/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file industry_cmd.cpp Handling of industry tiles. */ #include "stdafx.h" #include "clear_map.h" #include "industry.h" #include "station_base.h" #include "train.h" #include "viewport_func.h" #include "command_func.h" #include "town.h" #include "news_func.h" #include "cheat_type.h" #include "genworld.h" #include "tree_map.h" #include "newgrf_cargo.h" #include "newgrf_debug.h" #include "newgrf_industrytiles.h" #include "autoslope.h" #include "water.h" #include "strings_func.h" #include "window_func.h" #include "date_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "animated_tile_func.h" #include "effectvehicle_func.h" #include "effectvehicle_base.h" #include "ai/ai.hpp" #include "core/pool_func.hpp" #include "subsidy_func.h" #include "core/backup_type.hpp" #include "object_base.h" #include "table/strings.h" #include "table/industry_land.h" #include "table/build_industry.h" IndustryPool _industry_pool("Industry"); INSTANTIATE_POOL_METHODS(Industry) void ShowIndustryViewWindow(int industry); void BuildOilRig(TileIndex tile); static byte _industry_sound_ctr; static TileIndex _industry_sound_tile; uint16 Industry::counts[NUM_INDUSTRYTYPES]; IndustrySpec _industry_specs[NUM_INDUSTRYTYPES]; IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES]; IndustryBuildData _industry_builder; ///< In-game manager of industries. /** * This function initialize the spec arrays of both * industry and industry tiles. * It adjusts the enabling of the industry too, based on climate availability. * This will allow for clearer testings */ void ResetIndustries() { memset(&_industry_specs, 0, sizeof(_industry_specs)); memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs)); /* once performed, enable only the current climate industries */ for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) { _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET && HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape); } memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs)); memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs)); /* Reset any overrides that have been set. */ _industile_mngr.ResetOverride(); _industry_mngr.ResetOverride(); } /** * Retrieve the type for this industry. Although it is accessed by a tile, * it will return the general type of industry, and not the sprite index * as would do GetIndustryGfx. * @param tile that is queried * @pre IsTileType(tile, MP_INDUSTRY) * @return general type for this industry, as defined in industry.h */ IndustryType GetIndustryType(TileIndex tile) { assert(IsTileType(tile, MP_INDUSTRY)); const Industry *ind = Industry::GetByTile(tile); assert(ind != NULL); return ind->type; } /** * Accessor for array _industry_specs. * This will ensure at once : proper access and * not allowing modifications of it. * @param thistype of industry (which is the index in _industry_specs) * @pre thistype < NUM_INDUSTRYTYPES * @return a pointer to the corresponding industry spec */ const IndustrySpec *GetIndustrySpec(IndustryType thistype) { assert(thistype < NUM_INDUSTRYTYPES); return &_industry_specs[thistype]; } /** * Accessor for array _industry_tile_specs. * This will ensure at once : proper access and * not allowing modifications of it. * @param gfx of industrytile (which is the index in _industry_tile_specs) * @pre gfx < INVALID_INDUSTRYTILE * @return a pointer to the corresponding industrytile spec */ const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx) { assert(gfx < INVALID_INDUSTRYTILE); return &_industry_tile_specs[gfx]; } Industry::~Industry() { if (CleaningPool()) return; /* Industry can also be destroyed when not fully initialized. * This means that we do not have to clear tiles either. * Also we must not decrement industry counts in that case. */ if (this->location.w == 0) return; TILE_AREA_LOOP(tile_cur, this->location) { if (IsTileType(tile_cur, MP_INDUSTRY)) { if (GetIndustryIndex(tile_cur) == this->index) { DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur); /* MakeWaterKeepingClass() can also handle 'land' */ MakeWaterKeepingClass(tile_cur, OWNER_NONE); } } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) { DeleteOilRig(tile_cur); } } if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) { TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42); ta.ClampToMap(); /* Remove the farmland and convert it to regular tiles over time. */ TILE_AREA_LOOP(tile_cur, ta) { if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) && GetIndustryIndexOfField(tile_cur) == this->index) { SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY); } } } /* don't let any disaster vehicle target invalid industry */ ReleaseDisastersTargetingIndustry(this->index); DecIndustryTypeCount(this->type); DeleteIndustryNews(this->index); DeleteWindowById(WC_INDUSTRY_VIEW, this->index); DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index); DeleteSubsidyWith(ST_INDUSTRY, this->index); CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index); } /** * Invalidating some stuff after removing item from the pool. * @param index index of deleted item */ void Industry::PostDestructor(size_t index) { InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0); Station::RecomputeIndustriesNearForAll(); } /** * Return a random valid industry. * @return random industry, NULL if there are no industries */ /* static */ Industry *Industry::GetRandom() { if (Industry::GetNumItems() == 0) return NULL; int num = RandomRange((uint16)Industry::GetNumItems()); size_t index = MAX_UVALUE(size_t); while (num >= 0) { num--; index++; /* Make sure we have a valid industry */ while (!Industry::IsValidID(index)) { index++; assert(index < Industry::GetPoolSize()); } } return Industry::Get(index); } static void IndustryDrawSugarMine(const TileInfo *ti) { if (!IsIndustryCompleted(ti->tile)) return; const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)]; AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0); if (d->image_2 != 0) { AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41); } if (d->image_3 != 0) { AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE, _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y); } } static void IndustryDrawToffeeQuarry(const TileInfo *ti) { uint8 x = 0; if (IsIndustryCompleted(ti->tile)) { x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)]; if (x == 0xFF) { x = 0; } } AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x); AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14); } static void IndustryDrawBubbleGenerator( const TileInfo *ti) { if (IsIndustryCompleted(ti->tile)) { AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]); } else { AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67); } } static void IndustryDrawToyFactory(const TileInfo *ti) { const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)]; if (d->image_1 != 0xFF) { AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1); } if (d->image_2 != 0xFF) { AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2); } AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3); AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42); } static void IndustryDrawCoalPlantSparks(const TileInfo *ti) { if (IsIndustryCompleted(ti->tile)) { uint8 image = GetAnimationFrame(ti->tile); if (image != 0 && image < 7) { AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS, PAL_NONE, _coal_plant_sparks[image - 1].x, _coal_plant_sparks[image - 1].y ); } } } typedef void IndustryDrawTileProc(const TileInfo *ti); static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = { IndustryDrawSugarMine, IndustryDrawToffeeQuarry, IndustryDrawBubbleGenerator, IndustryDrawToyFactory, IndustryDrawCoalPlantSparks, }; static void DrawTile_Industry(TileInfo *ti) { IndustryGfx gfx = GetIndustryGfx(ti->tile); Industry *ind = Industry::GetByTile(ti->tile); const IndustryTileSpec *indts = GetIndustryTileSpec(gfx); /* Retrieve pointer to the draw industry tile struct */ if (gfx >= NEW_INDUSTRYTILEOFFSET) { /* Draw the tile using the specialized method of newgrf industrytile. * DrawNewIndustry will return false if ever the resolver could not * find any sprite to display. So in this case, we will jump on the * substitute gfx instead. */ if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) { return; } else { /* No sprite group (or no valid one) found, meaning no graphics associated. * Use the substitute one instead */ if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) { gfx = indts->grf_prop.subst_id; /* And point the industrytile spec accordingly */ indts = GetIndustryTileSpec(gfx); } } } const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ? GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED : GetIndustryConstructionStage(ti->tile))]; SpriteID image = dits->ground.sprite; /* DrawFoundation() modifes ti->z and ti->tileh */ if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED); /* If the ground sprite is the default flat water sprite, draw also canal/river borders. * Do not do this if the tile's WaterClass is 'land'. */ if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) { DrawWaterClassGround(ti); } else { DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour))); } /* If industries are transparent and invisible, do not draw the upper part */ if (IsInvisibilitySet(TO_INDUSTRIES)) return; /* Add industry on top of the ground? */ image = dits->building.sprite; if (image != 0) { AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)), ti->x + dits->subtile_x, ti->y + dits->subtile_y, dits->width, dits->height, dits->dz, ti->z, IsTransparencySet(TO_INDUSTRIES)); if (IsTransparencySet(TO_INDUSTRIES)) return; } { int proc = dits->draw_proc - 1; if (proc >= 0) _industry_draw_tile_procs[proc](ti); } } static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y) { return GetTileMaxZ(tile); } static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh) { IndustryGfx