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|
/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file newgrf_industries.cpp Handling of NewGRF industries. */
#include "stdafx.h"
#include "debug.h"
#include "industry.h"
#include "newgrf.h"
#include "newgrf_industries.h"
#include "newgrf_text.h"
#include "newgrf_town.h"
#include "newgrf_cargo.h"
#include "window_func.h"
#include "town.h"
#include "company_base.h"
#include "command_func.h"
#include "gui.h"
#include "strings_func.h"
#include "core/random_func.hpp"
#include "table/strings.h"
static uint32 _industry_creation_random_bits;
/* Since the industry IDs defined by the GRF file don't necessarily correlate
* to those used by the game, the IDs used for overriding old industries must be
* translated when the idustry spec is set. */
IndustryOverrideManager _industry_mngr(NEW_INDUSTRYOFFSET, NUM_INDUSTRYTYPES, INVALID_INDUSTRYTYPE);
IndustryTileOverrideManager _industile_mngr(NEW_INDUSTRYTILEOFFSET, NUM_INDUSTRYTILES, INVALID_INDUSTRYTILE);
/**
* Map the GRF local type to an industry type.
* @param grf_type The GRF local type.
* @param grf_id The GRF of the local type.
* @return The industry type in the global scope.
*/
IndustryType MapNewGRFIndustryType(IndustryType grf_type, uint32 grf_id)
{
if (grf_type == IT_INVALID) return IT_INVALID;
if (!HasBit(grf_type, 7)) return GB(grf_type, 0, 6);
return _industry_mngr.GetID(GB(grf_type, 0, 6), grf_id);
}
/**
* Make an analysis of a tile and check for its belonging to the same
* industry, and/or the same grf file
* @param tile TileIndex of the tile to query
* @param i Industry to which to compare the tile to
* @param cur_grfid GRFID of the current callback chain
* @return value encoded as per NFO specs
*/
uint32 GetIndustryIDAtOffset(TileIndex tile, const Industry *i, uint32 cur_grfid)
{
if (!IsTileType(tile, MP_INDUSTRY) || GetIndustryIndex(tile) != i->index) {
/* No industry and/or the tile does not have the same industry as the one we match it with */
return 0xFFFF;
}
IndustryGfx gfx = GetCleanIndustryGfx(tile);
const IndustryTileSpec *indtsp = GetIndustryTileSpec(gfx);
if (gfx < NEW_INDUSTRYTILEOFFSET) { // Does it belongs to an old type?
/* It is an old tile. We have to see if it's been overriden */
if (indtsp->grf_prop.override == INVALID_INDUSTRYTILE) { // has it been overridden?
return 0xFF << 8 | gfx; // no. Tag FF + the gfx id of that tile
}
/* Overriden */
const IndustryTileSpec *tile_ovr = GetIndustryTileSpec(indtsp->grf_prop.override);
if (tile_ovr->grf_prop.grffile->grfid == cur_grfid) {
return tile_ovr->grf_prop.local_id; // same grf file
} else {
return 0xFFFE; // not the same grf file
}
}
/* Not an 'old type' tile */
if (indtsp->grf_prop.spritegroup[0] != NULL) { // tile has a spritegroup ?
if (indtsp->grf_prop.grffile->grfid == cur_grfid) { // same industry, same grf ?
return indtsp->grf_prop.local_id;
} else {
return 0xFFFE; // Defined in another grf file
}
}
/* The tile has no spritegroup */
return 0xFF << 8 | indtsp->grf_prop.subst_id; // so just give him the substitute
}
static uint32 GetClosestIndustry(TileIndex tile, IndustryType type, const Industry *current)
{
uint32 best_dist = UINT32_MAX;
const Industry *i;
FOR_ALL_INDUSTRIES(i) {
if (i->type != type || i == current) continue;
best_dist = min(best_dist, DistanceManhattan(tile, i->location.tile));
}
return best_dist;
}
/**
* Implementation of both var 67 and 68
* since the mechanism is almost the same, it is easier to regroup them on the same
* function.
* @param param_setID parameter given to the callback, which is the set id, or the local id, in our terminology
* @param layout_filter on what layout do we filter?
* @param town_filter Do we filter on the same town as the current industry?
* @param current Industry for which the inquiry is made
* @return the formatted answer to the callback : rr(reserved) cc(count) dddd(manhattan distance of closest sister)
*/
static uint32 GetCountAndDistanceOfClosestInstance(byte param_setID, byte layout_filter, bool town_filter, const Industry *current)
{
uint32 GrfID = GetRegister(0x100); ///< Get the GRFID of the definition to look for in register 100h
IndustryType ind_index;
uint32 closest_dist = UINT32_MAX;
byte count = 0;
/* Determine what will be the industry type to look for */
switch (GrfID) {
case 0: // this is a default industry type
ind_index = param_setID;
break;
case 0xFFFFFFFF: // current grf
GrfID = GetIndustrySpec(current->type)->grf_prop.grffile->grfid;
/* FALL THROUGH */
default: // use the grfid specified in register 100h
SetBit(param_setID, 7); // bit 7 means it is not an old type
ind_index = MapNewGRFIndustryType(param_setID, GrfID);
break;
}
/* If the industry type is invalid, there is none and the closest is far away. */
if (ind_index >= NUM_INDUSTRYTYPES) return 0 | 0xFFFF;
if (layout_filter == 0 && !town_filter) {
/* If the filter is 0, it could be because none was specified as well as being really a 0.
