 
02040   cur_company.Restore();
02041 }
02042 
02047 static uint GetCurrentTotalNumberOfIndustries()
02048 {
02049   int total = 0;
02050   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
02051   return total;
02052 }
02053 
02054 
02056 void IndustryTypeBuildData::Reset()
02057 {
02058   this->probability  = 0;
02059   this->min_number   = 0;
02060   this->target_count = 0;
02061   this->max_wait     = 1;
02062   this->wait_count   = 0;
02063 }
02064 
02066 void IndustryBuildData::Reset()
02067 {
02068   this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
02069 
02070   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02071     this->builddata[it].Reset();
02072   }
02073 }
02074 
02076 void IndustryBuildData::MonthlyLoop()
02077 {
02078   static const int NEWINDS_PER_MONTH = 0x38000 / (10 * 12); // lower 16 bits is a float fraction, 3.5 industries per decade, divided by 10 * 12 months.
02079   if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting.
02080 
02081   /* To prevent running out of unused industries for the player to connect,
02082    * add a fraction of new industries each month, but only if the manager can keep up. */
02083   uint max_behind = 1 + min(99u, ScaleByMapSize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts).
02084   if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
02085     this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH);
02086   }
02087 }
02088 
02093 void GenerateIndustries()
02094 {
02095   if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
02096 
02097   uint32 industry_probs[NUM_INDUSTRYTYPES];
02098   bool force_at_least_one[NUM_INDUSTRYTYPES];
02099   uint32 total_prob = 0;
02100   uint num_forced = 0;
02101 
02102   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02103     industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
02104     total_prob += industry_probs[it];
02105     if (force_at_least_one[it]) num_forced++;
02106   }
02107 
02108   uint total_amount = GetNumberOfIndustries();
02109   if (total_prob == 0 || total_amount < num_forced) {
02110     /* Only place the forced ones */
02111     total_amount = num_forced;
02112   }
02113 
02114   SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
02115 
02116   /* Try to build one industry per type independent of any probabilities */
02117   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02118     if (force_at_least_one[it]) {
02119       assert(total_amount > 0);
02120       total_amount--;
02121       PlaceInitialIndustry(it, true);
02122     }
02123   }
02124 
02125   /* Add the remaining industries according to their probabilities */
02126   for (uint i = 0; i < total_amount; i++) {
02127     uint32 r = RandomRange(total_prob);
02128     IndustryType it = 0;
02129     while (r >= industry_probs[it]) {
02130       r -= industry_probs[it];
02131       it++;
02132       assert(it < NUM_INDUSTRYTYPES);
02133     }
02134     assert(industry_probs[it] > 0);
02135     PlaceInitialIndustry(it, false);
02136   }
02137   _industry_builder.Reset();
02138 }
02139 
02144 static void UpdateIndustryStatistics(Industry *i)
02145 {
02146   for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
02147     if (i->produced_cargo[j] != CT_INVALID) {
02148       byte pct = 0;
02149       if (i->this_month_production[j] != 0) {
02150         i->last_prod_year = _cur_year;
02151         pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
02152       }
02153       i->last_month_pct_transported[j] = pct;
02154 
02155       i->last_month_production[j] = i->this_month_production[j];
02156       i->this_month_production[j] = 0;
02157 
02158       i->last_month_transported[j] = i->this_month_transported[j];
02159       i->this_month_transported[j] = 0;
02160     }
02161   }
02162 }
02163 
02168 void Industry::RecomputeProductionMultipliers()
02169 {
02170   const IndustrySpec *indspec = GetIndustrySpec(this->type);
02171   assert(!indspec->UsesSmoothEconomy());
02172 
02173   /* Rates are rounded up, so e.g. oilrig always produces some passengers */
02174   this->production_rate[0] = min(CeilDiv(indspec->production_rate[0] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
02175   this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
02176 }
02177 
02178 
02184 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
02185 {
02186   byte min_number;
02187   uint32 probability = GetIndustryGamePlayProbability(it, &min_number);
02188   bool changed = min_number != this->min_number || probability != this->probability;
02189   this->min_number = min_number;
02190   this->probability = probability;
02191   return changed;
02192 }
02193 
02195 void IndustryBuildData::SetupTargetCount()
02196 {
02197   bool changed = false;
02198   uint num_planned = 0; // Number of industries planned in the industry build data.
