4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file industry_cmd.cpp Handling of industry tiles. */
13 #include "clear_map.h"
15 #include "station_base.h"
16 #include "landscape.h"
17 #include "viewport_func.h"
18 #include "command_func.h"
20 #include "news_func.h"
21 #include "cheat_type.h"
24 #include "tunnel_map.h"
25 #include "newgrf_cargo.h"
26 #include "newgrf_debug.h"
27 #include "newgrf_industrytiles.h"
28 #include "autoslope.h"
30 #include "strings_func.h"
31 #include "window_func.h"
32 #include "date_func.h"
33 #include "vehicle_func.h"
34 #include "sound_func.h"
35 #include "animated_tile_func.h"
36 #include "effectvehicle_func.h"
37 #include "effectvehicle_base.h"
39 #include "core/pool_func.hpp"
40 #include "subsidy_func.h"
41 #include "core/backup_type.hpp"
42 #include "object_base.h"
43 #include "game/game.hpp"
46 #include "table/strings.h"
47 #include "table/industry_land.h"
48 #include "table/build_industry.h"
50 #include "safeguards.h"
52 IndustryPool
_industry_pool("Industry");
53 INSTANTIATE_POOL_METHODS(Industry
)
55 void ShowIndustryViewWindow(int industry
);
56 void BuildOilRig(TileIndex tile
);
58 static byte _industry_sound_ctr
;
59 static TileIndex _industry_sound_tile
;
61 uint16
Industry::counts
[NUM_INDUSTRYTYPES
];
63 IndustrySpec _industry_specs
[NUM_INDUSTRYTYPES
];
64 IndustryTileSpec _industry_tile_specs
[NUM_INDUSTRYTILES
];
65 IndustryBuildData _industry_builder
; ///< In-game manager of industries.
68 * This function initialize the spec arrays of both
69 * industry and industry tiles.
70 * It adjusts the enabling of the industry too, based on climate availability.
71 * This will allow for clearer testings
73 void ResetIndustries()
75 memset(&_industry_specs
, 0, sizeof(_industry_specs
));
76 memcpy(&_industry_specs
, &_origin_industry_specs
, sizeof(_origin_industry_specs
));
78 /* once performed, enable only the current climate industries */
79 for (IndustryType i
= 0; i
< NUM_INDUSTRYTYPES
; i
++) {
80 _industry_specs
[i
].enabled
= i
< NEW_INDUSTRYOFFSET
&&
81 HasBit(_origin_industry_specs
[i
].climate_availability
, _settings_game
.game_creation
.landscape
);
84 memset(&_industry_tile_specs
, 0, sizeof(_industry_tile_specs
));
85 memcpy(&_industry_tile_specs
, &_origin_industry_tile_specs
, sizeof(_origin_industry_tile_specs
));
87 /* Reset any overrides that have been set. */
88 _industile_mngr
.ResetOverride();
89 _industry_mngr
.ResetOverride();
93 * Retrieve the type for this industry. Although it is accessed by a tile,
94 * it will return the general type of industry, and not the sprite index
95 * as would do GetIndustryGfx.
96 * @param tile that is queried
97 * @pre IsTileType(tile, MP_INDUSTRY)
98 * @return general type for this industry, as defined in industry.h
100 IndustryType
GetIndustryType(TileIndex tile
)
102 assert(IsTileType(tile
, MP_INDUSTRY
));
104 const Industry
*ind
= Industry::GetByTile(tile
);
110 * Accessor for array _industry_specs.
111 * This will ensure at once : proper access and
112 * not allowing modifications of it.
113 * @param thistype of industry (which is the index in _industry_specs)
114 * @pre thistype < NUM_INDUSTRYTYPES
115 * @return a pointer to the corresponding industry spec
117 const IndustrySpec
*GetIndustrySpec(IndustryType thistype
)
119 assert(thistype
< NUM_INDUSTRYTYPES
);
120 return &_industry_specs
[thistype
];
124 * Accessor for array _industry_tile_specs.
125 * This will ensure at once : proper access and
126 * not allowing modifications of it.
127 * @param gfx of industrytile (which is the index in _industry_tile_specs)
128 * @pre gfx < INVALID_INDUSTRYTILE
129 * @return a pointer to the corresponding industrytile spec
131 const IndustryTileSpec
*GetIndustryTileSpec(IndustryGfx gfx
)
133 assert(gfx
< INVALID_INDUSTRYTILE
);
134 return &_industry_tile_specs
[gfx
];
137 Industry::~Industry()
139 if (CleaningPool()) return;
141 /* Industry can also be destroyed when not fully initialized.
142 * This means that we do not have to clear tiles either.
143 * Also we must not decrement industry counts in that case. */
144 if (this->location
.w
== 0) return;
146 TILE_AREA_LOOP(tile_cur
, this->location
) {
147 if (IsTileType(tile_cur
, MP_INDUSTRY
)) {
148 if (GetIndustryIndex(tile_cur
) == this->index
) {
149 DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES
, tile_cur
);
151 /* MakeWaterKeepingClass() can also handle 'land' */
152 MakeWaterKeepingClass(tile_cur
, OWNER_NONE
);
154 } else if (IsTileType(tile_cur
, MP_STATION
) && IsOilRig(tile_cur
)) {
155 DeleteOilRig(tile_cur
);
159 if (GetIndustrySpec(this->type
)->behaviour
& INDUSTRYBEH_PLANT_FIELDS
) {
160 TileArea
ta(this->location
.tile
- TileDiffXY(min(TileX(this->location
.tile
), 21), min(TileY(this->location
.tile
), 21)), 42, 42);
163 /* Remove the farmland and convert it to regular tiles over time. */
164 TILE_AREA_LOOP(tile_cur
, ta
) {
165 if (IsTileType(tile_cur
, MP_CLEAR
) && IsClearGround(tile_cur
, CLEAR_FIELDS
) &&
166 GetIndustryIndexOfField(tile_cur
) == this->index
) {
167 SetIndustryIndexOfField(tile_cur
, INVALID_INDUSTRY
);
172 /* don't let any disaster vehicle target invalid industry */
173 ReleaseDisastersTargetingIndustry(this->index
);
175 /* Clear the persistent storage. */
178 DecIndustryTypeCount(this->type
);
180 DeleteIndustryNews(this->index
);
181 DeleteWindowById(WC_INDUSTRY_VIEW
, this->index
);
182 DeleteNewGRFInspectWindow(GSF_INDUSTRIES
, this->index
);
184 DeleteSubsidyWith(ST_INDUSTRY
, this->index
);
185 CargoPacket::InvalidateAllFrom(ST_INDUSTRY
, this->index
);
189 * Invalidating some stuff after removing item from the pool.
190 * @param index index of deleted item
192 void Industry::PostDestructor(size_t index
)
194 InvalidateWindowData(WC_INDUSTRY_DIRECTORY
, 0, 0);
195 Station::RecomputeIndustriesNearForAll();
200 * Return a random valid industry.
201 * @return random industry, NULL if there are no industries
203 /* static */ Industry
*Industry::GetRandom()
205 if (Industry::GetNumItems() == 0) return NULL
;
206 int num
= RandomRange((uint16
)Industry::GetNumItems());
207 size_t index
= MAX_UVALUE(size_t);
213 /* Make sure we have a valid industry */
214 while (!Industry::IsValidID(index
)) {
216 assert(index
< Industry::GetPoolSize());
220 return Industry::Get(index
);
224 static void IndustryDrawSugarMine(const TileInfo
*ti
)
226 if (!IsIndustryCompleted(ti
->tile
)) return;
228 const DrawIndustryAnimationStruct
*d
= &_draw_industry_spec1
[GetAnimationFrame(ti
->tile
)];
230 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE
+ d
->image_1
, PAL_NONE
, d
->x
, 0);
232 if (d
->image_2
!= 0) {
233 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS
+ d
->image_2
- 1, PAL_NONE
, 8, 41);
236 if (d
->image_3
!= 0) {
237 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE
+ d
->image_3
- 1, PAL_NONE
,
238 _drawtile_proc1
[d
->image_3
- 1].x
, _drawtile_proc1
[d
->image_3
- 1].y
);
242 static void IndustryDrawToffeeQuarry(const TileInfo
*ti
)
246 if (IsIndustryCompleted(ti
->tile
)) {
247 x
= _industry_anim_offs_toffee
[GetAnimationFrame(ti
->tile
)];
253 AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL
, PAL_NONE
, 22 - x
, 24 + x
);
254 AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE
, PAL_NONE
, 6, 14);
257 static void IndustryDrawBubbleGenerator( const TileInfo
*ti
)
259 if (IsIndustryCompleted(ti
->tile
)) {
260 AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE
, PAL_NONE
, 5, _industry_anim_offs_bubbles
[GetAnimationFrame(ti
->tile
)]);
262 AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING
, PAL_NONE
, 3, 67);
265 static void IndustryDrawToyFactory(const TileInfo
*ti
)
267 const DrawIndustryAnimationStruct
*d
= &_industry_anim_offs_toys
[GetAnimationFrame(ti
->tile
)];
269 if (d
->image_1
!= 0xFF) {
270 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY
, PAL_NONE
, d
->x
, 96 + d
->image_1
);
273 if (d
->image_2
!= 0xFF) {
274 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT
, PAL_NONE
, 16 - d
->image_2
* 2, 100 + d
->image_2
);
277 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP
, PAL_NONE
, 7, d
->image_3
);
278 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER
, PAL_NONE
, 0, 42);
281 static void IndustryDrawCoalPlantSparks(const TileInfo
*ti
)
283 if (IsIndustryCompleted(ti
->tile
)) {
284 uint8 image
= GetAnimationFrame(ti
->tile
);
286 if (image
!= 0 && image
< 7) {
287 AddChildSpriteScreen(image
+ SPR_IT_POWER_PLANT_TRANSFORMERS
,
289 _coal_plant_sparks
[image
- 1].x
,
290 _coal_plant_sparks
[image
- 1].y
296 typedef void IndustryDrawTileProc(const TileInfo
*ti
);
297 static IndustryDrawTileProc
* const _industry_draw_tile_procs
[5] = {
298 IndustryDrawSugarMine
,
299 IndustryDrawToffeeQuarry
,
300 IndustryDrawBubbleGenerator
,
301 IndustryDrawToyFactory
,
302 IndustryDrawCoalPlantSparks
,
305 static void DrawTile_Industry(TileInfo
*ti
)
307 IndustryGfx gfx
= GetIndustryGfx(ti
->tile
);
308 Industry
*ind
= Industry::GetByTile(ti
->tile
);
309 const IndustryTileSpec
*indts
= GetIndustryTileSpec(gfx
);
311 /* Retrieve pointer to the draw industry tile struct */
312 if (gfx
>= NEW_INDUSTRYTILEOFFSET
) {
313 /* Draw the tile using the specialized method of newgrf industrytile.
314 * DrawNewIndustry will return false if ever the resolver could not
315 * find any sprite to display. So in this case, we will jump on the
316 * substitute gfx instead. */
317 if (indts
->grf_prop
.spritegroup
[0] != NULL
&& DrawNewIndustryTile(ti
, ind
, gfx
, indts
)) {
320 /* No sprite group (or no valid one) found, meaning no graphics associated.
321 * Use the substitute one instead */
322 if (indts
->grf_prop
.subst_id
!= INVALID_INDUSTRYTILE
) {
323 gfx
= indts
->grf_prop
.subst_id
;
324 /* And point the industrytile spec accordingly */
325 indts
= GetIndustryTileSpec(gfx
);
330 const DrawBuildingsTileStruct
*dits
= &_industry_draw_tile_data
[gfx
<< 2 | (indts
->anim_state
?
331 GetAnimationFrame(ti
->tile
) & INDUSTRY_COMPLETED
:
332 GetIndustryConstructionStage(ti
->tile
))];
334 SpriteID image
= dits
->ground
.sprite
;
336 /* DrawFoundation() modifies ti->z and ti->tileh */
337 if (ti
->tileh
!= SLOPE_FLAT
) DrawFoundation(ti
, FOUNDATION_LEVELED
);
339 /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
340 * Do not do this if the tile's WaterClass is 'land'. */
341 if (image
== SPR_FLAT_WATER_TILE
&& IsTileOnWater(ti
->tile
)) {
342 DrawWaterClassGround(ti
);
344 DrawGroundSprite(image
, GroundSpritePaletteTransform(image
, dits
->ground
.pal
, GENERAL_SPRITE_COLOUR(ind
->random_colour
)));
347 DrawOverlay(ti
, MP_INDUSTRY
);
349 /* If industries are transparent and invisible, do not draw the upper part */
350 if (IsInvisibilitySet(TO_INDUSTRIES
)) return;
352 /* Add industry on top of the ground? */
353 image
= dits
->building
.sprite
;
355 AddSortableSpriteToDraw(image
, SpriteLayoutPaletteTransform(image
, dits
->building
.pal
, GENERAL_SPRITE_COLOUR(ind
->random_colour
)),
356 ti
->x
+ dits
->subtile_x
,
357 ti
->y
+ dits
->subtile_y
,
362 IsTransparencySet(TO_INDUSTRIES
));
364 if (IsTransparencySet(TO_INDUSTRIES
)) return;
368 int proc
= dits
->draw_proc
- 1;
369 if (proc
>= 0) _industry_draw_tile_procs
[proc
](ti
);
373 static int GetSlopePixelZ_Industry(TileIndex tile
, uint x
, uint y
)
375 return GetTileMaxPixelZ(tile
);
378 static Foundation
GetFoundation_Industry(TileIndex tile
, Slope tileh
)
380 IndustryGfx gfx
= GetIndustryGfx(tile
);
382 /* For NewGRF industry tiles we might not be drawing a foundation. We need to
383 * account for this, as other structures should
384 * draw the wall of the foundation in this case.