* In either case, just do the regular var67 */
closest_dist = GetClosestIndustry(current->location.tile, ind_index, current);
count = min(Industry::GetIndustryTypeCount(ind_index), UINT8_MAX); // clamp to 8 bit
} else {
/* Count only those who match the same industry type and layout filter
* Unfortunately, we have to do it manually */
const Industry *i;
FOR_ALL_INDUSTRIES(i) {
if (i->type == ind_index && i != current && (i->selected_layout == layout_filter || layout_filter == 0) && (!town_filter || i->town == current->town)) {
closest_dist = min(closest_dist, DistanceManhattan(current->location.tile, i->location.tile));
count++;
}
}
}
return count << 16 | GB(closest_dist, 0, 16);
}
/**
* This function implements the industries variables that newGRF defines.
* @param object the object that we want to query
* @param variable that is queried
* @param parameter unused
* @param available will return false if ever the variable asked for does not exist
* @return the value stored in the corresponding variable
*/
uint32 IndustryGetVariable(const ResolverObject *object, byte variable, uint32 parameter, bool *available)
{
const Industry *industry = object->u.industry.ind;
TileIndex tile = object->u.industry.tile;
IndustryType type = object->u.industry.type;
const IndustrySpec *indspec = GetIndustrySpec(type);
/* Shall the variable get resolved in parent scope and are we not yet in parent scope? */
if (object->u.industry.gfx == INVALID_INDUSTRYTILE && object->scope == VSG_SCOPE_PARENT) {
/* Pass the request on to the town of the industry */
Town *t;
if (industry != NULL) {
t = industry->town;
} else if (tile != INVALID_TILE) {
t = ClosestTownFromTile(tile, UINT_MAX);
} else {
*available = false;
return UINT_MAX;
}
return TownGetVariable(variable, parameter, available, t, object->grffile);
}
if (industry == NULL) {
DEBUG(grf, 1, "Unhandled variable 0x%X (no available industry) in callback 0x%x", variable, object->callback);
*available = false;
return UINT_MAX;
}
switch (variable) {
case 0x40:
case 0x41:
case 0x42: { // waiting cargo, but only if those two callback flags are set
uint16 callback = indspec->callback_mask;
if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
if ((indspec->behaviour & INDUSTRYBEH_PROD_MULTI_HNDLING) != 0) {
if (industry->prod_level == 0) return 0;
return min(industry->incoming_cargo_waiting[variable - 0x40] / industry->prod_level, (uint16)0xFFFF);
} else {
return min(industry->incoming_cargo_waiting[variable - 0x40], (uint16)0xFFFF);
}
} else {
return 0;
}
}
/* Manhattan distance of closes dry/water tile */
case 0x43: return GetClosestWaterDistance(tile, (indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) == 0);
/* Layout number */
case 0x44: return industry->selected_layout;
/* Company info */
case 0x45: {
byte colours = 0;
bool is_ai = false;
const Company *c = Company::GetIfValid(industry->founder);
if (c != NULL) {
const Livery *l = &c->livery[LS_DEFAULT];
is_ai = c->is_ai;
colours = l->colour1 + l->colour2 * 16;
}
return industry->founder | (is_ai ? 0x10000 : 0) | (colours << 24);
}
case 0x46: return industry->construction_date; // Date when built - long format - (in days)
/* Get industry ID at offset param */
case 0x60: return GetIndustryIDAtOffset(GetNearbyTile(parameter, industry->location.tile, false), industry, object->grffile->grfid);
/* Get random tile bits at offset param */
case 0x61:
tile = GetNearbyTile(parameter, tile, false);
return (IsTileType(tile, MP_INDUSTRY) && Industry::GetByTile(tile) == industry) ? GetIndustryRandomBits(tile) : 0;
/* Land info of nearby tiles */
case 0x62: return GetNearbyIndustryTileInformation(parameter, tile, INVALID_INDUSTRY, false, object->grffile->grf_version >= 8);
/* Animation stage of nearby tiles */
case 0x63:
tile = GetNearbyTile(parameter, tile, false);
if (IsTileType(tile, MP_INDUSTRY) && Industry::GetByTile(tile) == industry) {
return GetAnimationFrame(tile);
}
return 0xFFFFFFFF;
/* Distance of nearest industry of given type */
case 0x64: return GetClosestIndustry(tile, MapNewGRFIndustryType(parameter, indspec->grf_prop.grffile->grfid), industry);
/* Get town zone and Manhattan distance of closest town */
case 0x65: return GetTownRadiusGroup(industry->town, tile) << 16 | min(DistanceManhattan(tile, industry->town->xy), 0xFFFF);
/* Get square of Euclidian distance of closes town */
case 0x66: return GetTownRadiusGroup(industry->town, tile) << 16 | min(DistanceSquare(tile, industry->town->xy), 0xFFFF);
