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/* $Id$ */
/** @file industry_cmd.cpp Handling of industry tiles. */
#include "stdafx.h"
#include "openttd.h"
#include "clear_map.h"
#include "industry_map.h"
#include "station_map.h"
#include "train.h"
#include "landscape.h"
#include "viewport_func.h"
#include "command_func.h"
#include "industry.h"
#include "town.h"
#include "news_func.h"
#include "saveload.h"
#include "variables.h"
#include "cheat_func.h"
#include "genworld.h"
#include "water_map.h"
#include "tree_map.h"
#include "cargotype.h"
#include "newgrf.h"
#include "newgrf_commons.h"
#include "newgrf_industries.h"
#include "newgrf_industrytiles.h"
#include "newgrf_callbacks.h"
#include "autoslope.h"
#include "transparency.h"
#include "water.h"
#include "strings_func.h"
#include "tile_cmd.h"
#include "functions.h"
#include "window_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "station_base.h"
#include "oldpool_func.h"
#include "animated_tile_func.h"
#include "effectvehicle_func.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "table/industry_land.h"
#include "table/build_industry.h"
void ShowIndustryViewWindow(int industry);
void BuildOilRig(TileIndex tile);
static byte _industry_sound_ctr;
static TileIndex _industry_sound_tile;
int _total_industries; //general counter
uint16 _industry_counts[NUM_INDUSTRYTYPES]; // Number of industries per type ingame
IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
/** 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();
}
void ResetIndustryCreationProbility(IndustryType type)
{
assert(type < INVALID_INDUSTRYTYPE);
_industry_specs[type].appear_creation[_settings_game.game_creation.landscape] = 0;
}
DEFINE_OLD_POOL_GENERIC(Industry, Industry)
/**
* 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 = GetIndustryByTile(tile);
return ind->IsValid() ? ind->type : (IndustryType)IT_INVALID;
}
/**
* 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. */
if (this->width == 0) {
this->xy = 0;
return;
}
BEGIN_TILE_LOOP(tile_cur, this->width, this->height, this->xy);
if (IsTileType(tile_cur, MP_INDUSTRY)) {
if (GetIndustryIndex(tile_cur) == this->index) {
/* MakeWaterKeepingClass() can also handle 'land' */
MakeWaterKeepingClass(tile_cur, OWNER_NONE);
}
} else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
DeleteOilRig(tile_cur);
}
END_TILE_LOOP(tile_cur, this->width, this->height, this->xy);
if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
/* Remove the farmland and convert it to regular tiles over time. */
BEGIN_TILE_LOOP(tile_cur, 42, 42, this->xy - TileDiffXY(21, 21)) {
tile_cur = TILE_MASK(tile_cur);
if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
GetIndustryIndexOfField(tile_cur) == this->index) {
SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
}
} END_TILE_LOOP(tile_cur, 42, 42, this->xy - TileDiff(21, 21))
}
DecIndustryTypeCount(this->type);
DeleteSubsidyWithIndustry(this->index);
DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
this->xy = 0;
}
static void IndustryDrawSugarMine(const TileInfo *ti)
{
const DrawIndustryAnimationStruct *d;
if (!IsIndustryCompleted(ti->tile)) return;
d = &_draw_industry_spec1[GetIndustryAnimationState(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[GetIndustryAnimationState(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[GetIndustryAnimationState(ti->tile)]);
} else {
AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
}
}
static void IndustryDrawToyFactory(const TileInfo *ti)
{
const DrawIndustryAnimationStruct *d;
d = &_industry_anim_offs_toys[GetIndustryAnimationState(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 = GetIndustryAnimationState(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 = GetIndustryByTile(ti->tile);
const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
const DrawBuildingsTileStruct *dits;
SpriteID image;
SpriteID pal;
/* 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 != 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);
}
}
}
dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
GetIndustryAnimationState(ti->tile) & INDUSTRY_COMPLETED :
GetIndustryConstructionStage(ti->tile))];
image = dits->ground.sprite;
if (HasBit(image, PALETTE_MODIFIER_COLOR) && dits->ground.pal == PAL_NONE) {
pal = GENERAL_SPRITE_COLOR(ind->random_color);
} else {
pal = dits->ground.pal;
}
/* 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 && IsIndustryTileOnWater(ti->tile)) {
DrawWaterClassGround(ti);
} else {
DrawGroundSprite(image, pal);
}
/* 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,
(HasBit(image, PALETTE_MODIFIER_COLOR) && dits->building.pal == PAL_NONE) ? GENERAL_SPRITE_COLOR(ind->random_color) : dits->building.pal,
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 != NULL && HasBit(indts->callback_flags, CBM_INDT_DRAW_FOUNDATIONS)) {
uint32 callback_res = GetIndustryTileCallback(CBID_INDUSTRY_DRAW_FOUNDATIONS, 0, 0, gfx, GetIndustryByTile(tile), tile);
if (callback_res == 0) return FOUNDATION_NONE;
}
}
return FlatteningFoundation(tileh);
}
static void GetAcceptedCargo_Industry(TileIndex tile, AcceptedCargo ac)
{
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_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 *acceptance = itspec->acceptance;
if (HasBit(itspec->callback_flags, CBM_INDT_ACCEPT_CARGO)) {
uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, GetIndustryByTile(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_flags, CBM_INDT_CARGO_ACCEPTANCE)) {
uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, GetIndustryByTile(tile), tile);