386 if (gfx
>= NEW_INDUSTRYTILEOFFSET
) {
387 const IndustryTileSpec
*indts
= GetIndustryTileSpec(gfx
);
388 if (indts
->grf_prop
.spritegroup
[0] != NULL
&& HasBit(indts
->callback_mask
, CBM_INDT_DRAW_FOUNDATIONS
)) {
389 uint32 callback_res
= GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS
, 0, 0, gfx
, Industry::GetByTile(tile
), tile
);
390 if (callback_res
!= CALLBACK_FAILED
&& !ConvertBooleanCallback(indts
->grf_prop
.grffile
, CBID_INDTILE_DRAW_FOUNDATIONS
, callback_res
)) return FOUNDATION_NONE
;
393 return FlatteningFoundation(tileh
);
396 static void AddAcceptedCargo_Industry(TileIndex tile
, CargoArray
&acceptance
, uint32
*always_accepted
)
398 IndustryGfx gfx
= GetIndustryGfx(tile
);
399 const IndustryTileSpec
*itspec
= GetIndustryTileSpec(gfx
);
401 /* When we have to use a callback, we put our data in the next two variables */
402 CargoID raw_accepts_cargo
[lengthof(itspec
->accepts_cargo
)];
403 uint8 raw_cargo_acceptance
[lengthof(itspec
->acceptance
)];
405 /* And then these will always point to a same sized array with the required data */
406 const CargoID
*accepts_cargo
= itspec
->accepts_cargo
;
407 const uint8
*cargo_acceptance
= itspec
->acceptance
;
409 if (HasBit(itspec
->callback_mask
, CBM_INDT_ACCEPT_CARGO
)) {
410 uint16 res
= GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO
, 0, 0, gfx
, Industry::GetByTile(tile
), tile
);
411 if (res
!= CALLBACK_FAILED
) {
412 accepts_cargo
= raw_accepts_cargo
;
413 for (uint i
= 0; i
< lengthof(itspec
->accepts_cargo
); i
++) raw_accepts_cargo
[i
] = GetCargoTranslation(GB(res
, i
* 5, 5), itspec
->grf_prop
.grffile
);
417 if (HasBit(itspec
->callback_mask
, CBM_INDT_CARGO_ACCEPTANCE
)) {
418 uint16 res
= GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE
, 0, 0, gfx
, Industry::GetByTile(tile
), tile
);
419 if (res
!= CALLBACK_FAILED
) {
420 cargo_acceptance
= raw_cargo_acceptance
;
421 for (uint i
= 0; i
< lengthof(itspec
->accepts_cargo
); i
++) raw_cargo_acceptance
[i
] = GB(res
, i
* 4, 4);
425 const Industry
*ind
= Industry::GetByTile(tile
);
426 for (byte i
= 0; i
< lengthof(itspec
->accepts_cargo
); i
++) {
427 CargoID a
= accepts_cargo
[i
];
428 if (a
== CT_INVALID
|| cargo_acceptance
[i
] == 0) continue; // work only with valid cargoes
430 /* Add accepted cargo */
431 acceptance
[a
] += cargo_acceptance
[i
];
433 /* Maybe set 'always accepted' bit (if it's not set already) */
434 if (HasBit(*always_accepted
, a
)) continue;
436 bool accepts
= false;
437 for (uint cargo_index
= 0; cargo_index
< lengthof(ind
->accepts_cargo
); cargo_index
++) {
438 /* Test whether the industry itself accepts the cargo type */
439 if (ind
->accepts_cargo
[cargo_index
] == a
) {
445 if (accepts
) continue;
447 /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
448 SetBit(*always_accepted
, a
);
452 static void GetTileDesc_Industry(TileIndex tile
, TileDesc
*td
)
454 const Industry
*i
= Industry::GetByTile(tile
);
455 const IndustrySpec
*is
= GetIndustrySpec(i
->type
);
457 td
->owner
[0] = i
->owner
;
459 if (!IsIndustryCompleted(tile
)) {
460 SetDParamX(td
->dparam
, 0, td
->str
);
461 td
->str
= STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION
;
464 if (is
->grf_prop
.grffile
!= NULL
) {
465 td
->grf
= GetGRFConfig(is
->grf_prop
.grffile
->grfid
)->GetName();
469 static CommandCost
ClearTile_Industry(TileIndex tile
, DoCommandFlag flags
)
471 Industry
*i
= Industry::GetByTile(tile
);
472 const IndustrySpec
*indspec
= GetIndustrySpec(i
->type
);
474 /* water can destroy industries
475 * in editor you can bulldoze industries
476 * with magic_bulldozer cheat you can destroy industries
477 * (area around OILRIG is water, so water shouldn't flood it
479 if ((_current_company
!= OWNER_WATER
&& _game_mode
!= GM_EDITOR
&&
480 !_cheats
.magic_bulldozer
.value
) ||
481 ((flags
& DC_AUTO
) != 0) ||
482 (_current_company
== OWNER_WATER
&&
483 ((indspec
->behaviour
& INDUSTRYBEH_BUILT_ONWATER
) ||
484 HasBit(GetIndustryTileSpec(GetIndustryGfx(tile
))->slopes_refused
, 5)))) {
485 SetDParam(1, indspec
->name
);
486 return_cmd_error(flags
& DC_AUTO
? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY
: INVALID_STRING_ID
);
489 if (flags
& DC_EXEC
) {
490 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i
->index
));
491 Game::NewEvent(new ScriptEventIndustryClose(i
->index
));
494 return CommandCost(EXPENSES_CONSTRUCTION
, indspec
->GetRemovalCost());
498 * Move produced cargo from industry to nearby stations.
499 * @param tile Industry tile
500 * @return true if any cargo was moved.
502 static bool TransportIndustryGoods(TileIndex tile
)
504 Industry
*i
= Industry::GetByTile(tile
);
505 const IndustrySpec
*indspec
= GetIndustrySpec(i
->type
);
506 bool moved_cargo
= false;
508 StationFinder
stations(i
->location
);
510 for (uint j
= 0; j
< lengthof(i
->produced_cargo_waiting
); j
++) {
511 uint cw
= min(i
->produced_cargo_waiting
[j
], 255);
512 if (cw
> indspec
->minimal_cargo
&& i
->produced_cargo
[j
] != CT_INVALID
) {
513 i
->produced_cargo_waiting
[j
] -= cw
;
515 /* fluctuating economy? */
516 if (EconomyIsInRecession()) cw
= (cw
+ 1) / 2;
518 i
->this_month_production
[j
] += cw
;
520 uint am
= MoveGoodsToStation(i
->produced_cargo
[j
], cw
, ST_INDUSTRY
, i
->index
, stations
.GetStations());
521 i
->this_month_transported
[j
] += am
;
523 moved_cargo
|= (am
!= 0);
531 static void AnimateTile_Industry(TileIndex tile
)
533 IndustryGfx gfx
= GetIndustryGfx(tile
);
535 if (GetIndustryTileSpec(gfx
)->animation
.status
!= ANIM_STATUS_NO_ANIMATION
) {
536 AnimateNewIndustryTile(tile
);
541 case GFX_SUGAR_MINE_SIEVE
:
542 if ((_tick_counter
& 1) == 0) {
543 byte m
= GetAnimationFrame(tile
) + 1;
545 if (_settings_client
.sound
.ambient
) {
547 case 2: SndPlayTileFx(SND_2D_RIP_2
, tile
); break;
548 case 6: SndPlayTileFx(SND_29_RIP
, tile
); break;
554 DeleteAnimatedTile(tile
);
556 SetAnimationFrame(tile
, m
);
558 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
562 case GFX_TOFFEE_QUARY
:
563 if ((_tick_counter
& 3) == 0) {
564 byte m
= GetAnimationFrame(tile
);
566 if (_industry_anim_offs_toffee
[m
] == 0xFF && _settings_client
.sound
.ambient
) {
567 SndPlayTileFx(SND_30_CARTOON_SOUND
, tile
);
572 DeleteAnimatedTile(tile
);
574 SetAnimationFrame(tile
, m
);
576 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
580 case GFX_BUBBLE_CATCHER
:
581 if ((_tick_counter
& 1) == 0) {
582 byte m
= GetAnimationFrame(tile
);
586 DeleteAnimatedTile(tile
);
588 SetAnimationFrame(tile
, m
);
590 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
594 /* Sparks on a coal plant */
595 case GFX_POWERPLANT_SPARKS
:
596 if ((_tick_counter
& 3) == 0) {
597 byte m
= GetAnimationFrame(tile
);
599 SetAnimationFrame(tile
, 0);
600 DeleteAnimatedTile(tile
);
602 SetAnimationFrame(tile
, m
+ 1);
603 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
608 case GFX_TOY_FACTORY
:
609 if ((_tick_counter
& 1) == 0) {
610 byte m
= GetAnimationFrame(tile
) + 1;
613 case 1: if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_2C_MACHINERY
, tile
); break;
614 case 23: if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_2B_COMEDY_HIT
, tile
); break;
615 case 28: if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_2A_EXTRACT_AND_POP
, tile
); break;
618 int n
= GetIndustryAnimationLoop(tile
) + 1;
622 DeleteAnimatedTile(tile
);
624 SetIndustryAnimationLoop(tile
, n
);
628 SetAnimationFrame(tile
, m
);
629 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
633 case GFX_PLASTIC_FOUNTAIN_ANIMATED_1
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2
:
634 case GFX_PLASTIC_FOUNTAIN_ANIMATED_3
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4
:
635 case GFX_PLASTIC_FOUNTAIN_ANIMATED_5
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6
:
636 case GFX_PLASTIC_FOUNTAIN_ANIMATED_7
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8
:
637 if ((_tick_counter
& 3) == 0) {
638 IndustryGfx gfx
= GetIndustryGfx(tile
);
640 gfx
= (gfx
< 155) ? gfx
+ 1 : 148;
641 SetIndustryGfx(tile
, gfx
);
642 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
646 case GFX_OILWELL_ANIMATED_1
:
647 case GFX_OILWELL_ANIMATED_2
:
648 case GFX_OILWELL_ANIMATED_3
:
649 if ((_tick_counter
& 7) == 0) {
650 bool b
= Chance16(1, 7);
651 IndustryGfx gfx
= GetIndustryGfx(tile
);
653 byte m
= GetAnimationFrame(tile
) + 1;
654 if (m
== 4 && (m
= 0, ++gfx
) == GFX_OILWELL_ANIMATED_3
+ 1 && (gfx
= GFX_OILWELL_ANIMATED_1
, b
)) {
655 SetIndustryGfx(tile
, GFX_OILWELL_NOT_ANIMATED
);
656 SetIndustryConstructionStage(tile
, 3);
657 DeleteAnimatedTile(tile
);
659 SetAnimationFrame(tile
, m
);
660 SetIndustryGfx(tile
, gfx
);
661 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
666 case GFX_COAL_MINE_TOWER_ANIMATED
:
667 case GFX_COPPER_MINE_TOWER_ANIMATED
:
668 case GFX_GOLD_MINE_TOWER_ANIMATED
: {
669 int state
= _tick_counter
& 0x7FF;
671 if ((state
-= 0x400) < 0) return;
674 if (state
< 0x20 || state
>= 0x180) {
675 byte m
= GetAnimationFrame(tile
);
677 SetAnimationFrame(tile
, m
| 0x40);
678 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0B_MINING_MACHINERY
, tile
);
680 if (state
& 7) return;
682 if (state
& 3) return;
684 byte m
= (GetAnimationFrame(tile
) + 1) | 0x40;
685 if (m
> 0xC2) m
= 0xC0;
686 SetAnimationFrame(tile
, m
);
687 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
688 } else if (state
>= 0x200 && state
< 0x3A0) {
689 int i
= (state
< 0x220 || state
>= 0x380) ? 7 : 3;
690 if (state
& i
) return;
692 byte m
= (GetAnimationFrame(tile
) & 0xBF) - 1;
693 if (m
< 0x80) m
= 0x82;
694 SetAnimationFrame(tile
, m
);
695 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
702 static void CreateChimneySmoke(TileIndex tile
)
704 uint x
= TileX(tile
) * TILE_SIZE
;
705 uint y
= TileY(tile
) * TILE_SIZE
;
706 int z
= GetTileMaxPixelZ(tile
);
708 CreateEffectVehicle(x
+ 15, y
+ 14, z
+ 59, EV_CHIMNEY_SMOKE
);
711 static void MakeIndustryTileBigger(TileIndex tile
)
713 byte cnt
= GetIndustryConstructionCounter(tile
) + 1;
715 SetIndustryConstructionCounter(tile
, cnt
);
719 byte stage
= GetIndustryConstructionStage(tile
) + 1;
720 SetIndustryConstructionCounter(tile
, 0);
721 SetIndustryConstructionStage(tile
, stage
);
722 StartStopIndustryTileAnimation(tile
, IAT_CONSTRUCTION_STATE_CHANGE
);
723 if (stage
== INDUSTRY_COMPLETED
) SetIndustryCompleted(tile
);
725 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
727 if (!IsIndustryCompleted(tile
)) return;
729 IndustryGfx gfx
= GetIndustryGfx(tile
);
730 if (gfx
>= NEW_INDUSTRYTILEOFFSET
) {
731 /* New industries are already animated on construction. */
736 case GFX_POWERPLANT_CHIMNEY
:
737 CreateChimneySmoke(tile
);
741 /* Do not require an industry tile to be after the first two GFX_OILRIG_1
742 * tiles (like the default oil rig). Do a proper check to ensure the
743 * tiles belong to the same industry and based on that build the oil rig's
745 TileIndex other
= tile
+ TileDiffXY(0, 1);
747 if (IsTileType(other
, MP_INDUSTRY
) &&
748 GetIndustryGfx(other
) == GFX_OILRIG_1
&&
749 GetIndustryIndex(tile
) == GetIndustryIndex(other
)) {
755 case GFX_TOY_FACTORY
:
756 case GFX_BUBBLE_CATCHER
:
757 case GFX_TOFFEE_QUARY
:
758 SetAnimationFrame(tile
, 0);
759 SetIndustryAnimationLoop(tile
, 0);
762 case GFX_PLASTIC_FOUNTAIN_ANIMATED_1
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2
:
763 case GFX_PLASTIC_FOUNTAIN_ANIMATED_3
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4
:
764 case GFX_PLASTIC_FOUNTAIN_ANIMATED_5
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6
:
765 case GFX_PLASTIC_FOUNTAIN_ANIMATED_7
: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8
:
766 AddAnimatedTile(tile
);
771 static void TileLoopIndustry_BubbleGenerator(TileIndex tile
)
773 static const int8 _bubble_spawn_location
[3][4] = {
779 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_2E_EXTRACT_AND_POP
, tile
);
781 int dir
= Random() & 3;
783 EffectVehicle
*v
= CreateEffectVehicleAbove(
784 TileX(tile
) * TILE_SIZE
+ _bubble_spawn_location
[0][dir
],
785 TileY(tile
) * TILE_SIZE
+ _bubble_spawn_location
[1][dir
],
786 _bubble_spawn_location
[2][dir
],
790 if (v
!= NULL
) v
->animation_substate
= dir
;
793 static void TileLoop_Industry(TileIndex tile
)
795 if (IsTileOnWater(tile
)) TileLoop_Water(tile
);
797 /* Normally this doesn't happen, but if an industry NewGRF is removed
798 * an industry that was previously build on water can now be flooded.
