2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
8 /** @file industry_cmd.cpp Handling of industry tiles. */
11 #include "clear_map.h"
13 #include "station_base.h"
14 #include "landscape.h"
15 #include "viewport_func.h"
16 #include "command_func.h"
18 #include "news_func.h"
19 #include "cheat_type.h"
20 #include "company_base.h"
23 #include "newgrf_cargo.h"
24 #include "newgrf_debug.h"
25 #include "newgrf_industrytiles.h"
26 #include "autoslope.h"
28 #include "strings_func.h"
29 #include "window_func.h"
30 #include "date_func.h"
31 #include "vehicle_func.h"
32 #include "sound_func.h"
33 #include "animated_tile_func.h"
34 #include "effectvehicle_func.h"
35 #include "effectvehicle_base.h"
37 #include "core/pool_func.hpp"
38 #include "subsidy_func.h"
39 #include "core/backup_type.hpp"
40 #include "object_base.h"
41 #include "game/game.hpp"
43 #include "string_func.h"
44 #include "industry_cmd.h"
45 #include "landscape_cmd.h"
46 #include "terraform_cmd.h"
48 #include "table/strings.h"
49 #include "table/industry_land.h"
50 #include "table/build_industry.h"
52 #include "safeguards.h"
54 IndustryPool
_industry_pool("Industry");
55 INSTANTIATE_POOL_METHODS(Industry
)
57 void ShowIndustryViewWindow(int industry
);
58 void BuildOilRig(TileIndex tile
);
60 static byte _industry_sound_ctr
;
61 static TileIndex _industry_sound_tile
;
63 uint16
Industry::counts
[NUM_INDUSTRYTYPES
];
65 IndustrySpec _industry_specs
[NUM_INDUSTRYTYPES
];
66 IndustryTileSpec _industry_tile_specs
[NUM_INDUSTRYTILES
];
67 IndustryBuildData _industry_builder
; ///< In-game manager of industries.
70 * This function initialize the spec arrays of both
71 * industry and industry tiles.
72 * It adjusts the enabling of the industry too, based on climate availability.
73 * This will allow for clearer testings
75 void ResetIndustries()
77 for (IndustryType i
= 0; i
< NUM_INDUSTRYTYPES
; i
++) {
78 /* Reset the spec to default */
79 if (i
< lengthof(_origin_industry_specs
)) {
80 _industry_specs
[i
] = _origin_industry_specs
[i
];
82 _industry_specs
[i
] = IndustrySpec
{};
85 /* Enable only the current climate industries */
86 _industry_specs
[i
].enabled
= i
< NEW_INDUSTRYOFFSET
&&
87 HasBit(_origin_industry_specs
[i
].climate_availability
, _settings_game
.game_creation
.landscape
);
90 memset(&_industry_tile_specs
, 0, sizeof(_industry_tile_specs
));
91 memcpy(&_industry_tile_specs
, &_origin_industry_tile_specs
, sizeof(_origin_industry_tile_specs
));
93 /* Reset any overrides that have been set. */
94 _industile_mngr
.ResetOverride();
95 _industry_mngr
.ResetOverride();
99 * Retrieve the type for this industry. Although it is accessed by a tile,
100 * it will return the general type of industry, and not the sprite index
101 * as would do GetIndustryGfx.
102 * @param tile that is queried
103 * @pre IsTileType(tile, MP_INDUSTRY)
104 * @return general type for this industry, as defined in industry.h
106 IndustryType
GetIndustryType(TileIndex tile
)
108 assert(IsTileType(tile
, MP_INDUSTRY
));
110 const Industry
*ind
= Industry::GetByTile(tile
);
111 assert(ind
!= nullptr);
116 * Accessor for array _industry_specs.
117 * This will ensure at once : proper access and
118 * not allowing modifications of it.
119 * @param thistype of industry (which is the index in _industry_specs)
120 * @pre thistype < NUM_INDUSTRYTYPES
121 * @return a pointer to the corresponding industry spec
123 const IndustrySpec
*GetIndustrySpec(IndustryType thistype
)
125 assert(thistype
< NUM_INDUSTRYTYPES
);
126 return &_industry_specs
[thistype
];
130 * Accessor for array _industry_tile_specs.
131 * This will ensure at once : proper access and
132 * not allowing modifications of it.
133 * @param gfx of industrytile (which is the index in _industry_tile_specs)
134 * @pre gfx < INVALID_INDUSTRYTILE
135 * @return a pointer to the corresponding industrytile spec
137 const IndustryTileSpec
*GetIndustryTileSpec(IndustryGfx gfx
)
139 assert(gfx
< INVALID_INDUSTRYTILE
);
140 return &_industry_tile_specs
[gfx
];
143 Industry::~Industry()
145 if (CleaningPool()) return;
147 /* Industry can also be destroyed when not fully initialized.
148 * This means that we do not have to clear tiles either.
149 * Also we must not decrement industry counts in that case. */
150 if (this->location
.w
== 0) return;
152 const bool has_neutral_station
= this->neutral_station
!= nullptr;
154 for (TileIndex tile_cur
: this->location
) {
155 if (IsTileType(tile_cur
, MP_INDUSTRY
)) {
156 if (GetIndustryIndex(tile_cur
) == this->index
) {
157 DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES
, tile_cur
);
159 /* MakeWaterKeepingClass() can also handle 'land' */
160 MakeWaterKeepingClass(tile_cur
, OWNER_NONE
);
162 } else if (IsTileType(tile_cur
, MP_STATION
) && IsOilRig(tile_cur
)) {
163 DeleteOilRig(tile_cur
);
167 if (has_neutral_station
) {
168 /* Remove possible docking tiles */
169 for (TileIndex tile_cur
: this->location
) {
170 ClearDockingTilesCheckingNeighbours(tile_cur
);
174 if (GetIndustrySpec(this->type
)->behaviour
& INDUSTRYBEH_PLANT_FIELDS
) {
175 TileArea ta
= TileArea(this->location
.tile
, 0, 0).Expand(21);
177 /* Remove the farmland and convert it to regular tiles over time. */
178 for (TileIndex tile_cur
: ta
) {
179 if (IsTileType(tile_cur
, MP_CLEAR
) && IsClearGround(tile_cur
, CLEAR_FIELDS
) &&
180 GetIndustryIndexOfField(tile_cur
) == this->index
) {
181 SetIndustryIndexOfField(tile_cur
, INVALID_INDUSTRY
);
186 /* don't let any disaster vehicle target invalid industry */
187 ReleaseDisastersTargetingIndustry(this->index
);
189 /* Clear the persistent storage. */
192 DecIndustryTypeCount(this->type
);
194 DeleteIndustryNews(this->index
);
195 CloseWindowById(WC_INDUSTRY_VIEW
, this->index
);
196 DeleteNewGRFInspectWindow(GSF_INDUSTRIES
, this->index
);
198 DeleteSubsidyWith(ST_INDUSTRY
, this->index
);
199 CargoPacket::InvalidateAllFrom(ST_INDUSTRY
, this->index
);
201 for (Station
*st
: this->stations_near
) {
202 st
->RemoveIndustryToDeliver(this);
207 * Invalidating some stuff after removing item from the pool.
208 * @param index index of deleted item
210 void Industry::PostDestructor(size_t index
)
212 InvalidateWindowData(WC_INDUSTRY_DIRECTORY
, 0, IDIWD_FORCE_REBUILD
);
217 * Return a random valid industry.
218 * @return random industry, nullptr if there are no industries
220 /* static */ Industry
*Industry::GetRandom()
222 if (Industry::GetNumItems() == 0) return nullptr;
223 int num
= RandomRange((uint16
)Industry::GetNumItems());
224 size_t index
= MAX_UVALUE(size_t);
230 /* Make sure we have a valid industry */
231 while (!Industry::IsValidID(index
)) {
233 assert(index
< Industry::GetPoolSize());
237 return Industry::Get(index
);
241 static void IndustryDrawSugarMine(const TileInfo
*ti
)
243 if (!IsIndustryCompleted(ti
->tile
)) return;
245 const DrawIndustryAnimationStruct
*d
= &_draw_industry_spec1
[GetAnimationFrame(ti
->tile
)];
247 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE
+ d
->image_1
, PAL_NONE
, d
->x
, 0);
249 if (d
->image_2
!= 0) {
250 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS
+ d
->image_2
- 1, PAL_NONE
, 8, 41);
253 if (d
->image_3
!= 0) {
254 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE
+ d
->image_3
- 1, PAL_NONE
,
255 _drawtile_proc1
[d
->image_3
- 1].x
, _drawtile_proc1
[d
->image_3
- 1].y
);
259 static void IndustryDrawToffeeQuarry(const TileInfo
*ti
)
263 if (IsIndustryCompleted(ti
->tile
)) {
264 x
= _industry_anim_offs_toffee
[GetAnimationFrame(ti
->tile
)];
270 AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL
, PAL_NONE
, 22 - x
, 24 + x
);
271 AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE
, PAL_NONE
, 6, 14);
274 static void IndustryDrawBubbleGenerator( const TileInfo
*ti
)
276 if (IsIndustryCompleted(ti
->tile
)) {
277 AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE
, PAL_NONE
, 5, _industry_anim_offs_bubbles
[GetAnimationFrame(ti
->tile
)]);
279 AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING
, PAL_NONE
, 3, 67);
282 static void IndustryDrawToyFactory(const TileInfo
*ti
)
284 const DrawIndustryAnimationStruct
*d
= &_industry_anim_offs_toys
[GetAnimationFrame(ti
->tile
)];
286 if (d
->image_1
!= 0xFF) {
287 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY
, PAL_NONE
, d
->x
, 96 + d
->image_1
);
290 if (d
->image_2
!= 0xFF) {
291 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT
, PAL_NONE
, 16 - d
->image_2
* 2, 100 + d
->image_2
);
294 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP
, PAL_NONE
, 7, d
->image_3
);
295 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER
, PAL_NONE
, 0, 42);
298 static void IndustryDrawCoalPlantSparks(const TileInfo
*ti
)
300 if (IsIndustryCompleted(ti
->tile
)) {
301 uint8 image
= GetAnimationFrame(ti
->tile
);
303 if (image
!= 0 && image
< 7) {
304 AddChildSpriteScreen(image
+ SPR_IT_POWER_PLANT_TRANSFORMERS
,
306 _coal_plant_sparks
[image
- 1].x
,
307 _coal_plant_sparks
[image
- 1].y
313 typedef void IndustryDrawTileProc(const TileInfo
*ti
);
314 static IndustryDrawTileProc
* const _industry_draw_tile_procs
[5] = {
315 IndustryDrawSugarMine
,
316 IndustryDrawToffeeQuarry
,
317 IndustryDrawBubbleGenerator
,
318 IndustryDrawToyFactory
,
319 IndustryDrawCoalPlantSparks
,
322 static void DrawTile_Industry(TileInfo
*ti
)
324 IndustryGfx gfx
= GetIndustryGfx(ti
->tile
);
325 Industry
*ind
= Industry::GetByTile(ti
->tile
);
326 const IndustryTileSpec
*indts
= GetIndustryTileSpec(gfx
);
328 /* Retrieve pointer to the draw industry tile struct */
329 if (gfx
>= NEW_INDUSTRYTILEOFFSET
) {
330 /* Draw the tile using the specialized method of newgrf industrytile.
331 * DrawNewIndustry will return false if ever the resolver could not
332 * find any sprite to display. So in this case, we will jump on the
333 * substitute gfx instead. */
334 if (indts
->grf_prop
.spritegroup
[0] != nullptr && DrawNewIndustryTile(ti
, ind
, gfx
, indts
)) {
337 /* No sprite group (or no valid one) found, meaning no graphics associated.
338 * Use the substitute one instead */
339 if (indts
->grf_prop
.subst_id
!= INVALID_INDUSTRYTILE
) {
340 gfx
= indts
->grf_prop
.subst_id
;
341 /* And point the industrytile spec accordingly */
342 indts
= GetIndustryTileSpec(gfx
);
347 const DrawBuildingsTileStruct
*dits
= &_industry_draw_tile_data
[gfx
<< 2 | (indts
->anim_state
?
348 GetAnimationFrame(ti
->tile
) & INDUSTRY_COMPLETED
:
349 GetIndustryConstructionStage(ti
->tile
))];
351 SpriteID image
= dits
->ground
.sprite
;
353 /* DrawFoundation() modifies ti->z and ti->tileh */
354 if (ti
->tileh
!= SLOPE_FLAT
) DrawFoundation(ti
, FOUNDATION_LEVELED
);
356 /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
357 * Do not do this if the tile's WaterClass is 'land'. */
358 if (image
== SPR_FLAT_WATER_TILE
&& IsTileOnWater(ti
->tile
)) {
359 DrawWaterClassGround(ti
);
361 DrawGroundSprite(image
, GroundSpritePaletteTransform(image
, dits
->ground
.pal
, GENERAL_SPRITE_COLOUR(ind
->random_colour
)));
364 /* If industries are transparent and invisible, do not draw the upper part */
365 if (IsInvisibilitySet(TO_INDUSTRIES
)) return;
367 /* Add industry on top of the ground? */
368 image
= dits
->building
.sprite
;
370 AddSortableSpriteToDraw(image
, SpriteLayoutPaletteTransform(image
, dits
->building
.pal
, GENERAL_SPRITE_COLOUR(ind
->random_colour
)),
371 ti
->x
+ dits
->subtile_x
,
372 ti
->y
+ dits
->subtile_y
,
377 IsTransparencySet(TO_INDUSTRIES
));
379 if (IsTransparencySet(TO_INDUSTRIES
)) return;
383 int proc
= dits
->draw_proc
- 1;
384 if (proc
>= 0) _industry_draw_tile_procs
[proc
](ti
);
388 static int GetSlopePixelZ_Industry(TileIndex tile
, uint x
, uint y
)
390 return GetTileMaxPixelZ(tile
);
393 static Foundation
GetFoundation_Industry(TileIndex tile
, Slope tileh
)
395 IndustryGfx gfx
= GetIndustryGfx(tile
);
397 /* For NewGRF industry tiles we might not be drawing a foundation. We need to
398 * account for this, as other structures should
399 * draw the wall of the foundation in this case.