if (res != CALLBACK_FAILED) {
acceptance = raw_acceptance;
for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_acceptance[i] = GB(res, i * 4, 4);
}
}
for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
CargoID a = accepts_cargo[i];
/* Only set the value once. */
if (a != CT_INVALID && ac[a] == 0) ac[a] = acceptance[i];
}
}
static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
{
const Industry *i = GetIndustryByTile(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_2058_UNDER_CONSTRUCTION;
}
if (is->grf_prop.grffile != NULL) {
td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->name;
}
}
static CommandCost ClearTile_Industry(TileIndex tile, byte flags)
{
Industry *i = GetIndustryByTile(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_player != OWNER_WATER && _game_mode != GM_EDITOR &&
!_cheats.magic_bulldozer.value) ||
((flags & DC_AUTO) != 0) ||
(_current_player == OWNER_WATER && (indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER))) {
SetDParam(0, indspec->name);
return_cmd_error(STR_4800_IN_THE_WAY);
}
if (flags & DC_EXEC) delete i;
return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
}
static void TransportIndustryGoods(TileIndex tile)
{
Industry *i = GetIndustryByTile(tile);
const IndustrySpec *indspec = GetIndustrySpec(i->type);
bool moved_cargo = false;
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 (_economy.fluct <= 0) cw = (cw + 1) / 2;
i->this_month_production[j] += cw;
uint am = MoveGoodsToStation(i->xy, i->width, i->height, i->produced_cargo[j], cw);
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)
{
byte m;
IndustryGfx gfx = GetIndustryGfx(tile);
if (GetIndustryTileSpec(gfx)->animation_info != 0xFFFF) {
AnimateNewIndustryTile(tile);
return;
}
switch (gfx) {
case GFX_SUGAR_MINE_SIEVE:
if ((_tick_counter & 1) == 0) {
m = GetIndustryAnimationState(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);
}
SetIndustryAnimationState(tile, m);
MarkTileDirtyByTile(tile);
}
break;
case GFX_TOFFEE_QUARY:
if ((_tick_counter & 3) == 0) {
m = GetIndustryAnimationState(tile);
if (_industry_anim_offs_toffee[m] == 0xFF) {
SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
}
if (++m >= 70) {
m = 0;
DeleteAnimatedTile(tile);
}
SetIndustryAnimationState(tile, m);
MarkTileDirtyByTile(tile);
}
break;
case GFX_BUBBLE_CATCHER:
if ((_tick_counter & 1) == 0) {
m = GetIndustryAnimationState(tile);
if (++m >= 40) {
m = 0;
DeleteAnimatedTile(tile);
}
SetIndustryAnimationState(tile, m);
MarkTileDirtyByTile(tile);
}
break;
/* Sparks on a coal plant */
case GFX_POWERPLANT_SPARKS:
if ((_tick_counter & 3) == 0) {
m = GetIndustryAnimationState(tile);
if (m == 6) {
SetIndustryAnimationState(tile, 0);
DeleteAnimatedTile(tile);
} else {
SetIndustryAnimationState(tile, m + 1);
MarkTileDirtyByTile(tile);
}
}
break;
case GFX_TOY_FACTORY:
if ((_tick_counter & 1) == 0) {
m = GetIndustryAnimationState(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);
}
}
SetIndustryAnimationState(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);
m = GetIndustryAnimationState(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 {
SetIndustryAnimationState(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) {
m = GetIndustryAnimationState(tile);
if (!(m & 0x40)) {
SetIndustryAnimationState(tile, m | 0x40);
SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
}
if (state & 7)
return;
} else {
if (state & 3)
return;
}
m = (GetIndustryAnimationState(tile) + 1) | 0x40;
if (m > 0xC2) m = 0xC0;
SetIndustryAnimationState(tile, m);
MarkTileDirtyByTile(tile);
} else if (state >= 0x200 && state < 0x3A0) {
int i;
i = (state < 0x220 || state >= 0x380) ? 7 : 3;
if (state & i)
return;
m = (GetIndustryAnimationState(tile) & 0xBF) - 1;
if (m < 0x80) m = 0x82;
SetIndustryAnimationState(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;
byte stage;
if (cnt != 4) {
SetIndustryConstructionCounter(tile, cnt);
return;
}
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:
if (GetIndustryGfx(tile + TileDiffXY(0, 1)) == GFX_OILRIG_1) BuildOilRig(tile);
break;
case GFX_TOY_FACTORY:
case GFX_BUBBLE_CATCHER:
case GFX_TOFFEE_QUARY:
SetIndustryAnimationState(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)
{
int dir;
Vehicle *v;
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);
dir = Random() & 3;
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->u.effect.animation_substate = dir;
}
static void TileLoop_Industry(TileIndex tile)
{
IndustryGfx newgfx;
IndustryGfx gfx;
if (IsIndustryTileOnWater(tile)) TileLoop_Water(tile);
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;
newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
if (newgfx != INDUSTRYTILE_NOANIM) {
ResetIndustryConstructionStage(tile);
SetIndustryGfx(tile, newgfx);
MarkTileDirtyByTile(tile);
return;
}
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);
SetIndustryAnimationState(tile, 0x80);
AddAnimatedTile(tile);
}
break;
case GFX_OILWELL_NOT_ANIMATED:
if (Chance16(1, 6)) {
SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
SetIndustryAnimationState(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_SMOKE);
break;
case GFX_TOY_FACTORY: {
Industry *i = GetIndustryByTile(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 void ClickTile_Industry(TileIndex tile)
{
ShowIndustryViewWindow(GetIndustryIndex(tile));
}
static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
return 0;
}
static void GetProducedCargo_Industry(TileIndex tile, CargoID *b)
{
const Industry *i = GetIndustryByTile(tile);
b[0] = i->produced_cargo[0];