799 * If this happens the tile is no longer an industry tile after
800 * returning from TileLoop_Water. */
801 if (!IsTileType(tile
, MP_INDUSTRY
)) return;
803 TriggerIndustryTile(tile
, INDTILE_TRIGGER_TILE_LOOP
);
805 if (!IsIndustryCompleted(tile
)) {
806 MakeIndustryTileBigger(tile
);
810 if (_game_mode
== GM_EDITOR
) return;
812 if (TransportIndustryGoods(tile
) && !StartStopIndustryTileAnimation(Industry::GetByTile(tile
), IAT_INDUSTRY_DISTRIBUTES_CARGO
)) {
813 uint newgfx
= GetIndustryTileSpec(GetIndustryGfx(tile
))->anim_production
;
815 if (newgfx
!= INDUSTRYTILE_NOANIM
) {
816 ResetIndustryConstructionStage(tile
);
817 SetIndustryCompleted(tile
);
818 SetIndustryGfx(tile
, newgfx
);
819 MarkTileDirtyByTile(tile
);
824 if (StartStopIndustryTileAnimation(tile
, IAT_TILELOOP
)) return;
826 IndustryGfx newgfx
= GetIndustryTileSpec(GetIndustryGfx(tile
))->anim_next
;
827 if (newgfx
!= INDUSTRYTILE_NOANIM
) {
828 ResetIndustryConstructionStage(tile
);
829 SetIndustryGfx(tile
, newgfx
);
830 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
834 IndustryGfx gfx
= GetIndustryGfx(tile
);
836 case GFX_COAL_MINE_TOWER_NOT_ANIMATED
:
837 case GFX_COPPER_MINE_TOWER_NOT_ANIMATED
:
838 case GFX_GOLD_MINE_TOWER_NOT_ANIMATED
:
839 if (!(_tick_counter
& 0x400) && Chance16(1, 2)) {
841 case GFX_COAL_MINE_TOWER_NOT_ANIMATED
: gfx
= GFX_COAL_MINE_TOWER_ANIMATED
; break;
842 case GFX_COPPER_MINE_TOWER_NOT_ANIMATED
: gfx
= GFX_COPPER_MINE_TOWER_ANIMATED
; break;
843 case GFX_GOLD_MINE_TOWER_NOT_ANIMATED
: gfx
= GFX_GOLD_MINE_TOWER_ANIMATED
; break;
845 SetIndustryGfx(tile
, gfx
);
846 SetAnimationFrame(tile
, 0x80);
847 AddAnimatedTile(tile
);
851 case GFX_OILWELL_NOT_ANIMATED
:
852 if (Chance16(1, 6)) {
853 SetIndustryGfx(tile
, GFX_OILWELL_ANIMATED_1
);
854 SetAnimationFrame(tile
, 0);
855 AddAnimatedTile(tile
);
859 case GFX_COAL_MINE_TOWER_ANIMATED
:
860 case GFX_COPPER_MINE_TOWER_ANIMATED
:
861 case GFX_GOLD_MINE_TOWER_ANIMATED
:
862 if (!(_tick_counter
& 0x400)) {
864 case GFX_COAL_MINE_TOWER_ANIMATED
: gfx
= GFX_COAL_MINE_TOWER_NOT_ANIMATED
; break;
865 case GFX_COPPER_MINE_TOWER_ANIMATED
: gfx
= GFX_COPPER_MINE_TOWER_NOT_ANIMATED
; break;
866 case GFX_GOLD_MINE_TOWER_ANIMATED
: gfx
= GFX_GOLD_MINE_TOWER_NOT_ANIMATED
; break;
868 SetIndustryGfx(tile
, gfx
);
869 SetIndustryCompleted(tile
);
870 SetIndustryConstructionStage(tile
, 3);
871 DeleteAnimatedTile(tile
);
875 case GFX_POWERPLANT_SPARKS
:
876 if (Chance16(1, 3)) {
877 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_0C_ELECTRIC_SPARK
, tile
);
878 AddAnimatedTile(tile
);
882 case GFX_COPPER_MINE_CHIMNEY
:
883 CreateEffectVehicleAbove(TileX(tile
) * TILE_SIZE
+ 6, TileY(tile
) * TILE_SIZE
+ 6, 43, EV_COPPER_MINE_SMOKE
);
887 case GFX_TOY_FACTORY
: {
888 Industry
*i
= Industry::GetByTile(tile
);
889 if (i
->was_cargo_delivered
) {
890 i
->was_cargo_delivered
= false;
891 SetIndustryAnimationLoop(tile
, 0);
892 AddAnimatedTile(tile
);
897 case GFX_BUBBLE_GENERATOR
:
898 TileLoopIndustry_BubbleGenerator(tile
);
901 case GFX_TOFFEE_QUARY
:
902 AddAnimatedTile(tile
);
905 case GFX_SUGAR_MINE_SIEVE
:
906 if (Chance16(1, 3)) AddAnimatedTile(tile
);
911 static bool ClickTile_Industry(TileIndex tile
)
913 ShowIndustryViewWindow(GetIndustryIndex(tile
));
917 static TrackStatus
GetTileTrackStatus_Industry(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
922 static void ChangeTileOwner_Industry(TileIndex tile
, Owner old_owner
, Owner new_owner
)
924 /* If the founder merges, the industry was created by the merged company */
925 Industry
*i
= Industry::GetByTile(tile
);
926 if (i
->founder
== old_owner
) i
->founder
= (new_owner
== INVALID_OWNER
) ? OWNER_NONE
: new_owner
;
930 * Check whether the tile is a forest.
931 * @param tile the tile to investigate.
932 * @return true if and only if the tile is a forest
934 bool IsTileForestIndustry(TileIndex tile
)
936 /* Check for industry tile */
937 if (!IsTileType(tile
, MP_INDUSTRY
)) return false;
939 const Industry
*ind
= Industry::GetByTile(tile
);
941 /* Check for organic industry (i.e. not processing or extractive) */
942 if ((GetIndustrySpec(ind
->type
)->life_type
& INDUSTRYLIFE_ORGANIC
) == 0) return false;
944 /* Check for wood production */
945 for (uint i
= 0; i
< lengthof(ind
->produced_cargo
); i
++) {
946 /* The industry produces wood. */
947 if (ind
->produced_cargo
[i
] != CT_INVALID
&& CargoSpec::Get(ind
->produced_cargo
[i
])->label
== 'WOOD') return true;
953 static const byte _plantfarmfield_type
[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
956 * Check whether the tile can be replaced by a farm field.
957 * @param tile the tile to investigate.
958 * @param allow_fields if true, the method will return true even if
959 * the tile is a farm tile, otherwise the tile may not be a farm tile
960 * @return true if the tile can become a farm field
962 static bool IsSuitableForFarmField(TileIndex tile
, bool allow_fields
)
964 switch (GetTileType(tile
)) {
965 case MP_CLEAR
: return !IsClearGround(tile
, CLEAR_SNOW
) && !IsClearGround(tile
, CLEAR_DESERT
) && (allow_fields
|| !IsClearGround(tile
, CLEAR_FIELDS
));
966 case MP_TREES
: return GetTreeGround(tile
) != TREE_GROUND_SHORE
;
967 default: return false;
972 * Build farm field fence
973 * @param tile the tile to position the fence on
974 * @param size the size of the field being planted in tiles
975 * @param type type of fence to set
976 * @param side the side of the tile to attempt placement
978 static void SetupFarmFieldFence(TileIndex tile
, int size
, byte type
, DiagDirection side
)
980 TileIndexDiff diff
= (DiagDirToAxis(side
) == AXIS_Y
? TileDiffXY(1, 0) : TileDiffXY(0, 1));
983 tile
= TILE_MASK(tile
);
985 if (IsTileType(tile
, MP_CLEAR
) && IsClearGround(tile
, CLEAR_FIELDS
)) {
988 if (or_
== 1 && Chance16(1, 7)) or_
= 2;
990 SetFence(tile
, side
, or_
);
997 static void PlantFarmField(TileIndex tile
, IndustryID industry
)
999 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
) {
1000 if (GetTileZ(tile
) + 2 >= GetSnowLine()) return;
1003 /* determine field size */
1004 uint32 r
= (Random() & 0x303) + 0x404;
1005 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
) r
+= 0x404;
1006 uint size_x
= GB(r
, 0, 8);
1007 uint size_y
= GB(r
, 8, 8);
1009 TileArea
ta(tile
- TileDiffXY(min(TileX(tile
), size_x
/ 2), min(TileY(tile
), size_y
/ 2)), size_x
, size_y
);
1012 if (ta
.w
== 0 || ta
.h
== 0) return;
1014 /* check the amount of bad tiles */
1016 TILE_AREA_LOOP(cur_tile
, ta
) {
1017 assert(cur_tile
< MapSize());
1018 count
+= IsSuitableForFarmField(cur_tile
, false);
1020 if (count
* 2 < ta
.w
* ta
.h
) return;
1022 /* determine type of field */
1024 uint counter
= GB(r
, 5, 3);
1025 uint field_type
= GB(r
, 8, 8) * 9 >> 8;
1028 TILE_AREA_LOOP(cur_tile
, ta
) {
1029 assert(cur_tile
< MapSize());
1030 if (IsSuitableForFarmField(cur_tile
, true)) {
1031 MakeField(cur_tile
, field_type
, industry
);
1032 SetClearCounter(cur_tile
, counter
);
1033 MarkTileDirtyByTile(cur_tile
, ZOOM_LVL_DRAW_MAP
);
1038 if (_settings_game
.game_creation
.landscape
!= LT_ARCTIC
&& _settings_game
.game_creation
.landscape
!= LT_TROPIC
) {
1039 type
= _plantfarmfield_type
[Random() & 0xF];
1042 SetupFarmFieldFence(ta
.tile
, ta
.h
, type
, DIAGDIR_NE
);
1043 SetupFarmFieldFence(ta
.tile
, ta
.w
, type
, DIAGDIR_NW
);
1044 SetupFarmFieldFence(ta
.tile
+ TileDiffXY(ta
.w
- 1, 0), ta
.h
, type
, DIAGDIR_SW
);
1045 SetupFarmFieldFence(ta
.tile
+ TileDiffXY(0, ta
.h
- 1), ta
.w
, type
, DIAGDIR_SE
);
1048 void PlantRandomFarmField(const Industry
*i
)
1050 int x
= i
->location
.w
/ 2 + Random() % 31 - 16;
1051 int y
= i
->location
.h
/ 2 + Random() % 31 - 16;
1053 TileIndex tile
= TileAddWrap(i
->location
.tile
, x
, y
);
1055 if (tile
!= INVALID_TILE
) PlantFarmField(tile
, i
->index
);
1059 * Search callback function for ChopLumberMillTrees
1060 * @param tile to test
1061 * @param user_data that is passed by the caller. In this case, nothing
1062 * @return the result of the test
1064 static bool SearchLumberMillTrees(TileIndex tile
, void *user_data
)
1066 if (IsTileType(tile
, MP_TREES
) && GetTreeGrowth(tile
) > 2) { ///< 3 and up means all fully grown trees
1069 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
1071 _industry_sound_ctr
= 1;
1072 _industry_sound_tile
= tile
;
1073 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_38_CHAINSAW
, tile
);
1075 DoCommand(tile
, 0, 0, DC_EXEC
, CMD_LANDSCAPE_CLEAR
);
1077 cur_company
.Restore();
1084 * Perform a circular search around the Lumber Mill in order to find trees to cut
1087 static void ChopLumberMillTrees(Industry
*i
)
1089 /* We only want to cut trees if all tiles are completed. */
1090 TILE_AREA_LOOP(tile_cur
, i
->location
) {
1091 if (i
->TileBelongsToIndustry(tile_cur
)) {
1092 if (!IsIndustryCompleted(tile_cur
)) return;
1096 TileIndex tile
= i
->location
.tile
;
1097 if (CircularTileSearch(&tile
, 40, SearchLumberMillTrees
, NULL
)) { // 40x40 tiles to search.
1098 i
->produced_cargo_waiting
[0] = min(0xffff, i
->produced_cargo_waiting
[0] + 45); // Found a tree, add according value to waiting cargo.
1102 static void ProduceIndustryGoods(Industry
*i
)
1104 const IndustrySpec
*indsp
= GetIndustrySpec(i
->type
);
1107 if ((i
->counter
& 0x3F) == 0) {
1110 if (Chance16R(1, 14, r
) && (num
= indsp
->number_of_sounds
) != 0 && _settings_client
.sound
.ambient
) {
1112 (SoundFx
)(indsp
->random_sounds
[((r
>> 16) * num
) >> 16]),
1119 /* produce some cargo */
1120 if ((i
->counter
% INDUSTRY_PRODUCE_TICKS
) == 0) {
1121 if (HasBit(indsp
->callback_mask
, CBM_IND_PRODUCTION_256_TICKS
)) IndustryProductionCallback(i
, 1);
1123 IndustryBehaviour indbehav
= indsp
->behaviour
;
1124 i
->produced_cargo_waiting
[0] = min(0xffff, i
->produced_cargo_waiting
[0] + i
->production_rate
[0]);
1125 i
->produced_cargo_waiting
[1] = min(0xffff, i
->produced_cargo_waiting
[1] + i
->production_rate
[1]);
1127 if ((indbehav
& INDUSTRYBEH_PLANT_FIELDS
) != 0) {
1128 uint16 cb_res
= CALLBACK_FAILED
;
1129 if (HasBit(indsp
->callback_mask
, CBM_IND_SPECIAL_EFFECT
)) {
1130 cb_res
= GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT
, Random(), 0, i
, i
->type
, i
->location
.tile
);
1134 if (cb_res
!= CALLBACK_FAILED
) {
1135 plant
= ConvertBooleanCallback(indsp
->grf_prop
.grffile
, CBID_INDUSTRY_SPECIAL_EFFECT
, cb_res
);
1137 plant
= Chance16(1, 8);
1140 if (plant
) PlantRandomFarmField(i
);
1142 if ((indbehav
& INDUSTRYBEH_CUT_TREES
) != 0) {
1143 uint16 cb_res
= CALLBACK_FAILED
;
1144 if (HasBit(indsp
->callback_mask
, CBM_IND_SPECIAL_EFFECT
)) {
1145 cb_res
= GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT
, Random(), 1, i
, i
->type
, i
->location
.tile
);
1149 if (cb_res
!= CALLBACK_FAILED
) {
1150 cut
= ConvertBooleanCallback(indsp
->grf_prop
.grffile
, CBID_INDUSTRY_SPECIAL_EFFECT
, cb_res
);
1152 cut
= ((i
->counter
% INDUSTRY_CUT_TREE_TICKS
) == 0);
1155 if (cut
) ChopLumberMillTrees(i
);
1158 TriggerIndustry(i
, INDUSTRY_TRIGGER_INDUSTRY_TICK
);
1159 StartStopIndustryTileAnimation(i
, IAT_INDUSTRY_TICK
);
1163 void OnTick_Industry()
1165 if (_industry_sound_ctr
!= 0) {
1166 _industry_sound_ctr
++;
1168 if (_industry_sound_ctr
== 75) {
1169 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_37_BALLOON_SQUEAK
, _industry_sound_tile
);
1170 } else if (_industry_sound_ctr
== 160) {
1171 _industry_sound_ctr
= 0;
1172 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_36_CARTOON_CRASH
, _industry_sound_tile
);
1176 if (_game_mode
== GM_EDITOR
) return;
1179 FOR_ALL_INDUSTRIES(i
) {
1180 ProduceIndustryGoods(i
);
1185 * Check the conditions of #CHECK_NOTHING (Always succeeds).