401 if (gfx
>= NEW_INDUSTRYTILEOFFSET
) {
402 const IndustryTileSpec
*indts
= GetIndustryTileSpec(gfx
);
403 if (indts
->grf_prop
.spritegroup
[0] != nullptr && HasBit(indts
->callback_mask
, CBM_INDT_DRAW_FOUNDATIONS
)) {
404 uint32 callback_res
= GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS
, 0, 0, gfx
, Industry::GetByTile(tile
), tile
);
405 if (callback_res
!= CALLBACK_FAILED
&& !ConvertBooleanCallback(indts
->grf_prop
.grffile
, CBID_INDTILE_DRAW_FOUNDATIONS
, callback_res
)) return FOUNDATION_NONE
;
408 return FlatteningFoundation(tileh
);
411 static void AddAcceptedCargo_Industry(TileIndex tile
, CargoArray
&acceptance
, CargoTypes
*always_accepted
)
413 IndustryGfx gfx
= GetIndustryGfx(tile
);
414 const IndustryTileSpec
*itspec
= GetIndustryTileSpec(gfx
);
415 const Industry
*ind
= Industry::GetByTile(tile
);
417 /* Starting point for acceptance */
418 CargoID accepts_cargo
[lengthof(itspec
->accepts_cargo
)];
419 int8 cargo_acceptance
[lengthof(itspec
->acceptance
)];
420 MemCpyT(accepts_cargo
, itspec
->accepts_cargo
, lengthof(accepts_cargo
));
421 MemCpyT(cargo_acceptance
, itspec
->acceptance
, lengthof(cargo_acceptance
));
423 if (itspec
->special_flags
& INDTILE_SPECIAL_ACCEPTS_ALL_CARGO
) {
424 /* Copy all accepted cargoes from industry itself */
425 for (uint i
= 0; i
< lengthof(ind
->accepts_cargo
); i
++) {
426 CargoID
*pos
= std::find(accepts_cargo
, endof(accepts_cargo
), ind
->accepts_cargo
[i
]);
427 if (pos
== endof(accepts_cargo
)) {
428 /* Not found, insert */
429 pos
= std::find(accepts_cargo
, endof(accepts_cargo
), CT_INVALID
);
430 if (pos
== endof(accepts_cargo
)) continue; // nowhere to place, give up on this one
431 *pos
= ind
->accepts_cargo
[i
];
433 cargo_acceptance
[pos
- accepts_cargo
] += 8;
437 if (HasBit(itspec
->callback_mask
, CBM_INDT_ACCEPT_CARGO
)) {
438 /* Try callback for accepts list, if success override all existing accepts */
439 uint16 res
= GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO
, 0, 0, gfx
, Industry::GetByTile(tile
), tile
);
440 if (res
!= CALLBACK_FAILED
) {
441 MemSetT(accepts_cargo
, CT_INVALID
, lengthof(accepts_cargo
));
442 for (uint i
= 0; i
< 3; i
++) accepts_cargo
[i
] = GetCargoTranslation(GB(res
, i
* 5, 5), itspec
->grf_prop
.grffile
);
446 if (HasBit(itspec
->callback_mask
, CBM_INDT_CARGO_ACCEPTANCE
)) {
447 /* Try callback for acceptance list, if success override all existing acceptance */
448 uint16 res
= GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE
, 0, 0, gfx
, Industry::GetByTile(tile
), tile
);
449 if (res
!= CALLBACK_FAILED
) {
450 MemSetT(cargo_acceptance
, 0, lengthof(cargo_acceptance
));
451 for (uint i
= 0; i
< 3; i
++) cargo_acceptance
[i
] = GB(res
, i
* 4, 4);
455 for (byte i
= 0; i
< lengthof(itspec
->accepts_cargo
); i
++) {
456 CargoID a
= accepts_cargo
[i
];
457 if (a
== CT_INVALID
|| cargo_acceptance
[i
] <= 0) continue; // work only with valid cargoes
459 /* Add accepted cargo */
460 acceptance
[a
] += cargo_acceptance
[i
];
462 /* Maybe set 'always accepted' bit (if it's not set already) */
463 if (HasBit(*always_accepted
, a
)) continue;
465 bool accepts
= false;
466 for (uint cargo_index
= 0; cargo_index
< lengthof(ind
->accepts_cargo
); cargo_index
++) {
467 /* Test whether the industry itself accepts the cargo type */
468 if (ind
->accepts_cargo
[cargo_index
] == a
) {
474 if (accepts
) continue;
476 /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
477 SetBit(*always_accepted
, a
);
481 static void GetTileDesc_Industry(TileIndex tile
, TileDesc
*td
)
483 const Industry
*i
= Industry::GetByTile(tile
);
484 const IndustrySpec
*is
= GetIndustrySpec(i
->type
);
486 td
->owner
[0] = i
->owner
;
488 if (!IsIndustryCompleted(tile
)) {
489 SetDParamX(td
->dparam
, 0, td
->str
);
490 td
->str
= STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION
;
493 if (is
->grf_prop
.grffile
!= nullptr) {
494 td
->grf
= GetGRFConfig(is
->grf_prop
.grffile
->grfid
)->GetName();
498 static CommandCost
ClearTile_Industry(TileIndex tile
, DoCommandFlag flags
)
500 Industry
*i
= Industry::GetByTile(tile
);
501 const IndustrySpec
*indspec
= GetIndustrySpec(i
->type
);
503 /* water can destroy industries
504 * in editor you can bulldoze industries
505 * with magic_bulldozer cheat you can destroy industries
506 * (area around OILRIG is water, so water shouldn't flood it
508 if ((_current_company
!= OWNER_WATER
&& _game_mode
!= GM_EDITOR
&&
509 !_cheats
.magic_bulldozer
.value
) ||
510 ((flags
& DC_AUTO
) != 0) ||
511 (_current_company
== OWNER_WATER
&&
512 ((indspec
->behaviour
& INDUSTRYBEH_BUILT_ONWATER
) ||
513 HasBit(GetIndustryTileSpec(GetIndustryGfx(tile
))->slopes_refused
, 5)))) {
514 SetDParam(1, indspec
->name
);
515 return_cmd_error(flags
& DC_AUTO
? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY
: INVALID_STRING_ID
);
518 if (flags
& DC_EXEC
) {
519 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i
->index
));
520 Game::NewEvent(new ScriptEventIndustryClose(i
->index
));
523 return CommandCost(EXPENSES_CONSTRUCTION
, indspec
->GetRemovalCost());
527 * Move produced cargo from industry to nearby stations.
528 * @param tile Industry tile
529 * @return true if any cargo was moved.
531 static bool TransportIndustryGoods(TileIndex tile
)
533 Industry
*i
= Industry::GetByTile(tile
);
534 const IndustrySpec
*indspec
= GetIndustrySpec(i
->type
);
535 bool moved_cargo
= false;
537 for (uint j
= 0; j
< lengthof(i
->produced_cargo_waiting
); j
++) {
538 uint cw
= std::min
<uint
>(i
->produced_cargo_waiting
[j
], 255u);
539 if (cw
> indspec
->minimal_cargo
&& i
->produced_cargo
[j
] != CT_INVALID
) {
540 i
->produced_cargo_waiting
[j
] -= cw
;
542 /* fluctuating economy? */
543 if (EconomyIsInRecession()) cw
= (cw
+ 1) / 2;
545 i
->this_month_production
[j
] += cw
;
547 uint am
= MoveGoodsToStation(i
->produced_cargo
[j
], cw
, ST_INDUSTRY
, i
->index
, &i
->stations_near
, i
->exclusive_consumer
);
548 i
->this_month_transported
[j
] += am
;
550 moved_cargo
|= (am
!= 0);
558 static void AnimateTile_Industry(TileIndex tile
)
560 IndustryGfx gfx
= GetIndustryGfx(tile
);
562 if (GetIndustryTileSpec(gfx
)->animation
.status
!= ANIM_STATUS_NO_ANIMATION
) {
563 AnimateNewIndustryTile(tile
);
568 case GFX_SUGAR_MINE_SIEVE
:
569 if ((_tick_counter
& 1) == 0) {
570 byte m
= GetAnimationFrame(tile
) + 1;
572 if (_settings_client
.sound
.ambient
) {
574 case 2: SndPlayTileFx(SND_2D_SUGAR_MINE_1
, tile
); break;
575 case 6: SndPlayTileFx(SND_29_SUGAR_MINE_2
, tile
); break;
581 DeleteAnimatedTile(tile
);
583 SetAnimationFrame(tile
, m
);
585 MarkTileDirtyByTile(tile
);
589 case GFX_TOFFEE_QUARY
:
590 if ((_tick_counter
& 3) == 0) {
591 byte m
= GetAnimationFrame(tile
);
593 if (_industry_anim_offs_toffee
[m
] == 0xFF && _settings_client
.sound
.ambient
) {
594 SndPlayTileFx(SND_30_TOFFEE_QUARRY
, tile
);
599 DeleteAnimatedTile(tile
);
601 SetAnimationFrame(tile
, m
);
603 MarkTileDirtyByTile(tile
);
607 case GFX_BUBBLE_CATCHER
:
608 if ((_tick_counter
& 1) == 0) {
609 byte m
= GetAnimationFrame(tile
);
613 DeleteAnimatedTile(tile
);
615 SetAnimationFrame(tile
, m
);
617 MarkTileDirtyByTile(tile
);
621 /* Sparks on a coal plant */
622 case GFX_POWERPLANT_SPARKS
:
623 if ((_tick_counter
& 3) == 0) {
624 byte m
= GetAnimationFrame(tile
);
626 SetAnimationFrame(tile
, 0);
627 DeleteAnimatedTile(tile
);
629 SetAnimationFrame(tile
, m
+ 1);
630 MarkTileDirtyByTile(tile
);
635 case GFX_TOY_FACTORY
:
636 if ((_tick_counter
& 1) == 0) {
637 byte m
= GetAnimationFrame(tile
) + 1;
640 case 1: if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_2C_TOY_FACTORY_1
, tile
); break;
641 case 23: if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_2B_TOY_FACTORY_2
, tile
); break;
642 case 28: if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_2A_TOY_FACTORY_3
, tile
); break;
645 int n
= GetIndustryAnimationLoop(tile
) + 1;
649 DeleteAnimatedTile(tile
);
651 SetIndustryAnimationLoop(tile
, n
);
655 SetAnimationFrame(tile
, m
);
656 MarkTileDirtyByTile(tile
);
660 case GFX_PLASTIC_FOUNTAIN_ANIMATED_1
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2
:
661 case GFX_PLASTIC_FOUNTAIN_ANIMATED_3
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4
:
662 case GFX_PLASTIC_FOUNTAIN_ANIMATED_5
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6
:
663 case GFX_PLASTIC_FOUNTAIN_ANIMATED_7
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8
:
664 if ((_tick_counter
& 3) == 0) {
665 IndustryGfx gfx
= GetIndustryGfx(tile
);
667 gfx
= (gfx
< 155) ? gfx
+ 1 : 148;
668 SetIndustryGfx(tile
, gfx
);
669 MarkTileDirtyByTile(tile
);
673 case GFX_OILWELL_ANIMATED_1
:
674 case GFX_OILWELL_ANIMATED_2
:
675 case GFX_OILWELL_ANIMATED_3
:
676 if ((_tick_counter
& 7) == 0) {
677 bool b
= Chance16(1, 7);
678 IndustryGfx gfx
= GetIndustryGfx(tile
);
680 byte m
= GetAnimationFrame(tile
) + 1;
681 if (m
== 4 && (m
= 0, ++gfx
) == GFX_OILWELL_ANIMATED_3
+ 1 && (gfx
= GFX_OILWELL_ANIMATED_1
, b
)) {
682 SetIndustryGfx(tile
, GFX_OILWELL_NOT_ANIMATED
);
683 SetIndustryConstructionStage(tile
, 3);
684 DeleteAnimatedTile(tile
);
686 SetAnimationFrame(tile
, m
);
687 SetIndustryGfx(tile
, gfx
);
688 MarkTileDirtyByTile(tile
);
693 case GFX_COAL_MINE_TOWER_ANIMATED
:
694 case GFX_COPPER_MINE_TOWER_ANIMATED
:
695 case GFX_GOLD_MINE_TOWER_ANIMATED
: {
696 int state
= _tick_counter
& 0x7FF;
698 if ((state
-= 0x400) < 0) return;
701 if (state
< 0x20 || state
>= 0x180) {
702 byte m
= GetAnimationFrame(tile
);
704 SetAnimationFrame(tile
, m
| 0x40);
705 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0B_MINE
, tile
);
707 if (state
& 7) return;
709 if (state
& 3) return;
711 byte m
= (GetAnimationFrame(tile
) + 1) | 0x40;
712 if (m
> 0xC2) m
= 0xC0;
713 SetAnimationFrame(tile
, m
);
714 MarkTileDirtyByTile(tile
);
715 } else if (state
>= 0x200 && state
< 0x3A0) {
716 int i
= (state
< 0x220 || state
>= 0x380) ? 7 : 3;
717 if (state
& i
) return;
719 byte m
= (GetAnimationFrame(tile
) & 0xBF) - 1;
720 if (m
< 0x80) m
= 0x82;
721 SetAnimationFrame(tile
, m
);
722 MarkTileDirtyByTile(tile
);
729 static void CreateChimneySmoke(TileIndex tile
)
731 uint x
= TileX(tile
) * TILE_SIZE
;
732 uint y
= TileY(tile
) * TILE_SIZE
;
733 int z
= GetTileMaxPixelZ(tile
);
735 CreateEffectVehicle(x
+ 15, y
+ 14, z
+ 59, EV_CHIMNEY_SMOKE
);
738 static void MakeIndustryTileBigger(TileIndex tile
)
740 byte cnt
= GetIndustryConstructionCounter(tile
) + 1;
742 SetIndustryConstructionCounter(tile
, cnt
);
746 byte stage
= GetIndustryConstructionStage(tile
) + 1;
747 SetIndustryConstructionCounter(tile
, 0);
748 SetIndustryConstructionStage(tile
, stage
);
749 StartStopIndustryTileAnimation(tile
, IAT_CONSTRUCTION_STATE_CHANGE
);
750 if (stage
== INDUSTRY_COMPLETED
) SetIndustryCompleted(tile
);
752 MarkTileDirtyByTile(tile
);
754 if (!IsIndustryCompleted(tile
)) return;
756 IndustryGfx gfx
= GetIndustryGfx(tile
);
757 if (gfx
>= NEW_INDUSTRYTILEOFFSET
) {
758 /* New industries are already animated on construction. */
763 case GFX_POWERPLANT_CHIMNEY
:
764 CreateChimneySmoke(tile
);
768 /* Do not require an industry tile to be after the first two GFX_OILRIG_1
769 * tiles (like the default oil rig). Do a proper check to ensure the
770 * tiles belong to the same industry and based on that build the oil rig's
772 TileIndex other
= tile
+ TileDiffXY(0, 1);
774 if (IsTileType(other
, MP_INDUSTRY
) &&
775 GetIndustryGfx(other
) == GFX_OILRIG_1
&&
776 GetIndustryIndex(tile
) == GetIndustryIndex(other
)) {
782 case GFX_TOY_FACTORY
:
783 case GFX_BUBBLE_CATCHER
:
784 case GFX_TOFFEE_QUARY
:
785 SetAnimationFrame(tile
, 0);
786 SetIndustryAnimationLoop(tile
, 0);
789 case GFX_PLASTIC_FOUNTAIN_ANIMATED_1
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2
:
790 case GFX_PLASTIC_FOUNTAIN_ANIMATED_3
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4
:
791 case GFX_PLASTIC_FOUNTAIN_ANIMATED_5
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6
:
792 case GFX_PLASTIC_FOUNTAIN_ANIMATED_7
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8
:
793 AddAnimatedTile(tile
);
798 static void TileLoopIndustry_BubbleGenerator(TileIndex tile
)
800 static const int8 _bubble_spawn_location
[3][4] = {
806 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_2E_BUBBLE_GENERATOR
, tile
);
808 int dir
= Random() & 3;
810 EffectVehicle
*v
= CreateEffectVehicleAbove(
811 TileX(tile
) * TILE_SIZE
+ _bubble_spawn_location
[0][dir
],
812 TileY(tile
) * TILE_SIZE
+ _bubble_spawn_location
[1][dir
],
813 _bubble_spawn_location
[2][dir
],
817 if (v
!= nullptr) v
->animation_substate
= dir
;
820 static void TileLoop_Industry(TileIndex tile
)
822 if (IsTileOnWater(tile
)) TileLoop_Water(tile
);
824 /* Normally this doesn't happen, but if an industry NewGRF is removed
825 * an industry that was previously build on water can now be flooded.