gfx = GetIndustryGfx(tile); /* For NewGRF industry tiles we might not be drawing a foundation. We need to * account for this, as other structures should * draw the wall of the foundation in this case. */ if (gfx >= NEW_INDUSTRYTILEOFFSET) { const IndustryTileSpec *indts = GetIndustryTileSpec(gfx); if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) { uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile); if (callback_res == 0) return FOUNDATION_NONE; } } return FlatteningFoundation(tileh); } static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted) { IndustryGfx gfx = GetIndustryGfx(tile); const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx); /* When we have to use a callback, we put our data in the next two variables */ CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)]; uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)]; /* And then these will always point to a same sized array with the required data */ const CargoID *accepts_cargo = itspec->accepts_cargo; const uint8 *cargo_acceptance = itspec->acceptance; if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) { uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile); if (res != CALLBACK_FAILED) { accepts_cargo = raw_accepts_cargo; for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile); } } if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) { uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile); if (res != CALLBACK_FAILED) { cargo_acceptance = raw_cargo_acceptance; for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4); } } const Industry *ind = Industry::GetByTile(tile); for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) { CargoID a = accepts_cargo[i]; if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos /* Add accepted cargo */ acceptance[a] += cargo_acceptance[i]; /* Maybe set 'always accepted' bit (if it's not set already) */ if (HasBit(*always_accepted, a)) continue; bool accepts = false; for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) { /* Test whether the industry itself accepts the cargo type */ if (ind->accepts_cargo[cargo_index] == a) { accepts = true; break; } } if (accepts) continue; /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */ SetBit(*always_accepted, a); } } static void GetTileDesc_Industry(TileIndex tile, TileDesc *td) { const Industry *i = Industry::GetByTile(tile); const IndustrySpec *is = GetIndustrySpec(i->type); td->owner[0] = i->owner; td->str = is->name; if (!IsIndustryCompleted(tile)) { SetDParamX(td->dparam, 0, td->str); td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION; } if (is->grf_prop.grffile != NULL) { td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName(); } } static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags) { Industry *i = Industry::GetByTile(tile); const IndustrySpec *indspec = GetIndustrySpec(i->type); /* water can destroy industries * in editor you can bulldoze industries * with magic_bulldozer cheat you can destroy industries * (area around OILRIG is water, so water shouldn't flood it */ if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR && !_cheats.magic_bulldozer.value) || ((flags & DC_AUTO) != 0) || (_current_company == OWNER_WATER && ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) || HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) { SetDParam(1, indspec->name); return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID); } if (flags & DC_EXEC) { AI::BroadcastNewEvent(new AIEventIndustryClose(i->index)); delete i; } return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost()); } static void TransportIndustryGoods(TileIndex tile) { Industry *i = Industry::GetByTile(tile); const IndustrySpec *indspec = GetIndustrySpec(i->type); bool moved_cargo = false; StationFinder stations(i->location); for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) { uint cw = min(i->produced_cargo_waiting[j], 255); if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) { i->produced_cargo_waiting[j] -= cw; /* fluctuating economy? */ if (EconomyIsInRecession()) cw = (cw + 1) / 2; i->this_month_production[j] += cw; uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations()); i->this_month_transported[j] += am; moved_cargo |= (am != 0); } } if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) { uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production; if (newgfx != INDUSTRYTILE_NOANIM) { ResetIndustryConstructionStage(tile); SetIndustryCompleted(tile, true); SetIndustryGfx(tile, newgfx); MarkTileDirtyByTile(tile); } } } static void AnimateTile_Industry(TileIndex tile) { IndustryGfx gfx = GetIndustryGfx(tile); if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) { AnimateNewIndustryTile(tile); return; } switch (gfx) { case GFX_SUGAR_MINE_SIEVE: if ((_tick_counter & 1) == 0) { byte m = GetAnimationFrame(tile) + 1; switch (m & 7) { case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break; case 6: SndPlayTileFx(SND_29_RIP, tile); break; } if (m >= 96) { m = 0; DeleteAnimatedTile(tile); } SetAnimationFrame(tile, m); MarkTileDirtyByTile(tile); } break; case GFX_TOFFEE_QUARY: if ((_tick_counter & 3) == 0) { byte m = GetAnimationFrame(tile); if (_industry_anim_offs_toffee[m] == 0xFF) { SndPlayTileFx(SND_30_CARTOON_SOUND, tile); } if (++m >= 70) { m = 0; DeleteAnimatedTile(tile); } SetAnimationFrame(tile, m); MarkTileDirtyByTile(tile); } break; case GFX_BUBBLE_CATCHER: if ((_tick_counter & 1) == 0) { byte m = GetAnimationFrame(tile); if (++m >= 40) { m = 0; DeleteAnimatedTile(tile); } SetAnimationFrame(tile, m); MarkTileDirtyByTile(tile); } break; /* Sparks on a coal plant */ case GFX_POWERPLANT_SPARKS: if ((_tick_counter & 3) == 0) { byte m = GetAnimationFrame(tile); if (m == 6) { SetAnimationFrame(tile, 0); DeleteAnimatedTile(tile); } else { SetAnimationFrame(tile, m + 1); MarkTileDirtyByTile(tile); } } break; case GFX_TOY_FACTORY: if ((_tick_counter & 1) == 0) { byte m = GetAnimationFrame(tile) + 1; switch (m) { case 1: SndPlayTileFx(SND_2C_MACHINERY, tile); break; case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break; case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break; default: if (m >= 50) { int n = GetIndustryAnimationLoop(tile) + 1; m = 0; if (n >= 8) { n = 0; DeleteAnimatedTile(tile); } SetIndustryAnimationLoop(tile, n); } } SetAnimationFrame(tile, m); MarkTileDirtyByTile(tile); } break; case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2: case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4: case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6: case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8: if ((_tick_counter & 3) == 0) { IndustryGfx gfx = GetIndustryGfx(tile); gfx = (gfx < 155) ? gfx + 1 : 148; SetIndustryGfx(tile, gfx); MarkTileDirtyByTile(tile); } break; case GFX_OILWELL_ANIMATED_1: case GFX_OILWELL_ANIMATED_2: case GFX_OILWELL_ANIMATED_3: if ((_tick_counter & 7) == 0) { bool b = Chance16(1, 7); IndustryGfx gfx = GetIndustryGfx(tile); byte m = GetAnimationFrame(tile) + 1; if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) { SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED); SetIndustryConstructionStage(tile, 3); DeleteAnimatedTile(tile); } else { SetAnimationFrame(tile, m); SetIndustryGfx(tile, gfx); MarkTileDirtyByTile(tile); } } break; case GFX_COAL_MINE_TOWER_ANIMATED: case GFX_COPPER_MINE_TOWER_ANIMATED: case GFX_GOLD_MINE_TOWER_ANIMATED: { int state = _tick_counter & 0x7FF; if ((state -= 0x400) < 0) return; if (state < 0x1A0) { if (state < 0x20 || state >= 0x180) { byte m = GetAnimationFrame(tile); if (!(m & 0x40)) { SetAnimationFrame(tile, m | 0x40); SndPlayTileFx(SND_0B_MINING_MACHINERY, tile); } if (state & 7) return; } else { if (state & 3) return; } byte m = (GetAnimationFrame(tile) + 1) | 0x40; if (m > 0xC2) m = 0xC0; SetAnimationFrame(tile, m); MarkTileDirtyByTile(tile); } else if (state >= 0x200 && state < 0x3A0) { int i = (state < 0x220 || state >= 0x380) ? 7 : 3; if (state & i) return; byte m = (GetAnimationFrame(tile) & 0xBF) - 1; if (m < 0x80) m = 0x82; SetAnimationFrame(tile, m); MarkTileDirtyByTile(tile); } break; } } } static void CreateChimneySmoke(TileIndex tile) { uint x = TileX(tile) * TILE_SIZE; uint y = TileY(tile) * TILE_SIZE; uint z = GetTileMaxZ(tile); CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE); } static void MakeIndustryTileBigger(TileIndex tile) { byte cnt = GetIndustryConstructionCounter(tile) + 1; if (cnt != 4) { SetIndustryConstructionCounter(tile, cnt); return; } byte stage = GetIndustryConstructionStage(tile) + 1; SetIndustryConstructionCounter(tile, 0); SetIndustryConstructionStage(tile, stage); StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE); if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true); MarkTileDirtyByTile(tile); if (!IsIndustryCompleted(tile)) return; IndustryGfx gfx = GetIndustryGfx(tile); if (gfx >= NEW_INDUSTRYTILEOFFSET) { /* New industries are already animated on construction. */ return; } switch (gfx) { case GFX_POWERPLANT_CHIMNEY: CreateChimneySmoke(tile); break; case GFX_OILRIG_1: { /* Do not require an industry tile to be after the first two GFX_OILRIG_1 * tiles (like the default oil rig). Do a proper check to ensure the * tiles belong to the same industry and based on that build the oil rig's * station. */ TileIndex other = tile + TileDiffXY(0, 1); if (IsTileType(other, MP_INDUSTRY) && GetIndustryGfx(other) == GFX_OILRIG_1 && GetIndustryIndex(tile) == GetIndustryIndex(other)) { BuildOilRig(tile); } break; } case GFX_TOY_FACTORY: case GFX_BUBBLE_CATCHER: case GFX_TOFFEE_QUARY: SetAnimationFrame(tile, 0); SetIndustryAnimationLoop(tile, 0); break; case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2: case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4: case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6: case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8: AddAnimatedTile(tile); break; } } static void TileLoopIndustry_BubbleGenerator(TileIndex tile) { static const int8 _bubble_spawn_location[3][4] = { { 11, 0, -4, -14 }, { -4, -10, -4, 1 }, { 49, 59, 60, 65 }, }; SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile); int dir = Random() & 3; EffectVehicle *v = CreateEffectVehicleAbove( TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir], TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir], _bubble_spawn_location[2][dir], EV_BUBBLE ); if (v != NULL) v->animation_substate = dir; } static void TileLoop_Industry(TileIndex tile) { if (IsTileOnWater(tile)) TileLoop_Water(tile); /* Normally this doesn't happen, but if an industry NewGRF is removed * an industry that was previously build on water can now be flooded. * If this happens the tile is no longer an industry tile after * returning from TileLoop_Water. */ if (!IsTileType(tile, MP_INDUSTRY)) return; TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP); if (!IsIndustryCompleted(tile)) { MakeIndustryTileBigger(tile); return; } if (_game_mode == GM_EDITOR) return; TransportIndustryGoods(tile); if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return; IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next; if (newgfx != INDUSTRYTILE_NOANIM) { ResetIndustryConstructionStage(tile); SetIndustryGfx(tile, newgfx); MarkTileDirtyByTile(tile); return; } IndustryGfx gfx = GetIndustryGfx(tile); switch (gfx) { case GFX_COAL_MINE_TOWER_NOT_ANIMATED: case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: case GFX_GOLD_MINE_TOWER_NOT_ANIMATED: if (!(_tick_counter & 0x400) && Chance16(1, 2)) { switch (gfx) { case GFX_COAL_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COAL_MINE_TOWER_ANIMATED; break; case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break; case GFX_GOLD_MINE_TOWER_NOT_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_ANIMATED; break; } SetIndustryGfx(tile, gfx); SetAnimationFrame(tile, 0x80); AddAnimatedTile(tile); } break; case GFX_OILWELL_NOT_ANIMATED: if (Chance16(1, 6)) { SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1); SetAnimationFrame(tile, 0); AddAnimatedTile(tile); } break; case GFX_COAL_MINE_TOWER_ANIMATED: case GFX_COPPER_MINE_TOWER_ANIMATED: case GFX_GOLD_MINE_TOWER_ANIMATED: if (!(_tick_counter & 0x400)) { switch (gfx) { case GFX_COAL_MINE_TOWER_ANIMATED: gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED; break; case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break; case GFX_GOLD_MINE_TOWER_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED; break; } SetIndustryGfx(tile, gfx); SetIndustryCompleted(tile, true); SetIndustryConstructionStage(tile, 3); DeleteAnimatedTile(tile); } break; case GFX_POWERPLANT_SPARKS: if (Chance16(1, 3)) { SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile); AddAnimatedTile(tile); } break; case GFX_COPPER_MINE_CHIMNEY: CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_COPPER_MINE_SMOKE); break; case GFX_TOY_FACTORY: { Industry *i = Industry::GetByTile(tile); if (i->was_cargo_delivered) { i->was_cargo_delivered = false; SetIndustryAnimationLoop(tile, 0); AddAnimatedTile(tile); } } break; case GFX_BUBBLE_GENERATOR: TileLoopIndustry_BubbleGenerator(tile); break; case GFX_TOFFEE_QUARY: AddAnimatedTile(tile); break; case GFX_SUGAR_MINE_SIEVE: if (Chance16(1, 3)) AddAnimatedTile(tile); break; } } static bool ClickTile_Industry(TileIndex tile) { ShowIndustryViewWindow(GetIndustryIndex(tile)); return true; } static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) { return 0; } static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner) { /* If the founder merges, the industry was created by the merged company */ Industry *i = Industry::GetByTile(tile); if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner; } static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6}; static bool IsBadFarmFieldTile(TileIndex tile) { switch (GetTileType(tile)) { case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT); case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE); default: return true; } } static bool IsBadFarmFieldTile2(TileIndex tile) { switch (GetTileType(tile)) { case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT); case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE); default: return true; } } static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction) { do { tile = TILE_MASK(tile); if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) { byte or_ = type; if (or_ == 1 && Chance16(1, 7)) or_ = 2; if (direction == AXIS_X) { SetFenceSE(tile, or_); } else { SetFenceSW(tile, or_); } } tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); } while (--size); } static void PlantFarmField(TileIndex tile, IndustryID industry) { if (_settings_game.game_creation.landscape == LT_ARCTIC) { if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine()) return; } /* determine field size */ uint32 r = (Random() & 0x303) + 0x404; if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404; uint size_x = GB(r, 0, 8); uint size_y = GB(r, 8, 8); TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y); ta.ClampToMap(); if (ta.w == 0 || ta.h == 0) return; /* check the amount of bad tiles */ int count = 0; TILE_AREA_LOOP(cur_tile, ta) { assert(cur_tile < MapSize()); count += IsBadFarmFieldTile(cur_tile); } if (count * 2 >= ta.w * ta.h) return; /* determine type of field */ r = Random(); uint counter = GB(r, 5, 3); uint field_type = GB(r, 8, 8) * 9 >> 8; /* make field */ TILE_AREA_LOOP(cur_tile, ta) { assert(cur_tile < MapSize()); if (!IsBadFarmFieldTile2(cur_tile)) { MakeField(cur_tile, field_type, industry); SetClearCounter(cur_tile, counter); MarkTileDirtyByTile(cur_tile); } } int type = 3; if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) { type = _plantfarmfield_type[Random() & 0xF]; } SetupFarmFieldFence(ta.tile - TileDiffXY(1, 0), ta.h, type, AXIS_Y); SetupFarmFieldFence(ta.tile - TileDiffXY(0, 1), ta.w, type, AXIS_X); SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y); SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X); } void PlantRandomFarmField(const Industry *i) { int x = i->location.w / 2 + Random() % 31 - 16; int y = i->location.h / 2 + Random() % 31 - 16; TileIndex tile = TileAddWrap(i->location.tile, x, y); if (tile != INVALID_TILE) PlantFarmField(tile, i->index); } /** * Search callback function for ChopLumberMillTrees * @param tile to test * @param user_data that is passed by the caller. In this case, nothing * @return the result of the test */ static bool SearchLumberMillTrees(TileIndex tile, void *user_data) { if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { ///< 3 and up means all fully grown trees /* found a tree */ Backup cur_company(_current_company, OWNER_NONE, FILE_LINE); _industry_sound_ctr = 1; _industry_sound_tile = tile; SndPlayTileFx(SND_38_CHAINSAW, tile); DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); cur_company.Restore(); return true; } return false; } /** * Perform a circular search around the Lumber Mill in order to find trees to cut * @param i industry */ static void ChopLumberMillTrees(Industry *i) { TileIndex tile = i->location.tile; if (!IsIndustryCompleted(tile)) return; // Can't proceed if not completed. if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles to search. i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo. } } static void ProduceIndustryGoods(Industry *i) { const IndustrySpec *indsp = GetIndustrySpec(i->type); /* play a sound? */ if ((i->counter & 0x3F) == 0) { uint32 r; uint num; if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) { SndPlayTileFx( (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]), i->location.tile); } } i->counter--; /* produce some cargo */ if ((i->counter % INDUSTRY_PRODUCE_TICKS) == 0) { if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1); IndustryBehaviour indbehav = indsp->behaviour; i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]); i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]); if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) { bool plant; if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) { plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0); } else { plant = Chance16(1, 8); } if (plant) PlantRandomFarmField(i); } if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) { bool cut = ((i->counter % INDUSTRY_CUT_TREE_TICKS) == 0); if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) { cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0); } if (cut) ChopLumberMillTrees(i); } TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK); StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK); } } void OnTick_Industry() { if (_industry_sound_ctr != 0) { _industry_sound_ctr++; if (_industry_sound_ctr == 75) { SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile); } else if (_industry_sound_ctr == 160) { _industry_sound_ctr = 0; SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile); } } if (_game_mode == GM_EDITOR) return; Industry *i; FOR_ALL_INDUSTRIES(i) { ProduceIndustryGoods(i); } } /** * Check the conditions of #CHECK_NOTHING (Always succeeds). * @param tile %Tile to perform the checking. * @return Succeeded or failed command. */ static CommandCost CheckNewIndustry_NULL(TileIndex tile) { return CommandCost(); } /** * Check the conditions of #CHECK_FOREST (Industry should be build above snow-line in arctic climate). * @param tile %Tile to perform the checking. * @return Succeeded or failed command. */ static CommandCost CheckNewIndustry_Forest(TileIndex tile) { if (_settings_game.game_creation.landscape == LT_ARCTIC) { if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) { return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED); } } return CommandCost(); } /** * Check the conditions of #CHECK_REFINERY (Industry should be positioned near edge of the map). * @param