1186 * @param tile %Tile to perform the checking.
1187 * @return Succeeded or failed command.
1189 static CommandCost
CheckNewIndustry_NULL(TileIndex tile
)
1191 return CommandCost();
1195 * Check the conditions of #CHECK_FOREST (Industry should be build above snow-line in arctic climate).
1196 * @param tile %Tile to perform the checking.
1197 * @return Succeeded or failed command.
1199 static CommandCost
CheckNewIndustry_Forest(TileIndex tile
)
1201 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
) {
1202 if (GetTileZ(tile
) < HighestSnowLine() + 2) {
1203 return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED
);
1206 return CommandCost();
1210 * Check the conditions of #CHECK_REFINERY (Industry should be positioned near edge of the map).
1211 * @param tile %Tile to perform the checking.
1212 * @return Succeeded or failed command.
1214 static CommandCost
CheckNewIndustry_OilRefinery(TileIndex tile
)
1216 if (_game_mode
== GM_EDITOR
) return CommandCost();
1217 if (DistanceFromEdge(TILE_ADDXY(tile
, 1, 1)) < _settings_game
.game_creation
.oil_refinery_limit
) return CommandCost();
1219 return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED
);
1222 extern bool _ignore_restrictions
;
1225 * Check the conditions of #CHECK_OIL_RIG (Industries at sea should be positioned near edge of the map).
1226 * @param tile %Tile to perform the checking.
1227 * @return Succeeded or failed command.
1229 static CommandCost
CheckNewIndustry_OilRig(TileIndex tile
)
1231 if (_game_mode
== GM_EDITOR
&& _ignore_restrictions
) return CommandCost();
1232 if (TileHeight(tile
) == 0 &&
1233 DistanceFromEdge(TILE_ADDXY(tile
, 1, 1)) < _settings_game
.game_creation
.oil_refinery_limit
) return CommandCost();
1235 return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED
);
1239 * Check the conditions of #CHECK_FARM (Industry should be below snow-line in arctic).
1240 * @param tile %Tile to perform the checking.
1241 * @return Succeeded or failed command.
1243 static CommandCost
CheckNewIndustry_Farm(TileIndex tile
)
1245 if (_settings_game
.game_creation
.landscape
== LT_ARCTIC
) {
1246 if (GetTileZ(tile
) + 2 >= HighestSnowLine()) {
1247 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1250 return CommandCost();
1254 * Check the conditions of #CHECK_PLANTATION (Industry should NOT be in the desert).
1255 * @param tile %Tile to perform the checking.
1256 * @return Succeeded or failed command.
1258 static CommandCost
CheckNewIndustry_Plantation(TileIndex tile
)
1260 if (GetTropicZone(tile
) == TROPICZONE_DESERT
) {
1261 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1263 return CommandCost();
1267 * Check the conditions of #CHECK_WATER (Industry should be in the desert).
1268 * @param tile %Tile to perform the checking.
1269 * @return Succeeded or failed command.
1271 static CommandCost
CheckNewIndustry_Water(TileIndex tile
)
1273 if (GetTropicZone(tile
) != TROPICZONE_DESERT
) {
1274 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT
);
1276 return CommandCost();
1280 * Check the conditions of #CHECK_LUMBERMILL (Industry should be in the rain forest).
1281 * @param tile %Tile to perform the checking.
1282 * @return Succeeded or failed command.
1284 static CommandCost
CheckNewIndustry_Lumbermill(TileIndex tile
)
1286 if (GetTropicZone(tile
) != TROPICZONE_RAINFOREST
) {
1287 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST
);
1289 return CommandCost();
1293 * Check the conditions of #CHECK_BUBBLEGEN (Industry should be in low land).
1294 * @param tile %Tile to perform the checking.
1295 * @return Succeeded or failed command.
1297 static CommandCost
CheckNewIndustry_BubbleGen(TileIndex tile
)
1299 if (GetTileZ(tile
) > 4) {
1300 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS
);
1302 return CommandCost();
1306 * Industrytype check function signature.
1307 * @param tile %Tile to check.
1308 * @return Succeeded or failed command.
1310 typedef CommandCost
CheckNewIndustryProc(TileIndex tile
);
1312 /** Check functions for different types of industry. */
1313 static CheckNewIndustryProc
* const _check_new_industry_procs
[CHECK_END
] = {
1314 CheckNewIndustry_NULL
, ///< CHECK_NOTHING
1315 CheckNewIndustry_Forest
, ///< CHECK_FOREST
1316 CheckNewIndustry_OilRefinery
, ///< CHECK_REFINERY
1317 CheckNewIndustry_Farm
, ///< CHECK_FARM
1318 CheckNewIndustry_Plantation
, ///< CHECK_PLANTATION
1319 CheckNewIndustry_Water
, ///< CHECK_WATER
1320 CheckNewIndustry_Lumbermill
, ///< CHECK_LUMBERMILL
1321 CheckNewIndustry_BubbleGen
, ///< CHECK_BUBBLEGEN
1322 CheckNewIndustry_OilRig
, ///< CHECK_OIL_RIG
1326 * Find a town for the industry, while checking for multiple industries in the same town.
1327 * @param tile Position of the industry to build.
1328 * @param type Industry type.
1329 * @param [out] town Pointer to return town for the new industry, \c NULL is written if no good town can be found.
1330 * @return Succeeded or failed command.
1332 * @pre \c *t != NULL
1333 * @post \c *t points to a town on success, and \c NULL on failure.
1335 static CommandCost
FindTownForIndustry(TileIndex tile
, int type
, Town
**t
)
1337 *t
= ClosestTownFromTile(tile
, UINT_MAX
);
1339 if (_settings_game
.economy
.multiple_industry_per_town
) return CommandCost();
1342 FOR_ALL_INDUSTRIES(i
) {
1343 if (i
->type
== (byte
)type
&& i
->town
== *t
) {
1345 return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN
);
1349 return CommandCost();
1352 bool IsSlopeRefused(Slope current
, Slope refused
)
1354 if (IsSteepSlope(current
)) return true;
1355 if (current
!= SLOPE_FLAT
) {
1356 if (IsSteepSlope(refused
)) return true;
1358 Slope t
= ComplementSlope(current
);
1360 if ((refused
& SLOPE_W
) && (t
& SLOPE_NW
)) return true;
1361 if ((refused
& SLOPE_S
) && (t
& SLOPE_NE
)) return true;
1362 if ((refused
& SLOPE_E
) && (t
& SLOPE_SW
)) return true;
1363 if ((refused
& SLOPE_N
) && (t
& SLOPE_SE
)) return true;
1370 * Are the tiles of the industry free?
1371 * @param tile Position to check.
1372 * @param it Industry tiles table.
1373 * @param itspec_index The index of the itsepc to build/fund
1374 * @param type Type of the industry.
1375 * @param initial_random_bits The random bits the industry is going to have after construction.
1376 * @param founder Industry founder
1377 * @param creation_type The circumstances the industry is created under.
1378 * @param [out] custom_shape_check Perform custom check for the site.
1379 * @return Failed or succeeded command.
1381 static CommandCost
CheckIfIndustryTilesAreFree(TileIndex tile
, const IndustryTileTable
*it
, uint itspec_index
, int type
, uint16 initial_random_bits
, Owner founder
, IndustryAvailabilityCallType creation_type
, bool *custom_shape_check
= NULL
)
1383 bool refused_slope
= false;
1384 bool custom_shape
= false;
1387 IndustryGfx gfx
= GetTranslatedIndustryTileID(it
->gfx
);
1388 TileIndex cur_tile
= TileAddWrap(tile
, it
->ti
.x
, it
->ti
.y
);
1390 if (!IsValidTile(cur_tile
)) {
1391 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1394 if (gfx
== GFX_WATERTILE_SPECIALCHECK
) {
1395 if (!IsWaterTile(cur_tile
) ||
1396 !IsTileFlat(cur_tile
)) {
1397 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1400 CommandCost ret
= EnsureNoVehicleOnGround(cur_tile
);
1401 if (ret
.Failed()) return ret
;
1402 if (IsBridgeAbove(cur_tile
)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1404 const IndustryTileSpec
*its
= GetIndustryTileSpec(gfx
);
1406 IndustryBehaviour ind_behav
= GetIndustrySpec(type
)->behaviour
;
1408 /* Perform land/water check if not disabled */
1409 if (!HasBit(its
->slopes_refused
, 5) && ((HasTileWaterClass(cur_tile
) && IsTileOnWater(cur_tile
)) == !(ind_behav
& INDUSTRYBEH_BUILT_ONWATER
))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1411 if (HasBit(its
->callback_mask
, CBM_INDT_SHAPE_CHECK
)) {
1412 custom_shape
= true;
1413 CommandCost ret
= PerformIndustryTileSlopeCheck(tile
, cur_tile
, its
, type
, gfx
, itspec_index
, initial_random_bits
, founder
, creation_type
);
1414 if (ret
.Failed()) return ret
;
1416 Slope tileh
= GetTileSlope(cur_tile
);
1417 refused_slope
|= IsSlopeRefused(tileh
, its
->slopes_refused
);
1420 if ((ind_behav
& (INDUSTRYBEH_ONLY_INTOWN
| INDUSTRYBEH_TOWN1200_MORE
)) || // Tile must be a house
1421 ((ind_behav
& INDUSTRYBEH_ONLY_NEARTOWN
) && IsTileType(cur_tile
, MP_HOUSE
))) { // Tile is allowed to be a house (and it is a house)
1422 if (!IsTileType(cur_tile
, MP_HOUSE
)) {
1423 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS
);
1426 /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
1427 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
1428 CommandCost ret
= DoCommand(cur_tile
, 0, 0, DC_NONE
, CMD_LANDSCAPE_CLEAR
);
1429 cur_company
.Restore();
1431 if (ret
.Failed()) return ret
;
1433 /* Clear the tiles, but do not affect town ratings */
1434 CommandCost ret
= DoCommand(cur_tile
, 0, 0, DC_AUTO
| DC_NO_TEST_TOWN_RATING
| DC_NO_MODIFY_TOWN_RATING
, CMD_LANDSCAPE_CLEAR
);
1436 if (ret
.Failed()) return ret
;
1439 } while ((++it
)->ti
.x
!= -0x80);
1441 if (custom_shape_check
!= NULL
) *custom_shape_check
= custom_shape
;
1443 /* It is almost impossible to have a fully flat land in TG, so what we
1444 * do is that we check if we can make the land flat later on. See
1445 * CheckIfCanLevelIndustryPlatform(). */
1446 if (!refused_slope
|| (_settings_game
.game_creation
.land_generator
== LG_TERRAGENESIS
&& _generating_world
&& !custom_shape
&& !_ignore_restrictions
)) {
1447 return CommandCost();
1449 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1453 * Is the industry allowed to be built at this place for the town?
1454 * @param tile Tile to construct the industry.
1455 * @param type Type of the industry.
1456 * @param t Town authority that the industry belongs to.
1457 * @return Succeeded or failed command.
1459 static CommandCost
CheckIfIndustryIsAllowed(TileIndex tile
, int type
, const Town
*t
)
1461 if ((GetIndustrySpec(type
)->behaviour
& INDUSTRYBEH_TOWN1200_MORE
) && t
->cache
.population
< 1200) {
1462 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200
);
1465 if ((GetIndustrySpec(type
)->behaviour
& INDUSTRYBEH_ONLY_NEARTOWN
) && DistanceMax(t
->xy
, tile
) > 9) {
1466 return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER
);
1469 if (type
== IT_OIL_RIG
&&
1470 (IsTunnelInWay(tile
, 0) ||
1471 IsTunnelInWay(tile
+ TileDiffXY(0, 1), 0) ||
1472 IsTunnelInWay(tile
+ TileDiffXY(1, 2), 0))) return_cmd_error(STR_ERROR_NO_DRILLING_ABOVE_CHUNNEL
);
1474 return CommandCost();
1477 static bool CheckCanTerraformSurroundingTiles(TileIndex tile
, uint height
, int internal
)
1479 /* Check if we don't leave the map */
1480 if (TileX(tile
) == 0 || TileY(tile
) == 0 || GetTileType(tile
) == MP_VOID
) return false;
1482 TileArea
ta(tile
- TileDiffXY(1, 1), 2, 2);
1483 TILE_AREA_LOOP(tile_walk
, ta
) {
1484 uint curh
= TileHeight(tile_walk
);
1485 /* Is the tile clear? */
1486 if ((GetTileType(tile_walk
) != MP_CLEAR
) && (GetTileType(tile_walk
) != MP_TREES
)) return false;
1488 /* Don't allow too big of a change if this is the sub-tile check */
1489 if (internal
!= 0 && Delta(curh
, height
) > 1) return false;
1491 /* Different height, so the surrounding tiles of this tile
1492 * has to be correct too (in level, or almost in level)
1493 * else you get a chain-reaction of terraforming. */
1494 if (internal
== 0 && curh
!= height
) {
1495 if (TileX(tile_walk
) == 0 || TileY(tile_walk
) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk
+ TileDiffXY(-1, -1), height
, internal
+ 1)) {
1505 * This function tries to flatten out the land below an industry, without
1506 * damaging the surroundings too much.
1508 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile
, DoCommandFlag flags
, const IndustryTileTable
*it
, int type
)
1510 const int MKEND
= -0x80; // used for last element in an IndustryTileTable (see build_industry.h)
1514 /* Finds dimensions of largest variant of this industry */
1516 if (it
->gfx
== 0xFF) continue; // FF been a marquer for a check on clear water, skip it
1517 if (it
->ti
.x
> max_x
) max_x
= it
->ti
.x
;
1518 if (it
->ti
.y
> max_y
) max_y
= it
->ti
.y
;
1519 } while ((++it
)->ti
.x
!= MKEND
);
1521 /* Remember level height */
1522 uint h
= TileHeight(tile
);
1524 if (TileX(tile
) <= _settings_game
.construction
.industry_platform
+ 1U || TileY(tile
) <= _settings_game
.construction
.industry_platform
+ 1U) return false;
1525 /* Check that all tiles in area and surrounding are clear
1526 * this determines that there are no obstructing items */
1528 TileArea
ta(tile
+ TileDiffXY(-_settings_game
.construction
.industry_platform
, -_settings_game
.construction
.industry_platform
),
1529 max_x
+ 2 + 2 * _settings_game
.construction
.industry_platform
, max_y
+ 2 + 2 * _settings_game
.construction
.industry_platform
);
1531 if (TileX(ta
.tile
) + ta
.w
>= MapMaxX() || TileY(ta
.tile
) + ta
.h
>= MapMaxY()) return false;
1533 /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
1534 * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
1535 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
1537 TILE_AREA_LOOP(tile_walk
, ta
) {
1538 uint curh
= TileHeight(tile_walk
);
1540 /* This tile needs terraforming. Check if we can do that without
1541 * damaging the surroundings too much. */
1542 if (!CheckCanTerraformSurroundingTiles(tile_walk
, h
, 0)) {
1543 cur_company
.Restore();
1546 /* This is not 100% correct check, but the best we can do without modifying the map.