02199   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02200     changed |= this->builddata[it].GetIndustryTypeData(it);
02201     num_planned += this->builddata[it].target_count;
02202   }
02203   uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
02204   changed |= num_planned != total_amount;
02205   if (!changed) return; // All industries are still the same, no need to re-randomize.
02206 
02207   /* Initialize the target counts. */
02208   uint force_build = 0;  // Number of industries that should always be available.
02209   uint32 total_prob = 0; // Sum of probabilities.
02210   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02211     IndustryTypeBuildData *ibd = this->builddata + it;
02212     force_build += ibd->min_number;
02213     ibd->target_count = ibd->min_number;
02214     total_prob += ibd->probability;
02215   }
02216 
02217   if (total_prob == 0) return; // No buildable industries.
02218 
02219   /* Subtract forced industries from the number of industries available for construction. */
02220   total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
02221 
02222   /* Assign number of industries that should be aimed for, by using the probability as a weight. */
02223   while (total_amount > 0) {
02224     uint32 r = RandomRange(total_prob);
02225     IndustryType it = 0;
02226     while (r >= this->builddata[it].probability) {
02227       r -= this->builddata[it].probability;
02228       it++;
02229       assert(it < NUM_INDUSTRYTYPES);
02230     }
02231     assert(this->builddata[it].probability > 0);
02232     this->builddata[it].target_count++;
02233     total_amount--;
02234   }
02235 }
02236 
02240 void IndustryBuildData::TryBuildNewIndustry()
02241 {
02242   this->SetupTargetCount();
02243 
02244   int missing = 0;       // Number of industries that need to be build.
02245   uint count = 0;        // Number of industry types eligible for build.
02246   uint32 total_prob = 0; // Sum of probabilities.
02247   IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
02248   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02249     int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
02250     missing += difference;
02251     if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
02252     if (difference > 0) {
02253       if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
02254         /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
02255         if (forced_build == NUM_INDUSTRYTYPES ||
02256             difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
02257           forced_build = it;
02258         }
02259       }
02260       total_prob += difference;
02261       count++;
02262     }
02263   }
02264 
02265   if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
02266 
02267   if (count >= 1) {
02268     /* If not forced, pick a weighted random industry to build.
02269      * For the case that count == 1, there is no need to draw a random number. */
02270     IndustryType it;
02271     if (forced_build != NUM_INDUSTRYTYPES) {
02272       it = forced_build;
02273     } else {
02274       /* Non-forced, select an industry type to build (weighted random). */
02275       uint32 r = 0; // Initialized to silence the compiler.
02276       if (count > 1) r = RandomRange(total_prob);
02277       for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
02278         if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
02279         int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
02280         if (difference <= 0) continue; // Too many of this kind.
02281         if (count == 1) break;
02282         if (r < (uint)difference) break;
02283         r -= difference;
02284       }
02285       assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
02286     }
02287 
02288     /* Try to create the industry. */
02289     const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
02290     if (ind == NULL) {
02291       this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
02292       this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2);
02293     } else {
02294       AdvertiseIndustryOpening(ind);
02295       this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
02296     }
02297   }
02298 
02299   /* Decrement wait counters. */
02300   for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
02301     if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
02302   }
02303 }
02304 
02313 static bool CheckIndustryCloseDownProtection(IndustryType type)
02314 {
02315   const IndustrySpec *indspec = GetIndustrySpec(type);
02316 
02317   /* oil wells (or the industries with that flag set) are always allowed to closedown */
02318   if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
02319   return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1;
02320 }
02321 
02331 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
02332 {
02333   if (cargo == CT_INVALID) return;
02334 
02335   /* Check for acceptance of cargo */
02336   for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
02337     if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) {
02338       *c_accepts = true;
02339       break;
02340     }
02341   }
02342 
02343   /* Check for produced cargo */
02344   for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
02345     if (cargo == ind->produced_cargo[j]) {
02346       *c_produces = true;
02347       break;
02348     }
02349   }
02350 }
02351 
02365 static int WhoCanServiceIndustry(Industry *ind)
02366 {
02367   /* Find all stations within reach of the industry */
02368   StationList stations;
02369   FindStationsAroundTiles(ind->location, &stations);
02370 
02371   if (stations.Length() == 0) return 0; // No stations found at all => nobody services
02372 
02373   const Vehicle *v;
02374   int result = 0;
02375   FOR_ALL_VEHICLES(v) {
02376     /* Is it worthwhile to try this vehicle? */
02377     if (v->owner != _local_company && result != 0) continue;
02378 
02379     /* Check whether it accepts the right kind of cargo */
02380     bool c_accepts = false;
02381     bool c_produces = false;
02382     if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
02383       for (const Vehicle *u = v; u != NULL; u = u->Next()) {
02384         CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
02385       }
02386     } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
02387       CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
02388     } else {
02389       continue;
02390     }
02391     if (!c_accepts && !c_produces) continue; // Wrong cargo
02392 
02393     /* Check orders of the vehicle.