tile %Tile to perform the checking. * @return Succeeded or failed command. */ static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile) { if (_game_mode == GM_EDITOR) return CommandCost(); if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost(); return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED); } extern bool _ignore_restrictions; /** * Check the conditions of #CHECK_OIL_RIG (Industries at sea should be positioned near edge of the map). * @param tile %Tile to perform the checking. * @return Succeeded or failed command. */ static CommandCost CheckNewIndustry_OilRig(TileIndex tile) { if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost(); if (TileHeight(tile) == 0 && DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost(); return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED); } /** * Check the conditions of #CHECK_FARM (Industry should be below snow-line in arctic). * @param tile %Tile to perform the checking. * @return Succeeded or failed command. */ static CommandCost CheckNewIndustry_Farm(TileIndex tile) { if (_settings_game.game_creation.landscape == LT_ARCTIC) { if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) { return_cmd_error(STR_ERROR_SITE_UNSUITABLE); } } return CommandCost(); } /** * Check the conditions of #CHECK_PLANTATION (Industry should NOT be in the desert). * @param tile %Tile to perform the checking. * @return Succeeded or failed command. */ static CommandCost CheckNewIndustry_Plantation(TileIndex tile) { if (GetTropicZone(tile) == TROPICZONE_DESERT) { return_cmd_error(STR_ERROR_SITE_UNSUITABLE); } return CommandCost(); } /** * Check the conditions of #CHECK_WATER (Industry should be in the desert). * @param tile %Tile to perform the checking. * @return Succeeded or failed command. */ static CommandCost CheckNewIndustry_Water(TileIndex tile) { if (GetTropicZone(tile) != TROPICZONE_DESERT) { return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT); } return CommandCost(); } /** * Check the conditions of #CHECK_LUMBERMILL (Industry should be in the rain forest). * @param tile %Tile to perform the checking. * @return Succeeded or failed command. */ static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile) { if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) { return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST); } return CommandCost(); } /** * Check the conditions of #CHECK_BUBBLEGEN (Industry should be in low land). * @param tile %Tile to perform the checking. * @return Succeeded or failed command. */ static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile) { if (GetTileZ(tile) > TILE_HEIGHT * 4) { return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS); } return CommandCost(); } /** * Industrytype check function signature. * @param tile %Tile to check. * @return Succeeded or failed command. */ typedef CommandCost CheckNewIndustryProc(TileIndex tile); /** Check functions for different types of industry. */ static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = { CheckNewIndustry_NULL, ///< CHECK_NOTHING CheckNewIndustry_Forest, ///< CHECK_FOREST CheckNewIndustry_OilRefinery, ///< CHECK_REFINERY CheckNewIndustry_Farm, ///< CHECK_FARM CheckNewIndustry_Plantation, ///< CHECK_PLANTATION CheckNewIndustry_Water, ///< CHECK_WATER CheckNewIndustry_Lumbermill, ///< CHECK_LUMBERMILL CheckNewIndustry_BubbleGen, ///< CHECK_BUBBLEGEN CheckNewIndustry_OilRig, ///< CHECK_OIL_RIG }; /** * Find a town for the industry, while checking for multiple industries in the same town. * @param tile Position of the industry to build. * @param type Industry type. * @param [out] town Pointer to return town for the new industry, \c NULL is written if no good town can be found. * @return Succeeded or failed command. * * @precond \c *t != NULL * @postcon \c *t points to a town on success, and \c NULL on failure. */ static CommandCost FindTownForIndustry(TileIndex tile, int type, const Town **t) { *t = ClosestTownFromTile(tile, UINT_MAX); if (_settings_game.economy.multiple_industry_per_town) return CommandCost(); const Industry *i; FOR_ALL_INDUSTRIES(i) { if (i->type == (byte)type && i->town == *t) { *t = NULL; return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN); } } return CommandCost(); } bool IsSlopeRefused(Slope current, Slope refused) { if (IsSteepSlope(current)) return true; if (current != SLOPE_FLAT) { if (IsSteepSlope(refused)) return true; Slope t = ComplementSlope(current); if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true; if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true; if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true; if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true; } return false; } /** * Are the tiles of the industry free? * @param tile Position to check. * @param it Industry tiles table. * @param itspec_index The index of the itsepc to build/fund * @param type Type of the industry. * @param initial_random_bits The random bits the industry is going to have after construction. * @param founder Industry founder * @param creation_type The circumstances the industry is created under. * @param [out] custom_shape_check Perform custom check for the site. * @return Failed or succeeded command. */ 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) { bool refused_slope = false; bool custom_shape = false; do { IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx); TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y); if (!IsValidTile(cur_tile)) { return_cmd_error(STR_ERROR_SITE_UNSUITABLE); } if (gfx == GFX_WATERTILE_SPECIALCHECK) { if (!IsTileType(cur_tile, MP_WATER) || GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) { return_cmd_error(STR_ERROR_SITE_UNSUITABLE); } } else { CommandCost ret = EnsureNoVehicleOnGround(cur_tile); if (ret.Failed()) return ret; if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); const IndustryTileSpec *its = GetIndustryTileSpec(gfx); IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour; /* Perform land/water check if not disabled */ if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) { custom_shape = true; CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type); if (ret.Failed()) return ret; } else { Slope tileh = GetTileSlope(cur_tile, NULL); refused_slope |= IsSlopeRefused(tileh, its->slopes_refused); } if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house) if (!IsTileType(cur_tile, MP_HOUSE)) { return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS); } /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */ Backup cur_company(_current_company, OWNER_TOWN, FILE_LINE); CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR); cur_company.Restore(); if (ret.Failed()) return ret; } else { /* Clear the tiles, but do not affect town ratings */ CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; } } } while ((++it)->ti.x != -0x80); if (custom_shape_check != NULL) *custom_shape_check = custom_shape; /* It is almost impossible to have a fully flat land in TG, so what we * do is that we check if we can make the land flat later on. See * CheckIfCanLevelIndustryPlatform(). */ if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) { return CommandCost(); } return_cmd_error(STR_ERROR_SITE_UNSUITABLE); } /** * Is the industry allowed to be built at this place for the town? * @param tile Tile to construct the industry. * @param type Type of the industry. * @param t Town authority that the industry belongs to. * @return Succeeded or failed command. */ static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t) { if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) { return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200); } if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) { return_cmd_error(STR_ERROR_SITE_UNSUITABLE); } return CommandCost(); } static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal) { /* Check if we don't leave the map */ if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false; TileArea ta(tile - TileDiffXY(1, 1), 2, 2); TILE_AREA_LOOP(tile_walk, ta) { uint curh = TileHeight(tile_walk); /* Is the tile clear? */ if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false; /* Don't allow too big of a change if this is the sub-tile check */ if (internal != 0 && Delta(curh, height) > 1) return false; /* Different height, so the surrounding tiles of this tile * has to be correct too (in level, or almost in level) * else you get a chain-reaction of terraforming. */ if (internal == 0 && curh != height) { if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) { return false; } } } return true; } /** * This function tries to flatten out the land below an industry, without * damaging the surroundings too much. */ static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type) { const int MKEND = -0x80; // used for last element in an IndustryTileTable (see build_industry.h) int max_x = 0; int max_y = 0; /* Finds dimensions of largest variant of this industry */ do { if (it->gfx == 0xFF) continue; // FF been a marquer for a check on clear water, skip it if (it->ti.x > max_x) max_x = it->ti.x; if (it->ti.y > max_y) max_y = it->ti.y; } while ((++it)->ti.x != MKEND); /* Remember level height */ uint h = TileHeight(tile); if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false; /* Check that all tiles in area and surrounding are clear * this determines that there are no obstructing items */ TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform), max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform); if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false; /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry. * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */ Backup cur_company(_current_company, OWNER_TOWN, FILE_LINE); TILE_AREA_LOOP(tile_walk, ta) { uint curh = TileHeight(tile_walk); if (curh != h) { /* This tile needs terraforming. Check