1547 * What is missing, is if the difference in height is more than 1.. */
1548 if (DoCommand(tile_walk
, SLOPE_N
, (curh
> h
) ? 0 : 1, flags
& ~DC_EXEC
, CMD_TERRAFORM_LAND
).Failed()) {
1549 cur_company
.Restore();
1555 if (flags
& DC_EXEC
) {
1556 /* Terraform the land under the industry */
1557 TILE_AREA_LOOP(tile_walk
, ta
) {
1558 uint curh
= TileHeight(tile_walk
);
1560 /* We give the terraforming for free here, because we can't calculate
1561 * exact cost in the test-round, and as we all know, that will cause
1562 * a nice assert if they don't match ;) */
1563 DoCommand(tile_walk
, SLOPE_N
, (curh
> h
) ? 0 : 1, flags
, CMD_TERRAFORM_LAND
);
1564 curh
+= (curh
> h
) ? -1 : 1;
1569 cur_company
.Restore();
1575 * Check that the new industry is far enough from conflicting industries.
1576 * @param tile Tile to construct the industry.
1577 * @param type Type of the new industry.
1578 * @return Succeeded or failed command.
1580 static CommandCost
CheckIfFarEnoughFromConflictingIndustry(TileIndex tile
, int type
)
1582 const IndustrySpec
*indspec
= GetIndustrySpec(type
);
1583 const Industry
*i
= NULL
;
1585 /* On a large map with many industries, it may be faster to check an area. */
1586 static const int dmax
= 14;
1587 if (Industry::GetNumItems() > (size_t) (dmax
* dmax
* 2)) {
1588 const int tx
= TileX(tile
);
1589 const int ty
= TileY(tile
);
1590 TileArea tile_area
= TileArea(TileXY(max(0, tx
- dmax
), max(0, ty
- dmax
)), TileXY(min(MapMaxX(), tx
+ dmax
), min(MapMaxY(), ty
+ dmax
)));
1591 TILE_AREA_LOOP(atile
, tile_area
) {
1592 if (GetTileType(atile
) == MP_INDUSTRY
) {
1593 const Industry
*i2
= Industry::GetByTile(atile
);
1594 if (i
== i2
) continue;
1596 if (DistanceMax(tile
, i
->location
.tile
) > (uint
)dmax
) continue;
1597 if (i
->type
== indspec
->conflicting
[0] ||
1598 i
->type
== indspec
->conflicting
[1] ||
1599 i
->type
== indspec
->conflicting
[2]) {
1600 return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE
);
1604 return CommandCost();
1607 FOR_ALL_INDUSTRIES(i
) {
1608 /* Within 14 tiles from another industry is considered close */
1609 if (DistanceMax(tile
, i
->location
.tile
) > 14) continue;
1611 /* check if there are any conflicting industry types around */
1612 if (i
->type
== indspec
->conflicting
[0] ||
1613 i
->type
== indspec
->conflicting
[1] ||
1614 i
->type
== indspec
->conflicting
[2]) {
1615 return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE
);
1618 return CommandCost();
1622 * Advertise about a new industry opening.
1623 * @param ind Industry being opened.
1625 static void AdvertiseIndustryOpening(const Industry
*ind
)
1627 const IndustrySpec
*ind_spc
= GetIndustrySpec(ind
->type
);
1628 SetDParam(0, ind_spc
->name
);
1629 if (ind_spc
->new_industry_text
> STR_LAST_STRINGID
) {
1630 SetDParam(1, STR_TOWN_NAME
);
1631 SetDParam(2, ind
->town
->index
);
1633 SetDParam(1, ind
->town
->index
);
1635 AddIndustryNewsItem(ind_spc
->new_industry_text
, NT_INDUSTRY_OPEN
, ind
->index
);
1636 AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind
->index
));
1637 Game::NewEvent(new ScriptEventIndustryOpen(ind
->index
));
1641 * Put an industry on the map.
1642 * @param i Just allocated poolitem, mostly empty.
1643 * @param tile North tile of the industry.
1644 * @param type Type of the industry.
1645 * @param it Industrylayout to build.
1646 * @param layout Number of the layout.
1647 * @param t Nearest town.
1648 * @param founder Founder of the industry; OWNER_NONE in case of random construction.
1649 * @param initial_random_bits Random bits for the industry.
1651 static void DoCreateNewIndustry(Industry
*i
, TileIndex tile
, IndustryType type
, const IndustryTileTable
*it
, byte layout
, Town
*t
, Owner founder
, uint16 initial_random_bits
)
1653 const IndustrySpec
*indspec
= GetIndustrySpec(type
);
1655 i
->location
= TileArea(tile
, 1, 1);
1657 Industry::IncIndustryTypeCount(type
);
1659 i
->produced_cargo
[0] = indspec
->produced_cargo
[0];
1660 i
->produced_cargo
[1] = indspec
->produced_cargo
[1];
1661 i
->accepts_cargo
[0] = indspec
->accepts_cargo
[0];
1662 i
->accepts_cargo
[1] = indspec
->accepts_cargo
[1];
1663 i
->accepts_cargo
[2] = indspec
->accepts_cargo
[2];
1664 i
->production_rate
[0] = indspec
->production_rate
[0];
1665 i
->production_rate
[1] = indspec
->production_rate
[1];
1667 /* don't use smooth economy for industries using production related callbacks */
1668 if (indspec
->UsesSmoothEconomy()) {
1669 i
->production_rate
[0] = min((RandomRange(256) + 128) * i
->production_rate
[0] >> 8, 255);
1670 i
->production_rate
[1] = min((RandomRange(256) + 128) * i
->production_rate
[1] >> 8, 255);
1674 i
->owner
= OWNER_NONE
;
1676 uint16 r
= Random();
1677 i
->random_colour
= GB(r
, 0, 4);
1678 i
->counter
= GB(r
, 4, 12);
1679 i
->random
= initial_random_bits
;
1680 i
->produced_cargo_waiting
[0] = 0;
1681 i
->produced_cargo_waiting
[1] = 0;
1682 i
->incoming_cargo_waiting
[0] = 0;
1683 i
->incoming_cargo_waiting
[1] = 0;
1684 i
->incoming_cargo_waiting
[2] = 0;
1685 i
->this_month_production
[0] = 0;
1686 i
->this_month_production
[1] = 0;
1687 i
->this_month_transported
[0] = 0;
1688 i
->this_month_transported
[1] = 0;
1689 i
->last_month_pct_transported
[0] = 0;
1690 i
->last_month_pct_transported
[1] = 0;
1691 i
->last_month_transported
[0] = 0;
1692 i
->last_month_transported
[1] = 0;
1693 i
->was_cargo_delivered
= false;
1694 i
->last_prod_year
= _cur_year
;
1695 i
->founder
= founder
;
1697 i
->construction_date
= _date
;
1698 i
->construction_type
= (_game_mode
== GM_EDITOR
) ? ICT_SCENARIO_EDITOR
:
1699 (_generating_world
? ICT_MAP_GENERATION
: ICT_NORMAL_GAMEPLAY
);
1701 /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
1702 * 0 = created prior of newindustries
1703 * else, chosen layout + 1 */
1704 i
->selected_layout
= layout
+ 1;
1706 i
->prod_level
= PRODLEVEL_DEFAULT
;
1708 /* Call callbacks after the regular fields got initialised. */
1710 if (HasBit(indspec
->callback_mask
, CBM_IND_PROD_CHANGE_BUILD
)) {
1711 uint16 res
= GetIndustryCallback(CBID_INDUSTRY_PROD_CHANGE_BUILD
, 0, Random(), i
, type
, INVALID_TILE
);
1712 if (res
!= CALLBACK_FAILED
) {
1713 if (res
< PRODLEVEL_MINIMUM
|| res
> PRODLEVEL_MAXIMUM
) {
1714 ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_PROD_CHANGE_BUILD
, res
);
1716 i
->prod_level
= res
;
1717 i
->RecomputeProductionMultipliers();
1722 if (_generating_world
) {
1723 i
->last_month_production
[0] = i
->production_rate
[0] * 8;
1724 i
->last_month_production
[1] = i
->production_rate
[1] * 8;
1726 i
->last_month_production
[0] = i
->last_month_production
[1] = 0;
1729 if (HasBit(indspec
->callback_mask
, CBM_IND_DECIDE_COLOUR
)) {
1730 uint16 res
= GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR
, 0, 0, i
, type
, INVALID_TILE
);
1731 if (res
!= CALLBACK_FAILED
) {
1732 if (GB(res
, 4, 11) != 0) ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_DECIDE_COLOUR
, res
);
1733 i
->random_colour
= GB(res
, 0, 4);
1737 if (HasBit(indspec
->callback_mask
, CBM_IND_INPUT_CARGO_TYPES
)) {
1738 for (uint j
= 0; j
< lengthof(i
->accepts_cargo
); j
++) i
->accepts_cargo
[j
] = CT_INVALID
;
1739 for (uint j
= 0; j
< lengthof(i
->accepts_cargo
); j
++) {
1740 uint16 res
= GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES
, j
, 0, i
, type
, INVALID_TILE
);
1741 if (res
== CALLBACK_FAILED
|| GB(res
, 0, 8) == CT_INVALID
) break;
1742 if (indspec
->grf_prop
.grffile
->grf_version
>= 8 && res
>= 0x100) {
1743 ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_INPUT_CARGO_TYPES
, res
);
1746 i
->accepts_cargo
[j
] = GetCargoTranslation(GB(res
, 0, 8), indspec
->grf_prop
.grffile
);
1750 if (HasBit(indspec
->callback_mask
, CBM_IND_OUTPUT_CARGO_TYPES
)) {
1751 for (uint j
= 0; j
< lengthof(i
->produced_cargo
); j
++) i
->produced_cargo
[j
] = CT_INVALID
;
1752 for (uint j
= 0; j
< lengthof(i
->produced_cargo
); j
++) {
1753 uint16 res
= GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES
, j
, 0, i
, type
, INVALID_TILE
);
1754 if (res
== CALLBACK_FAILED
|| GB(res
, 0, 8) == CT_INVALID
) break;
1755 if (indspec
->grf_prop
.grffile
->grf_version
>= 8 && res
>= 0x100) {
1756 ErrorUnknownCallbackResult(indspec
->grf_prop
.grffile
->grfid
, CBID_INDUSTRY_OUTPUT_CARGO_TYPES
, res
);
1759 i
->produced_cargo
[j
] = GetCargoTranslation(GB(res
, 0, 8), indspec
->grf_prop
.grffile
);
1763 /* Plant the tiles */
1766 TileIndex cur_tile
= tile
+ ToTileIndexDiff(it
->ti
);
1768 if (it
->gfx
!= GFX_WATERTILE_SPECIALCHECK
) {
1769 i
->location
.Add(cur_tile
);
1771 WaterClass wc
= (IsWaterTile(cur_tile
) ? GetWaterClass(cur_tile
) : WATER_CLASS_INVALID
);
1773 DoCommand(cur_tile
, 0, 0, DC_EXEC
| DC_NO_TEST_TOWN_RATING
| DC_NO_MODIFY_TOWN_RATING
, CMD_LANDSCAPE_CLEAR
);
1775 MakeIndustry(cur_tile
, i
->index
, it
->gfx
, Random(), wc
);
1777 if (_generating_world
) {
1778 SetIndustryConstructionCounter(cur_tile
, 3);
1779 SetIndustryConstructionStage(cur_tile
, 2);
1782 /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
1783 IndustryGfx cur_gfx
= GetTranslatedIndustryTileID(it
->gfx
);
1784 const IndustryTileSpec
*its
= GetIndustryTileSpec(cur_gfx
);
1785 if (its
->animation
.status
!= ANIM_STATUS_NO_ANIMATION
) AddAnimatedTile(cur_tile
);
1787 } while ((++it
)->ti
.x
!= -0x80);
1789 if (GetIndustrySpec(i
->type
)->behaviour
& INDUSTRYBEH_PLANT_ON_BUILT
) {
1790 for (uint j
= 0; j
!= 50; j
++) PlantRandomFarmField(i
);
1792 InvalidateWindowData(WC_INDUSTRY_DIRECTORY
, 0, 0);
1794 Station::RecomputeIndustriesNearForAll();
1798 * Helper function for Build/Fund an industry
1799 * @param tile tile where industry is built
1800 * @param type of industry to build
1801 * @param flags of operations to conduct
1802 * @param indspec pointer to industry specifications
1803 * @param itspec_index the index of the itsepc to build/fund
1804 * @param seed random seed (possibly) used by industries
1805 * @param initial_random_bits The random bits the industry is going to have after construction.
1806 * @param founder Founder of the industry
1807 * @param creation_type The circumstances the industry is created under.
1808 * @param [out] ip Pointer to store newly created industry.
1809 * @return Succeeded or failed command.
1811 * @post \c *ip contains the newly created industry if all checks are successful and the \a flags request actual creation, else it contains \c NULL afterwards.