826 * If this happens the tile is no longer an industry tile after
827 * returning from TileLoop_Water. */
828 if (!IsTileType(tile
, MP_INDUSTRY
)) return;
830 TriggerIndustryTile(tile
, INDTILE_TRIGGER_TILE_LOOP
);
832 if (!IsIndustryCompleted(tile
)) {
833 MakeIndustryTileBigger(tile
);
837 if (_game_mode
== GM_EDITOR
) return;
839 if (TransportIndustryGoods(tile
) && !StartStopIndustryTileAnimation(Industry::GetByTile(tile
), IAT_INDUSTRY_DISTRIBUTES_CARGO
)) {
840 uint newgfx
= GetIndustryTileSpec(GetIndustryGfx(tile
))->anim_production
;
842 if (newgfx
!= INDUSTRYTILE_NOANIM
) {
843 ResetIndustryConstructionStage(tile
);
844 SetIndustryCompleted(tile
);
845 SetIndustryGfx(tile
, newgfx
);
846 MarkTileDirtyByTile(tile
);
851 if (StartStopIndustryTileAnimation(tile
, IAT_TILELOOP
)) return;
853 IndustryGfx newgfx
= GetIndustryTileSpec(GetIndustryGfx(tile
))->anim_next
;
854 if (newgfx
!= INDUSTRYTILE_NOANIM
) {
855 ResetIndustryConstructionStage(tile
);
856 SetIndustryGfx(tile
, newgfx
);
857 MarkTileDirtyByTile(tile
);
861 IndustryGfx gfx
= GetIndustryGfx(tile
);
863 case GFX_COAL_MINE_TOWER_NOT_ANIMATED
:
864 case GFX_COPPER_MINE_TOWER_NOT_ANIMATED
:
865 case GFX_GOLD_MINE_TOWER_NOT_ANIMATED
:
866 if (!(_tick_counter
& 0x400) && Chance16(1, 2)) {
868 case GFX_COAL_MINE_TOWER_NOT_ANIMATED
: gfx
= GFX_COAL_MINE_TOWER_ANIMATED
; break;
869 case GFX_COPPER_MINE_TOWER_NOT_ANIMATED
: gfx
= GFX_COPPER_MINE_TOWER_ANIMATED
; break;
870 case GFX_GOLD_MINE_TOWER_NOT_ANIMATED
: gfx
= GFX_GOLD_MINE_TOWER_ANIMATED
; break;
872 SetIndustryGfx(tile
, gfx
);
873 SetAnimationFrame(tile
, 0x80);
874 AddAnimatedTile(tile
);
878 case GFX_OILWELL_NOT_ANIMATED
:
879 if (Chance16(1, 6)) {
880 SetIndustryGfx(tile
, GFX_OILWELL_ANIMATED_1
);
881 SetAnimationFrame(tile
, 0);
882 AddAnimatedTile(tile
);
886 case GFX_COAL_MINE_TOWER_ANIMATED
:
887 case GFX_COPPER_MINE_TOWER_ANIMATED
:
888 case GFX_GOLD_MINE_TOWER_ANIMATED
:
889 if (!(_tick_counter
& 0x400)) {
891 case GFX_COAL_MINE_TOWER_ANIMATED
: gfx
= GFX_COAL_MINE_TOWER_NOT_ANIMATED
; break;
892 case GFX_COPPER_MINE_TOWER_ANIMATED
: gfx
= GFX_COPPER_MINE_TOWER_NOT_ANIMATED
; break;
893 case GFX_GOLD_MINE_TOWER_ANIMATED
: gfx
= GFX_GOLD_MINE_TOWER_NOT_ANIMATED
; break;
895 SetIndustryGfx(tile
, gfx
);
896 SetIndustryCompleted(tile
);
897 SetIndustryConstructionStage(tile
, 3);
898 DeleteAnimatedTile(tile
);
902 case GFX_POWERPLANT_SPARKS
:
903 if (Chance16(1, 3)) {
904 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0C_POWER_STATION
, tile
);
905 AddAnimatedTile(tile
);
909 case GFX_COPPER_MINE_CHIMNEY
:
910 CreateEffectVehicleAbove(TileX(tile
) * TILE_SIZE
+ 6, TileY(tile
) * TILE_SIZE
+ 6, 43, EV_COPPER_MINE_SMOKE
);
914 case GFX_TOY_FACTORY
: {
915 Industry
*i
= Industry::GetByTile(tile
);
916 if (i
->was_cargo_delivered
) {
917 i
->was_cargo_delivered
= false;
918 SetIndustryAnimationLoop(tile
, 0);
919 AddAnimatedTile(tile
);
924 case GFX_BUBBLE_GENERATOR
:
925 TileLoopIndustry_BubbleGenerator(tile
);
928 case GFX_TOFFEE_QUARY
:
929 AddAnimatedTile(tile
);
932 case GFX_SUGAR_MINE_SIEVE
:
933 if (Chance16(1, 3)) AddAnimatedTile(tile
);
938 static bool ClickTile_Industry(TileIndex tile
)
940 ShowIndustryViewWindow(GetIndustryIndex(tile
));
944 static TrackStatus
GetTileTrackStatus_Industry(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
949 static void ChangeTileOwner_Industry(TileIndex tile
, Owner old_owner
, Owner new_owner
)
951 /* If the founder merges, the industry was created by the merged company */
952 Industry
*i
= Industry::GetByTile(tile
);
953 if (i
->founder
== old_owner
) i
->founder
= (new_owner
== INVALID_OWNER
) ? OWNER_NONE
: new_owner
;
955 if (i
->exclusive_supplier
== old_owner
) i
->exclusive_supplier
= new_owner
;
956 if (i
->exclusive_consumer
== old_owner
) i
->exclusive_consumer
= new_owner
;
960 * Check whether the tile is a forest.
961 * @param tile the tile to investigate.
962 * @return true if and only if the tile is a forest
964 bool IsTileForestIndustry(TileIndex tile
)
966 /* Check for industry tile */
967 if (!IsTileType(tile
, MP_INDUSTRY
)) return false;
969 const Industry
*ind
= Industry::GetByTile(tile
);
971 /* Check for organic industry (i.e. not processing or extractive) */
972 if ((GetIndustrySpec(ind
->type
)->life_type
& INDUSTRYLIFE_ORGANIC
) == 0) return false;
974 /* Check for wood production */
975 for (uint i
= 0; i
< lengthof(ind
->produced_cargo
); i
++) {
976 /* The industry produces wood. */
977 if (ind
->produced_cargo
[i
] != CT_INVALID
&& CargoSpec::Get(ind
->produced_cargo
[i
])->label
== 'WOOD') return true;
983 static const byte _plantfarmfield_type
[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
986 * Check whether the tile can be replaced by a farm field.
987 * @param tile the tile to investigate.
988 * @param allow_fields if true, the method will return true even if
989 * the tile is a farm tile, otherwise the tile may not be a farm tile
990 * @return true if the tile can become a farm field
992 static bool IsSuitableForFarmField(TileIndex tile
, bool allow_fields
)
994 switch (GetTileType(tile
)) {
995 case MP_CLEAR
: return !IsClearGround(tile
, CLEAR_SNOW
) && !IsClearGround(tile
, CLEAR_DESERT
) && (allow_fields
|| !IsClearGround(tile
, CLEAR_FIELDS
));
996 case MP_TREES
: return GetTreeGround(tile
) != TREE_GROUND_SHORE
;
997 default: return false;
1002 * Build farm field fence
1003 * @param tile the tile to position the fence on
1004 * @param size the size of the field being planted in tiles
1005 * @param type type of fence to set
1006 * @param side the side of the tile to attempt placement
1008 static void SetupFarmFieldFence(TileIndex tile
, int size
, byte type
, DiagDirection side
)
1010 TileIndexDiff diff
= (DiagDirToAxis(side
) == AXIS_Y
? TileDiffXY(1, 0) : TileDiffXY(0, 1));
1013 tile
= TILE_MASK(tile
);
1015 if (IsTileType(tile
, MP_CLEAR
) && IsClearGround(tile
, CLEAR_FIELDS
)) {
1018 if (or_
== 1 && Chance16(1, 7)) or_
= 2;
1020 SetFence(tile
, side
, or_
);
1027 static void PlantFarmField(TileIndex tile
, IndustryID industry
)
1029 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
) {
1030 if (GetTileZ(tile
) + 2 >= GetSnowLine()) return;
1033 /* determine field size */
1034 uint32 r
= (Random() & 0x303) + 0x404;
1035 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
) r
+= 0x404;
1036 uint size_x
= GB(r
, 0, 8);
1037 uint size_y
= GB(r
, 8, 8);
1039 TileArea
ta(tile
- TileDiffXY(std::min(TileX(tile
), size_x
/ 2), std::min(TileY(tile
), size_y
/ 2)), size_x
, size_y
);
1042 if (ta
.w
== 0 || ta
.h
== 0) return;
1044 /* check the amount of bad tiles */
1046 for (TileIndex cur_tile
: ta
) {
1047 assert(cur_tile
< MapSize());
1048 count
+= IsSuitableForFarmField(cur_tile
, false);
1050 if (count
* 2 < ta
.w
* ta
.h
) return;
1052 /* determine type of field */
1054 uint counter
= GB(r
, 5, 3);
1055 uint field_type
= GB(r
, 8, 8) * 9 >> 8;
1058 for (TileIndex cur_tile
: ta
) {
1059 assert(cur_tile
< MapSize());
1060 if (IsSuitableForFarmField(cur_tile
, true)) {
1061 MakeField(cur_tile
, field_type
, industry
);
1062 SetClearCounter(cur_tile
, counter
);
1063 MarkTileDirtyByTile(cur_tile
);
1068 if (_settings_game
.game_creation
.landscape
!= LT_ARCTIC
&& _settings_game
.game_creation
.landscape
!= LT_TROPIC
) {
1069 type
= _plantfarmfield_type
[Random() & 0xF];
1072 SetupFarmFieldFence(ta
.tile
, ta
.h
, type
, DIAGDIR_NE
);
1073 SetupFarmFieldFence(ta
.tile
, ta
.w
, type
, DIAGDIR_NW
);
1074 SetupFarmFieldFence(ta
.tile
+ TileDiffXY(ta
.w
- 1, 0), ta
.h
, type
, DIAGDIR_SW
);
1075 SetupFarmFieldFence(ta
.tile
+ TileDiffXY(0, ta
.h
- 1), ta
.w
, type
, DIAGDIR_SE
);
1078 void PlantRandomFarmField(const Industry
*i
)
1080 int x
= i
->location
.w
/ 2 + Random() % 31 - 16;
1081 int y
= i
->location
.h
/ 2 + Random() % 31 - 16;
1083 TileIndex tile
= TileAddWrap(i
->location
.tile
, x
, y
);
1085 if (tile
!= INVALID_TILE
) PlantFarmField(tile
, i
->index
);
1089 * Search callback function for ChopLumberMillTrees
1090 * @param tile to test
1091 * @param user_data that is passed by the caller. In this case, nothing
1092 * @return the result of the test
1094 static bool SearchLumberMillTrees(TileIndex tile
, void *user_data
)
1096 if (IsTileType(tile
, MP_TREES
) && GetTreeGrowth(tile
) > 2) { ///< 3 and up means all fully grown trees
1099 Backup
<CompanyID
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
1101 _industry_sound_ctr
= 1;
1102 _industry_sound_tile
= tile
;
1103 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_38_LUMBER_MILL_1
, tile
);
1105 Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_EXEC
, tile
);
1107 cur_company
.Restore();
1114 * Perform a circular search around the Lumber Mill in order to find trees to cut
1117 static void ChopLumberMillTrees(Industry
*i
)
1119 /* We only want to cut trees if all tiles are completed. */
1120 for (TileIndex tile_cur
: i
->location
) {
1121 if (i
->TileBelongsToIndustry(tile_cur
)) {
1122 if (!IsIndustryCompleted(tile_cur
)) return;
1126 TileIndex tile
= i
->location
.tile
;
1127 if (CircularTileSearch(&tile
, 40, SearchLumberMillTrees
, nullptr)) { // 40x40 tiles to search.
1128 i
->produced_cargo_waiting
[0] = std::min(0xffff, i
->produced_cargo_waiting
[0] + 45); // Found a tree, add according value to waiting cargo.
1132 static void ProduceIndustryGoods(Industry
*i
)
1134 const IndustrySpec
*indsp
= GetIndustrySpec(i
->type
);
1137 if ((i
->counter
& 0x3F) == 0) {
1139 if (Chance16R(1, 14, r
) && indsp
->number_of_sounds
!= 0 && _settings_client
.sound
.ambient
) {
1140 for (size_t j
= 0; j
< lengthof(i
->last_month_production
); j
++) {
1141 if (i
->last_month_production
[j
] > 0) {
1142 /* Play sound since last month had production */
1144 (SoundFx
)(indsp
->random_sounds
[((r
>> 16) * indsp
->number_of_sounds
) >> 16]),
1154 /* produce some cargo */
1155 if ((i
->counter
% INDUSTRY_PRODUCE_TICKS
) == 0) {
1156 if (HasBit(indsp
->callback_mask
, CBM_IND_PRODUCTION_256_TICKS
)) IndustryProductionCallback(i
, 1);
1158 IndustryBehaviour indbehav
= indsp
->behaviour
;
1159 for (size_t j
= 0; j
< lengthof(i
->produced_cargo_waiting
); j
++) {
1160 i
->produced_cargo_waiting
[j
] = std::min(0xffff, i
->produced_cargo_waiting
[j
] + i
->production_rate
[j
]);
1163 if ((indbehav
& INDUSTRYBEH_PLANT_FIELDS
) != 0) {
1164 uint16 cb_res
= CALLBACK_FAILED
;
1165 if (HasBit(indsp
->callback_mask
, CBM_IND_SPECIAL_EFFECT
)) {
1166 cb_res
= GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT
, Random(), 0, i
, i
->type
, i
->location
.tile
);
1170 if (cb_res
!= CALLBACK_FAILED
) {
1171 plant
= ConvertBooleanCallback(indsp
->grf_prop
.grffile
, CBID_INDUSTRY_SPECIAL_EFFECT
, cb_res
);
1173 plant
= Chance16(1, 8);
1176 if (plant
) PlantRandomFarmField(i
);
1178 if ((indbehav
& INDUSTRYBEH_CUT_TREES
) != 0) {
1179 uint16 cb_res
= CALLBACK_FAILED
;
1180 if (HasBit(indsp
->callback_mask
, CBM_IND_SPECIAL_EFFECT
)) {
1181 cb_res
= GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT
, Random(), 1, i
, i
->type
, i
->location
.tile
);
1185 if (cb_res
!= CALLBACK_FAILED
) {
1186 cut
= ConvertBooleanCallback(indsp
->grf_prop
.grffile
, CBID_INDUSTRY_SPECIAL_EFFECT
, cb_res
);
1188 cut
= ((i
->counter
% INDUSTRY_CUT_TREE_TICKS
) == 0);
1191 if (cut
) ChopLumberMillTrees(i
);
1194 TriggerIndustry(i
, INDUSTRY_TRIGGER_INDUSTRY_TICK
);
1195 StartStopIndustryTileAnimation(i
, IAT_INDUSTRY_TICK
);
1199 void OnTick_Industry()
1201 if (_industry_sound_ctr
!= 0) {
1202 _industry_sound_ctr
++;
1204 if (_industry_sound_ctr
== 75) {
1205 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_37_LUMBER_MILL_2
, _industry_sound_tile
);
1206 } else if (_industry_sound_ctr
== 160) {
1207 _industry_sound_ctr
= 0;
1208 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_36_LUMBER_MILL_3
, _industry_sound_tile
);
1212 if (_game_mode
== GM_EDITOR
) return;
1214 for (Industry
*i
: Industry::Iterate()) {
1215 ProduceIndustryGoods(i
);
1220 * Check the conditions of #CHECK_NOTHING (Always succeeds).
1221 * @param tile %Tile to perform the checking.
1222 * @return Succeeded or failed command.
1224 static CommandCost
CheckNewIndustry_NULL(TileIndex tile
)
1226 return CommandCost();
1230 * Check the conditions of #CHECK_FOREST (Industry should be build above snow-line in arctic climate).
1231 * @param tile %Tile to perform the checking.
1232 * @return Succeeded or failed command.
1234 static CommandCost
CheckNewIndustry_Forest(TileIndex tile
)
1236 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
) {
1237 if (GetTileZ(tile
) < HighestSnowLine() + 2) {
1238 return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED
);
1241 return CommandCost();
1245 * Check if a tile is within a distance from map edges, scaled by map dimensions independently.
1246 * Each dimension is checked independently, and dimensions smaller than 256 are not scaled.
1247 * @param tile Which tile to check distance of.
1248 * @param maxdist Normal distance on a 256x256 map.
1249 * @return True if the tile is near the map edge.
1251 static bool CheckScaledDistanceFromEdge(TileIndex tile
, uint maxdist
)
1253 uint maxdist_x
= maxdist
;
1254 uint maxdist_y
= maxdist
;
1256 if (MapSizeX() > 256) maxdist_x
*= MapSizeX() / 256;
1257 if (MapSizeY() > 256) maxdist_y
*= MapSizeY() / 256;
1259 if (DistanceFromEdgeDir(tile
, DIAGDIR_NE
) < maxdist_x
) return true;
1260 if (DistanceFromEdgeDir(tile
, DIAGDIR_NW
) < maxdist_y
) return true;
1261 if (DistanceFromEdgeDir(tile
, DIAGDIR_SW
) < maxdist_x
) return true;
1262 if (DistanceFromEdgeDir(tile
, DIAGDIR_SE
) < maxdist_y
) return true;
1268 * Check the conditions of #CHECK_REFINERY (Industry should be positioned near edge of the map).