if we can do that without * damaging the surroundings too much. */ if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) { cur_company.Restore(); return false; } /* This is not 100% correct check, but the best we can do without modifying the map. * What is missing, is if the difference in height is more than 1.. */ if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) { cur_company.Restore(); return false; } } } if (flags & DC_EXEC) { /* Terraform the land under the industry */ TILE_AREA_LOOP(tile_walk, ta) { uint curh = TileHeight(tile_walk); while (curh != h) { /* We give the terraforming for free here, because we can't calculate * exact cost in the test-round, and as we all know, that will cause * a nice assert if they don't match ;) */ DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND); curh += (curh > h) ? -1 : 1; } } } cur_company.Restore(); return true; } /** * Check that the new industry is far enough from conflicting industries. * @param tile Tile to construct the industry. * @param type Type of the new industry. * @return Succeeded or failed command. */ static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type) { const IndustrySpec *indspec = GetIndustrySpec(type); const Industry *i; FOR_ALL_INDUSTRIES(i) { /* Within 14 tiles from another industry is considered close */ if (DistanceMax(tile, i->location.tile) > 14) continue; /* check if there are any conflicting industry types around */ if (i->type == indspec->conflicting[0] || i->type == indspec->conflicting[1] || i->type == indspec->conflicting[2]) { return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE); } } return CommandCost(); } /** * Put an industry on the map. * @param i Just allocated poolitem, mostly empty. * @param tile North tile of the industry. * @param type Type of the industry. * @param it Industrylayout to build. * @param layout Number of the layout. * @param t Nearest town. * @param founder Founder of the industry; OWNER_NONE in case of random construction. * @param initial_random_bits Random bits for the industry. */ static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, const Town *t, Owner founder, uint16 initial_random_bits) { const IndustrySpec *indspec = GetIndustrySpec(type); i->location = TileArea(tile, 1, 1); i->type = type; Industry::IncIndustryTypeCount(type); i->produced_cargo[0] = indspec->produced_cargo[0]; i->produced_cargo[1] = indspec->produced_cargo[1]; i->accepts_cargo[0] = indspec->accepts_cargo[0]; i->accepts_cargo[1] = indspec->accepts_cargo[1]; i->accepts_cargo[2] = indspec->accepts_cargo[2]; i->production_rate[0] = indspec->production_rate[0]; i->production_rate[1] = indspec->production_rate[1]; /* don't use smooth economy for industries using production related callbacks */ if (indspec->UsesSmoothEconomy()) { i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255); i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255); } i->town = t; i->owner = OWNER_NONE; uint16 r = Random(); i->random_colour = GB(r, 0, 4); i->counter = GB(r, 4, 12); i->random = initial_random_bits; i->produced_cargo_waiting[0] = 0; i->produced_cargo_waiting[1] = 0; i->incoming_cargo_waiting[0] = 0; i->incoming_cargo_waiting[1] = 0; i->incoming_cargo_waiting[2] = 0; i->this_month_production[0] = 0; i->this_month_production[1] = 0; i->this_month_transported[0] = 0; i->this_month_transported[1] = 0; i->last_month_pct_transported[0] = 0; i->last_month_pct_transported[1] = 0; i->last_month_transported[0] = 0; i->last_month_transported[1] = 0; i->was_cargo_delivered = false; i->last_prod_year = _cur_year; i->last_month_production[0] = i->production_rate[0] * 8; i->last_month_production[1] = i->production_rate[1] * 8; i->founder = founder; i->construction_date = _date; i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR : (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY); /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries * 0 = created prior of newindustries * else, chosen layout + 1 */ i->selected_layout = layout + 1; if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0; i->prod_level = PRODLEVEL_DEFAULT; /* Call callbacks after the regular fields got initialised. */ if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) { uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE); if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4); } if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) { for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID; for (uint j = 0; j < lengthof(i->accepts_cargo); j++) { uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE); if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break; i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile); } } if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) { for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID; for (uint j = 0; j < lengthof(i->produced_cargo); j++) { uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE); if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break; i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile); } } /* Plant the tiles */ do { TileIndex cur_tile = tile + ToTileIndexDiff(it->ti); if (it->gfx != GFX_WATERTILE_SPECIALCHECK) { i->location.Add(cur_tile); WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID); DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR); MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc); if (_generating_world) { SetIndustryConstructionCounter(cur_tile, 3); SetIndustryConstructionStage(cur_tile, 2); } /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */ IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx); const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx); if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile); } } while ((++it)->ti.x != -0x80); if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) { for (uint j = 0; j != 50; j++) PlantRandomFarmField(i); } InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0); Station::RecomputeIndustriesNearForAll(); } /** * Helper function for Build/Fund an industry * @param tile tile where industry is built * @param type of industry to build * @param flags of operations to conduct * @param indspec pointer to industry specifications * @param itspec_index the index of the itsepc to build/fund * @param seed random seed (possibly) used by industries * @param initial_random_bits The random bits the industry is going to have after construction. * @param founder Founder of the industry * @param creation_type The circumstances the industry is created under. * @param [out] ip Pointer to store newly created industry. * @return Succeeded or failed command. * * @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. */ 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) { assert(itspec_index < indspec->num_table); const IndustryTileTable *it = indspec->table[itspec_index]; bool custom_shape_check = false; *ip = NULL; SmallVector object_areas(_cleared_object_areas); CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check); _cleared_object_areas = object_areas; if (ret.Failed()) return ret; if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) { ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type); } else { ret = _check_new_industry_procs[indspec->check_proc](tile); } if (ret.Failed()) return ret; if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) { return_cmd_error(STR_ERROR_SITE_UNSUITABLE); } ret = CheckIfFarEnoughFromConflictingIndustry(tile, type); if (ret.Failed()) return ret; const Town *t = NULL; ret = FindTownForIndustry(tile, type, &t); if (ret.Failed()) return ret; assert(t != NULL); ret = CheckIfIndustryIsAllowed(tile, type, t); if (ret.Failed()) return ret; if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES); if (flags & DC_EXEC) { *ip = new Industry(tile); if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type); DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits); } return CommandCost(); } /** * Build/Fund an industry * @param tile tile where industry is built * @param flags of operations to conduct * @param p1 various bitstuffed elements * - p1 = (bit 0 - 7) - industry type see build_industry.h and see industry.h * - p1 = (bit 8 - 15) - first layout to try * @param p2 seed to use for desyncfree randomisations * @param text unused * @return the cost of this operation or an error */ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { IndustryType it = GB(p1, 0, 8); if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR; const IndustrySpec *indspec = GetIndustrySpec(it); /* Check if the to-be built/founded industry is available for this climate. */ if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR; /* If the setting for raw-material industries is not on, you cannot build raw-material industries. * Raw material industries are industries that do not accept cargo (at least for now) */ if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) { return CMD_ERROR; } if (_game_mode != GM_EDITOR && !CheckIfCallBackAllowsAvailability(it, IACT_USERCREATION)) { return CMD_ERROR; } Randomizer randomizer; randomizer.SetSeed(p2); uint16 random_initial_bits = GB(p2, 0, 16); uint32 random_var8f = randomizer.Next(); int num_layouts = indspec->num_table; CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE); Industry *ind = NULL; if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) { if (flags & DC_EXEC) { /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */ Backup cur_company(_current_company, OWNER_TOWN, FILE_LINE); /* Prospecting has a chance to fail, however we cannot guarantee that something can * be built on the map, so the chance gets lower when the map is fuller, but there * is nothing we can really do about that. */ if (Random() <= indspec->prospecting_chance) { for (int i = 0; i < 5000; i++) { /* We should not have more than one Random() in a function call * because parameter evaluation