1813 static CommandCost
CreateNewIndustryHelper(TileIndex tile
, IndustryType type
, DoCommandFlag flags
, const IndustrySpec
*indspec
, uint itspec_index
, uint32 random_var8f
, uint16 random_initial_bits
, Owner founder
, IndustryAvailabilityCallType creation_type
, Industry
**ip
)
1815 assert(itspec_index
< indspec
->num_table
);
1816 const IndustryTileTable
*it
= indspec
->table
[itspec_index
];
1817 bool custom_shape_check
= false;
1821 SmallVector
<ClearedObjectArea
, 1> object_areas(_cleared_object_areas
);
1822 CommandCost ret
= CheckIfIndustryTilesAreFree(tile
, it
, itspec_index
, type
, random_initial_bits
, founder
, creation_type
, &custom_shape_check
);
1823 _cleared_object_areas
= object_areas
;
1824 if (ret
.Failed()) return ret
;
1826 if (HasBit(GetIndustrySpec(type
)->callback_mask
, CBM_IND_LOCATION
)) {
1827 ret
= CheckIfCallBackAllowsCreation(tile
, type
, itspec_index
, random_var8f
, random_initial_bits
, founder
, creation_type
);
1829 ret
= _check_new_industry_procs
[indspec
->check_proc
](tile
);
1831 if (ret
.Failed()) return ret
;
1833 if (!custom_shape_check
&& _settings_game
.game_creation
.land_generator
== LG_TERRAGENESIS
&& _generating_world
&&
1834 !_ignore_restrictions
&& !CheckIfCanLevelIndustryPlatform(tile
, DC_NO_WATER
, it
, type
)) {
1835 return_cmd_error(STR_ERROR_SITE_UNSUITABLE
);
1838 ret
= CheckIfFarEnoughFromConflictingIndustry(tile
, type
);
1839 if (ret
.Failed()) return ret
;
1842 ret
= FindTownForIndustry(tile
, type
, &t
);
1843 if (ret
.Failed()) return ret
;
1846 ret
= CheckIfIndustryIsAllowed(tile
, type
, t
);
1847 if (ret
.Failed()) return ret
;
1849 if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES
);
1851 if (flags
& DC_EXEC
) {
1852 *ip
= new Industry(tile
);
1853 if (!custom_shape_check
) CheckIfCanLevelIndustryPlatform(tile
, DC_NO_WATER
| DC_EXEC
, it
, type
);
1854 DoCreateNewIndustry(*ip
, tile
, type
, it
, itspec_index
, t
, founder
, random_initial_bits
);
1857 return CommandCost();
1861 * Build/Fund an industry
1862 * @param tile tile where industry is built
1863 * @param flags of operations to conduct
1864 * @param p1 various bitstuffed elements
1865 * - p1 = (bit 0 - 7) - industry type see build_industry.h and see industry.h
1866 * - p1 = (bit 8 - 15) - first layout to try
1867 * - p1 = (bit 16 ) - 0 = prospect, 1 = fund (only valid if current company is DEITY)
1868 * @param p2 seed to use for desyncfree randomisations
1869 * @param text unused
1870 * @return the cost of this operation or an error
1872 CommandCost
CmdBuildIndustry(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1874 IndustryType it
= GB(p1
, 0, 8);
1875 if (it
>= NUM_INDUSTRYTYPES
) return CMD_ERROR
;
1877 const IndustrySpec
*indspec
= GetIndustrySpec(it
);
1879 /* Check if the to-be built/founded industry is available for this climate. */
1880 if (!indspec
->enabled
|| indspec
->num_table
== 0) return CMD_ERROR
;
1882 /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
1883 * Raw material industries are industries that do not accept cargo (at least for now) */
1884 if (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
&& _settings_game
.construction
.raw_industry_construction
== 0 && indspec
->IsRawIndustry()) {
1888 if (_game_mode
!= GM_EDITOR
&& GetIndustryProbabilityCallback(it
, _current_company
== OWNER_DEITY
? IACT_RANDOMCREATION
: IACT_USERCREATION
, 1) == 0) {
1892 Randomizer randomizer
;
1893 randomizer
.SetSeed(p2
);
1894 uint16 random_initial_bits
= GB(p2
, 0, 16);
1895 uint32 random_var8f
= randomizer
.Next();
1896 int num_layouts
= indspec
->num_table
;
1897 CommandCost ret
= CommandCost(STR_ERROR_SITE_UNSUITABLE
);
1898 const bool deity_prospect
= _current_company
== OWNER_DEITY
&& !HasBit(p1
, 16);
1900 Industry
*ind
= NULL
;
1901 if (deity_prospect
|| (_game_mode
!= GM_EDITOR
&& _current_company
!= OWNER_DEITY
&& _settings_game
.construction
.raw_industry_construction
== 2 && indspec
->IsRawIndustry())) {
1902 if (flags
& DC_EXEC
) {
1903 /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
1904 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_TOWN
, FILE_LINE
);
1905 /* Prospecting has a chance to fail, however we cannot guarantee that something can
1906 * be built on the map, so the chance gets lower when the map is fuller, but there
1907 * is nothing we can really do about that. */
1908 if (deity_prospect
|| Random() <= indspec
->prospecting_chance
) {
1909 for (int i
= 0; i
< 5000; i
++) {
1910 /* We should not have more than one Random() in a function call
1911 * because parameter evaluation order is not guaranteed in the c++ standard
1913 tile
= RandomTile();
1914 /* Start with a random layout */
1915 int layout
= RandomRange(num_layouts
);
1916 /* Check now each layout, starting with the random one */
1917 for (int j
= 0; j
< num_layouts
; j
++) {
1918 layout
= (layout
+ 1) % num_layouts
;
1919 ret
= CreateNewIndustryHelper(tile
, it
, flags
, indspec
, layout
, random_var8f
, random_initial_bits
, cur_company
.GetOriginalValue(), _current_company
== OWNER_DEITY
? IACT_RANDOMCREATION
: IACT_PROSPECTCREATION
, &ind
);
1920 if (ret
.Succeeded()) break;
1922 if (ret
.Succeeded()) break;
1925 cur_company
.Restore();
1928 int layout
= GB(p1
, 8, 8);
1929 if (layout
>= num_layouts
) return CMD_ERROR
;
1931 /* Check subsequently each layout, starting with the given layout in p1 */
1932 for (int i
= 0; i
< num_layouts
; i
++) {
1933 layout
= (layout
+ 1) % num_layouts
;
1934 ret
= CreateNewIndustryHelper(tile
, it
, flags
, indspec
, layout
, random_var8f
, random_initial_bits
, _current_company
, _current_company
== OWNER_DEITY
? IACT_RANDOMCREATION
: IACT_USERCREATION
, &ind
);
1935 if (ret
.Succeeded()) break;
1938 /* If it still failed, there's no suitable layout to build here, return the error */
1939 if (ret
.Failed()) return ret
;
1942 if ((flags
& DC_EXEC
) && ind
!= NULL
&& _game_mode
!= GM_EDITOR
) {
1943 AdvertiseIndustryOpening(ind
);
1946 return CommandCost(EXPENSES_OTHER
, indspec
->GetConstructionCost());
1951 * Create a new industry of random layout.
1952 * @param tile The location to build the industry.
1953 * @param type The industry type to build.
1954 * @param creation_type The circumstances the industry is created under.
1955 * @return the created industry or NULL if it failed.
1957 static Industry
*CreateNewIndustry(TileIndex tile
, IndustryType type
, IndustryAvailabilityCallType creation_type
)
1959 const IndustrySpec
*indspec
= GetIndustrySpec(type
);
1961 uint32 seed
= Random();
1962 uint32 seed2
= Random();
1963 Industry
*ind
= NULL
;
1966 int layout
= RandomRange(indspec
->num_table
);
1968 /* Check subsequently each layout, starting with the given layout in p1 */
1969 for (int i
= 0; i
< indspec
->num_table
; i
++) {
1970 layout
= (layout
+ 1) % indspec
->num_table
;
1971 ret
= CreateNewIndustryHelper(tile
, type
, DC_EXEC
, indspec
, layout
, seed
, GB(seed2
, 0, 16), OWNER_NONE
, creation_type
, &ind
);
1972 if (ret
.Succeeded()) break;
1975 assert(ind
!= NULL
|| ret
.Failed());
1980 * Compute the appearance probability for an industry during map creation.
1981 * @param it Industry type to compute.
1982 * @param [out] force_at_least_one Returns whether at least one instance should be forced on map creation.
1983 * @return Relative probability for the industry to appear.
1985 static uint32
GetScaledIndustryGenerationProbability(IndustryType it
, bool *force_at_least_one
)
1987 const IndustrySpec
*ind_spc
= GetIndustrySpec(it
);
1988 uint32 chance
= ind_spc
->appear_creation
[_settings_game
.game_creation
.landscape
] * 16; // * 16 to increase precision
1989 if (!ind_spc
->enabled
|| ind_spc
->num_table
== 0 ||
1990 (_game_mode
!= GM_EDITOR
&& _settings_game
.difficulty
.industry_density
== ID_FUND_ONLY
) ||
1991 (chance
= GetIndustryProbabilityCallback(it
, IACT_MAPGENERATION
, chance
)) == 0) {
1992 *force_at_least_one
= false;
1995 /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
1996 * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
1997 chance
= (ind_spc
->check_proc
== CHECK_REFINERY
|| ind_spc
->check_proc
== CHECK_OIL_RIG
) ? ScaleByMapSize1D(chance
) : ScaleByMapSize(chance
);
1999 *force_at_least_one
= (chance
> 0) && !(ind_spc
->behaviour
& INDUSTRYBEH_NOBUILT_MAPCREATION
) && (_game_mode
!= GM_EDITOR
);
2005 * Compute the probability for constructing a new industry during game play.
2006 * @param it Industry type to compute.
2007 * @param [out] min_number Minimal number of industries that should exist at the map.
2008 * @return Relative probability for the industry to appear.
2010 static uint16
GetIndustryGamePlayProbability(IndustryType it
, byte
*min_number
)
2012 if (_settings_game
.difficulty
.industry_density
== ID_FUND_ONLY
) {
2017 const IndustrySpec
*ind_spc
= GetIndustrySpec(it
);
2018 byte chance
= ind_spc
->appear_ingame
[_settings_game
.game_creation
.landscape
];
2019 if (!ind_spc
->enabled
|| ind_spc
->num_table
== 0 ||
2020 ((ind_spc
->behaviour
& INDUSTRYBEH_BEFORE_1950
) && _cur_year
> 1950) ||
2021 ((ind_spc
->behaviour
& INDUSTRYBEH_AFTER_1960
) && _cur_year
< 1960) ||
2022 (chance
= GetIndustryProbabilityCallback(it
, IACT_RANDOMCREATION
, chance
)) == 0) {
2026 *min_number
= (ind_spc
->behaviour
& INDUSTRYBEH_CANCLOSE_LASTINSTANCE
) ? 1 : 0;
2031 * Get wanted number of industries on the map.
2032 * @return Wanted number of industries at the map.
2034 static uint
GetNumberOfIndustries()
2036 /* Number of industries on a 256x256 map. */
2037 static const uint16 numof_industry_table
[] = {
2046 assert(lengthof(numof_industry_table
) == ID_END
);
2047 uint difficulty
= (_game_mode
!= GM_EDITOR
) ? _settings_game
.difficulty
.industry_density
: (uint
)ID_VERY_LOW
;
2048 return min(IndustryPool::MAX_SIZE
, ScaleByMapSize(numof_industry_table
[difficulty
]));
2052 * Try to place the industry in the game.
2053 * Since there is no feedback why placement fails, there is no other option
2054 * than to try a few times before concluding it does not work.
2055 * @param type Industry type of the desired industry.
2056 * @param try_hard Try very hard to find a place. (Used to place at least one industry per type.)
2057 * @return Pointer to created industry, or \c NULL if creation failed.
2059 static Industry
*PlaceIndustry(IndustryType type
, IndustryAvailabilityCallType creation_type
, bool try_hard
)
2061 uint tries
= try_hard
? 25000u : 10000u;
2062 for (; tries
> 0; tries
--) {
2063 Industry
*ind
= CreateNewIndustry(RandomTile(), type
, creation_type
);
2064 if (ind
!= NULL
) return ind
;
2070 * Try to build a industry on the map.
2071 * @param type IndustryType of the desired industry
2072 * @param try_hard Try very hard to find a place. (Used to place at least one industry per type)
2074 static void PlaceInitialIndustry(IndustryType type
, bool try_hard
)
2076 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2078 IncreaseGeneratingWorldProgress(GWP_INDUSTRY
);
2079 PlaceIndustry(type
, IACT_MAPGENERATION
, try_hard
);
2081 cur_company
.Restore();
2085 * Get total number of industries existing in the game.
2086 * @return Number of industries currently in the game.
2088 static uint
GetCurrentTotalNumberOfIndustries()
2091 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) total
+= Industry::GetIndustryTypeCount(it
);
2096 /** Reset the entry. */
2097 void IndustryTypeBuildData::Reset()
2099 this->probability
= 0;
2100 this->min_number
= 0;
2101 this->target_count
= 0;
2103 this->wait_count
= 0;
2106 /** Completely reset the industry build data. */
2107 void IndustryBuildData::Reset()
2109 this->wanted_inds
= GetCurrentTotalNumberOfIndustries() << 16;
2111 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2112 this->builddata
[it
].Reset();
2116 /** Monthly update of industry build data. */
2117 void IndustryBuildData::MonthlyLoop()
2119 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.
2120 if (_settings_game
.difficulty
.industry_density
== ID_FUND_ONLY
) return; // 'no industries' setting.
2122 /* To prevent running out of unused industries for the player to connect,
2123 * add a fraction of new industries each month, but only if the manager can keep up. */
2124 uint max_behind
= 1 + min(99u, ScaleByMapSize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts).
2125 if (GetCurrentTotalNumberOfIndustries() + max_behind
>= (this->wanted_inds
>> 16)) {
2126 this->wanted_inds
+= ScaleByMapSize(NEWINDS_PER_MONTH
);
2131 * This function will create random industries during game creation.
2132 * It will scale the amount of industries by mapsize and difficulty level.
2134 void GenerateIndustries()
2136 if (_game_mode
!= GM_EDITOR
&& _settings_game
.difficulty
.industry_density
== ID_FUND_ONLY
) return; // No industries in the game.
2138 uint32 industry_probs
[NUM_INDUSTRYTYPES
];
2139 bool force_at_least_one
[NUM_INDUSTRYTYPES
];
2140 uint32 total_prob
= 0;
2141 uint num_forced
= 0;
2143 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2144 industry_probs
[it
] = GetScaledIndustryGenerationProbability(it
, force_at_least_one
+ it
);
2145 total_prob
+= industry_probs
[it
];
2146 if (force_at_least_one
[it
]) num_forced
++;
2149 uint total_amount
= GetNumberOfIndustries();
2150 if (total_prob
== 0 || total_amount
< num_forced
) {
2151 /* Only place the forced ones */
2152 total_amount
= num_forced
;
2155 SetGeneratingWorldProgress(GWP_INDUSTRY
, total_amount
);
2157 /* Try to build one industry per type independent of any probabilities */
2158 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2159 if (force_at_least_one
[it
]) {
2160 assert(total_amount
> 0);
2162 PlaceInitialIndustry(it
, true);
2166 /* Add the remaining industries according to their probabilities */
2167 for (uint i
= 0; i
< total_amount
; i
++) {
2168 uint32 r
= RandomRange(total_prob
);
2169 IndustryType it
= 0;
2170 while (r
>= industry_probs
[it
]) {
2171 r
-= industry_probs
[it
];
2173 assert(it
< NUM_INDUSTRYTYPES
);
2175 assert(industry_probs
[it
] > 0);
2176 PlaceInitialIndustry(it
, false);
2178 _industry_builder
.Reset();
2182 * Monthly update of industry statistics.