b[1] = i->produced_cargo[1];
}
static void ChangeTileOwner_Industry(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
/* If the founder merges, the industry was created by the merged company */
Industry *i = GetIndustryByTile(tile);
if (i->founder == old_player) i->founder = (new_player == PLAYER_SPECTATOR) ? OWNER_NONE : new_player;
}
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)
{
uint size_x, size_y;
uint32 r;
uint count;
uint counter;
uint field_type;
int type;
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
return;
}
/* determine field size */
r = (Random() & 0x303) + 0x404;
if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
size_x = GB(r, 0, 8);
size_y = GB(r, 8, 8);
/* offset tile to match size */
tile -= TileDiffXY(size_x / 2, size_y / 2);
/* check the amount of bad tiles */
count = 0;
BEGIN_TILE_LOOP(cur_tile, size_x, size_y, tile)
cur_tile = TILE_MASK(cur_tile);
count += IsBadFarmFieldTile(cur_tile);
END_TILE_LOOP(cur_tile, size_x, size_y, tile)
if (count * 2 >= size_x * size_y) return;
/* determine type of field */
r = Random();
counter = GB(r, 5, 3);
field_type = GB(r, 8, 8) * 9 >> 8;
/* make field */
BEGIN_TILE_LOOP(cur_tile, size_x, size_y, tile)
cur_tile = TILE_MASK(cur_tile);
if (!IsBadFarmFieldTile2(cur_tile)) {
MakeField(cur_tile, field_type, industry);
SetClearCounter(cur_tile, counter);
MarkTileDirtyByTile(cur_tile);
}
END_TILE_LOOP(cur_tile, size_x, size_y, tile)
type = 3;
if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
type = _plantfarmfield_type[Random() & 0xF];
}
SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
}
void PlantRandomFarmField(const Industry *i)
{
int x = i->width / 2 + Random() % 31 - 16;
int y = i->height / 2 + Random() % 31 - 16;
TileIndex tile = TileAddWrap(i->xy, 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
PlayerID old_player = _current_player;
/* found a tree */
_current_player = OWNER_NONE;
_industry_sound_ctr = 1;
_industry_sound_tile = tile;
SndPlayTileFx(SND_38_CHAINSAW, tile);
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_player = old_player;
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->xy;
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)
{
uint32 r;
uint num;
const IndustrySpec *indsp = GetIndustrySpec(i->type);
/* play a sound? */
if ((i->counter & 0x3F) == 0) {
if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
SndPlayTileFx(
(SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
i->xy);
}
}
i->counter--;
/* produce some cargo */
if ((i->counter & 0xFF) == 0) {
if (HasBit(indsp->callback_flags, 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_flags, CBM_IND_SPECIAL_EFFECT)) {
plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->xy) != 0);
} else {
plant = Chance16(1, 8);
}
if (plant) PlantRandomFarmField(i);
}
if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
bool cut = ((i->counter & 0x1FF) == 0);
if (HasBit(indsp->callback_flags, CBM_IND_SPECIAL_EFFECT)) {
cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->xy) != 0);
}
if (cut) ChopLumberMillTrees(i);
}
TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
}
}
void OnTick_Industry()
{
Industry *i;
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;
FOR_ALL_INDUSTRIES(i) {
ProduceIndustryGoods(i);
}
}
static bool CheckNewIndustry_NULL(TileIndex tile)
{
return true;
}
static bool CheckNewIndustry_Forest(TileIndex tile)
{
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
_error_message = STR_4831_FOREST_CAN_ONLY_BE_PLANTED;
return false;
}
}
return true;
}
static bool CheckNewIndustry_OilRefinery(TileIndex tile)
{
if (_game_mode == GM_EDITOR) return true;
if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
_error_message = STR_483B_CAN_ONLY_BE_POSITIONED;
return false;
}
extern bool _ignore_restrictions;
static bool CheckNewIndustry_OilRig(TileIndex tile)
{
if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
if (TileHeight(tile) == 0 &&
DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
_error_message = STR_483B_CAN_ONLY_BE_POSITIONED;
return false;
}
static bool CheckNewIndustry_Farm(TileIndex tile)
{
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
_error_message = STR_0239_SITE_UNSUITABLE;
return false;
}
}
return true;
}
static bool CheckNewIndustry_Plantation(TileIndex tile)
{
if (GetTropicZone(tile) == TROPICZONE_DESERT) {
_error_message = STR_0239_SITE_UNSUITABLE;
return false;
}
return true;
}
static bool CheckNewIndustry_Water(TileIndex tile)
{
if (GetTropicZone(tile) != TROPICZONE_DESERT) {
_error_message = STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT;
return false;
}
return true;
}
static bool CheckNewIndustry_Lumbermill(TileIndex tile)
{
if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
_error_message = STR_0317_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
return false;
}
return true;
}
static bool CheckNewIndustry_BubbleGen(TileIndex tile)
{
return GetTileZ(tile) <= TILE_HEIGHT * 4;
}
typedef bool CheckNewIndustryProc(TileIndex tile);
static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
CheckNewIndustry_NULL,
CheckNewIndustry_Forest,
CheckNewIndustry_OilRefinery,
CheckNewIndustry_Farm,
CheckNewIndustry_Plantation,
CheckNewIndustry_Water,
CheckNewIndustry_Lumbermill,
CheckNewIndustry_BubbleGen,
CheckNewIndustry_OilRig
};
static bool CheckSuitableIndustryPos(TileIndex tile)
{
uint x = TileX(tile);
uint y = TileY(tile);
if (x < 2 || y < 2 || x > MapMaxX() - 3 || y > MapMaxY() - 3) {
_error_message = STR_0239_SITE_UNSUITABLE;
return false;
}
return true;
}
static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