02394      * We cannot check the first of shared orders only, since the first vehicle in such a chain
02395      * may have a different cargo type.
02396      */
02397     const Order *o;
02398     FOR_VEHICLE_ORDERS(v, o) {
02399       if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
02400         /* Vehicle visits a station to load or unload */
02401         Station *st = Station::Get(o->GetDestination());
02402         assert(st != NULL);
02403 
02404         /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
02405         if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
02406 
02407         if (stations.Contains(st)) {
02408           if (v->owner == _local_company) return 2; // Company services industry
02409           result = 1; // Competitor services industry
02410         }
02411       }
02412     }
02413   }
02414   return result;
02415 }
02416 
02424 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
02425 {
02426   NewsType nt;
02427 
02428   switch (WhoCanServiceIndustry(ind)) {
02429     case 0: nt = NT_INDUSTRY_NOBODY;  break;
02430     case 1: nt = NT_INDUSTRY_OTHER;   break;
02431     case 2: nt = NT_INDUSTRY_COMPANY; break;
02432     default: NOT_REACHED();
02433   }
02434   SetDParam(2, abs(percent));
02435   SetDParam(0, CargoSpec::Get(type)->name);
02436   SetDParam(1, ind->index);
02437   AddIndustryNewsItem(
02438     percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
02439     nt,
02440     ind->index
02441   );
02442 }
02443 
02444 static const uint PERCENT_TRANSPORTED_60 = 153;
02445 static const uint PERCENT_TRANSPORTED_80 = 204;
02446 
02452 static void ChangeIndustryProduction(Industry *i, bool monthly)
02453 {
02454   StringID str = STR_NULL;
02455   bool closeit = false;
02456   const IndustrySpec *indspec = GetIndustrySpec(i->type);
02457   bool standard = false;
02458   bool suppress_message = false;
02459   bool recalculate_multipliers = false; 
02460   /* don't use smooth economy for industries using production related callbacks */
02461   bool smooth_economy = indspec->UsesSmoothEconomy();
02462   byte div = 0;
02463   byte mul = 0;
02464   int8 increment = 0;
02465 
02466   bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
02467   if (callback_enabled) {
02468     uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
02469     if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
02470       suppress_message = HasBit(res, 7);
02471       /* Get the custom message if any */
02472       if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
02473       res = GB(res, 0, 4);
02474       switch (res) {
02475         default: NOT_REACHED();
02476         case 0x0: break;                  // Do nothing, but show the custom message if any
02477         case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
02478         case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
02479         case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
02480         case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
02481         case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
02482         case 0x8: div = res - 0x3; break; // Divide production by 32
02483         case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
02484         case 0xC: mul = res - 0x7; break; // Multiply production by 32
02485         case 0xD:                         // decrement production
02486         case 0xE:                         // increment production
02487           increment = res == 0x0D ? -1 : 1;
02488           break;
02489         case 0xF:                         // Set production to third byte of register 0x100
02490           i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02491           recalculate_multipliers = true;
02492           break;
02493       }
02494     }
02495   } else {
02496     if (monthly != smooth_economy) return;
02497     if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
02498   }
02499 
02500   if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
02501     /* decrease or increase */
02502     bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
02503 
02504     if (smooth_economy) {
02505       closeit = true;
02506       for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
02507         if (i->produced_cargo[j] == CT_INVALID) continue;
02508         uint32 r = Random();
02509         int old_prod, new_prod, percent;
02510         /* If over 60% is transported, mult is 1, else mult is -1. */
02511         int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
02512 
02513         new_prod = old_prod = i->production_rate[j];
02514 
02515         /* For industries with only_decrease flags (temperate terrain Oil Wells),
02516          * the multiplier will always be -1 so they will only decrease. */
02517         if (only_decrease) {
02518           mult = -1;
02519         /* For normal industries, if over 60% is transported, 33% chance for decrease.