2183 * @param i Industry to update.
2185 static void UpdateIndustryStatistics(Industry
*i
)
2187 for (byte j
= 0; j
< lengthof(i
->produced_cargo
); j
++) {
2188 if (i
->produced_cargo
[j
] != CT_INVALID
) {
2190 if (i
->this_month_production
[j
] != 0) {
2191 i
->last_prod_year
= _cur_year
;
2192 pct
= min(i
->this_month_transported
[j
] * 256 / i
->this_month_production
[j
], 255);
2194 i
->last_month_pct_transported
[j
] = pct
;
2196 i
->last_month_production
[j
] = i
->this_month_production
[j
];
2197 i
->this_month_production
[j
] = 0;
2199 i
->last_month_transported
[j
] = i
->this_month_transported
[j
];
2200 i
->this_month_transported
[j
] = 0;
2206 * Recompute #production_rate for current #prod_level.
2207 * This function is only valid when not using smooth economy.
2209 void Industry::RecomputeProductionMultipliers()
2211 const IndustrySpec
*indspec
= GetIndustrySpec(this->type
);
2212 assert(!indspec
->UsesSmoothEconomy());
2214 /* Rates are rounded up, so e.g. oilrig always produces some passengers */
2215 this->production_rate
[0] = min(CeilDiv(indspec
->production_rate
[0] * this->prod_level
, PRODLEVEL_DEFAULT
), 0xFF);
2216 this->production_rate
[1] = min(CeilDiv(indspec
->production_rate
[1] * this->prod_level
, PRODLEVEL_DEFAULT
), 0xFF);
2221 * Set the #probability and #min_number fields for the industry type \a it for a running game.
2222 * @param it Industry type.
2223 * @return At least one of the fields has changed value.
2225 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it
)
2228 uint32 probability
= GetIndustryGamePlayProbability(it
, &min_number
);
2229 bool changed
= min_number
!= this->min_number
|| probability
!= this->probability
;
2230 this->min_number
= min_number
;
2231 this->probability
= probability
;
2235 /** Decide how many industries of each type are needed. */
2236 void IndustryBuildData::SetupTargetCount()
2238 bool changed
= false;
2239 uint num_planned
= 0; // Number of industries planned in the industry build data.
2240 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2241 changed
|= this->builddata
[it
].GetIndustryTypeData(it
);
2242 num_planned
+= this->builddata
[it
].target_count
;
2244 uint total_amount
= this->wanted_inds
>> 16; // Desired total number of industries.
2245 changed
|= num_planned
!= total_amount
;
2246 if (!changed
) return; // All industries are still the same, no need to re-randomize.
2248 /* Initialize the target counts. */
2249 uint force_build
= 0; // Number of industries that should always be available.
2250 uint32 total_prob
= 0; // Sum of probabilities.
2251 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2252 IndustryTypeBuildData
*ibd
= this->builddata
+ it
;
2253 force_build
+= ibd
->min_number
;
2254 ibd
->target_count
= ibd
->min_number
;
2255 total_prob
+= ibd
->probability
;
2258 if (total_prob
== 0) return; // No buildable industries.
2260 /* Subtract forced industries from the number of industries available for construction. */
2261 total_amount
= (total_amount
<= force_build
) ? 0 : total_amount
- force_build
;
2263 /* Assign number of industries that should be aimed for, by using the probability as a weight. */
2264 while (total_amount
> 0) {
2265 uint32 r
= RandomRange(total_prob
);
2266 IndustryType it
= 0;
2267 while (r
>= this->builddata
[it
].probability
) {
2268 r
-= this->builddata
[it
].probability
;
2270 assert(it
< NUM_INDUSTRYTYPES
);
2272 assert(this->builddata
[it
].probability
> 0);
2273 this->builddata
[it
].target_count
++;
2279 * Try to create a random industry, during gameplay
2281 void IndustryBuildData::TryBuildNewIndustry()
2283 this->SetupTargetCount();
2285 int missing
= 0; // Number of industries that need to be build.
2286 uint count
= 0; // Number of industry types eligible for build.
2287 uint32 total_prob
= 0; // Sum of probabilities.
2288 IndustryType forced_build
= NUM_INDUSTRYTYPES
; // Industry type that should be forcibly build.
2289 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2290 int difference
= this->builddata
[it
].target_count
- Industry::GetIndustryTypeCount(it
);
2291 missing
+= difference
;
2292 if (this->builddata
[it
].wait_count
> 0) continue; // This type may not be built now.
2293 if (difference
> 0) {
2294 if (Industry::GetIndustryTypeCount(it
) == 0 && this->builddata
[it
].min_number
> 0) {
2295 /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
2296 if (forced_build
== NUM_INDUSTRYTYPES
||
2297 difference
> this->builddata
[forced_build
].target_count
- Industry::GetIndustryTypeCount(forced_build
)) {
2301 total_prob
+= difference
;
2306 if (EconomyIsInRecession() || (forced_build
== NUM_INDUSTRYTYPES
&& (missing
<= 0 || total_prob
== 0))) count
= 0; // Skip creation of an industry.
2309 /* If not forced, pick a weighted random industry to build.
2310 * For the case that count == 1, there is no need to draw a random number. */
2312 if (forced_build
!= NUM_INDUSTRYTYPES
) {
2315 /* Non-forced, select an industry type to build (weighted random). */
2316 uint32 r
= 0; // Initialized to silence the compiler.
2317 if (count
> 1) r
= RandomRange(total_prob
);
2318 for (it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2319 if (this->builddata
[it
].wait_count
> 0) continue; // Type may not be built now.
2320 int difference
= this->builddata
[it
].target_count
- Industry::GetIndustryTypeCount(it
);
2321 if (difference
<= 0) continue; // Too many of this kind.
2322 if (count
== 1) break;
2323 if (r
< (uint
)difference
) break;
2326 assert(it
< NUM_INDUSTRYTYPES
&& this->builddata
[it
].target_count
> Industry::GetIndustryTypeCount(it
));
2329 /* Try to create the industry. */
2330 const Industry
*ind
= PlaceIndustry(it
, IACT_RANDOMCREATION
, forced_build
!= NUM_INDUSTRYTYPES
);
2332 this->builddata
[it
].wait_count
= this->builddata
[it
].max_wait
+ 1; // Compensate for decrementing below.
2333 this->builddata
[it
].max_wait
= min(1000, this->builddata
[it
].max_wait
+ 2);
2335 AdvertiseIndustryOpening(ind
);
2336 this->builddata
[it
].max_wait
= max(this->builddata
[it
].max_wait
/ 2, 1); // Reduce waiting time of the industry type.
2340 /* Decrement wait counters. */
2341 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2342 if (this->builddata
[it
].wait_count
> 0) this->builddata
[it
].wait_count
--;
2347 * Protects an industry from closure if the appropriate flags and conditions are met
2348 * INDUSTRYBEH_CANCLOSE_LASTINSTANCE must be set (which, by default, it is not) and the
2349 * count of industries of this type must one (or lower) in order to be protected
2351 * @param type IndustryType been queried
2352 * @result true if protection is on, false otherwise (except for oil wells)
2354 static bool CheckIndustryCloseDownProtection(IndustryType type
)
2356 const IndustrySpec
*indspec
= GetIndustrySpec(type
);
2358 /* oil wells (or the industries with that flag set) are always allowed to closedown */
2359 if ((indspec
->behaviour
& INDUSTRYBEH_DONT_INCR_PROD
) && _settings_game
.game_creation
.landscape
== LT_TEMPERATE
) return false;
2360 return (indspec
->behaviour
& INDUSTRYBEH_CANCLOSE_LASTINSTANCE
) == 0 && Industry::GetIndustryTypeCount(type
) <= 1;
2364 * Can given cargo type be accepted or produced by the industry?
2365 * @param cargo: Cargo type
2366 * @param ind: Industry
2367 * @param *c_accepts: Pointer to boolean for acceptance of cargo
2368 * @param *c_produces: Pointer to boolean for production of cargo
2369 * @return: \c *c_accepts is set when industry accepts the cargo type,
2370 * \c *c_produces is set when the industry produces the cargo type
2372 static void CanCargoServiceIndustry(CargoID cargo
, Industry
*ind
, bool *c_accepts
, bool *c_produces
)
2374 if (cargo
== CT_INVALID
) return;
2376 /* Check for acceptance of cargo */
2377 for (byte j
= 0; j
< lengthof(ind
->accepts_cargo
); j
++) {
2378 if (cargo
== ind
->accepts_cargo
[j
] && !IndustryTemporarilyRefusesCargo(ind
, cargo
)) {
2384 /* Check for produced cargo */
2385 for (byte j
= 0; j
< lengthof(ind
->produced_cargo
); j
++) {
2386 if (cargo
== ind
->produced_cargo
[j
]) {
2394 * Compute who can service the industry.
2396 * Here, 'can service' means that he/she has trains and stations close enough
2397 * to the industry with the right cargo type and the right orders (ie has the
2400 * @param ind: Industry being investigated.
2402 * @return: 0 if nobody can service the industry, 2 if the local company can
2403 * service the industry, and 1 otherwise (only competitors can service the
2406 static int WhoCanServiceIndustry(Industry
*ind
)
2408 /* Find all stations within reach of the industry */
2409 StationList stations
;
2410 FindStationsAroundTiles(ind
->location
, &stations
);
2412 if (stations
.Length() == 0) return 0; // No stations found at all => nobody services
2416 FOR_ALL_VEHICLES(v
) {
2417 /* Is it worthwhile to try this vehicle? */
2418 if (v
->owner
!= _local_company
&& result
!= 0) continue;
2420 /* Check whether it accepts the right kind of cargo */
2421 bool c_accepts
= false;
2422 bool c_produces
= false;
2423 if (v
->type
== VEH_TRAIN
&& v
->IsFrontEngine()) {
2424 for (const Vehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
2425 CanCargoServiceIndustry(u
->cargo_type
, ind
, &c_accepts
, &c_produces
);
2427 } else if (v
->type
== VEH_ROAD
|| v
->type
== VEH_SHIP
|| v
->type
== VEH_AIRCRAFT
) {
2428 CanCargoServiceIndustry(v
->cargo_type
, ind
, &c_accepts
, &c_produces
);
2432 if (!c_accepts
&& !c_produces
) continue; // Wrong cargo
2434 /* Check orders of the vehicle.
2435 * We cannot check the first of shared orders only, since the first vehicle in such a chain
2436 * may have a different cargo type.
2439 FOR_VEHICLE_ORDERS(v
, o
) {
2440 if (o
->IsType(OT_GOTO_STATION
) && !(o
->GetUnloadType() & OUFB_TRANSFER
)) {
2441 /* Vehicle visits a station to load or unload */
2442 Station
*st
= Station::Get(o
->GetDestination());
2445 /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
2446 if ((o
->GetUnloadType() & OUFB_UNLOAD
) && !c_accepts
) break;
2448 if (stations
.Contains(st
)) {
2449 if (v
->owner
== _local_company
) return 2; // Company services industry
2450 result
= 1; // Competitor services industry
2459 * Report news that industry production has changed significantly
2461 * @param ind: Industry with changed production
2462 * @param type: Cargo type that has changed
2463 * @param percent: Percentage of change (>0 means increase, <0 means decrease)
2465 static void ReportNewsProductionChangeIndustry(Industry
*ind
, CargoID type
, int percent
)
2469 switch (WhoCanServiceIndustry(ind
)) {
2470 case 0: nt
= NT_INDUSTRY_NOBODY
; break;
2471 case 1: nt
= NT_INDUSTRY_OTHER
; break;
2472 case 2: nt
= NT_INDUSTRY_COMPANY
; break;
2473 default: NOT_REACHED();
2475 SetDParam(2, abs(percent
));
2476 SetDParam(0, CargoSpec::Get(type
)->name
);
2477 SetDParam(1, ind
->index
);
2478 AddIndustryNewsItem(
2479 percent
>= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH
: STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH
,
2485 static const uint PERCENT_TRANSPORTED_60
= 153;
2486 static const uint PERCENT_TRANSPORTED_80
= 204;
2489 * Change industry production or do closure
2490 * @param i Industry for which changes are performed
2491 * @param monthly true if it's the monthly call, false if it's the random call
2493 static void ChangeIndustryProduction(Industry
*i
, bool monthly
)
2495 StringID str
= STR_NULL
;
2496 bool closeit
= false;
2497 const IndustrySpec
*indspec
= GetIndustrySpec(i
->type
);
2498 bool standard
= false;
2499 bool suppress_message
= false;
2500 bool recalculate_multipliers
= false; ///< reinitialize production_rate to match prod_level
2501 /* don't use smooth economy for industries using production related callbacks */
2502 bool smooth_economy
= indspec
->UsesSmoothEconomy();
2507 bool callback_enabled
= HasBit(indspec
->callback_mask
, monthly
? CBM_IND_MONTHLYPROD_CHANGE
: CBM_IND_PRODUCTION_CHANGE
);
2508 if (callback_enabled
) {
2509 uint16 res
= GetIndustryCallback(monthly
? CBID_INDUSTRY_MONTHLYPROD_CHANGE
: CBID_INDUSTRY_PRODUCTION_CHANGE
, 0, Random(), i
, i
->type
, i
->location
.tile
);
2510 if (res
!= CALLBACK_FAILED
) { // failed callback means "do nothing"
2511 suppress_message
= HasBit(res
, 7);
2512 /* Get the custom message if any */
2513 if (HasBit(res
, 8)) str
= MapGRFStringID(indspec
->grf_prop
.grffile
->grfid
, GB(GetRegister(0x100), 0, 16));
2514 res
= GB(res
, 0, 4);
2516 default: NOT_REACHED();
2517 case 0x0: break; // Do nothing, but show the custom message if any
2518 case 0x1: div
= 1; break; // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
2519 case 0x2: mul
= 1; break; // Double industry production if it hasn't reached eight times of the original yet.
2520 case 0x3: closeit
= true; break; // The industry announces imminent closure, and is physically removed from the map next month.
2521 case 0x4: standard
= true; break; // Do the standard random production change as if this industry was a primary one.