{
const Town *t;
const Industry *i;
t = ClosestTownFromTile(tile, (uint)-1);
if (_settings_game.economy.multiple_industry_per_town) return t;
FOR_ALL_INDUSTRIES(i) {
if (i->type == (byte)type &&
i->town == t) {
_error_message = STR_0287_ONLY_ONE_ALLOWED_PER_TOWN;
return NULL;
}
}
return t;
}
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;
}
static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
{
_error_message = STR_0239_SITE_UNSUITABLE;
bool refused_slope = false;
bool custom_shape = false;
do {
IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
if (!IsValidTile(cur_tile)) {
if (gfx == GFX_WATERTILE_SPECIALCHECK) continue;
return false;
}
if (gfx == GFX_WATERTILE_SPECIALCHECK) {
if (!IsTileType(cur_tile, MP_WATER) ||
GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
return false;
}
} else {
if (!EnsureNoVehicleOnGround(cur_tile)) return false;
if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return false;
const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
/* Perform land/water check if not disabled */
if (!HasBit(its->slopes_refused, 5) && (IsWaterTile(cur_tile) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return false;
if (HasBit(its->callback_flags, CBM_INDT_SHAPE_CHECK)) {
custom_shape = true;
if (!PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index)) return false;
} else {
Slope tileh = GetTileSlope(cur_tile, NULL);
refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
}
if (ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) {
if (!IsTileType(cur_tile, MP_HOUSE)) {
_error_message = STR_030D_CAN_ONLY_BE_BUILT_IN_TOWNS;
return false;
}
if (CmdFailed(DoCommand(cur_tile, 0, 0, 0, CMD_LANDSCAPE_CLEAR))) return false;
} else if ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) == 0 || !IsTileType(cur_tile, MP_HOUSE)) {
if (CmdFailed(DoCommand(cur_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) return false;
}
}
} 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(). */
return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
}
static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
{
if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
_error_message = STR_029D_CAN_ONLY_BE_BUILT_IN_TOWNS;
return false;
}
if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
_error_message = STR_0239_SITE_UNSUITABLE;
return false;
}
return true;
}
static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
{
int size_x, size_y;
uint curh;
size_x = 2;
size_y = 2;
/* Check if we don't leave the map */
if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
tile += TileDiffXY(-1, -1);
BEGIN_TILE_LOOP(tile_walk, size_x, size_y, tile) {
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 (!CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1))
return false;
}
} END_TILE_LOOP(tile_walk, size_x, size_y, tile);
return true;
}
/**
* This function tries to flatten out the land below an industry, without
* damaging the surroundings too much.
*/
static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, uint32 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;
TileIndex cur_tile;
uint size_x, size_y;
uint h, curh;
/* 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 */
h = TileHeight(tile);
/* Check that all tiles in area and surrounding are clear
* this determines that there are no obstructing items */
cur_tile = tile + TileDiffXY(-1, -1);
size_x = max_x + 4;
size_y = max_y + 4;
/* Check if we don't leave the map */
if (TileX(cur_tile) == 0 || TileY(cur_tile) == 0 || TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
/* _current_player is OWNER_NONE for randomly generated industries and in editor, or the player who funded or prospected the industry.
* Perform terraforming as OWNER_TOWN to disable autoslope. */
PlayerID old_player = _current_player;
_current_player = OWNER_TOWN;
BEGIN_TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
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)) {
_current_player = old_player;
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 (CmdFailed(DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND))) {
_current_player = old_player;
return false;
}
}
} END_TILE_LOOP(tile_walk, size_x, size_y, cur_tile)
if (flags & DC_EXEC) {
/* Terraform the land under the industry */
BEGIN_TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
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;
}
} END_TILE_LOOP(tile_walk, size_x, size_y, cur_tile)
}
_current_player = old_player;
return true;
}
static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
const Industry *i;
if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
/* Allow primary industries to be placed close to any other industry */
return true;
FOR_ALL_INDUSTRIES(i) {
/* Within 14 tiles from another industry is considered close */
bool in_low_distance = DistanceMax(tile, i->xy) <= 14;
/* check if an industry that accepts the same goods is nearby */
if (in_low_distance &&
!indspec->IsRawIndustry() && // not a primary industry?
indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
/* at least one of those options must be true */
_game_mode != GM_EDITOR || // editor must not be stopped
!_settings_game.economy.same_industry_close ||
!_settings_game.economy.multiple_industry_per_town)) {
_error_message = STR_INDUSTRY_TOO_CLOSE;
return false;
}
/* 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]) &&
in_low_distance) {
_error_message = STR_INDUSTRY_TOO_CLOSE;
return false;
}
}
return true;
}
/** Production level maximum, minimum and default values.