1269 * @param tile %Tile to perform the checking.
1270 * @return Succeeded or failed command.
1272 static CommandCost
CheckNewIndustry_OilRefinery(TileIndex tile
)
1274 if (_game_mode
== GM_EDITOR
) return CommandCost();
1276 if (CheckScaledDistanceFromEdge(TILE_ADDXY(tile
, 1, 1), _settings_game
.game_creation
.oil_refinery_limit
)) return CommandCost();
1278 return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED
);
1281 extern bool _ignore_restrictions
;
1284 * Check the conditions of #CHECK_OIL_RIG (Industries at sea should be positioned near edge of the map).
1285 * @param tile %Tile to perform the checking.
1286 * @return Succeeded or failed command.
1288 static CommandCost
CheckNewIndustry_OilRig(TileIndex tile
)
1290 if (_game_mode
== GM_EDITOR
&& _ignore_restrictions
) return CommandCost();
1292 if (TileHeight(tile
) == 0 &&
1293 CheckScaledDistanceFromEdge(TILE_ADDXY(tile
, 1, 1), _settings_game
.game_creation
.oil_refinery_limit
)) return CommandCost();
1295 return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED
);
1299 * Check the conditions of #CHECK_FARM (Industry should be below snow-line in arctic).
1300 * @param tile %Tile to perform the checking.
1301 * @return Succeeded or failed command.
1303 static CommandCost
CheckNewIndustry_Farm(TileIndex tile
)
1305 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
) {
1306 if (GetTileZ(tile
) + 2 >= HighestSnowLine()) {
1307 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1310 return CommandCost();
1314 * Check the conditions of #CHECK_PLANTATION (Industry should NOT be in the desert).
1315 * @param tile %Tile to perform the checking.
1316 * @return Succeeded or failed command.
1318 static CommandCost
CheckNewIndustry_Plantation(TileIndex tile
)
1320 if (GetTropicZone(tile
) == TROPICZONE_DESERT
) {
1321 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1323 return CommandCost();
1327 * Check the conditions of #CHECK_WATER (Industry should be in the desert).
1328 * @param tile %Tile to perform the checking.
1329 * @return Succeeded or failed command.
1331 static CommandCost
CheckNewIndustry_Water(TileIndex tile
)
1333 if (GetTropicZone(tile
) != TROPICZONE_DESERT
) {
1334 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT
);
1336 return CommandCost();
1340 * Check the conditions of #CHECK_LUMBERMILL (Industry should be in the rain forest).
1341 * @param tile %Tile to perform the checking.
1342 * @return Succeeded or failed command.
1344 static CommandCost
CheckNewIndustry_Lumbermill(TileIndex tile
)
1346 if (GetTropicZone(tile
) != TROPICZONE_RAINFOREST
) {
1347 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST
);
1349 return CommandCost();
1353 * Check the conditions of #CHECK_BUBBLEGEN (Industry should be in low land).
1354 * @param tile %Tile to perform the checking.
1355 * @return Succeeded or failed command.
1357 static CommandCost
CheckNewIndustry_BubbleGen(TileIndex tile
)
1359 if (GetTileZ(tile
) > 4) {
1360 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS
);
1362 return CommandCost();
1366 * Industrytype check function signature.
1367 * @param tile %Tile to check.
1368 * @return Succeeded or failed command.
1370 typedef CommandCost
CheckNewIndustryProc(TileIndex tile
);
1372 /** Check functions for different types of industry. */
1373 static CheckNewIndustryProc
* const _check_new_industry_procs
[CHECK_END
] = {
1374 CheckNewIndustry_NULL
, ///< CHECK_NOTHING
1375 CheckNewIndustry_Forest
, ///< CHECK_FOREST
1376 CheckNewIndustry_OilRefinery
, ///< CHECK_REFINERY
1377 CheckNewIndustry_Farm
, ///< CHECK_FARM
1378 CheckNewIndustry_Plantation
, ///< CHECK_PLANTATION
1379 CheckNewIndustry_Water
, ///< CHECK_WATER
1380 CheckNewIndustry_Lumbermill
, ///< CHECK_LUMBERMILL
1381 CheckNewIndustry_BubbleGen
, ///< CHECK_BUBBLEGEN
1382 CheckNewIndustry_OilRig
, ///< CHECK_OIL_RIG
1386 * Find a town for the industry, while checking for multiple industries in the same town.
1387 * @param tile Position of the industry to build.
1388 * @param type Industry type.
1389 * @param[out] t Pointer to return town for the new industry, \c nullptr is written if no good town can be found.
1390 * @return Succeeded or failed command.
1392 * @pre \c *t != nullptr
1393 * @post \c *t points to a town on success, and \c nullptr on failure.
1395 static CommandCost
FindTownForIndustry(TileIndex tile
, int type
, Town
**t
)
1397 *t
= ClosestTownFromTile(tile
, UINT_MAX
);
1399 if (_settings_game
.economy
.multiple_industry_per_town
) return CommandCost();
1401 for (const Industry
*i
: Industry::Iterate()) {
1402 if (i
->type
== (byte
)type
&& i
->town
== *t
) {
1404 return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN
);
1408 return CommandCost();
1411 bool IsSlopeRefused(Slope current
, Slope refused
)
1413 if (IsSteepSlope(current
)) return true;
1414 if (current
!= SLOPE_FLAT
) {
1415 if (IsSteepSlope(refused
)) return true;
1417 Slope t
= ComplementSlope(current
);
1419 if ((refused
& SLOPE_W
) && (t
& SLOPE_NW
)) return true;
1420 if ((refused
& SLOPE_S
) && (t
& SLOPE_NE
)) return true;
1421 if ((refused
& SLOPE_E
) && (t
& SLOPE_SW
)) return true;
1422 if ((refused
& SLOPE_N
) && (t
& SLOPE_SE
)) return true;
1429 * Are the tiles of the industry free?
1430 * @param tile Position to check.
1431 * @param layout Industry tiles table.
1432 * @param type Type of the industry.
1433 * @return Failed or succeeded command.
1435 static CommandCost
CheckIfIndustryTilesAreFree(TileIndex tile
, const IndustryTileLayout
&layout
, IndustryType type
)
1437 IndustryBehaviour ind_behav
= GetIndustrySpec(type
)->behaviour
;
1439 for (const IndustryTileLayoutTile
&it
: layout
) {
1440 IndustryGfx gfx
= GetTranslatedIndustryTileID(it
.gfx
);
1441 TileIndex cur_tile
= TileAddWrap(tile
, it
.ti
.x
, it
.ti
.y
);
1443 if (!IsValidTile(cur_tile
)) {
1444 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1447 if (gfx
== GFX_WATERTILE_SPECIALCHECK
) {
1448 if (!IsWaterTile(cur_tile
) ||
1449 !IsTileFlat(cur_tile
)) {
1450 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1453 CommandCost ret
= EnsureNoVehicleOnGround(cur_tile
);
1454 if (ret
.Failed()) return ret
;
1455 if (IsBridgeAbove(cur_tile
)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1457 const IndustryTileSpec
*its
= GetIndustryTileSpec(gfx
);
1459 /* Perform land/water check if not disabled */
1460 if (!HasBit(its
->slopes_refused
, 5) && ((HasTileWaterClass(cur_tile
) && IsTileOnWater(cur_tile
)) == !(ind_behav
& INDUSTRYBEH_BUILT_ONWATER
))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1462 if ((ind_behav
& (INDUSTRYBEH_ONLY_INTOWN
| INDUSTRYBEH_TOWN1200_MORE
)) || // Tile must be a house
1463 ((ind_behav
& INDUSTRYBEH_ONLY_NEARTOWN
) && IsTileType(cur_tile
, MP_HOUSE
))) { // Tile is allowed to be a house (and it is a house)
1464 if (!IsTileType(cur_tile
, MP_HOUSE
)) {
1465 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS
);
1468 /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
1469 Backup
<CompanyID
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
1470 CommandCost ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_NONE
, cur_tile
);
1471 cur_company
.Restore();
1473 if (ret
.Failed()) return ret
;
1475 /* Clear the tiles, but do not affect town ratings */
1476 CommandCost ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_AUTO
| DC_NO_TEST_TOWN_RATING
| DC_NO_MODIFY_TOWN_RATING
, cur_tile
);
1477 if (ret
.Failed()) return ret
;
1482 return CommandCost();
1486 * Check slope requirements for industry tiles.
1487 * @param tile Position to check.
1488 * @param layout Industry tiles table.
1489 * @param layout_index The index of the layout to build/fund
1490 * @param type Type of the industry.
1491 * @param initial_random_bits The random bits the industry is going to have after construction.
1492 * @param founder Industry founder
1493 * @param creation_type The circumstances the industry is created under.
1494 * @param[out] custom_shape_check Perform custom check for the site.
1495 * @return Failed or succeeded command.
1497 static CommandCost
CheckIfIndustryTileSlopes(TileIndex tile
, const IndustryTileLayout
&layout
, size_t layout_index
, int type
, uint16 initial_random_bits
, Owner founder
, IndustryAvailabilityCallType creation_type
, bool *custom_shape_check
= nullptr)
1499 bool refused_slope
= false;
1500 bool custom_shape
= false;
1502 for (const IndustryTileLayoutTile
&it
: layout
) {
1503 IndustryGfx gfx
= GetTranslatedIndustryTileID(it
.gfx
);
1504 TileIndex cur_tile
= TileAddWrap(tile
, it
.ti
.x
, it
.ti
.y
);
1505 assert(IsValidTile(cur_tile
)); // checked before in CheckIfIndustryTilesAreFree
1507 if (gfx
!= GFX_WATERTILE_SPECIALCHECK
) {
1508 const IndustryTileSpec
*its
= GetIndustryTileSpec(gfx
);
1510 if (HasBit(its
->callback_mask
, CBM_INDT_SHAPE_CHECK
)) {
1511 custom_shape
= true;
1512 CommandCost ret
= PerformIndustryTileSlopeCheck(tile
, cur_tile
, its
, type
, gfx
, layout_index
, initial_random_bits
, founder
, creation_type
);
1513 if (ret
.Failed()) return ret
;
1515 Slope tileh
= GetTileSlope(cur_tile
);
1516 refused_slope
|= IsSlopeRefused(tileh
, its
->slopes_refused
);
1521 if (custom_shape_check
!= nullptr) *custom_shape_check
= custom_shape
;
1523 /* It is almost impossible to have a fully flat land in TG, so what we
1524 * do is that we check if we can make the land flat later on. See
1525 * CheckIfCanLevelIndustryPlatform(). */
1526 if (!refused_slope
|| (_settings_game
.game_creation
.land_generator
== LG_TERRAGENESIS
&& _generating_world
&& !custom_shape
&& !_ignore_restrictions
)) {
1527 return CommandCost();
1529 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1533 * Is the industry allowed to be built at this place for the town?
1534 * @param tile Tile to construct the industry.
1535 * @param type Type of the industry.
1536 * @param t Town authority that the industry belongs to.
1537 * @return Succeeded or failed command.
1539 static CommandCost
CheckIfIndustryIsAllowed(TileIndex tile
, int type
, const Town
*t
)
1541 if ((GetIndustrySpec(type
)->behaviour
& INDUSTRYBEH_TOWN1200_MORE
) && t
->cache
.population
< 1200) {
1542 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200
);
1545 if ((GetIndustrySpec(type
)->behaviour
& INDUSTRYBEH_ONLY_NEARTOWN
) && DistanceMax(t
->xy
, tile
) > 9) {
1546 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER
);
1549 return CommandCost();
1552 static bool CheckCanTerraformSurroundingTiles(TileIndex tile
, uint height
, int internal
)
1554 /* Check if we don't leave the map */
1555 if (TileX(tile
) == 0 || TileY(tile
) == 0 || GetTileType(tile
) == MP_VOID
) return false;
1557 TileArea
ta(tile
- TileDiffXY(1, 1), 2, 2);
1558 for (TileIndex tile_walk
: ta
) {
1559 uint curh
= TileHeight(tile_walk
);
1560 /* Is the tile clear? */
1561 if ((GetTileType(tile_walk
) != MP_CLEAR
) && (GetTileType(tile_walk
) != MP_TREES
)) return false;
1563 /* Don't allow too big of a change if this is the sub-tile check */
1564 if (internal
!= 0 && Delta(curh
, height
) > 1) return false;
1566 /* Different height, so the surrounding tiles of this tile
1567 * has to be correct too (in level, or almost in level)
1568 * else you get a chain-reaction of terraforming. */
1569 if (internal
== 0 && curh
!= height
) {
1570 if (TileX(tile_walk
) == 0 || TileY(tile_walk
) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk
+ TileDiffXY(-1, -1), height
, internal
+ 1)) {
1580 * This function tries to flatten out the land below an industry, without
1581 * damaging the surroundings too much.
1583 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile
, DoCommandFlag flags
, const IndustryTileLayout
&layout
, int type
)
1588 /* Finds dimensions of largest variant of this industry */
1589 for (const IndustryTileLayoutTile
&it
: layout
) {
1590 if (it
.gfx
== GFX_WATERTILE_SPECIALCHECK
) continue; // watercheck tiles don't count for footprint size
1591 if (it
.ti
.x
> max_x
) max_x
= it
.ti
.x
;
1592 if (it
.ti
.y
> max_y
) max_y
= it
.ti
.y
;
1595 /* Remember level height */
1596 uint h
= TileHeight(tile
);
1598 if (TileX(tile
) <= _settings_game
.construction
.industry_platform
+ 1U || TileY(tile
) <= _settings_game
.construction
.industry_platform
+ 1U) return false;
1599 /* Check that all tiles in area and surrounding are clear
1600 * this determines that there are no obstructing items */
1602 /* TileArea::Expand is not used here as we need to abort
1603 * instead of clamping if the bounds cannot expanded. */
1604 TileArea
ta(tile
+ TileDiffXY(-_settings_game
.construction
.industry_platform
, -_settings_game
.construction
.industry_platform
),
1605 max_x
+ 2 + 2 * _settings_game
.construction
.industry_platform
, max_y
+ 2 + 2 * _settings_game
.construction
.industry_platform
);
1607 if (TileX(ta
.tile
) + ta
.w
>= MapMaxX() || TileY(ta
.tile
) + ta
.h
>= MapMaxY()) return false;
1609 /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
1610 * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
1611 Backup
<CompanyID
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
1613 for (TileIndex tile_walk
: ta
) {
1614 uint curh
= TileHeight(tile_walk
);
1616 /* This tile needs terraforming. Check if we can do that without
1617 * damaging the surroundings too much. */
1618 if (!CheckCanTerraformSurroundingTiles(tile_walk
, h
, 0)) {
1619 cur_company
.Restore();
1622 /* This is not 100% correct check, but the best we can do without modifying the map.
1623 * What is missing, is if the difference in height is more than 1.. */
1624 if (std::get
<0>(Command
<CMD_TERRAFORM_LAND
>::Do(flags
& ~DC_EXEC
, tile_walk
, SLOPE_N
, curh
<= h
)).Failed()) {
1625 cur_company
.Restore();
1631 if (flags
& DC_EXEC
) {
1632 /* Terraform the land under the industry */
1633 for (TileIndex tile_walk
: ta
) {
1634 uint curh
= TileHeight(tile_walk
);
1636 /* We give the terraforming for free here, because we can't calculate
1637 * exact cost in the test-round, and as we all know, that will cause
1638 * a nice assert if they don't match ;) */
1639 Command
<CMD_TERRAFORM_LAND
>::Do(flags
, tile_walk
, SLOPE_N
, curh
<= h
);
1640 curh
+= (curh
> h
) ? -1 : 1;
1645 cur_company
.Restore();
1651 * Check that the new industry is far enough from conflicting industries.