2522 case 0x5: case 0x6: case 0x7: // Divide production by 4, 8, 16
2523 case 0x8: div
= res
- 0x3; break; // Divide production by 32
2524 case 0x9: case 0xA: case 0xB: // Multiply production by 4, 8, 16
2525 case 0xC: mul
= res
- 0x7; break; // Multiply production by 32
2526 case 0xD: // decrement production
2527 case 0xE: // increment production
2528 increment
= res
== 0x0D ? -1 : 1;
2530 case 0xF: // Set production to third byte of register 0x100
2531 i
->prod_level
= Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM
, PRODLEVEL_MAXIMUM
);
2532 recalculate_multipliers
= true;
2537 if (monthly
!= smooth_economy
) return;
2538 if (indspec
->life_type
== INDUSTRYLIFE_BLACK_HOLE
) return;
2541 if (standard
|| (!callback_enabled
&& (indspec
->life_type
& (INDUSTRYLIFE_ORGANIC
| INDUSTRYLIFE_EXTRACTIVE
)) != 0)) {
2542 /* decrease or increase */
2543 bool only_decrease
= (indspec
->behaviour
& INDUSTRYBEH_DONT_INCR_PROD
) && _settings_game
.game_creation
.landscape
== LT_TEMPERATE
;
2545 if (smooth_economy
) {
2547 for (byte j
= 0; j
< lengthof(i
->produced_cargo
); j
++) {
2548 if (i
->produced_cargo
[j
] == CT_INVALID
) continue;
2549 uint32 r
= Random();
2550 int old_prod
, new_prod
, percent
;
2551 /* If over 60% is transported, mult is 1, else mult is -1. */
2552 int mult
= (i
->last_month_pct_transported
[j
] > PERCENT_TRANSPORTED_60
) ? 1 : -1;
2554 new_prod
= old_prod
= i
->production_rate
[j
];
2556 /* For industries with only_decrease flags (temperate terrain Oil Wells),
2557 * the multiplier will always be -1 so they will only decrease. */
2558 if (only_decrease
) {
2560 /* For normal industries, if over 60% is transported, 33% chance for decrease.
2561 * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
2562 } else if (Chance16I(1, ((i
->last_month_pct_transported
[j
] > PERCENT_TRANSPORTED_80
) ? 6 : 3), r
)) {
2566 /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
2567 * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
2568 if (Chance16I(1, 22, r
>> 16)) {
2569 new_prod
+= mult
* (max(((RandomRange(50) + 10) * old_prod
) >> 8, 1U));
2572 /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
2573 new_prod
= Clamp(new_prod
, 1, 255);
2575 if (((indspec
->behaviour
& INDUSTRYBEH_BUILT_ONWATER
) != 0) && j
== 1) {
2576 new_prod
= Clamp(new_prod
, 0, 16);
2579 /* Do not stop closing the industry when it has the lowest possible production rate */
2580 if (new_prod
== old_prod
&& old_prod
> 1) {
2585 percent
= (old_prod
== 0) ? 100 : (new_prod
* 100 / old_prod
- 100);
2586 i
->production_rate
[j
] = new_prod
;
2588 /* Close the industry when it has the lowest possible production rate */
2589 if (new_prod
> 1) closeit
= false;
2591 if (abs(percent
) >= 10) {
2592 ReportNewsProductionChangeIndustry(i
, i
->produced_cargo
[j
], percent
);
2596 if (only_decrease
|| Chance16(1, 3)) {
2597 /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
2598 if (!only_decrease
&& (i
->last_month_pct_transported
[0] > PERCENT_TRANSPORTED_60
) != Chance16(1, 3)) {
2599 mul
= 1; // Increase production
2601 div
= 1; // Decrease production
2607 if (!callback_enabled
&& (indspec
->life_type
& INDUSTRYLIFE_PROCESSING
)) {
2608 if ( (byte
)(_cur_year
- i
->last_prod_year
) >= 5 && Chance16(1, smooth_economy
? 180 : 2)) {
2613 /* Increase if needed */
2614 while (mul
-- != 0 && i
->prod_level
< PRODLEVEL_MAXIMUM
) {
2615 i
->prod_level
= min(i
->prod_level
* 2, PRODLEVEL_MAXIMUM
);
2616 recalculate_multipliers
= true;
2617 if (str
== STR_NULL
) str
= indspec
->production_up_text
;
2620 /* Decrease if needed */
2621 while (div
-- != 0 && !closeit
) {
2622 if (i
->prod_level
== PRODLEVEL_MINIMUM
) {
2625 i
->prod_level
= max(i
->prod_level
/ 2, (int)PRODLEVEL_MINIMUM
); // typecast to int required to please MSVC
2626 recalculate_multipliers
= true;
2627 if (str
== STR_NULL
) str
= indspec
->production_down_text
;
2631 /* Increase or Decreasing the production level if needed */
2632 if (increment
!= 0) {
2633 if (increment
< 0 && i
->prod_level
== PRODLEVEL_MINIMUM
) {
2636 i
->prod_level
= ClampU(i
->prod_level
+ increment
, PRODLEVEL_MINIMUM
, PRODLEVEL_MAXIMUM
);
2637 recalculate_multipliers
= true;
2641 /* Recalculate production_rate
2642 * For non-smooth economy these should always be synchronized with prod_level */
2643 if (recalculate_multipliers
) i
->RecomputeProductionMultipliers();
2645 /* Close if needed and allowed */
2646 if (closeit
&& !CheckIndustryCloseDownProtection(i
->type
)) {
2647 i
->prod_level
= PRODLEVEL_CLOSURE
;
2648 SetWindowDirty(WC_INDUSTRY_VIEW
, i
->index
);
2649 str
= indspec
->closure_text
;
2652 if (!suppress_message
&& str
!= STR_NULL
) {
2654 /* Compute news category */
2656 nt
= NT_INDUSTRY_CLOSE
;
2657 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i
->index
));
2658 Game::NewEvent(new ScriptEventIndustryClose(i
->index
));
2660 switch (WhoCanServiceIndustry(i
)) {
2661 case 0: nt
= NT_INDUSTRY_NOBODY
; break;
2662 case 1: nt
= NT_INDUSTRY_OTHER
; break;
2663 case 2: nt
= NT_INDUSTRY_COMPANY
; break;
2664 default: NOT_REACHED();
2667 /* Set parameters of news string */
2668 if (str
> STR_LAST_STRINGID
) {
2669 SetDParam(0, STR_TOWN_NAME
);
2670 SetDParam(1, i
->town
->index
);
2671 SetDParam(2, indspec
->name
);
2672 } else if (closeit
) {
2673 SetDParam(0, STR_FORMAT_INDUSTRY_NAME
);
2674 SetDParam(1, i
->town
->index
);
2675 SetDParam(2, indspec
->name
);
2677 SetDParam(0, i
->index
);
2679 /* and report the news to the user */
2681 AddTileNewsItem(str
, nt
, i
->location
.tile
+ TileDiffXY(1, 1));
2683 AddIndustryNewsItem(str
, nt
, i
->index
);
2689 * Daily handler for the industry changes
2690 * Taking the original map size of 256*256, the number of random changes was always of just one unit.
2691 * But it cannot be the same on smaller or bigger maps. That number has to be scaled up or down.
2692 * For small maps, it implies that less than one change per month is required, while on bigger maps,
2693 * it would be way more. The daily loop handles those changes.
2695 void IndustryDailyLoop()
2697 _economy
.industry_daily_change_counter
+= _economy
.industry_daily_increment
;
2699 /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
2700 * the lower 16 bit are a fractional part that might accumulate over several days until it
2701 * is sufficient for an industry. */
2702 uint16 change_loop
= _economy
.industry_daily_change_counter
>> 16;
2704 /* Reset the active part of the counter, just keeping the "fractional part" */
2705 _economy
.industry_daily_change_counter
&= 0xFFFF;
2707 if (change_loop
== 0) {
2708 return; // Nothing to do? get out
2711 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2713 /* perform the required industry changes for the day */
2715 uint perc
= 3; // Between 3% and 9% chance of creating a new industry.
2716 if ((_industry_builder
.wanted_inds
>> 16) > GetCurrentTotalNumberOfIndustries()) {
2717 perc
= min(9u, perc
+ (_industry_builder
.wanted_inds
>> 16) - GetCurrentTotalNumberOfIndustries());
2719 for (uint16 j
= 0; j
< change_loop
; j
++) {
2720 /* industry for taxes */
2721 if (_economy
.industry_helper
> _price
[PR_BUILD_INDUSTRY
] << 3) {
2722 _economy
.industry_helper
-= _price
[PR_BUILD_INDUSTRY
] << 3;
2723 _industry_builder
.TryBuildNewIndustry();
2724 } else if (Chance16(3, 100)) {
2725 _industry_builder
.TryBuildNewIndustry();
2727 Industry
*i
= Industry::GetRandom();
2729 ChangeIndustryProduction(i
, false);
2730 SetWindowDirty(WC_INDUSTRY_VIEW
, i
->index
);
2735 cur_company
.Restore();
2737 /* production-change */
2738 InvalidateWindowData(WC_INDUSTRY_DIRECTORY
, 0, 1);
2741 void IndustryMonthlyLoop()
2743 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
2745 _industry_builder
.MonthlyLoop();
2748 FOR_ALL_INDUSTRIES(i
) {
2749 UpdateIndustryStatistics(i
);
2750 if (i
->prod_level
== PRODLEVEL_CLOSURE
) {
2753 ChangeIndustryProduction(i
, true);
2754 SetWindowDirty(WC_INDUSTRY_VIEW
, i
->index
);
2758 cur_company
.Restore();
2760 /* production-change */
2761 InvalidateWindowData(WC_INDUSTRY_DIRECTORY
, 0, 1);
2765 void InitializeIndustries()
2767 Industry::ResetIndustryCounts();
2768 _industry_sound_tile
= 0;
2770 _industry_builder
.Reset();
2773 /** Verify whether the generated industries are complete, and warn the user if not. */
2774 void CheckIndustries()
2777 for (IndustryType it
= 0; it
< NUM_INDUSTRYTYPES
; it
++) {
2778 if (Industry::GetIndustryTypeCount(it
) > 0) continue; // Types of existing industries can be skipped.
2780 bool force_at_least_one
;
2781 uint32 chance
= GetScaledIndustryGenerationProbability(it
, &force_at_least_one
);
2782 if (chance
== 0 || !force_at_least_one
) continue; // Types that are not available can be skipped.
2784 const IndustrySpec
*is
= GetIndustrySpec(it
);
2785 SetDParam(0, is
->name
);
2786 ShowErrorMessage(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES
, STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION
, WL_WARNING
);
2789 if (count
>= 3) break; // Don't swamp the user with errors.
2794 * Is an industry with the spec a raw industry?
2795 * @return true if it should be handled as a raw industry
2797 bool IndustrySpec::IsRawIndustry() const
2799 return (this->life_type
& (INDUSTRYLIFE_EXTRACTIVE
| INDUSTRYLIFE_ORGANIC
)) != 0;
2803 * Is an industry with the spec a processing industry?
2804 * @return true if it should be handled as a processing industry
2806 bool IndustrySpec::IsProcessingIndustry() const
2808 /* Lumber mills are neither raw nor processing */
2809 return (this->life_type
& INDUSTRYLIFE_PROCESSING
) != 0 &&
2810 (this->behaviour
& INDUSTRYBEH_CUT_TREES
) == 0;
2814 * Get the cost for constructing this industry
2815 * @return the cost (inflation corrected etc)
2817 Money
IndustrySpec::GetConstructionCost() const
2819 /* Building raw industries like secondary uses different price base */
2820 return (_price
[(_settings_game
.construction
.raw_industry_construction
== 1 && this->IsRawIndustry()) ?
2821 PR_BUILD_INDUSTRY_RAW
: PR_BUILD_INDUSTRY
] * this->cost_multiplier
) >> 8;
2825 * Get the cost for removing this industry
2826 * Take note that the cost will always be zero for non-grf industries.
2827 * Only if the grf author did specified a cost will it be applicable.
2828 * @return the cost (inflation corrected etc)
2830 Money
IndustrySpec::GetRemovalCost() const
2832 return (_price
[PR_CLEAR_INDUSTRY
] * this->removal_cost_multiplier
) >> 8;
2836 * Determines whether this industrytype uses smooth economy or whether it uses standard/newgrf production changes.
2837 * @return true if smooth economy is used.
2839 bool IndustrySpec::UsesSmoothEconomy() const
2841 return _settings_game
.economy
.smooth_economy
&&
2842 !(HasBit(this->callback_mask
, CBM_IND_PRODUCTION_256_TICKS
) || HasBit(this->callback_mask
, CBM_IND_PRODUCTION_CARGO_ARRIVAL
)) && // production callbacks
2843 !(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
2846 static CommandCost
TerraformTile_Industry(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
2848 if (AutoslopeEnabled()) {
2849 /* We imitate here TTDP's behaviour:
2850 * - Both new and old slope must not be steep.
2851 * - TileMaxZ must not be changed.
2852 * - Allow autoslope by default.
2853 * - Disallow autoslope if callback succeeds and returns non-zero.
2855 Slope tileh_old
= GetTileSlope(tile
);
2856 /* TileMaxZ must not be changed. Slopes must not be steep. */
2857 if (!IsSteepSlope(tileh_old
) && !IsSteepSlope(tileh_new
) && (GetTileMaxZ(tile
) == z_new
+ GetSlopeMaxZ(tileh_new
))) {
2858 const IndustryGfx gfx
= GetIndustryGfx(tile
);
2859 const IndustryTileSpec
*itspec
= GetIndustryTileSpec(gfx
);
2861 /* Call callback 3C 'disable autosloping for industry tiles'. */
2862 if (HasBit(itspec
->callback_mask
, CBM_INDT_AUTOSLOPE
)) {
2863 /* If the callback fails, allow autoslope. */
2864 uint16 res
= GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE
, 0, 0, gfx
, Industry::GetByTile(tile
), tile
);
2865 if (res
== CALLBACK_FAILED
|| !ConvertBooleanCallback(itspec
->grf_prop
.grffile
, CBID_INDTILE_AUTOSLOPE
, res
)) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
2867 /* allow autoslope */
2868 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
2872 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2875 extern const TileTypeProcs _tile_type_industry_procs
= {
2876 DrawTile_Industry
, // draw_tile_proc
2877 GetSlopePixelZ_Industry
, // get_slope_z_proc
2878 ClearTile_Industry
, // clear_tile_proc
2879 AddAcceptedCargo_Industry
, // add_accepted_cargo_proc
2880 GetTileDesc_Industry
, // get_tile_desc_proc
2881 GetTileTrackStatus_Industry
, // get_tile_track_status_proc
2882 ClickTile_Industry
, // click_tile_proc
2883 AnimateTile_Industry
, // animate_tile_proc
2884 TileLoop_Industry
, // tile_loop_proc
2885 ChangeTileOwner_Industry
, // change_tile_owner_proc
2886 NULL
, // add_produced_cargo_proc
2887 NULL
, // vehicle_enter_tile_proc
2888 GetFoundation_Industry
, // get_foundation_proc
2889 TerraformTile_Industry
, // terraform_tile_proc