* It is not a value been really used in order to change, but rather an indicator
* of how the industry is behaving. */
enum ProductionLevels {
PRODLEVEL_CLOSURE = 0x00, ///< signal set to actually close the industry
PRODLEVEL_MINIMUM = 0x04, ///< below this level, the industry is set to be closing
PRODLEVEL_DEFAULT = 0x10, ///< default level set when the industry is created
PRODLEVEL_MAXIMUM = 0x80, ///< the industry is running at full speed
};
static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner owner)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
uint32 r;
uint j;
i->xy = tile;
i->width = i->height = 0;
i->type = type;
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 (_settings_game.economy.smooth_economy &&
!(HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
!(HasBit(indspec->callback_flags, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CHANGE)) // production change callbacks
) {
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;
r = Random();
i->random_color = GB(r, 0, 4);
i->counter = GB(r, 4, 12);
i->random = GB(r, 16, 16);
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 = _current_player;
if (HasBit(indspec->callback_flags, CBM_IND_DECIDE_COLOUR)) {
uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
if (res != CALLBACK_FAILED) i->random_color = GB(res, 0, 4);
}
if (HasBit(indspec->callback_flags, CBM_IND_INPUT_CARGO_TYPES)) {
for (j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
for (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_flags, CBM_IND_OUTPUT_CARGO_TYPES)) {
for (j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
for (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);
}
}
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;
do {
TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
byte size;
size = it->ti.x;
if (size > i->width) i->width = size;
size = it->ti.y;
if (size > i->height)i->height = size;
WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
DoCommand(cur_tile, 0, 0, DC_EXEC, 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_info != 0xFFFF) AddAnimatedTile(cur_tile);
}
} while ((++it)->ti.x != -0x80);
i->width++;
i->height++;
if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
for (j = 0; j != 50; j++) PlantRandomFarmField(i);
}
InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
}
/** 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
* @return the pointer of the newly created industry, or NULL if it failed
*/
static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint32 flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed)
{
const IndustryTileTable *it = indspec->table[itspec_index];
bool custom_shape_check = false;
if (!CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check)) return NULL;
if (HasBit(GetIndustrySpec(type)->callback_flags, CBM_IND_LOCATION)) {
if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed)) return NULL;
} else {
if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
}
if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL;
const Town *t = CheckMultipleIndustryInTown(tile, type);
if (t == NULL) return NULL;
if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
if (!CheckSuitableIndustryPos(tile)) return NULL;
if (!Industry::CanAllocateItem()) return NULL;
if (flags & DC_EXEC) {
Industry *i = new Industry(tile);
if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_EXEC, it, type);
DoCreateNewIndustry(i, tile, type, it, itspec_index, t, OWNER_NONE);
return i;
}
/* We need to return a non-NULL pointer to tell we have created an industry.
* However, we haven't created a real one (no DC_EXEC), so return a fake one. */
return GetIndustry(0);
}
/** 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 - 15) - industry type see build_industry.h and see industry.h
* - p1 = (bit 16 - 31) - first layout to try
* @param p2 seed to use for variable 8F
* @return index of the newly create industry, or CMD_ERROR if it failed
*/
CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
const IndustrySpec *indspec = GetIndustrySpec(GB(p1, 0, 16));
const Industry *ind = NULL;
/* Check if the to-be built/founded industry is available for this climate. */
if (!indspec->enabled) {
return CMD_ERROR;
}
/* If the patch 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 && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
if (flags & DC_EXEC) {
/* 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();
ind = CreateNewIndustryHelper(tile, p1, flags, indspec, RandomRange(indspec->num_table), p2);
if (ind != NULL) {
break;
}
}
}
}
} else {
int count = indspec->num_table;
const IndustryTileTable * const *itt = indspec->table;
int num = Clamp(GB(p1, 16, 16), 0, count - 1);
_error_message = STR_0239_SITE_UNSUITABLE;
do {
if (--count < 0) return CMD_ERROR;
if (--num < 0) num = indspec->num_table - 1;
} while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, p1));
ind = CreateNewIndustryHelper(tile, p1, flags, indspec, num, p2);
if (ind == NULL) return CMD_ERROR;
}
if (flags & DC_EXEC && _game_mode != GM_EDITOR && ind != NULL) {
SetDParam(0, indspec->name);
if (indspec->new_industry_text > STR_LAST_STRINGID) {
SetDParam(1, STR_TOWN);
SetDParam(2, ind->town->index);
} else {
SetDParam(1, ind->town->index);
}
AddNewsItem(indspec->new_industry_text, NS_OPENCLOSE, ind->xy, 0);
}
return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
}
Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
uint32 seed = Random();
return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed);
}
enum {
NB_NUMOFINDUSTRY = 11,
NB_DIFFICULTY_LEVEL = 5,
};
static const byte _numof_industry_table[NB_DIFFICULTY_LEVEL][NB_NUMOFINDUSTRY] = {
/* difficulty settings for number of industries */
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, //none
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, //very low
{0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5}, //low
{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10}, //normal
{0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10}, //high
};
/** This function is the one who really do the creation work
* of random industries during game creation
* @param type IndustryType of the desired industry
* @param amount of industries that need to be built */
static void PlaceInitialIndustry(IndustryType type, int amount)
{
/* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the
* _numof_industry_table. newgrf can specify a big amount */
int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings_game.difficulty.number_industries][amount];
const IndustrySpec *ind_spc = GetIndustrySpec(type);
/* These are always placed next to the coastline, so we scale by the perimeter instead. */
num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
if (_settings_game.difficulty.number_industries != 0) {
PlayerID old_player = _current_player;
_current_player = OWNER_NONE;
assert(num > 0);
do {
uint i;
IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
for (i = 0; i < 2000; i++) {
if (CreateNewIndustry(RandomTile(), type) != NULL) break;
}
} while (--num);
_current_player = old_player;
}
}
/** This function will create ramdon industries during game creation.