02520          * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
02521         } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
02522           mult *= -1;
02523         }
02524 
02525         /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
02526          * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
02527         if (Chance16I(1, 22, r >> 16)) {
02528           new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
02529         }
02530 
02531         /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
02532         new_prod = Clamp(new_prod, 1, 255);
02533 
02534         if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1) {
02535           new_prod = Clamp(new_prod, 0, 16);
02536         }
02537 
02538         /* Do not stop closing the industry when it has the lowest possible production rate */
02539         if (new_prod == old_prod && old_prod > 1) {
02540           closeit = false;
02541           continue;
02542         }
02543 
02544         percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
02545         i->production_rate[j] = new_prod;
02546 
02547         /* Close the industry when it has the lowest possible production rate */
02548         if (new_prod > 1) closeit = false;
02549 
02550         if (abs(percent) >= 10) {
02551           ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
02552         }
02553       }
02554     } else {
02555       if (only_decrease || Chance16(1, 3)) {
02556         /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
02557         if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
02558           mul = 1; // Increase production
02559         } else {
02560           div = 1; // Decrease production
02561         }
02562       }
02563     }
02564   }
02565 
02566   if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
02567     if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
02568       closeit = true;
02569     }
02570   }
02571 
02572   /* Increase if needed */
02573   while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
02574     i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
02575     recalculate_multipliers = true;
02576     if (str == STR_NULL) str = indspec->production_up_text;
02577   }
02578 
02579   /* Decrease if needed */
02580   while (div-- != 0 && !closeit) {
02581     if (i->prod_level == PRODLEVEL_MINIMUM) {
02582       closeit = true;
02583     } else {
02584       i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
02585       recalculate_multipliers = true;
02586       if (str == STR_NULL) str = indspec->production_down_text;
02587     }
02588   }
02589 
02590   /* Increase or Decreasing the production level if needed */
02591   if (increment != 0) {
02592     if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
02593       closeit = true;
02594     } else {
02595       i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
02596       recalculate_multipliers = true;
02597     }
02598   }
02599 
02600   /* Recalculate production_rate
02601    * For non-smooth economy these should always be synchronized with prod_level */
02602   if (recalculate_multipliers) i->RecomputeProductionMultipliers();
02603 
02604   /* Close if needed and allowed */
02605   if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
02606     i->prod_level = PRODLEVEL_CLOSURE;
02607     str = indspec->closure_text;
02608   }
02609 
02610   if (!suppress_message && str != STR_NULL) {
02611     NewsType nt;
02612     /* Compute news category */
02613     if (closeit) {
02614       nt = NT_INDUSTRY_CLOSE;
02615       AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
02616       Game::NewEvent(new ScriptEventIndustryClose(i->index));
02617     } else {
02618       switch (WhoCanServiceIndustry(i)) {
02619         case 0: nt = NT_INDUSTRY_NOBODY;  break;
02620         case 1: nt = NT_INDUSTRY_OTHER;   break;
02621         case 2: nt = NT_INDUSTRY_COMPANY; break;
02622         default: NOT_REACHED();
02623       }
02624     }
02625     /* Set parameters of news string */
02626     if (str > STR_LAST_STRINGID) {
02627       SetDParam(0, STR_TOWN_NAME);
02628       SetDParam(1, i->town->index);
02629       SetDParam(2, indspec->name);
02630     } else if (closeit) {
02631       SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
02632       SetDParam(1, i->town->index);
02633       SetDParam(2, indspec->name);
02634     } else {
02635       SetDParam(0, i->index);
02636     }
02637     /* and report the news to the user */
02638     if (closeit) {
02639       AddTileNewsItem(str, nt, i->location.tile + TileDiffXY(1, 1));
02640     } else {
02641       AddIndustryNewsItem(str, nt, i->index);
02642     }
02643   }
02644 }
02645 
02653 void IndustryDailyLoop()
02654 {
02655   _economy.industry_daily_change_counter += _economy.industry_daily_increment;
02656 
02657   /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
02658    * the lower 16 bit are a fractional part that might accumulate over several days until it
02659    * is sufficient for an industry. */
02660   uint16 change_loop = _economy.industry_daily_change_counter >> 16;
02661 
02662   /* Reset the active part of the counter, just keeping the "factional part" */
02663   _economy.industry_daily_change_counter &= 0xFFFF;
02664 
02665   if (change_loop == 0) {
02666     return;  // Nothing to do? get out
02667   }
02668 
02669   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02670 
02671   /* perform the required industry changes for the day */
02672 
02673   uint perc = 3; // Between 3% and 9% chance of creating a new industry.