order is not guaranteed in the c++ standard */ tile = RandomTile(); /* Start with a random layout */ int layout = RandomRange(num_layouts); /* Check now each layout, starting with the random one */ for (int j = 0; j < num_layouts; j++) { layout = (layout + 1) % num_layouts; ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind); if (ret.Succeeded()) break; } if (ret.Succeeded()) break; } } cur_company.Restore(); } } else { int layout = GB(p1, 8, 8); if (layout >= num_layouts) return CMD_ERROR; /* Check subsequently each layout, starting with the given layout in p1 */ for (int i = 0; i < num_layouts; i++) { layout = (layout + 1) % num_layouts; ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind); if (ret.Succeeded()) break; } /* If it still failed, there's no suitable layout to build here, return the error */ if (ret.Failed()) return ret; } if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) { /* Created a new industry in-game, advertise the event. */ SetDParam(0, indspec->name); if (indspec->new_industry_text > STR_LAST_STRINGID) { SetDParam(1, STR_TOWN_NAME); SetDParam(2, ind->town->index); } else { SetDParam(1, ind->town->index); } AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index); AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index)); } return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost()); } /** * Create a new industry of random layout. * @param tile The location to build the industry. * @param type The industry type to build. * @param creation_type The circumstances the industry is created under. * @return the created industry or NULL if it failed. */ static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type) { const IndustrySpec *indspec = GetIndustrySpec(type); uint32 seed = Random(); uint32 seed2 = Random(); Industry *i = NULL; CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i); assert(i != NULL || ret.Failed()); return i; } /** * Compute the appearance probability for an industry during map creation. * @param it Industry type to compute. * @param [out] force_at_least_one Returns whether at least one instance should be forced on map creation. * @return Relative probability for the industry to appear. */ static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one) { const IndustrySpec *ind_spc = GetIndustrySpec(it); uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 || !CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) || (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY)) { *force_at_least_one = false; return 0; } else { /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area. * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */ chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance); *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR); return chance; } } /** * Compute the probability for constructing a new industry during game play. * @param it Industry type to compute. * @param [out] min_number Minimal number of industries that should exist at the map. * @return Relative probability for the industry to appear. */ static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number) { if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) { *min_number = 0; return 0; } const IndustrySpec *ind_spc = GetIndustrySpec(it); byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape]; if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 || ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) || ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) || !CheckIfCallBackAllowsAvailability(it, IACT_RANDOMCREATION)) { *min_number = 0; return 0; } *min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0; return chance; } /** * Get wanted number of industries on the map. * @return Wanted number of industries at the map. */ static uint GetNumberOfIndustries() { /* Number of industries on a 256x256 map. */ static const uint16 numof_industry_table[] = { 0, // none 0, // minimal 10, // very low 25, // low 55, // normal 80, // high }; assert(lengthof(numof_industry_table) == ID_END); uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW; return ScaleByMapSize(numof_industry_table[difficulty]); } /** * Advertise about a new industry opening. * @param ind Industry being opened. */ static void AdvertiseIndustryOpening(const Industry *ind) { const IndustrySpec *ind_spc = GetIndustrySpec(ind->type); SetDParam(0, ind_spc->name); if (ind_spc->new_industry_text > STR_LAST_STRINGID) { SetDParam(1, STR_TOWN_NAME); SetDParam(2, ind->town->index); } else { SetDParam(1, ind->town->index); } AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index); AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index)); } /** * Try to place the industry in the game. * Since there is no feedback why placement fails, there is no other option * than to try a few times before concluding it does not work. * @param type Industry type of the desired industry. * @param try_hard Try very hard to find a place. (Used to place at least one industry per type.) * @return Pointer to created industry, or \c NULL if creation failed. */ static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard) { uint tries = try_hard ? 10000u : 2000u; for (; tries > 0; tries--) { Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type); if (ind != NULL) return ind; } return NULL; } /** * Try to build a industry on the map. * @param type IndustryType of the desired industry * @param try_hard Try very hard to find a place. (Used to place at least one industry per type) */ static void PlaceInitialIndustry(IndustryType type, bool try_hard) { Backup cur_company(_current_company, OWNER_NONE, FILE_LINE); IncreaseGeneratingWorldProgress(GWP_INDUSTRY); PlaceIndustry(type, IACT_MAPGENERATION, try_hard); cur_company.Restore(); } /** * Get total number of industries existing in the game. * @return Number of industries currently in the game. */ static uint GetCurrentTotalNumberOfIndustries() { int total = 0; for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it); return total; } /** Reset the entry. */ void IndustryTypeBuildData::Reset() { this->probability = 0; this->min_number = 0; this->target_count = 0; this->max_wait = 1; this->wait_count = 0; } /** Completely reset the industry build data. */ void IndustryBuildData::Reset() { this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16; for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { this->builddata[it].Reset(); } } /** Monthly update of industry build data. */ void IndustryBuildData::MonthlyLoop() { 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. if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting, /* To prevent running out of unused industries for the player to connect, * add a fraction of new industries each month, but only if the manager can keep up. */ 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). if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) { this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH); } } /** * This function will create random industries during game creation. * It will scale the amount of industries by mapsize and difficulty level. */ void GenerateIndustries() { if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game. uint32 industry_probs[NUM_INDUSTRYTYPES]; bool force_at_least_one[NUM_INDUSTRYTYPES]; uint32 total_prob = 0; uint num_forced = 0; for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it); total_prob += industry_probs[it]; if (force_at_least_one[it]) num_forced++; } uint total_amount = GetNumberOfIndustries(); if (total_prob == 0 || total_amount < num_forced) { /* Only place the forced ones */ total_amount = num_forced; } SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount); /* Try to build one industry per type independent of any probabilities */ for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { if (force_at_least_one[it]) { assert(total_amount > 0); total_amount--; PlaceInitialIndustry(it, true); } } /* Add the remaining industries according to their probabilities */ for (uint i = 0; i < total_amount; i++) { uint32 r = RandomRange(total_prob); IndustryType it = 0; while (r >= industry_probs[it]) { r -= industry_probs[it]; it++; assert(it < NUM_INDUSTRYTYPES); } assert(industry_probs[it] > 0); PlaceInitialIndustry(it, false); } _industry_builder.Reset(); } /** * Monthly update of industry statistics. * @param i Industry to update. */ static void UpdateIndustryStatistics(Industry *i) { for (byte j = 0; j < lengthof(i->produced_cargo); j++) { if (i->produced_cargo[j] != CT_INVALID) { byte pct = 0; if (i->this_month_production[j] != 0) { i->last_prod_year = _cur_year; pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255); } i->last_month_pct_transported[j] = pct; i->last_month_production[j] = i->this_month_production[j]; i->this_month_production[j] = 0; i->last_month_transported[j] = i->this_month_transported[j]; i->this_month_transported[j] = 0; } } } /** * Recompute #production_rate for current #prod_level. * This function is only valid when not using smooth economy. */ void Industry::RecomputeProductionMultipliers() { const IndustrySpec *indspec = GetIndustrySpec(this->type); assert(!indspec->UsesSmoothEconomy()); /* Rates are rounded up, so e.g. oilrig always produces some passengers */ this->production_rate[0] = min(CeilDiv(indspec->production_rate[0] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF); this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF); } /** * Set the #probability and #min_number fields for the industry type \a it for a running game. * @param it Industry type. * @return At least one of the fields has changed value. */ bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it) { byte min_number; uint32 probability = GetIndustryGamePlayProbability(it, &min_number); bool changed = min_number != this->min_number || probability != this->probability; this->min_number = min_number; this->probability = probability; return changed; } /** Decide how many industries of each type are needed. */ void IndustryBuildData::SetupTargetCount() { bool changed = false; uint num_planned = 0; // Number of industries planned in the industry build data. for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { changed |= this->builddata[it].GetIndustryTypeData(it); num_planned += this->builddata[it].target_count; } uint total_amount = this->wanted_inds >> 16; // Desired total number of industries. changed |= num_planned != total_amount; if (!changed) return; // All industries are still the same, no need to re-randomize. /* Initialize the target counts. */ uint force_build = 0; // Number of industries that should always be available. uint32 total_prob = 0; // Sum of probabilities. for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { IndustryTypeBuildData *ibd = this->builddata + it; force_build += ibd->min_number; ibd->target_count = ibd->min_number; total_prob += ibd->probability; } if (total_prob == 0) return; // No buildable industries. /* Subtract forced industries from the number of industries available for construction. */ total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build; /* Assign number of industries that should be aimed for, by using the probability as a weight. */ while (total_amount > 0) { uint32 r = RandomRange(total_prob); IndustryType it = 0; while (r >= this->builddata[it].probability) { r -= this->builddata[it].probability; it++; assert(it < NUM_INDUSTRYTYPES); } assert(this->builddata[it].probability > 0); this->builddata[it].target_count++; total_amount--; } } /** * Try to create a random industry, during gameplay */ void IndustryBuildData::TryBuildNewIndustry() { this->SetupTargetCount(); int missing = 0; // Number of industries that need to be build. uint count = 0; // Number of industry types eligible for build. uint32 total_prob = 0; // Sum of probabilities. IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build. for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it); missing += difference; if (this->builddata[it].wait_count > 0) continue; // This type may not be built now. if (difference > 0) { if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) { /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */ if (forced_build == NUM_INDUSTRYTYPES || difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) { forced_build = it; } } total_prob += difference; count++; } } if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry. if (count >= 1) { /* If not forced, pick a weighted random industry to build. * For the case that count == 1, there is no need to draw a random number. */ IndustryType it; if (forced_build != NUM_INDUSTRYTYPES) { it = forced_build; } else { /* Non-forced, select an industry type to build (weighted random). */ uint32 r = 0; // Initialized to silence the compiler. if (count > 1) r = RandomRange(total_prob); for (it = 0; it < NUM_INDUSTRYTYPES; it++) { if (this->builddata[it].wait_count > 0) continue; // Type may not be built now. int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it); if (difference <= 0) continue; // Too many of this kind. if (count == 1) break; if (r < (uint)difference) break; r -= difference; } assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it)); } /* Try to create the industry. */ const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false); if (ind == NULL) { this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below. this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2); } else { AdvertiseIndustryOpening(ind); this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type. } } /* Decrement wait counters. */ for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--; } } /** * Protects an industry from closure if the appropriate flags and conditions are met * INDUSTRYBEH_CANCLOSE_LASTINSTANCE must be set (which, by default, it is not) and the * count of industries of this type must one (or lower) in order to be protected * against closure. * @param type IndustryType been queried * @result true if protection is on, false otherwise (except for oil wells) */ static bool CheckIndustryCloseDownProtection(IndustryType type) { const IndustrySpec *indspec = GetIndustrySpec(type); /* oil wells (or the industries with that flag set) are always allowed to closedown */ if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false; return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1; } /** * Can given cargo type be accepted or produced by the industry? * @param cargo: Cargo type * @param ind: Industry * @param *c_accepts: Pointer to boolean for acceptance of cargo * @param *c_produces: Pointer to boolean for production of cargo * @return: \c *c_accepts is set when industry accepts the cargo type, * \c *c_produces is set when the industry produces the cargo type */ static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces) { if (cargo == CT_INVALID) return; /* Check for acceptance of cargo */ for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) { if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) { *c_accepts = true; break; } } /* Check for produced cargo */ for (byte j = 0; j < lengthof(ind->produced_cargo); j++) { if (cargo == ind->produced_cargo[j]) { *c_produces = true; break; } } } /** * Compute who can service the industry. * * Here, 'can service' means that he/she has trains and stations close enough * to the industry with the right cargo type and the right orders (ie has the * technical means). * * @param ind: Industry being investigated. * * @return: 0 if nobody can service the industry, 2 if the local company can * service the industry, and 1 otherwise (only competitors can service the * industry) */ static int WhoCanServiceIndustry(Industry *ind) { /* Find all stations within reach of the industry */ StationList stations; FindStationsAroundTiles(ind->location, &stations); if (stations.Length() == 0) return 0; // No stations found at all => nobody services const Vehicle *v; int result = 0; FOR_ALL_VEHICLES(v) { /* Is it worthwhile to try this vehicle? */ if (v->owner != _local_company && result != 0) continue; /* Check whether it accepts the right kind of cargo */ bool c_accepts = false; bool c_produces = false; if (v->type == VEH_TRAIN && v->IsFrontEngine()) { for (const Vehicle *u = v; u != NULL; u = u->Next()) { CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces); } } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) { CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces); } else { continue; } if (!c_accepts && !c_produces) continue; // Wrong cargo /* Check orders of the vehicle. * We cannot check the first of shared orders only, since the first vehicle in such a chain * may have a different cargo type. */ const Order *o; FOR_VEHICLE_ORDERS(v, o) { if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) { /* Vehicle visits a station to load or unload */ Station *st = Station::Get(o->GetDestination()); assert(st != NULL); /* Same cargo produced by industry is dropped here => not serviced by vehicle v */ if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break; if (stations.Contains(st)) { if (v->owner == _local_company) return 2; // Company services industry result = 1; // Competitor services industry } } } } return result; } /** * Report news that industry production has changed significantly * * @param ind: Industry with changed production * @param type: Cargo type that has changed * @param percent: Percentage of change (>0 means increase, <0 means decrease) */ static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent) { NewsSubtype ns; switch (WhoCanServiceIndustry(ind)) { case 0: ns = NS_INDUSTRY_NOBODY; break; case 1: ns = NS_INDUSTRY_OTHER; break; case 2: ns = NS_INDUSTRY_COMPANY; break; default: NOT_REACHED(); } SetDParam(2, abs(percent)); SetDParam(0, CargoSpec::Get(type)->name); SetDParam(1, ind->index); AddIndustryNewsItem( percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH, ns, ind->index ); } static const uint PERCENT_TRANSPORTED_60 = 153; static const uint PERCENT_TRANSPORTED_80 = 204; /** * Change industry production or do closure * @param i Industry for which changes are performed * @param monthly true if it's the monthly call, false if it's the random call */ static void ChangeIndustryProduction(Industry *i, bool monthly) { StringID str = STR_NULL; bool closeit = false; const IndustrySpec *indspec = GetIndustrySpec(i->type); bool standard = false; bool suppress_message = false; bool recalculate_multipliers = false; ///< reinitialize production_rate to match prod_level /* don't use smooth economy for industries using production related callbacks */ bool smooth_economy = indspec->UsesSmoothEconomy(); byte div = 0; byte mul = 0; int8 increment = 0; bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE); if (callback_enabled) { uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile); if (res != CALLBACK_FAILED) { // failed callback means "do nothing" suppress_message = HasBit(res, 7); /* Get the custom message if any */ if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16)); res = GB(res, 0, 4); switch (res) { default: NOT_REACHED(); case 0x0: break; // Do nothing, but show the custom message if any case 0x1: div = 1; break; // Halve industry production. If production reaches the quarter of the default, the industry is closed instead. case 0x2: mul = 1; break; // Double industry production if it hasn't reached eight times of the original yet. case 0x3: closeit = true; break; // The industry announces imminent closure, and is physically removed from the map next month. case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one. case 0x5: case 0x6: case 0x7: // Divide production by 4, 8, 16 case 0x8: div = res - 0x3; break; // Divide production by 32 case 0x9: case 0xA: case 0xB: // Multiply production by 4, 8, 16 