* It will scale the amount of industries by map size as well as difficulty level */
void GenerateIndustries()
{
uint i = 0;
uint8 chance;
IndustryType it;
const IndustrySpec *ind_spc;
/* Find the total amount of industries */
if (_settings_game.difficulty.number_industries > 0) {
for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
ind_spc = GetIndustrySpec(it);
if (!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
ResetIndustryCreationProbility(it);
}
chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
if (ind_spc->enabled && chance > 0) {
/* once the chance of appearance is determind, it have to be scaled by
* the difficulty level. The "chance" in question is more an index into
* the _numof_industry_table,in fact */
int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
/* These are always placed next to the coastline, so we scale by the perimeter instead. */
num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
i += num;
}
}
}
SetGeneratingWorldProgress(GWP_INDUSTRY, i);
if (_settings_game.difficulty.number_industries > 0) {
for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
/* Once the number of industries has been determined, let's really create them.
* The test for chance allows us to try create industries that are available only
* for this landscape.
* @todo : Do we really have to pass chance as un-scaled value, since we've already
* processed that scaling above? No, don't think so. Will find a way. */
ind_spc = GetIndustrySpec(it);
if (ind_spc->enabled) {
chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
if (chance > 0) PlaceInitialIndustry(it, chance);
}
}
}
}
static void UpdateIndustryStatistics(Industry *i)
{
byte pct;
bool refresh = false;
for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
if (i->produced_cargo[j] != CT_INVALID) {
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;
refresh = true;
}
}
if (refresh) InvalidateWindow(WC_INDUSTRY_VIEW, i->index);
}
/** Simple helper that will collect data for the generation of industries */
struct ProbabilityHelper {
uint16 prob; ///< probability
IndustryType ind; ///< industry id correcponding
};
/**
* Try to create a random industry, during gameplay
*/
static void MaybeNewIndustry(void)
{
Industry *ind; //will receive the industry's creation pointer
IndustryType rndtype, j; // Loop controlers
const IndustrySpec *ind_spc;
uint num = 0;
ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
uint16 probability_max = 0;
/* Generate a list of all possible industries that can be built. */
for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
ind_spc = GetIndustrySpec(j);
byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
if (!ind_spc->enabled || chance == 0) continue;
/* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
* and if appearing chance for this landscape is above 0, this industry can be chosen */
if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
probability_max += chance;
/* adds the result for this industry */
cumulative_probs[num].ind = j;
cumulative_probs[num++].prob = probability_max;
}
}
/* Find a random type, with maximum being what has been evaluate above*/
rndtype = RandomRange(probability_max);
for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
/* and choose the index of the industry that matches as close as possible this random type */
if (cumulative_probs[j].prob >= rndtype) break;
}
ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
/* Check if it is allowed */
if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
/* try to create 2000 times this industry */
num = 2000;
for (;;) {
ind = CreateNewIndustry(RandomTile(), cumulative_probs[j].ind);
if (ind != NULL) break;
if (--num == 0) return;
}
SetDParam(0, ind_spc->name);
if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
SetDParam(1, STR_TOWN);
SetDParam(2, ind->town->index);
} else {
SetDParam(1, ind->town->index);
}
AddNewsItem(ind_spc->new_industry_text,
NS_OPENCLOSE, ind->xy, 0);
}
/**
* 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 && 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)
{
const IndustrySpec *indspec = GetIndustrySpec(ind->type);
/* Check for acceptance of cargo */
for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
if (ind->accepts_cargo[j] == CT_INVALID) continue;
if (cargo == ind->accepts_cargo[j]) {
if (HasBit(indspec->callback_flags, CBM_IND_REFUSE_CARGO)) {
uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO,
0, GetReverseCargoTranslation(cargo, indspec->grf_prop.grffile),