1652 * @param tile Tile to construct the industry.
1653 * @param type Type of the new industry.
1654 * @return Succeeded or failed command.
1656 static CommandCost
CheckIfFarEnoughFromConflictingIndustry(TileIndex tile
, int type
)
1658 const IndustrySpec
*indspec
= GetIndustrySpec(type
);
1660 /* On a large map with many industries, it may be faster to check an area. */
1661 static const int dmax
= 14;
1662 if (Industry::GetNumItems() > (size_t) (dmax
* dmax
* 2)) {
1663 const Industry
* i
= nullptr;
1664 TileArea tile_area
= TileArea(tile
, 1, 1).Expand(dmax
);
1665 for (TileIndex atile
: tile_area
) {
1666 if (GetTileType(atile
) == MP_INDUSTRY
) {
1667 const Industry
*i2
= Industry::GetByTile(atile
);
1668 if (i
== i2
) continue;
1670 if (DistanceMax(tile
, i
->location
.tile
) > (uint
)dmax
) continue;
1671 if (i
->type
== indspec
->conflicting
[0] ||
1672 i
->type
== indspec
->conflicting
[1] ||
1673 i
->type
== indspec
->conflicting
[2]) {
1674 return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE
);
1678 return CommandCost();
1681 for (const Industry
*i
: Industry::Iterate()) {
1682 /* Within 14 tiles from another industry is considered close */
1683 if (DistanceMax(tile
, i
->location
.tile
) > 14) continue;
1685 /* check if there are any conflicting industry types around */
1686 if (i
->type
== indspec
->conflicting
[0] ||
1687 i
->type
== indspec
->conflicting
[1] ||
1688 i
->type
== indspec
->conflicting
[2]) {
1689 return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE
);
1692 return CommandCost();
1696 * Advertise about a new industry opening.
1697 * @param ind Industry being opened.
1699 static void AdvertiseIndustryOpening(const Industry
*ind
)
1701 const IndustrySpec
*ind_spc
= GetIndustrySpec(ind
->type
);
1702 SetDParam(0, ind_spc
->name
);
1703 if (ind_spc
->new_industry_text
> STR_LAST_STRINGID
) {
1704 SetDParam(1, STR_TOWN_NAME
);
1705 SetDParam(2, ind
->town
->index
);
1707 SetDParam(1, ind
->town
->index
);
1709 AddIndustryNewsItem(ind_spc
->new_industry_text
, NT_INDUSTRY_OPEN
, ind
->index
);
1710 AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind
->index
));
1711 Game::NewEvent(new ScriptEventIndustryOpen(ind
->index
));
1715 * Populate an industry's list of nearby stations, and if it accepts any cargo, also
1716 * add the industry to each station's nearby industry list.
1717 * @param ind Industry
1719 static void PopulateStationsNearby(Industry
*ind
)
1721 if (ind
->neutral_station
!= nullptr && !_settings_game
.station
.serve_neutral_industries
) {
1722 /* Industry has a neutral station. Use it and ignore any other nearby stations. */
1723 ind
->stations_near
.insert(ind
->neutral_station
);
1724 ind
->neutral_station
->industries_near
.clear();
1725 ind
->neutral_station
->industries_near
.insert(IndustryListEntry
{0, ind
});
1729 ForAllStationsAroundTiles(ind
->location
, [ind
](Station
*st
, TileIndex tile
) {
1730 if (!IsTileType(tile
, MP_INDUSTRY
) || GetIndustryIndex(tile
) != ind
->index
) return false;
1731 ind
->stations_near
.insert(st
);
1732 st
->AddIndustryToDeliver(ind
, tile
);
1738 * Put an industry on the map.
1739 * @param i Just allocated poolitem, mostly empty.
1740 * @param tile North tile of the industry.
1741 * @param type Type of the industry.
1742 * @param layout Industrylayout to build.
1743 * @param layout_index Number of the industry layout.
1744 * @param t Nearest town.
1745 * @param founder Founder of the industry; OWNER_NONE in case of random construction.
1746 * @param initial_random_bits Random bits for the industry.
1748 static void DoCreateNewIndustry(Industry
*i
, TileIndex tile
, IndustryType type
, const IndustryTileLayout
&layout
, size_t layout_index
, Town
*t
, Owner founder
, uint16 initial_random_bits
)
1750 const IndustrySpec
*indspec
= GetIndustrySpec(type
);
1752 i
->location
= TileArea(tile
, 1, 1);
1754 Industry::IncIndustryTypeCount(type
);
1756 MemCpyT(i
->produced_cargo
, indspec
->produced_cargo
, lengthof(i
->produced_cargo
));
1757 MemCpyT(i
->production_rate
, indspec
->production_rate
, lengthof(i
->production_rate
));
1758 MemCpyT(i
->accepts_cargo
, indspec
->accepts_cargo
, lengthof(i
->accepts_cargo
));
1760 MemSetT(i
->produced_cargo_waiting
, 0, lengthof(i
->produced_cargo_waiting
));
1761 MemSetT(i
->this_month_production
, 0, lengthof(i
->this_month_production
));
1762 MemSetT(i
->this_month_transported
, 0, lengthof(i
->this_month_transported
));
1763 MemSetT(i
->last_month_pct_transported
, 0, lengthof(i
->last_month_pct_transported
));
1764 MemSetT(i
->last_month_transported
, 0, lengthof(i
->last_month_transported
));
1765 MemSetT(i
->incoming_cargo_waiting
, 0, lengthof(i
->incoming_cargo_waiting
));
1766 MemSetT(i
->last_cargo_accepted_at
, 0, lengthof(i
->last_cargo_accepted_at
));
1768 /* Randomize inital production if non-original economy is used and there are no production related callbacks. */
1769 if (!indspec
->UsesOriginalEconomy()) {
1770 for (size_t ci
= 0; ci
< lengthof(i
->production_rate
); ci
++) {
1771 i
->production_rate
[ci
] = std::min((RandomRange(256) + 128) * i
->production_rate
[ci
] >> 8, 255u);
1776 i
->owner
= OWNER_NONE
;
1778 uint16 r
= Random();
1779 i
->random_colour
= GB(r
, 0, 4);
1780 i
->counter
= GB(r
, 4, 12);
1781 i
->random
= initial_random_bits
;
1782 i
->was_cargo_delivered
= false;
1783 i
->last_prod_year
= _cur_year
;
1784 i
->founder
= founder
;
1785 i
->ctlflags
= INDCTL_NONE
;
1787 i
->construction_date
= _date
;
1788 i
->construction_type
= (_game_mode
== GM_EDITOR
) ? ICT_SCENARIO_EDITOR
:
1789 (_generating_world
? ICT_MAP_GENERATION
: ICT_NORMAL_GAMEPLAY
);
1791 /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
1792 * 0 = created prior of newindustries
1793 * else, chosen layout + 1 */
1794 i
->selected_layout
= (byte
)(layout_index
+ 1);
1796 i
->exclusive_supplier
= INVALID_OWNER
;
1797 i
->exclusive_consumer
= INVALID_OWNER
;
1799 i
->prod_level
= PRODLEVEL_DEFAULT
;
1801 /* Call callbacks after the regular fields got initialised. */
1803 if (HasBit(indspec
->callback_mask
, CBM_IND_PROD_CHANGE_BUILD
)) {
1804 uint16 res
= GetIndustryCallback(CBID_INDUSTRY_PROD_CHANGE_BUILD
, 0, Random(), i
, type
, INVALID_TILE
);
1805 if (res
!= CALLBACK_FAILED
) {
1806 if (res
< PRODLEVEL_MINIMUM
|| res
> PRODLEVEL_MAXIMUM
) {
1807 ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_PROD_CHANGE_BUILD
, res
);
1809 i
->prod_level
= res
;
1810 i
->RecomputeProductionMultipliers();
1815 if (_generating_world
) {
1816 if (HasBit(indspec
->callback_mask
, CBM_IND_PRODUCTION_256_TICKS
)) {
1817 IndustryProductionCallback(i
, 1);
1818 for (size_t ci
= 0; ci
< lengthof(i
->last_month_production
); ci
++) {
1819 i
->last_month_production
[ci
] = i
->produced_cargo_waiting
[ci
] * 8;
1820 i
->produced_cargo_waiting
[ci
] = 0;
1824 for (size_t ci
= 0; ci
< lengthof(i
->last_month_production
); ci
++) {
1825 i
->last_month_production
[ci
] += i
->production_rate
[ci
] * 8;
1829 if (HasBit(indspec
->callback_mask
, CBM_IND_DECIDE_COLOUR
)) {
1830 uint16 res
= GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR
, 0, 0, i
, type
, INVALID_TILE
);
1831 if (res
!= CALLBACK_FAILED
) {
1832 if (GB(res
, 4, 11) != 0) ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_DECIDE_COLOUR
, res
);
1833 i
->random_colour
= GB(res
, 0, 4);
1837 if (HasBit(indspec
->callback_mask
, CBM_IND_INPUT_CARGO_TYPES
)) {
1838 /* Clear all input cargo types */
1839 for (uint j
= 0; j
< lengthof(i
->accepts_cargo
); j
++) i
->accepts_cargo
[j
] = CT_INVALID
;
1840 /* Query actual types */
1841 uint maxcargoes
= (indspec
->behaviour
& INDUSTRYBEH_CARGOTYPES_UNLIMITED
) ? lengthof(i
->accepts_cargo
) : 3;
1842 for (uint j
= 0; j
< maxcargoes
; j
++) {
1843 uint16 res
= GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES
, j
, 0, i
, type
, INVALID_TILE
);
1844 if (res
== CALLBACK_FAILED
|| GB(res
, 0, 8) == CT_INVALID
) break;
1845 if (indspec
->grf_prop
.grffile
->grf_version
>= 8 && res
>= 0x100) {
1846 ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_INPUT_CARGO_TYPES
, res
);
1849 CargoID cargo
= GetCargoTranslation(GB(res
, 0, 8), indspec
->grf_prop
.grffile
);
1850 /* Industries without "unlimited" cargo types support depend on the specific order/slots of cargo types.
1851 * They need to be able to blank out specific slots without aborting the callback sequence,
1852 * and solve this by returning undefined cargo indexes. Skip these. */
1853 if (cargo
== CT_INVALID
&& !(indspec
->behaviour
& INDUSTRYBEH_CARGOTYPES_UNLIMITED
)) continue;
1854 /* Verify valid cargo */
1855 if (std::find(indspec
->accepts_cargo
, endof(indspec
->accepts_cargo
), cargo
) == endof(indspec
->accepts_cargo
)) {
1856 /* Cargo not in spec, error in NewGRF */
1857 ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_INPUT_CARGO_TYPES
, res
);
1860 if (std::find(i
->accepts_cargo
, i
->accepts_cargo
+ j
, cargo
) != i
->accepts_cargo
+ j
) {
1861 /* Duplicate cargo */
1862 ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_INPUT_CARGO_TYPES
, res
);
1865 i
->accepts_cargo
[j
] = cargo
;
1869 if (HasBit(indspec
->callback_mask
, CBM_IND_OUTPUT_CARGO_TYPES
)) {
1870 /* Clear all output cargo types */
1871 for (uint j
= 0; j
< lengthof(i
->produced_cargo
); j
++) i
->produced_cargo
[j
] = CT_INVALID
;
1872 /* Query actual types */
1873 uint maxcargoes
= (indspec
->behaviour
& INDUSTRYBEH_CARGOTYPES_UNLIMITED
) ? lengthof(i
->produced_cargo
) : 2;
1874 for (uint j
= 0; j
< maxcargoes
; j
++) {
1875 uint16 res
= GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES
, j
, 0, i
, type
, INVALID_TILE
);
1876 if (res
== CALLBACK_FAILED
|| GB(res
, 0, 8) == CT_INVALID
) break;
1877 if (indspec
->grf_prop
.grffile
->grf_version
>= 8 && res
>= 0x100) {
1878 ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_OUTPUT_CARGO_TYPES
, res
);
1881 CargoID cargo
= GetCargoTranslation(GB(res
, 0, 8), indspec
->grf_prop
.grffile
);
1882 /* Allow older GRFs to skip slots. */
1883 if (cargo
== CT_INVALID
&& !(indspec
->behaviour
& INDUSTRYBEH_CARGOTYPES_UNLIMITED
)) continue;
1884 /* Verify valid cargo */
1885 if (std::find(indspec
->produced_cargo
, endof(indspec
->produced_cargo
), cargo
) == endof(indspec
->produced_cargo
)) {
1886 /* Cargo not in spec, error in NewGRF */
1887 ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_OUTPUT_CARGO_TYPES
, res
);
1890 if (std::find(i
->produced_cargo
, i
->produced_cargo
+ j
, cargo
) != i
->produced_cargo
+ j
) {
1891 /* Duplicate cargo */
1892 ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_OUTPUT_CARGO_TYPES
, res
);
1895 i
->produced_cargo
[j
] = cargo
;
1899 /* Plant the tiles */
1901 for (const IndustryTileLayoutTile
&it
: layout
) {
1902 TileIndex cur_tile
= tile
+ ToTileIndexDiff(it
.ti
);
1904 if (it
.gfx
!= GFX_WATERTILE_SPECIALCHECK
) {
1905 i
->location
.Add(cur_tile
);
1907 WaterClass wc
= (IsWaterTile(cur_tile
) ? GetWaterClass(cur_tile
) : WATER_CLASS_INVALID
);
1909 Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_EXEC
| DC_NO_TEST_TOWN_RATING
| DC_NO_MODIFY_TOWN_RATING
, cur_tile
);
1911 MakeIndustry(cur_tile
, i
->index
, it
.gfx
, Random(), wc
);
1913 if (_generating_world
) {
1914 SetIndustryConstructionCounter(cur_tile
, 3);
1915 SetIndustryConstructionStage(cur_tile
, 2);
1918 /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
1919 IndustryGfx cur_gfx
= GetTranslatedIndustryTileID(it
.gfx
);
1920 const IndustryTileSpec
*its
= GetIndustryTileSpec(cur_gfx
);
1921 if (its
->animation
.status
!= ANIM_STATUS_NO_ANIMATION
) AddAnimatedTile(cur_tile
);
1925 if (GetIndustrySpec(i
->type
)->behaviour
& INDUSTRYBEH_PLANT_ON_BUILT
) {
1926 for (uint j
= 0; j
!= 50; j
++) PlantRandomFarmField(i
);
1928 InvalidateWindowData(WC_INDUSTRY_DIRECTORY
, 0, IDIWD_FORCE_REBUILD
);
1930 if (!_generating_world
) PopulateStationsNearby(i
);
1934 * Helper function for Build/Fund an industry
1935 * @param tile tile where industry is built
1936 * @param type of industry to build
1937 * @param flags of operations to conduct
1938 * @param indspec pointer to industry specifications
1939 * @param layout_index the index of the itsepc to build/fund
1940 * @param random_var8f random seed (possibly) used by industries
1941 * @param random_initial_bits The random bits the industry is going to have after construction.
1942 * @param founder Founder of the industry
1943 * @param creation_type The circumstances the industry is created under.
1944 * @param[out] ip Pointer to store newly created industry.
1945 * @return Succeeded or failed command.
1947 * @post \c *ip contains the newly created industry if all checks are successful and the \a flags request actual creation, else it contains \c nullptr afterwards.