case 0xC: mul = res - 0x7; break; // Multiply production by 32 case 0xD: // decrement production case 0xE: // increment production increment = res == 0x0D ? -1 : 1; break; case 0xF: // Set production to third byte of register 0x100 i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM); recalculate_multipliers = true; break; } } } else { if (monthly != smooth_economy) return; if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return; } if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) { /* decrease or increase */ bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE; if (smooth_economy) { closeit = true; for (byte j = 0; j < lengthof(i->produced_cargo); j++) { if (i->produced_cargo[j] == CT_INVALID) continue; uint32 r = Random(); int old_prod, new_prod, percent; /* If over 60% is transported, mult is 1, else mult is -1. */ int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1; new_prod = old_prod = i->production_rate[j]; /* For industries with only_decrease flags (temperate terrain Oil Wells), * the multiplier will always be -1 so they will only decrease. */ if (only_decrease) { mult = -1; /* For normal industries, if over 60% is transported, 33% chance for decrease. * Bonus for very high station ratings (over 80%): 16% chance for decrease. */ } else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) { mult *= -1; } /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change, * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */ if (Chance16I(1, 22, r >> 16)) { new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U)); } /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */ new_prod = Clamp(new_prod, 1, 255); if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1) { new_prod = Clamp(new_prod, 0, 16); } /* Do not stop closing the industry when it has the lowest possible production rate */ if (new_prod == old_prod && old_prod > 1) { closeit = false; continue; } percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100); i->production_rate[j] = new_prod; /* Close the industry when it has the lowest possible production rate */ if (new_prod > 1) closeit = false; if (abs(percent) >= 10) { ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent); } } } else { if (only_decrease || Chance16(1, 3)) { /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */ if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) { mul = 1; // Increase production } else { div = 1; // Decrease production } } } } if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) { if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) { closeit = true; } } /* Increase if needed */ while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) { i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM); recalculate_multipliers = true; if (str == STR_NULL) str = indspec->production_up_text; } /* Decrease if needed */ while (div-- != 0 && !closeit) { if (i->prod_level == PRODLEVEL_MINIMUM) { closeit = true; } else { i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC recalculate_multipliers = true; if (str == STR_NULL) str = indspec->production_down_text; } } /* Increase or Decreasing the production level if needed */ if (increment != 0) { if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) { closeit = true; } else { i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM); recalculate_multipliers = true; } } /* Recalculate production_rate * For non-smooth economy these should always be synchronized with prod_level */ if (recalculate_multipliers) i->RecomputeProductionMultipliers(); /* Close if needed and allowed */ if (closeit && !CheckIndustryCloseDownProtection(i->type)) { i->prod_level = PRODLEVEL_CLOSURE; str = indspec->closure_text; } if (!suppress_message && str != STR_NULL) { NewsSubtype ns; /* Compute news category */ if (closeit) { ns = NS_INDUSTRY_CLOSE; AI::BroadcastNewEvent(new AIEventIndustryClose(i->index)); } else { switch (WhoCanServiceIndustry(i)) { case 0: ns = NS_INDUSTRY_NOBODY; break; case 1: ns = NS_INDUSTRY_OTHER; break; case 2: ns = NS_INDUSTRY_COMPANY; break; default: NOT_REACHED(); } } /* Set parameters of news string */ if (str > STR_LAST_STRINGID) { SetDParam(0, STR_TOWN_NAME); SetDParam(1, i->town->index); SetDParam(2, indspec->name); } else if (closeit) { SetDParam(0, STR_FORMAT_INDUSTRY_NAME); SetDParam(1, i->town->index); SetDParam(2, indspec->name); } else { SetDParam(0, i->index); } /* and report the news to the user */ AddNewsItem(str, ns, closeit ? NR_TILE : NR_INDUSTRY, closeit ? i->location.tile + TileDiffXY(1, 1) : i->index); } } /** * Daily handler for the industry changes * Taking the original map size of 256*256, the number of random changes was always of just one unit. * But it cannot be the same on smaller or bigger maps. That number has to be scaled up or down. * For small maps, it implies that less than one change per month is required, while on bigger maps, * it would be way more. The daily loop handles those changes. */ void IndustryDailyLoop() { _economy.industry_daily_change_counter += _economy.industry_daily_increment; /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today, * the lower 16 bit are a fractional part that might accumulate over several days until it * is sufficient for an industry. */ uint16 change_loop = _economy.industry_daily_change_counter >> 16; /* Reset the active part of the counter, just keeping the "factional part" */ _economy.industry_daily_change_counter &= 0xFFFF; if (change_loop == 0) { return; // Nothing to do? get out } Backup cur_company(_current_company, OWNER_NONE, FILE_LINE); /* perform the required industry changes for the day */ uint perc = 3; // Between 3% and 9% chance of creating a new industry. if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) { perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries()); } for (uint16 j = 0; j < change_loop; j++) { if (Chance16(perc, 100)) { _industry_builder.TryBuildNewIndustry(); } else { Industry *i = Industry::GetRandom(); if (i != NULL) { ChangeIndustryProduction(i, false); SetWindowDirty(WC_INDUSTRY_VIEW, i->index); } } } cur_company.Restore(); /* production-change */ InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1); } void IndustryMonthlyLoop() { Backup cur_company(_current_company, OWNER_NONE, FILE_LINE); _industry_builder.MonthlyLoop(); Industry *i; FOR_ALL_INDUSTRIES(i) { UpdateIndustryStatistics(i); if (i->prod_level == PRODLEVEL_CLOSURE) { delete i; } else { ChangeIndustryProduction(i, true); SetWindowDirty(WC_INDUSTRY_VIEW, i->index); } } cur_company.Restore(); /* production-change */ InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1); } void InitializeIndustries() { Industry::ResetIndustryCounts(); _industry_sound_tile = 0; _industry_builder.Reset(); } /** * Is an industry with the spec a raw industry? * @return true if it should be handled as a raw industry */ bool IndustrySpec::IsRawIndustry() const { /* Lumber mills are extractive/organic, but can always be built like a non-raw industry */ return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 && (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0; } /** * Get the cost for constructing this industry * @return the cost (inflation corrected etc) */ Money IndustrySpec::GetConstructionCost() const { /* Building raw industries like secondary uses different price base */ return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ? PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8; } /** * Get the cost for removing this industry * Take note that the cost will always be zero for non-grf industries. * Only if the grf author did specified a cost will it be applicable. * @return the cost (inflation corrected etc) */ Money IndustrySpec::GetRemovalCost() const { return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8; } /** * Determines whether this industrytype uses smooth economy or whether it uses standard/newgrf production changes. * @return true if smooth economy is used. */ bool IndustrySpec::UsesSmoothEconomy() const { return _settings_game.economy.smooth_economy && !(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks !(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE)); // production change callbacks } static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new) { if (AutoslopeEnabled()) { /* We imitate here TTDP's behaviour: * - Both new and old slope must not be steep. * - TileMaxZ must not be changed. * - Allow autoslope by default. * - Disallow autoslope if callback succeeds and returns non-zero. */ Slope tileh_old = GetTileSlope(tile, NULL); /* TileMaxZ must not be changed. Slopes must not be steep. */ if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) { const IndustryGfx gfx = GetIndustryGfx(tile); const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx); /* Call callback 3C 'disable autosloping for industry tiles'. */ if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) { /* If the callback fails, allow autoslope. */ uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile); if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); } else { /* allow autoslope */ return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); } } } return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); } extern const TileTypeProcs _tile_type_industry_procs = { DrawTile_Industry, // draw_tile_proc GetSlopeZ_Industry, // get_slope_z_proc ClearTile_Industry, // clear_tile_proc AddAcceptedCargo_Industry, // add_accepted_cargo_proc GetTileDesc_Industry, // get_tile_desc_proc GetTileTrackStatus_Industry, // get_tile_track_status_proc ClickTile_Industry, // click_tile_proc AnimateTile_Industry, // animate_tile_proc TileLoop_Industry, // tile_loop_proc ChangeTileOwner_Industry, // change_tile_owner_proc NULL, // add_produced_cargo_proc NULL, // vehicle_enter_tile_proc GetFoundation_Industry, // get_foundation_proc TerraformTile_Industry, // terraform_tile_proc };