ind, ind->type, ind->xy);
if (res == 0) continue;
}
*c_accepts = true;
break;
}
}
/* Check for produced cargo */
for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
if (ind->produced_cargo[j] == CT_INVALID) continue;
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 player can
* service the industry, and 1 otherwise (only competitors can service the
* industry)
*/
int WhoCanServiceIndustry(Industry* ind)
{
/* Find all stations within reach of the industry */
StationSet stations = FindStationsAroundIndustryTile(ind->xy, ind->width, ind->height);
if (stations.size() == 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_player && 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 && IsFrontEngine(v)) {
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 = GetStation(o->GetDestination());
if (!st->IsValid()) continue;
/* Same cargo produced by industry is dropped here => not serviced by vehicle v */
if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
if (stations.find(st) != stations.end()) {
if (v->owner == _local_player) return 2; // Player 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_PLAYER; break;
default: NOT_REACHED(); break;
}
SetDParam(2, abs(percent));
SetDParam(0, GetCargo(type)->name);
SetDParam(1, ind->index);
AddNewsItem(
percent >= 0 ? STR_INDUSTRY_PROD_GOUP : STR_INDUSTRY_PROD_GODOWN,
ns,
ind->xy + TileDiffXY(1, 1), 0
);
}
enum {
PERCENT_TRANSPORTED_60 = 153,
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 = true;
bool suppress_message = false;
/* don't use smooth economy for industries using production related callbacks */
bool smooth_economy = _settings_game.economy.smooth_economy &&
!(HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
!(HasBit(indspec->callback_flags, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CHANGE)); // production change callbacks
byte div = 0;
byte mul = 0;
int8 increment = 0;
if (HasBit(indspec->callback_flags, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE)) {
uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->xy);
standard = false;
monthly = false; // smooth economy is disabled so we need to fake random industry production change to allow 'use standard' result
if (res != CALLBACK_FAILED) {
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;
}
}
}
if (standard && monthly != smooth_economy) return;
if (standard && indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
if (standard && (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 (standard && 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);
i->production_rate[0] = min(i->production_rate[0] * 2, 0xFF);
i->production_rate[1] = min(i->production_rate[1] * 2, 0xFF);
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
i->production_rate[0] = (i->production_rate[0] + 1) / 2;
i->production_rate[1] = (i->production_rate[1] + 1) / 2;
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);
}
}
/* 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_OPENCLOSE;
} else {
switch (WhoCanServiceIndustry(i)) {
case 0: ns = NS_INDUSTRY_NOBODY; break;
case 1: ns = NS_INDUSTRY_OTHER; break;
case 2: ns = NS_INDUSTRY_PLAYER; break;
default: NOT_REACHED(); break;
}
}
/* Set parameters of news string */
if (str > STR_LAST_STRINGID) {
SetDParam(0, STR_TOWN);
SetDParam(1, i->town->index);
SetDParam(2, indspec->name);
} else if (closeit) {
SetDParam(0, STR_INDUSTRY_FORMAT);
SetDParam(1, i->town->index);
SetDParam(2, indspec->name);
} else {
SetDParam(0, i->index);
}
/* and report the news to the user */
AddNewsItem(str,
ns,
i->xy + TileDiffXY(1, 1), 0);
}
}
void IndustryMonthlyLoop()
{
Industry *i;
PlayerID old_player = _current_player;
_current_player = OWNER_NONE;
FOR_ALL_INDUSTRIES(i) {
UpdateIndustryStatistics(i);
if (i->prod_level == PRODLEVEL_CLOSURE) {
delete i;
} else {
ChangeIndustryProduction(i, true);
}
}
/* 3% chance that we start a new industry */
if (Chance16(3, 100)) {
MaybeNewIndustry();
} else {
i = GetRandomIndustry();
if (i != NULL) ChangeIndustryProduction(i, false);
}
_current_player = old_player;
/* production-change */
InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1);
}
void InitializeIndustries()
{
_Industry_pool.CleanPool();
_Industry_pool.AddBlockToPool();
ResetIndustryCounts();
_industry_sound_tile = 0;
}
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;
}
Money IndustrySpec::GetConstructionCost() const
{
return (_price.build_industry *
(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry() ?