02674   if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
02675     perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
02676   }
02677   for (uint16 j = 0; j < change_loop; j++) {
02678     if (Chance16(perc, 100)) {
02679       _industry_builder.TryBuildNewIndustry();
02680     } else {
02681       Industry *i = Industry::GetRandom();
02682       if (i != NULL) {
02683         ChangeIndustryProduction(i, false);
02684         SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
02685       }
02686     }
02687   }
02688 
02689   cur_company.Restore();
02690 
02691   /* production-change */
02692   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02693 }
02694 
02695 void IndustryMonthlyLoop()
02696 {
02697   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02698 
02699   _industry_builder.MonthlyLoop();
02700 
02701   Industry *i;
02702   FOR_ALL_INDUSTRIES(i) {
02703     UpdateIndustryStatistics(i);
02704     if (i->prod_level == PRODLEVEL_CLOSURE) {
02705       delete i;
02706     } else {
02707       ChangeIndustryProduction(i, true);
02708       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
02709     }
02710   }
02711 
02712   cur_company.Restore();
02713 
02714   /* production-change */
02715   InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
02716 }
02717 
02718 
02719 void InitializeIndustries()
02720 {
02721   Industry::ResetIndustryCounts();
02722   _industry_sound_tile = 0;
02723 
02724   _industry_builder.Reset();
02725 }
02726 
02731 bool IndustrySpec::IsRawIndustry() const
02732 {
02733   /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
02734   return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
02735       (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
02736 }
02737 
02742 Money IndustrySpec::GetConstructionCost() const
02743 {
02744   /* Building raw industries like secondary uses different price base */
02745   return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
02746       PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
02747 }
02748 
02755 Money IndustrySpec::GetRemovalCost() const
02756 {
02757   return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
02758 }
02759 
02764 bool IndustrySpec::UsesSmoothEconomy() const
02765 {
02766   return _settings_game.economy.smooth_economy &&
02767     !(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
02768     !(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE) || HasBit(this->callback_mask, CBM_IND_PROD_CHANGE_BUILD)); // production change callbacks
02769 }
02770 
02771 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
02772 {
02773   if (AutoslopeEnabled()) {
02774     /* We imitate here TTDP's behaviour:
02775      *  - Both new and old slope must not be steep.
02776      *  - TileMaxZ must not be changed.
02777      *  - Allow autoslope by default.
02778      *  - Disallow autoslope if callback succeeds and returns non-zero.
02779      */
02780     Slope tileh_old = GetTileSlope(tile);
02781     /* TileMaxZ must not be changed. Slopes must not be steep. */
02782     if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
02783       const IndustryGfx gfx = GetIndustryGfx(tile);
02784       const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
02785 
02786       /* Call callback 3C 'disable autosloping for industry tiles'. */
02787       if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
02788         /* If the callback fails, allow autoslope. */
02789         uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
02790         if (res == CALLBACK_FAILED || !ConvertBooleanCallback(itspec->grf_prop.grffile, CBID_INDTILE_AUTOSLOPE, res)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02791       } else {
02792         /* allow autoslope */
02793         return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02794       }
02795     }
02796   }
02797   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02798 }
02799 
02800 extern const TileTypeProcs _tile_type_industry_procs = {
02801   DrawTile_Industry,           // draw_tile_proc
02802   GetSlopePixelZ_Industry,     // get_slope_z_proc
02803   ClearTile_Industry,          // clear_tile_proc
02804   AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
02805   GetTileDesc_Industry,        // get_tile_desc_proc
02806   GetTileTrackStatus_Industry, // get_tile_track_status_proc
02807   ClickTile_Industry,          // click_tile_proc
02808   AnimateTile_Industry,        // animate_tile_proc
02809   TileLoop_Industry,           // tile_loop_proc
02810   ChangeTileOwner_Industry,    // change_tile_owner_proc
02811   NULL,                        // add_produced_cargo_proc
02812   NULL,                        // vehicle_enter_tile_proc
02813   GetFoundation_Industry,      // get_foundation_proc
02814   TerraformTile_Industry,      // terraform_tile_proc
02815 };