1949 static CommandCost
CreateNewIndustryHelper(TileIndex tile
, IndustryType type
, DoCommandFlag flags
, const IndustrySpec
*indspec
, size_t layout_index
, uint32 random_var8f
, uint16 random_initial_bits
, Owner founder
, IndustryAvailabilityCallType creation_type
, Industry
**ip
)
1951 assert(layout_index
< indspec
->layouts
.size());
1952 const IndustryTileLayout
&layout
= indspec
->layouts
[layout_index
];
1956 /* 1. Cheap: Built-in checks on industry level. */
1957 CommandCost ret
= CheckIfFarEnoughFromConflictingIndustry(tile
, type
);
1958 if (ret
.Failed()) return ret
;
1961 ret
= FindTownForIndustry(tile
, type
, &t
);
1962 if (ret
.Failed()) return ret
;
1963 assert(t
!= nullptr);
1965 ret
= CheckIfIndustryIsAllowed(tile
, type
, t
);
1966 if (ret
.Failed()) return ret
;
1968 /* 2. Built-in checks on industry tiles. */
1969 std::vector
<ClearedObjectArea
> object_areas(_cleared_object_areas
);
1970 ret
= CheckIfIndustryTilesAreFree(tile
, layout
, type
);
1971 _cleared_object_areas
= object_areas
;
1972 if (ret
.Failed()) return ret
;
1974 /* 3. NewGRF-defined checks on industry level. */
1975 if (HasBit(GetIndustrySpec(type
)->callback_mask
, CBM_IND_LOCATION
)) {
1976 ret
= CheckIfCallBackAllowsCreation(tile
, type
, layout_index
, random_var8f
, random_initial_bits
, founder
, creation_type
);
1978 ret
= _check_new_industry_procs
[indspec
->check_proc
](tile
);
1980 if (ret
.Failed()) return ret
;
1982 /* 4. Expensive: NewGRF-defined checks on industry tiles. */
1983 bool custom_shape_check
= false;
1984 ret
= CheckIfIndustryTileSlopes(tile
, layout
, layout_index
, type
, random_initial_bits
, founder
, creation_type
, &custom_shape_check
);
1985 if (ret
.Failed()) return ret
;
1987 if (!custom_shape_check
&& _settings_game
.game_creation
.land_generator
== LG_TERRAGENESIS
&& _generating_world
&&
1988 !_ignore_restrictions
&& !CheckIfCanLevelIndustryPlatform(tile
, DC_NO_WATER
, layout
, type
)) {
1989 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1992 if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES
);
1994 if (flags
& DC_EXEC
) {
1995 *ip
= new Industry(tile
);
1996 if (!custom_shape_check
) CheckIfCanLevelIndustryPlatform(tile
, DC_NO_WATER
| DC_EXEC
, layout
, type
);
1997 DoCreateNewIndustry(*ip
, tile
, type
, layout
, layout_index
, t
, founder
, random_initial_bits
);
2000 return CommandCost();
2004 * Build/Fund an industry
2005 * @param flags of operations to conduct
2006 * @param tile tile where industry is built
2007 * @param it industry type see build_industry.h and see industry.h
2008 * @param first_layout first layout to try
2009 * @param fund false = prospect, true = fund (only valid if current company is DEITY)
2010 * @param seed seed to use for desyncfree randomisations
2011 * @return the cost of this operation or an error
2013 CommandCost
CmdBuildIndustry(DoCommandFlag flags
, TileIndex tile
, IndustryType it
, uint32 first_layout
, bool fund
, uint32 seed
)
2015 if (it
>= NUM_INDUSTRYTYPES
) return CMD_ERROR
;
2017 const IndustrySpec
*indspec
= GetIndustrySpec(it
);
2019 /* Check if the to-be built/founded industry is available for this climate. */
2020 if (!indspec
->enabled
|| indspec
->layouts
.empty()) return CMD_ERROR
;
2022 /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
2023 * Raw material industries are industries that do not accept cargo (at least for now) */
2024 if (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
&& _settings_game
.construction
.raw_industry_construction
== 0 && indspec
->IsRawIndustry()) {
2028 if (_game_mode
!= GM_EDITOR
&& GetIndustryProbabilityCallback(it
, _current_company
== OWNER_DEITY
? IACT_RANDOMCREATION
: IACT_USERCREATION
, 1) == 0) {
2032 Randomizer randomizer
;
2033 randomizer
.SetSeed(seed
);
2034 uint16 random_initial_bits
= GB(seed
, 0, 16);
2035 uint32 random_var8f
= randomizer
.Next();
2036 size_t num_layouts
= indspec
->layouts
.size();
2037 CommandCost ret
= CommandCost(STR_ERROR_SITE_UNSUITABLE
);
2038 const bool deity_prospect
= _current_company
== OWNER_DEITY
&& !fund
;
2040 Industry
*ind
= nullptr;
2041 if (deity_prospect
|| (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
&& _settings_game
.construction
.raw_industry_construction
== 2 && indspec
->IsRawIndustry())) {
2042 if (flags
& DC_EXEC
) {
2043 /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
2044 Backup
<CompanyID
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
2045 /* Prospecting has a chance to fail, however we cannot guarantee that something can
2046 * be built on the map, so the chance gets lower when the map is fuller, but there
2047 * is nothing we can really do about that. */
2048 if (deity_prospect
|| Random() <= indspec
->prospecting_chance
) {
2049 for (int i
= 0; i
< 5000; i
++) {
2050 /* We should not have more than one Random() in a function call
2051 * because parameter evaluation order is not guaranteed in the c++ standard
2053 tile
= RandomTile();
2054 /* Start with a random layout */
2055 size_t layout
= RandomRange((uint32
)num_layouts
);
2056 /* Check now each layout, starting with the random one */
2057 for (size_t j
= 0; j
< num_layouts
; j
++) {
2058 layout
= (layout
+ 1) % num_layouts
;
2059 ret
= CreateNewIndustryHelper(tile
, it
, flags
, indspec
, layout
, random_var8f
, random_initial_bits
, cur_company
.GetOriginalValue(), _current_company
== OWNER_DEITY
? IACT_RANDOMCREATION
: IACT_PROSPECTCREATION
, &ind
);
2060 if (ret
.Succeeded()) break;
2062 if (ret
.Succeeded()) break;
2065 cur_company
.Restore();
2068 size_t layout
= first_layout
;
2069 if (layout
>= num_layouts
) return CMD_ERROR
;
2071 /* Check subsequently each layout, starting with the given layout in p1 */
2072 for (size_t i
= 0; i
< num_layouts
; i
++) {
2073 layout
= (layout
+ 1) % num_layouts
;
2074 ret
= CreateNewIndustryHelper(tile
, it
, flags
, indspec
, layout
, random_var8f
, random_initial_bits
, _current_company
, _current_company
== OWNER_DEITY
? IACT_RANDOMCREATION
: IACT_USERCREATION
, &ind
);
2075 if (ret
.Succeeded()) break;
2078 /* If it still failed, there's no suitable layout to build here, return the error */
2079 if (ret
.Failed()) return ret
;
2082 if ((flags
& DC_EXEC
) && ind
!= nullptr && _game_mode
!= GM_EDITOR
) {
2083 AdvertiseIndustryOpening(ind
);
2086 return CommandCost(EXPENSES_OTHER
, indspec
->GetConstructionCost());
2090 * Change industry properties
2091 * @param flags Type of operation.
2092 * @param ind_id IndustryID
2093 * @param action IndustryAction to perform
2094 * @param ctlflags IndustryControlFlags (only used with set control flags)
2095 * @param company_id CompanyID to set or INVALID_OWNER (available to everyone) or
2096 * OWNER_NONE (neutral stations only) or OWNER_DEITY (no one)
2097 * (only used with set exclusive supplier / consumer)
2098 * @param text - Additional industry text (only used with set text action)
2099 * @return Empty cost or an error.
2101 CommandCost
CmdIndustryCtrl(DoCommandFlag flags
, IndustryID ind_id
, IndustryAction action
, IndustryControlFlags ctlflags
, Owner company_id
, const std::string
&text
)
2103 if (_current_company
!= OWNER_DEITY
) return CMD_ERROR
;
2105 Industry
*ind
= Industry::GetIfValid(ind_id
);
2106 if (ind
== nullptr) return CMD_ERROR
;
2109 case IndustryAction::SetControlFlags
: {
2110 if (flags
& DC_EXEC
) ind
->ctlflags
= ctlflags
& INDCTL_MASK
;
2115 case IndustryAction::SetExclusiveSupplier
:
2116 case IndustryAction::SetExclusiveConsumer
: {
2117 if (company_id
!= OWNER_NONE
&& company_id
!= INVALID_OWNER
&& company_id
!= OWNER_DEITY
2118 && !Company::IsValidID(company_id
)) return CMD_ERROR
;
2120 if (flags
& DC_EXEC
) {
2121 if (action
== IndustryAction::SetExclusiveSupplier
) {
2122 ind
->exclusive_supplier
= company_id
;
2124 ind
->exclusive_consumer
= company_id
;
2131 case IndustryAction::SetText
: {
2133 if (!text
.empty()) ind
->text
= text
;
2134 InvalidateWindowData(WC_INDUSTRY_VIEW
, ind
->index
);
2142 return CommandCost();
2146 * Create a new industry of random layout.
2147 * @param tile The location to build the industry.
2148 * @param type The industry type to build.
2149 * @param creation_type The circumstances the industry is created under.
2150 * @return the created industry or nullptr if it failed.
2152 static Industry
*CreateNewIndustry(TileIndex tile
, IndustryType type
, IndustryAvailabilityCallType creation_type
)
2154 const IndustrySpec
*indspec
= GetIndustrySpec(type
);
2156 uint32 seed
= Random();
2157 uint32 seed2
= Random();
2158 Industry
*i
= nullptr;
2159 size_t layout_index
= RandomRange((uint32
)indspec
->layouts
.size());
2160 [[maybe_unused
]] CommandCost ret
= CreateNewIndustryHelper(tile
, type
, DC_EXEC
, indspec
, layout_index
, seed
, GB(seed2
, 0, 16), OWNER_NONE
, creation_type
, &i
);
2161 assert(i
!= nullptr || ret
.Failed());
2166 * Compute the appearance probability for an industry during map creation.
2167 * @param it Industry type to compute.
2168 * @param[out] force_at_least_one Returns whether at least one instance should be forced on map creation.
2169 * @return Relative probability for the industry to appear.
2171 static uint32
GetScaledIndustryGenerationProbability(IndustryType it
, bool *force_at_least_one
)
2173 const IndustrySpec
*ind_spc
= GetIndustrySpec(it
);
2174 uint32 chance
= ind_spc
->appear_creation
[_settings_game
.game_creation
.landscape
];
2175 if (!ind_spc
->enabled
|| ind_spc
->layouts
.empty() ||
2176 (_game_mode
!= GM_EDITOR
&& _settings_game
.difficulty
.industry_density
== ID_FUND_ONLY
) ||
2177 (chance
= GetIndustryProbabilityCallback(it
, IACT_MAPGENERATION
, chance
)) == 0) {
2178 *force_at_least_one
= false;
2181 chance
*= 16; // to increase precision
2182 /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
2183 * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
2184 chance
= (ind_spc
->check_proc
== CHECK_REFINERY
|| ind_spc
->check_proc
== CHECK_OIL_RIG
) ? ScaleByMapSize1D(chance
) : ScaleByMapSize(chance
);
2186 *force_at_least_one
= (chance
> 0) && !(ind_spc
->behaviour
& INDUSTRYBEH_NOBUILT_MAPCREATION
) && (_game_mode
!= GM_EDITOR
);
2192 * Compute the probability for constructing a new industry during game play.
2193 * @param it Industry type to compute.
2194 * @param[out] min_number Minimal number of industries that should exist at the map.
2195 * @return Relative probability for the industry to appear.
2197 static uint16
GetIndustryGamePlayProbability(IndustryType it
, byte
*min_number
)
2199 if (_settings_game
.difficulty
.industry_density
== ID_FUND_ONLY
) {
2204 const IndustrySpec
*ind_spc
= GetIndustrySpec(it
);
2205 byte chance
= ind_spc
->appear_ingame
[_settings_game
.game_creation
.landscape
];
2206 if (!ind_spc
->enabled
|| ind_spc
->layouts
.empty() ||
2207 ((ind_spc
->behaviour
& INDUSTRYBEH_BEFORE_1950
) && _cur_year
> 1950) ||
2208 ((ind_spc
->behaviour
& INDUSTRYBEH_AFTER_1960
) && _cur_year
< 1960) ||
2209 (chance
= GetIndustryProbabilityCallback(it
, IACT_RANDOMCREATION
, chance
)) == 0) {
2213 *min_number
= (ind_spc
->behaviour
& INDUSTRYBEH_CANCLOSE_LASTINSTANCE
) ? 1 : 0;
2218 * Get wanted number of industries on the map.
2219 * @return Wanted number of industries at the map.
2221 static uint
GetNumberOfIndustries()
2223 /* Number of industries on a 256x256 map. */
2224 static const uint16 numof_industry_table
[] = {
2233 assert(lengthof(numof_industry_table
) == ID_END
);
2234 uint difficulty
= (_game_mode
!= GM_EDITOR
) ? _settings_game
.difficulty
.industry_density
: (uint
)ID_VERY_LOW
;
2235 return std::min
<uint
>(IndustryPool::MAX_SIZE
, ScaleByMapSize(numof_industry_table
[difficulty
]));
2239 * Try to place the industry in the game.
2240 * Since there is no feedback why placement fails, there is no other option
2241 * than to try a few times before concluding it does not work.
2242 * @param type Industry type of the desired industry.
2243 * @param try_hard Try very hard to find a place. (Used to place at least one industry per type.)
2244 * @return Pointer to created industry, or \c nullptr if creation failed.
2246 static Industry
*PlaceIndustry(IndustryType type
, IndustryAvailabilityCallType creation_type
, bool try_hard
)
2248 uint tries
= try_hard
? 10000u : 2000u;
2249 for (; tries
> 0; tries
--) {
2250 Industry
*ind
= CreateNewIndustry(RandomTile(), type
, creation_type
);
2251 if (ind
!= nullptr) return ind
;
2257 * Try to build a industry on the map.
2258 * @param type IndustryType of the desired industry
2259 * @param try_hard Try very hard to find a place. (Used to place at least one industry per type)
2261 static void PlaceInitialIndustry(IndustryType type
, bool try_hard
)
2263 Backup
<CompanyID
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2265 IncreaseGeneratingWorldProgress(GWP_INDUSTRY
);
2266 PlaceIndustry(type
, IACT_MAPGENERATION
, try_hard
);
2268 cur_company
.Restore();
2272 * Get total number of industries existing in the game.
2273 * @return Number of industries currently in the game.
2275 static uint
GetCurrentTotalNumberOfIndustries()
2278 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) total
+= Industry::GetIndustryTypeCount(it
);
2283 /** Reset the entry. */
2284 void IndustryTypeBuildData::Reset()
2286 this->probability
= 0;
2287 this->min_number
= 0;
2288 this->target_count
= 0;
2290 this->wait_count
= 0;
2293 /** Completely reset the industry build data. */
2294 void IndustryBuildData::Reset()
2296 this->wanted_inds
= GetCurrentTotalNumberOfIndustries() << 16;
2298 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2299 this->builddata
[it
].Reset();
2303 /** Monthly update of industry build data. */
2304 void IndustryBuildData::MonthlyLoop()
2306 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.
2307 if (_settings_game
.difficulty
.industry_density
== ID_FUND_ONLY
) return; // 'no industries' setting.
2309 /* To prevent running out of unused industries for the player to connect,
2310 * add a fraction of new industries each month, but only if the manager can keep up. */
2311 uint max_behind
= 1 + std::min(99u, ScaleByMapSize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts).
2312 if (GetCurrentTotalNumberOfIndustries() + max_behind
>= (this->wanted_inds
>> 16)) {
2313 this->wanted_inds
+= ScaleByMapSize(NEWINDS_PER_MONTH
);
2318 * This function will create random industries during game creation.
2319 * It will scale the amount of industries by mapsize and difficulty level.
2321 void GenerateIndustries()
2323 if (_game_mode
!= GM_EDITOR
&& _settings_game
.difficulty
.industry_density
== ID_FUND_ONLY
) return; // No industries in the game.