this->raw_industry_cost_multiplier :
this->cost_multiplier
)) >> 8;
}
Money IndustrySpec::GetRemovalCost() const
{
return (_price.remove_house * this->removal_cost_multiplier) >> 8;
}
static CommandCost TerraformTile_Industry(TileIndex tile, uint32 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_flags, CBM_INDT_AUTOSLOPE)) {
/* If the callback fails, allow autoslope. */
uint16 res = GetIndustryTileCallback(CBID_INDUSTRY_AUTOSLOPE, 0, 0, gfx, GetIndustryByTile(tile), tile);
if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
} else {
/* allow autoslope */
return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
}
}
}
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 */
GetAcceptedCargo_Industry, /* get_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 */
GetProducedCargo_Industry, /* get_produced_cargo_proc */
NULL, /* vehicle_enter_tile_proc */
GetFoundation_Industry, /* get_foundation_proc */
TerraformTile_Industry, /* terraform_tile_proc */
};
static const SaveLoad _industry_desc[] = {
SLE_CONDVAR(Industry, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Industry, xy, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(Industry, width, SLE_UINT8),
SLE_VAR(Industry, height, SLE_UINT8),
SLE_REF(Industry, town, REF_TOWN),
SLE_CONDNULL( 2, 0, 60), ///< used to be industry's produced_cargo
SLE_CONDARR(Industry, produced_cargo, SLE_UINT8, 2, 78, SL_MAX_VERSION),
SLE_CONDARR(Industry, incoming_cargo_waiting, SLE_UINT16, 3, 70, SL_MAX_VERSION),
SLE_ARR(Industry, produced_cargo_waiting, SLE_UINT16, 2),
SLE_ARR(Industry, production_rate, SLE_UINT8, 2),
SLE_CONDNULL( 3, 0, 60), ///< used to be industry's accepts_cargo
SLE_CONDARR(Industry, accepts_cargo, SLE_UINT8, 3, 78, SL_MAX_VERSION),
SLE_VAR(Industry, prod_level, SLE_UINT8),
SLE_ARR(Industry, this_month_production, SLE_UINT16, 2),
SLE_ARR(Industry, this_month_transported, SLE_UINT16, 2),
SLE_ARR(Industry, last_month_pct_transported, SLE_UINT8, 2),
SLE_ARR(Industry, last_month_production, SLE_UINT16, 2),
SLE_ARR(Industry, last_month_transported, SLE_UINT16, 2),
SLE_VAR(Industry, counter, SLE_UINT16),
SLE_VAR(Industry, type, SLE_UINT8),
SLE_VAR(Industry, owner, SLE_UINT8),
SLE_VAR(Industry, random_color, SLE_UINT8),
SLE_CONDVAR(Industry, last_prod_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Industry, last_prod_year, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Industry, was_cargo_delivered, SLE_UINT8),
SLE_CONDVAR(Industry, founder, SLE_UINT8, 70, SL_MAX_VERSION),
SLE_CONDVAR(Industry, construction_date, SLE_INT32, 70, SL_MAX_VERSION),
SLE_CONDVAR(Industry, construction_type, SLE_UINT8, 70, SL_MAX_VERSION),
SLE_CONDVAR(Industry, last_cargo_accepted_at, SLE_INT32, 70, SL_MAX_VERSION),
SLE_CONDVAR(Industry, selected_layout, SLE_UINT8, 73, SL_MAX_VERSION),
SLE_CONDARRX(cpp_offsetof(Industry, psa) + cpp_offsetof(Industry::PersistentStorage, storage), SLE_UINT32, 16, 76, SL_MAX_VERSION),
SLE_CONDVAR(Industry, random_triggers, SLE_UINT8, 82, SL_MAX_VERSION),
SLE_CONDVAR(Industry, random, SLE_UINT16, 82, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 32 bytes) */
SLE_CONDNULL(32, 2, SL_MAX_VERSION),
SLE_END()
};
static void Save_INDY()
{
Industry *ind;
/* Write the industries */
FOR_ALL_INDUSTRIES(ind) {
SlSetArrayIndex(ind->index);
SlObject(ind, _industry_desc);
}
}
/* Save and load the mapping between the industry/tile id on the map, and the grf file
* it came from. */
static const SaveLoad _industries_id_mapping_desc[] = {
SLE_VAR(EntityIDMapping, grfid, SLE_UINT32),
SLE_VAR(EntityIDMapping, entity_id, SLE_UINT8),
SLE_VAR(EntityIDMapping, substitute_id, SLE_UINT8),
SLE_END()
};
static void Save_IIDS()
{
uint i;
uint j = _industry_mngr.GetMaxMapping();
for (i = 0; i < j; i++) {
SlSetArrayIndex(i);
SlObject(&_industry_mngr.mapping_ID[i], _industries_id_mapping_desc);
}
}
static void Save_TIDS()
{
uint i;
uint j = _industile_mngr.GetMaxMapping();
for (i = 0; i < j; i++) {
SlSetArrayIndex(i);
SlObject(&_industile_mngr.mapping_ID[i], _industries_id_mapping_desc);
}
}
static void Load_INDY()
{
int index;
ResetIndustryCounts();
while ((index = SlIterateArray()) != -1) {
Industry *i = new (index) Industry();
SlObject(i, _industry_desc);
IncIndustryTypeCount(i->type);
}
}
static void Load_IIDS()
{
int index;
uint max_id;
/* clear the current mapping stored.
* This will create the manager if ever it is not yet done */
_industry_mngr.ResetMapping();
/* get boundary for the temporary map loader NUM_INDUSTRYTYPES? */
max_id = _industry_mngr.GetMaxMapping();
while ((index = SlIterateArray()) != -1) {
if ((uint)index >= max_id) break;
SlObject(&_industry_mngr.mapping_ID[index], _industries_id_mapping_desc);
}
}
static void Load_TIDS()
{
int index;
uint max_id;
/* clear the current mapping stored.
* This will create the manager if ever it is not yet done */
_industile_mngr.ResetMapping();
/* get boundary for the temporary map loader NUM_INDUSTILES? */
max_id = _industile_mngr.GetMaxMapping();
while ((index = SlIterateArray()) != -1) {
if ((uint)index >= max_id) break;
SlObject(&_industile_mngr.mapping_ID[index], _industries_id_mapping_desc);
}
}
extern const ChunkHandler _industry_chunk_handlers[] = {
{ 'INDY', Save_INDY, Load_INDY, CH_ARRAY},
{ 'IIDS', Save_IIDS, Load_IIDS, CH_ARRAY},
{ 'TIDS', Save_TIDS, Load_TIDS, CH_ARRAY | CH_LAST},
};
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