2325 uint32 industry_probs
[NUM_INDUSTRYTYPES
];
2326 bool force_at_least_one
[NUM_INDUSTRYTYPES
];
2327 uint32 total_prob
= 0;
2328 uint num_forced
= 0;
2330 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2331 industry_probs
[it
] = GetScaledIndustryGenerationProbability(it
, force_at_least_one
+ it
);
2332 total_prob
+= industry_probs
[it
];
2333 if (force_at_least_one
[it
]) num_forced
++;
2336 uint total_amount
= GetNumberOfIndustries();
2337 if (total_prob
== 0 || total_amount
< num_forced
) {
2338 /* Only place the forced ones */
2339 total_amount
= num_forced
;
2342 SetGeneratingWorldProgress(GWP_INDUSTRY
, total_amount
);
2344 /* Try to build one industry per type independent of any probabilities */
2345 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2346 if (force_at_least_one
[it
]) {
2347 assert(total_amount
> 0);
2349 PlaceInitialIndustry(it
, true);
2353 /* Add the remaining industries according to their probabilities */
2354 for (uint i
= 0; i
< total_amount
; i
++) {
2355 uint32 r
= RandomRange(total_prob
);
2356 IndustryType it
= 0;
2357 while (r
>= industry_probs
[it
]) {
2358 r
-= industry_probs
[it
];
2360 assert(it
< NUM_INDUSTRYTYPES
);
2362 assert(industry_probs
[it
] > 0);
2363 PlaceInitialIndustry(it
, false);
2365 _industry_builder
.Reset();
2369 * Monthly update of industry statistics.
2370 * @param i Industry to update.
2372 static void UpdateIndustryStatistics(Industry
*i
)
2374 for (byte j
= 0; j
< lengthof(i
->produced_cargo
); j
++) {
2375 if (i
->produced_cargo
[j
] != CT_INVALID
) {
2377 if (i
->this_month_production
[j
] != 0) {
2378 i
->last_prod_year
= _cur_year
;
2379 pct
= std::min(i
->this_month_transported
[j
] * 256 / i
->this_month_production
[j
], 255);
2381 i
->last_month_pct_transported
[j
] = pct
;
2383 i
->last_month_production
[j
] = i
->this_month_production
[j
];
2384 i
->this_month_production
[j
] = 0;
2386 i
->last_month_transported
[j
] = i
->this_month_transported
[j
];
2387 i
->this_month_transported
[j
] = 0;
2393 * Recompute #production_rate for current #prod_level.
2394 * This function is only valid when not using smooth economy.
2396 void Industry::RecomputeProductionMultipliers()
2398 const IndustrySpec
*indspec
= GetIndustrySpec(this->type
);
2399 assert(indspec
->UsesOriginalEconomy());
2401 /* Rates are rounded up, so e.g. oilrig always produces some passengers */
2402 for (size_t i
= 0; i
< lengthof(this->production_rate
); i
++) {
2403 this->production_rate
[i
] = std::min(CeilDiv(indspec
->production_rate
[i
] * this->prod_level
, PRODLEVEL_DEFAULT
), 0xFFu
);
2407 void Industry::FillCachedName() const
2410 int64 args_array
[] = { this->index
};
2411 StringParameters
tmp_params(args_array
);
2412 char *end
= GetStringWithArgs(buf
, STR_INDUSTRY_NAME
, &tmp_params
, lastof(buf
));
2413 this->cached_name
.assign(buf
, end
);
2416 void ClearAllIndustryCachedNames()
2418 for (Industry
*ind
: Industry::Iterate()) {
2419 ind
->cached_name
.clear();
2424 * Set the #probability and #min_number fields for the industry type \a it for a running game.
2425 * @param it Industry type.
2426 * @return At least one of the fields has changed value.
2428 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it
)
2431 uint32 probability
= GetIndustryGamePlayProbability(it
, &min_number
);
2432 bool changed
= min_number
!= this->min_number
|| probability
!= this->probability
;
2433 this->min_number
= min_number
;
2434 this->probability
= probability
;
2438 /** Decide how many industries of each type are needed. */
2439 void IndustryBuildData::SetupTargetCount()
2441 bool changed
= false;
2442 uint num_planned
= 0; // Number of industries planned in the industry build data.
2443 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2444 changed
|= this->builddata
[it
].GetIndustryTypeData(it
);
2445 num_planned
+= this->builddata
[it
].target_count
;
2447 uint total_amount
= this->wanted_inds
>> 16; // Desired total number of industries.
2448 changed
|= num_planned
!= total_amount
;
2449 if (!changed
) return; // All industries are still the same, no need to re-randomize.
2451 /* Initialize the target counts. */
2452 uint force_build
= 0; // Number of industries that should always be available.
2453 uint32 total_prob
= 0; // Sum of probabilities.
2454 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2455 IndustryTypeBuildData
*ibd
= this->builddata
+ it
;
2456 force_build
+= ibd
->min_number
;
2457 ibd
->target_count
= ibd
->min_number
;
2458 total_prob
+= ibd
->probability
;
2461 if (total_prob
== 0) return; // No buildable industries.
2463 /* Subtract forced industries from the number of industries available for construction. */
2464 total_amount
= (total_amount
<= force_build
) ? 0 : total_amount
- force_build
;
2466 /* Assign number of industries that should be aimed for, by using the probability as a weight. */
2467 while (total_amount
> 0) {
2468 uint32 r
= RandomRange(total_prob
);
2469 IndustryType it
= 0;
2470 while (r
>= this->builddata
[it
].probability
) {
2471 r
-= this->builddata
[it
].probability
;
2473 assert(it
< NUM_INDUSTRYTYPES
);
2475 assert(this->builddata
[it
].probability
> 0);
2476 this->builddata
[it
].target_count
++;
2482 * Try to create a random industry, during gameplay
2484 void IndustryBuildData::TryBuildNewIndustry()
2486 this->SetupTargetCount();
2488 int missing
= 0; // Number of industries that need to be build.
2489 uint count
= 0; // Number of industry types eligible for build.
2490 uint32 total_prob
= 0; // Sum of probabilities.
2491 IndustryType forced_build
= NUM_INDUSTRYTYPES
; // Industry type that should be forcibly build.
2492 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2493 int difference
= this->builddata
[it
].target_count
- Industry::GetIndustryTypeCount(it
);
2494 missing
+= difference
;
2495 if (this->builddata
[it
].wait_count
> 0) continue; // This type may not be built now.
2496 if (difference
> 0) {
2497 if (Industry::GetIndustryTypeCount(it
) == 0 && this->builddata
[it
].min_number
> 0) {
2498 /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
2499 if (forced_build
== NUM_INDUSTRYTYPES
||
2500 difference
> this->builddata
[forced_build
].target_count
- Industry::GetIndustryTypeCount(forced_build
)) {
2504 total_prob
+= difference
;
2509 if (EconomyIsInRecession() || (forced_build
== NUM_INDUSTRYTYPES
&& (missing
<= 0 || total_prob
== 0))) count
= 0; // Skip creation of an industry.
2512 /* If not forced, pick a weighted random industry to build.
2513 * For the case that count == 1, there is no need to draw a random number. */
2515 if (forced_build
!= NUM_INDUSTRYTYPES
) {
2518 /* Non-forced, select an industry type to build (weighted random). */
2519 uint32 r
= 0; // Initialized to silence the compiler.
2520 if (count
> 1) r
= RandomRange(total_prob
);
2521 for (it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2522 if (this->builddata
[it
].wait_count
> 0) continue; // Type may not be built now.
2523 int difference
= this->builddata
[it
].target_count
- Industry::GetIndustryTypeCount(it
);
2524 if (difference
<= 0) continue; // Too many of this kind.
2525 if (count
== 1) break;
2526 if (r
< (uint
)difference
) break;
2529 assert(it
< NUM_INDUSTRYTYPES
&& this->builddata
[it
].target_count
> Industry::GetIndustryTypeCount(it
));
2532 /* Try to create the industry. */
2533 const Industry
*ind
= PlaceIndustry(it
, IACT_RANDOMCREATION
, false);
2534 if (ind
== nullptr) {
2535 this->builddata
[it
].wait_count
= this->builddata
[it
].max_wait
+ 1; // Compensate for decrementing below.
2536 this->builddata
[it
].max_wait
= std::min(1000, this->builddata
[it
].max_wait
+ 2);
2538 AdvertiseIndustryOpening(ind
);
2539 this->builddata
[it
].max_wait
= std::max(this->builddata
[it
].max_wait
/ 2, 1); // Reduce waiting time of the industry type.
2543 /* Decrement wait counters. */
2544 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2545 if (this->builddata
[it
].wait_count
> 0) this->builddata
[it
].wait_count
--;
2550 * Protects an industry from closure if the appropriate flags and conditions are met
2551 * INDUSTRYBEH_CANCLOSE_LASTINSTANCE must be set (which, by default, it is not) and the
2552 * count of industries of this type must one (or lower) in order to be protected
2554 * @param type IndustryType been queried
2555 * @result true if protection is on, false otherwise (except for oil wells)
2557 static bool CheckIndustryCloseDownProtection(IndustryType type
)
2559 const IndustrySpec
*indspec
= GetIndustrySpec(type
);
2561 /* oil wells (or the industries with that flag set) are always allowed to closedown */
2562 if ((indspec
->behaviour
& INDUSTRYBEH_DONT_INCR_PROD
) && _settings_game
.game_creation
.landscape
== LT_TEMPERATE
) return false;
2563 return (indspec
->behaviour
& INDUSTRYBEH_CANCLOSE_LASTINSTANCE
) == 0 && Industry::GetIndustryTypeCount(type
) <= 1;
2567 * Can given cargo type be accepted or produced by the industry?
2568 * @param cargo: Cargo type
2569 * @param ind: Industry
2570 * @param *c_accepts: Pointer to boolean for acceptance of cargo
2571 * @param *c_produces: Pointer to boolean for production of cargo
2572 * @return: \c *c_accepts is set when industry accepts the cargo type,
2573 * \c *c_produces is set when the industry produces the cargo type
2575 static void CanCargoServiceIndustry(CargoID cargo
, Industry
*ind
, bool *c_accepts
, bool *c_produces
)
2577 if (cargo
== CT_INVALID
) return;
2579 /* Check for acceptance of cargo */
2580 for (byte j
= 0; j
< lengthof(ind
->accepts_cargo
); j
++) {
2581 if (cargo
== ind
->accepts_cargo
[j
] && !IndustryTemporarilyRefusesCargo(ind
, cargo
)) {
2587 /* Check for produced cargo */
2588 for (byte j
= 0; j
< lengthof(ind
->produced_cargo
); j
++) {
2589 if (cargo
== ind
->produced_cargo
[j
]) {
2597 * Compute who can service the industry.
2599 * Here, 'can service' means that they have trains and stations close enough
2600 * to the industry with the right cargo type and the right orders (ie has the
2603 * @param ind: Industry being investigated.
2605 * @return: 0 if nobody can service the industry, 2 if the local company can
2606 * service the industry, and 1 otherwise (only competitors can service the
2609 static int WhoCanServiceIndustry(Industry
*ind
)
2611 if (ind
->stations_near
.size() == 0) return 0; // No stations found at all => nobody services
2614 for (const Vehicle
*v
: Vehicle::Iterate()) {
2615 /* Is it worthwhile to try this vehicle? */
2616 if (v
->owner
!= _local_company
&& result
!= 0) continue;
2618 /* Check whether it accepts the right kind of cargo */
2619 bool c_accepts
= false;
2620 bool c_produces
= false;
2621 if (v
->type
== VEH_TRAIN
&& v
->IsFrontEngine()) {
2622 for (const Vehicle
*u
= v
; u
!= nullptr; u
= u
->Next()) {
2623 CanCargoServiceIndustry(u
->cargo_type
, ind
, &c_accepts
, &c_produces
);
2625 } else if (v
->type
== VEH_ROAD
|| v
->type
== VEH_SHIP
|| v
->type
== VEH_AIRCRAFT
) {
2626 CanCargoServiceIndustry(v
->cargo_type
, ind
, &c_accepts
, &c_produces
);
2630 if (!c_accepts
&& !c_produces
) continue; // Wrong cargo
2632 /* Check orders of the vehicle.
2633 * We cannot check the first of shared orders only, since the first vehicle in such a chain
2634 * may have a different cargo type.
2636 for (const Order
*o
: v
->Orders()) {
2637 if (o
->IsType(OT_GOTO_STATION
) && !(o
->GetUnloadType() & OUFB_TRANSFER
)) {
2638 /* Vehicle visits a station to load or unload */
2639 Station
*st
= Station::Get(o
->GetDestination());
2640 assert(st
!= nullptr);
2642 /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
2643 if ((o
->GetUnloadType() & OUFB_UNLOAD
) && !c_accepts
) break;
2645 if (ind
->stations_near
.find(st
) != ind
->stations_near
.end()) {
2646 if (v
->owner
== _local_company
) return 2; // Company services industry
2647 result
= 1; // Competitor services industry
2656 * Report news that industry production has changed significantly
2658 * @param ind: Industry with changed production
2659 * @param type: Cargo type that has changed
2660 * @param percent: Percentage of change (>0 means increase, <0 means decrease)
2662 static void ReportNewsProductionChangeIndustry(Industry
*ind
, CargoID type
, int percent
)
2666 switch (WhoCanServiceIndustry(ind
)) {
2667 case 0: nt
= NT_INDUSTRY_NOBODY
; break;
2668 case 1: nt
= NT_INDUSTRY_OTHER
; break;
2669 case 2: nt
= NT_INDUSTRY_COMPANY
; break;
2670 default: NOT_REACHED();
2672 SetDParam(2, abs(percent
));
2673 SetDParam(0, CargoSpec::Get(type
)->name
);
2674 SetDParam(1, ind
->index
);
2675 AddIndustryNewsItem(
2676 percent
>= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH
: STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH
,
2682 static const uint PERCENT_TRANSPORTED_60
= 153;
2683 static const uint PERCENT_TRANSPORTED_80
= 204;
2686 * Change industry production or do closure
2687 * @param i Industry for which changes are performed
2688 * @param monthly true if it's the monthly call, false if it's the random call
2690 static void ChangeIndustryProduction(Industry
*i
, bool monthly
)
2692 StringID str
= STR_NULL
;
2693 bool closeit
= false;
2694 const IndustrySpec
*indspec
= GetIndustrySpec(i
->type
);
2695 bool standard
= false;
2696 bool suppress_message
= false;
2697 bool recalculate_multipliers
= false; ///< reinitialize production_rate to match prod_level
2698 /* use original economy for industries using production related callbacks */
2699 bool original_economy
= indspec
->UsesOriginalEconomy();
2704 bool callback_enabled
= HasBit(indspec
->callback_mask
, monthly
? CBM_IND_MONTHLYPROD_CHANGE
: CBM_IND_PRODUCTION_CHANGE
);
2705 if (callback_enabled
) {
2706 uint16 res
= GetIndustryCallback(monthly
? CBID_INDUSTRY_MONTHLYPROD_CHANGE
: CBID_INDUSTRY_PRODUCTION_CHANGE
, 0, Random(), i
, i
->type
, i
->location
.tile
);
2707 if (res
!= CALLBACK_FAILED
) { // failed callback means "do nothing"
2708 suppress_message
= HasBit(res
, 7);
2709 /* Get the custom message if any */
2710 if (HasBit(res
, 8)) str
= MapGRFStringID(indspec
->grf_prop
.grffile
->grfid
, GB(GetRegister(0x100), 0, 16));
2711 res
= GB(res
, 0, 4);
2713 default: NOT_REACHED();
2714 case 0x0: break; // Do nothing, but show the custom message if any
2715 case 0x1: div
= 1; break; // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
2716 case 0x2: mul
= 1; break; // Double industry production if it hasn't reached eight times of the original yet.
2717 case 0x3: closeit
= true; break; // The industry announces imminent closure, and is physically removed from the map next month.
2718 case 0x4: standard
= true; break; // Do the standard random production change as if this industry was a primary one.
2719 case 0x5: case 0x6: case 0x7: // Divide production by 4, 8, 16
2720 case 0x8: div
= res
- 0x3; break; // Divide production by 32
2721 case 0x9: case 0xA: case 0xB: // Multiply production by 4, 8, 16
2722 case 0xC: mul
= res
- 0x7; break; // Multiply production by 32
2723 case 0xD: // decrement production
2724 case 0xE: // increment production
2725 increment
= res
== 0x0D ? -1 : 1;
2727 case 0xF: // Set production to third byte of register 0x100
2728 i
->prod_level
= Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM
, PRODLEVEL_MAXIMUM
);
2729 recalculate_multipliers
= true;
2734 if (monthly
== original_economy
) return;
2735 if (!original_economy
&& _settings_game
.economy
.type
== ET_FROZEN
) return;
2736 if (indspec
->life_type
== INDUSTRYLIFE_BLACK_HOLE
) return;
2739 if (standard
|| (!callback_enabled
&& (indspec
->life_type
& (INDUSTRYLIFE_ORGANIC
| INDUSTRYLIFE_EXTRACTIVE
)) != 0)) {
2740 /* decrease or increase */
2741 bool only_decrease
= (indspec
->behaviour
& INDUSTRYBEH_DONT_INCR_PROD
) && _settings_game
.game_creation
.landscape
== LT_TEMPERATE
;
2743 if (original_economy
) {
2744 if (only_decrease
|| Chance16(1, 3)) {
2745 /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
2746 if (!only_decrease
&& (i
->last_month_pct_transported
[0] > PERCENT_TRANSPORTED_60
) != Chance16(1, 3)) {
2747 mul
= 1; // Increase production
2749 div
= 1; // Decrease production
2752 } else if (_settings_game
.economy
.type
== ET_SMOOTH
) {
2753 closeit
= !(i
->ctlflags
& (INDCTL_NO_CLOSURE
| INDCTL_NO_PRODUCTION_DECREASE
));
2754 for (byte j
= 0; j
< lengthof(i
->produced_cargo
); j
++) {
2755 if (i
->produced_cargo
[j
] == CT_INVALID
) continue;
2756 uint32 r
= Random();
2757 int old_prod
, new_prod
, percent
;
2758 /* If over 60% is transported, mult is 1, else mult is -1. */
2759 int mult
= (i
->last_month_pct_transported
[j
] > PERCENT_TRANSPORTED_60
) ? 1 : -1;
2761 new_prod
= old_prod
= i
->production_rate
[j
];
2763 /* For industries with only_decrease flags (temperate terrain Oil Wells),
2764 * the multiplier will always be -1 so they will only decrease. */
2765 if (only_decrease
) {
2767 /* For normal industries, if over 60% is transported, 33% chance for decrease.
2768 * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
2769 } else if (Chance16I(1, ((i
->last_month_pct_transported
[j
] > PERCENT_TRANSPORTED_80
) ? 6 : 3), r
)) {
2773 /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
2774 * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
2775 if (Chance16I(1, 22, r
>> 16)) {
2776 new_prod
+= mult
* (std::max(((RandomRange(50) + 10) * old_prod
) >> 8, 1U));
2779 /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
2780 new_prod
= Clamp(new_prod
, 1, 255);
2781 if (i
->produced_cargo
[j
] == CT_PASSENGERS
&& !(indspec
->behaviour
& INDUSTRYBEH_NO_PAX_PROD_CLAMP
)) {
2782 new_prod
= Clamp(new_prod
, 0, 16);
2785 /* If override flags are set, prevent actually changing production if any was decided on */
2786 if ((i
->ctlflags
& INDCTL_NO_PRODUCTION_DECREASE
) && new_prod
< old_prod
) continue;
2787 if ((i
->ctlflags
& INDCTL_NO_PRODUCTION_INCREASE
) && new_prod
> old_prod
) continue;
2789 /* Do not stop closing the industry when it has the lowest possible production rate */
2790 if (new_prod
== old_prod
&& old_prod
> 1) {
2795 percent
= (old_prod
== 0) ? 100 : (new_prod
* 100 / old_prod
- 100);
2796 i
->production_rate
[j
] = new_prod
;
2798 /* Close the industry when it has the lowest possible production rate */
2799 if (new_prod
> 1) closeit
= false;
2801 if (abs(percent
) >= 10) {
2802 ReportNewsProductionChangeIndustry(i
, i
->produced_cargo
[j
], percent
);
2808 /* If override flags are set, prevent actually changing production if any was decided on */
2809 if ((i
->ctlflags
& INDCTL_NO_PRODUCTION_DECREASE
) && (div
> 0 || increment
< 0)) return;
2810 if ((i
->ctlflags
& INDCTL_NO_PRODUCTION_INCREASE
) && (mul
> 0 || increment
> 0)) return;
2812 if (!callback_enabled
&& (indspec
->life_type
& INDUSTRYLIFE_PROCESSING
)) {
2813 if ( (byte
)(_cur_year
- i
->last_prod_year
) >= 5 && Chance16(1, original_economy
? 2 : 180)) {
2818 /* Increase if needed */
2819 while (mul
-- != 0 && i
->prod_level
< PRODLEVEL_MAXIMUM
) {
2820 i
->prod_level
= std::min
<int>(i
->prod_level
* 2, PRODLEVEL_MAXIMUM
);
2821 recalculate_multipliers
= true;
2822 if (str
== STR_NULL
) str
= indspec
->production_up_text
;
2825 /* Decrease if needed */
2826 while (div
-- != 0 && !closeit
) {
2827 if (i
->prod_level
== PRODLEVEL_MINIMUM
) {
2831 i
->prod_level
= std::max
<int>(i
->prod_level
/ 2, PRODLEVEL_MINIMUM
);
2832 recalculate_multipliers
= true;
2833 if (str
== STR_NULL
) str
= indspec
->production_down_text
;
2837 /* Increase or Decreasing the production level if needed */
2838 if (increment
!= 0) {
2839 if (increment
< 0 && i
->prod_level
== PRODLEVEL_MINIMUM
) {
2842 i
->prod_level
= ClampU(i
->prod_level
+ increment
, PRODLEVEL_MINIMUM
, PRODLEVEL_MAXIMUM
);
2843 recalculate_multipliers
= true;
2847 /* Recalculate production_rate
2848 * For non-smooth economy these should always be synchronized with prod_level */
2849 if (recalculate_multipliers
) i
->RecomputeProductionMultipliers();
2851 /* Close if needed and allowed */
2852 if (closeit
&& !CheckIndustryCloseDownProtection(i
->type
) && !(i
->ctlflags
& INDCTL_NO_CLOSURE
)) {
2853 i
->prod_level
= PRODLEVEL_CLOSURE
;
2854 SetWindowDirty(WC_INDUSTRY_VIEW
, i
->index
);
2855 str
= indspec
->closure_text
;
2858 if (!suppress_message
&& str
!= STR_NULL
) {
2860 /* Compute news category */
2862 nt
= NT_INDUSTRY_CLOSE
;
2863 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i
->index
));
2864 Game::NewEvent(new ScriptEventIndustryClose(i
->index
));
2866 switch (WhoCanServiceIndustry(i
)) {
2867 case 0: nt
= NT_INDUSTRY_NOBODY
; break;
2868 case 1: nt
= NT_INDUSTRY_OTHER
; break;
2869 case 2: nt
= NT_INDUSTRY_COMPANY
; break;
2870 default: NOT_REACHED();
2873 /* Set parameters of news string */
2874 if (str
> STR_LAST_STRINGID
) {
2875 SetDParam(0, STR_TOWN_NAME
);
2876 SetDParam(1, i
->town
->index
);
2877 SetDParam(2, indspec
->name
);
2878 } else if (closeit
) {
2879 SetDParam(0, STR_FORMAT_INDUSTRY_NAME
);
2880 SetDParam(1, i
->town
->index
);
2881 SetDParam(2, indspec
->name
);
2883 SetDParam(0, i
->index
);
2885 /* and report the news to the user */
2887 AddTileNewsItem(str
, nt
, i
->location
.tile
+ TileDiffXY(1, 1));
2889 AddIndustryNewsItem(str
, nt
, i
->index
);
2895 * Daily handler for the industry changes
2896 * Taking the original map size of 256*256, the number of random changes was always of just one unit.
2897 * But it cannot be the same on smaller or bigger maps. That number has to be scaled up or down.
2898 * For small maps, it implies that less than one change per month is required, while on bigger maps,
2899 * it would be way more. The daily loop handles those changes.
2901 void IndustryDailyLoop()
2903 _economy
.industry_daily_change_counter
+= _economy
.industry_daily_increment
;
2905 /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
2906 * the lower 16 bit are a fractional part that might accumulate over several days until it
2907 * is sufficient for an industry. */
2908 uint16 change_loop
= _economy
.industry_daily_change_counter
>> 16;
2910 /* Reset the active part of the counter, just keeping the "fractional part" */
2911 _economy
.industry_daily_change_counter
&= 0xFFFF;
2913 if (change_loop
== 0) {
2914 return; // Nothing to do? get out
2917 Backup
<CompanyID
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2919 /* perform the required industry changes for the day */
2921 uint perc
= 3; // Between 3% and 9% chance of creating a new industry.
2922 if ((_industry_builder
.wanted_inds
>> 16) > GetCurrentTotalNumberOfIndustries()) {
2923 perc
= std::min(9u, perc
+ (_industry_builder
.wanted_inds
>> 16) - GetCurrentTotalNumberOfIndustries());
2925 for (uint16 j
= 0; j
< change_loop
; j
++) {
2926 if (Chance16(perc
, 100)) {
2927 _industry_builder
.TryBuildNewIndustry();
2929 Industry
*i
= Industry::GetRandom();
2931 ChangeIndustryProduction(i
, false);
2932 SetWindowDirty(WC_INDUSTRY_VIEW
, i
->index
);
2937 cur_company
.Restore();
2939 /* production-change */
2940 InvalidateWindowData(WC_INDUSTRY_DIRECTORY
, 0, IDIWD_PRODUCTION_CHANGE
);
2943 void IndustryMonthlyLoop()
2945 Backup
<CompanyID
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2947 _industry_builder
.MonthlyLoop();
2949 for (Industry
*i
: Industry::Iterate()) {
2950 UpdateIndustryStatistics(i
);
2951 if (i
->prod_level
== PRODLEVEL_CLOSURE
) {
2954 ChangeIndustryProduction(i
, true);
2955 SetWindowDirty(WC_INDUSTRY_VIEW
, i
->index
);
2959 cur_company
.Restore();
2961 /* production-change */
2962 InvalidateWindowData(WC_INDUSTRY_DIRECTORY
, 0, IDIWD_PRODUCTION_CHANGE
);
2966 void InitializeIndustries()
2968 Industry::ResetIndustryCounts();
2969 _industry_sound_tile
= 0;
2971 _industry_builder
.Reset();
2974 /** Verify whether the generated industries are complete, and warn the user if not. */
2975 void CheckIndustries()
2978 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2979 if (Industry::GetIndustryTypeCount(it
) > 0) continue; // Types of existing industries can be skipped.
2981 bool force_at_least_one
;
2982 uint32 chance
= GetScaledIndustryGenerationProbability(it
, &force_at_least_one
);
2983 if (chance
== 0 || !force_at_least_one
) continue; // Types that are not available can be skipped.
2985 const IndustrySpec
*is
= GetIndustrySpec(it
);
2986 SetDParam(0, is
->name
);
2987 ShowErrorMessage(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES
, STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION
, WL_WARNING
);
2990 if (count
>= 3) break; // Don't swamp the user with errors.
2995 * Is an industry with the spec a raw industry?
2996 * @return true if it should be handled as a raw industry
2998 bool IndustrySpec::IsRawIndustry() const
3000 return (this->life_type
& (INDUSTRYLIFE_EXTRACTIVE
| INDUSTRYLIFE_ORGANIC
)) != 0;
3004 * Is an industry with the spec a processing industry?
3005 * @return true if it should be handled as a processing industry
3007 bool IndustrySpec::IsProcessingIndustry() const
3009 /* Lumber mills are neither raw nor processing */
3010 return (this->life_type
& INDUSTRYLIFE_PROCESSING
) != 0 &&
3011 (this->behaviour
& INDUSTRYBEH_CUT_TREES
) == 0;
3015 * Get the cost for constructing this industry
3016 * @return the cost (inflation corrected etc)
3018 Money
IndustrySpec::GetConstructionCost() const
3020 /* Building raw industries like secondary uses different price base */
3021 return (_price
[(_settings_game
.construction
.raw_industry_construction
== 1 && this->IsRawIndustry()) ?
3022 PR_BUILD_INDUSTRY_RAW
: PR_BUILD_INDUSTRY
] * this->cost_multiplier
) >> 8;
3026 * Get the cost for removing this industry
3027 * Take note that the cost will always be zero for non-grf industries.
3028 * Only if the grf author did specified a cost will it be applicable.
3029 * @return the cost (inflation corrected etc)
3031 Money
IndustrySpec::GetRemovalCost() const
3033 return (_price
[PR_CLEAR_INDUSTRY
] * this->removal_cost_multiplier
) >> 8;
3037 * Determines whether this industrytype uses standard/newgrf production changes.
3038 * @return true if original economy is used.
3040 bool IndustrySpec::UsesOriginalEconomy() const
3042 return _settings_game
.economy
.type
== ET_ORIGINAL
||
3043 HasBit(this->callback_mask
, CBM_IND_PRODUCTION_256_TICKS
) || HasBit(this->callback_mask
, CBM_IND_PRODUCTION_CARGO_ARRIVAL
) || // production callbacks
3044 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
3047 IndustrySpec::~IndustrySpec()
3049 if (HasBit(this->cleanup_flag
, CLEAN_RANDOMSOUNDS
)) {
3050 free(this->random_sounds
);
3054 static CommandCost
TerraformTile_Industry(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
3056 if (AutoslopeEnabled()) {
3057 /* We imitate here TTDP's behaviour:
3058 * - Both new and old slope must not be steep.
3059 * - TileMaxZ must not be changed.
3060 * - Allow autoslope by default.
3061 * - Disallow autoslope if callback succeeds and returns non-zero.
3063 Slope tileh_old
= GetTileSlope(tile
);
3064 /* TileMaxZ must not be changed. Slopes must not be steep. */
3065 if (!IsSteepSlope(tileh_old
) && !IsSteepSlope(tileh_new
) && (GetTileMaxZ(tile
) == z_new
+ GetSlopeMaxZ(tileh_new
))) {
3066 const IndustryGfx gfx
= GetIndustryGfx(tile
);
3067 const IndustryTileSpec
*itspec
= GetIndustryTileSpec(gfx
);
3069 /* Call callback 3C 'disable autosloping for industry tiles'. */
3070 if (HasBit(itspec
->callback_mask
, CBM_INDT_AUTOSLOPE
)) {
3071 /* If the callback fails, allow autoslope. */
3072 uint16 res
= GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE
, 0, 0, gfx
, Industry::GetByTile(tile
), tile
);
3073 if (res
== CALLBACK_FAILED
|| !ConvertBooleanCallback(itspec
->grf_prop
.grffile
, CBID_INDTILE_AUTOSLOPE
, res
)) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
3075 /* allow autoslope */
3076 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
3080 return Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, tile
);
3083 extern const TileTypeProcs _tile_type_industry_procs
= {
3084 DrawTile_Industry
, // draw_tile_proc
3085 GetSlopePixelZ_Industry
, // get_slope_z_proc
3086 ClearTile_Industry
, // clear_tile_proc
3087 AddAcceptedCargo_Industry
, // add_accepted_cargo_proc
3088 GetTileDesc_Industry
, // get_tile_desc_proc
3089 GetTileTrackStatus_Industry
, // get_tile_track_status_proc
3090 ClickTile_Industry
, // click_tile_proc
3091 AnimateTile_Industry
, // animate_tile_proc
3092 TileLoop_Industry
, // tile_loop_proc
3093 ChangeTileOwner_Industry
, // change_tile_owner_proc
3094 nullptr, // add_produced_cargo_proc
3095 nullptr, // vehicle_enter_tile_proc
3096 GetFoundation_Industry
, // get_foundation_proc
3097 TerraformTile_Industry
, // terraform_tile_proc
3100 bool IndustryCompare::operator() (const IndustryListEntry
&lhs
, const IndustryListEntry
&rhs
) const
3102 /* Compare by distance first and use index as a tiebreaker. */
3103 return std::tie(lhs
.distance
, lhs
.industry
->index
) < std::tie(rhs
.distance
, rhs
.industry
->index
);