/* Count of industry, distance of closest instance
* 68 is the same as 67, but with a filtering on selected layout */
case 0x67:
case 0x68: {
byte layout_filter = 0;
bool town_filter = false;
if (variable == 0x68) {
uint32 reg = GetRegister(0x101);
layout_filter = GB(reg, 0, 8);
town_filter = HasBit(reg, 8);
}
return GetCountAndDistanceOfClosestInstance(parameter, layout_filter, town_filter, industry);
}
/* Get a variable from the persistent storage */
case 0x7C: return (industry->psa != NULL) ? industry->psa->GetValue(parameter) : 0;
/* Industry structure access*/
case 0x80: return industry->location.tile;
case 0x81: return GB(industry->location.tile, 8, 8);
/* Pointer to the town the industry is associated with */
case 0x82: return industry->town->index;
case 0x83:
case 0x84:
case 0x85: DEBUG(grf, 0, "NewGRFs shouldn't be doing pointer magic"); break; // not supported
case 0x86: return industry->location.w;
case 0x87: return industry->location.h;// xy dimensions
case 0x88:
case 0x89: return industry->produced_cargo[variable - 0x88];
case 0x8A: return industry->produced_cargo_waiting[0];
case 0x8B: return GB(industry->produced_cargo_waiting[0], 8, 8);
case 0x8C: return industry->produced_cargo_waiting[1];
case 0x8D: return GB(industry->produced_cargo_waiting[1], 8, 8);
case 0x8E:
case 0x8F: return industry->production_rate[variable - 0x8E];
case 0x90:
case 0x91:
case 0x92: return industry->accepts_cargo[variable - 0x90];
case 0x93: return industry->prod_level;
/* amount of cargo produced so far THIS month. */
case 0x94: return industry->this_month_production[0];
case 0x95: return GB(industry->this_month_production[0], 8, 8);
case 0x96: return industry->this_month_production[1];
case 0x97: return GB(industry->this_month_production[1], 8, 8);
/* amount of cargo transported so far THIS month. */
case 0x98: return industry->this_month_transported[0];
case 0x99: return GB(industry->this_month_transported[0], 8, 8);
case 0x9A: return industry->this_month_transported[1];
case 0x9B: return GB(industry->this_month_transported[1], 8, 8);
/* fraction of cargo transported LAST month. */
case 0x9C:
case 0x9D: return industry->last_month_pct_transported[variable - 0x9C];
/* amount of cargo produced LAST month. */
case 0x9E: return industry->last_month_production[0];
case 0x9F: return GB(industry->last_month_production[0], 8, 8);
case 0xA0: return industry->last_month_production[1];
case 0xA1: return GB(industry->last_month_production[1], 8, 8);
/* amount of cargo transported last month. */
case 0xA2: return industry->last_month_transported[0];
case 0xA3: return GB(industry->last_month_transported[0], 8, 8);
case 0xA4: return industry->last_month_transported[1];
case 0xA5: return GB(industry->last_month_transported[1], 8, 8);
case 0xA6: return industry->type;
case 0xA7: return industry->founder;
case 0xA8: return industry->random_colour;
case 0xA9: return Clamp(industry->last_prod_year - ORIGINAL_BASE_YEAR, 0, 255);
case 0xAA: return industry->counter;
case 0xAB: return GB(industry->counter, 8, 8);
case 0xAC: return industry->was_cargo_delivered;
case 0xB0: return Clamp(industry->construction_date - DAYS_TILL_ORIGINAL_BASE_YEAR, 0, 65535); // Date when built since 1920 (in days)
case 0xB3: return industry->construction_type; // Construction type
case 0xB4: return Clamp(industry->last_cargo_accepted_at - DAYS_TILL_ORIGINAL_BASE_YEAR, 0, 65535); // Date last cargo accepted since 1920 (in days)
}
DEBUG(grf, 1, "Unhandled industry variable 0x%X", variable);
*available = false;
return UINT_MAX;
}
static const SpriteGroup *IndustryResolveReal(const ResolverObject *object, const RealSpriteGroup *group)
{
/* IndustryTile do not have 'real' groups */
return NULL;
}
static uint32 IndustryGetRandomBits(const ResolverObject *object)
{
const Industry *ind = object->u.industry.ind;
return ind != NULL ? ind->random: 0;
}
static uint32 IndustryGetTriggers(const ResolverObject *object)
{
const Industry *ind = object->u.industry.ind;
return ind != NULL ? ind->random_triggers : 0;
}
static void IndustrySetTriggers(const ResolverObject *object, int triggers)
{
Industry *ind = object->u.industry.ind;
assert(ind != NULL && ind->index != INVALID_INDUSTRY);
ind->random_triggers = triggers;
}
/**
* Store a value into the object's persistent storage.
* @param object Object that we want to query.
* @param pos Position in the persistent storage to use.
* @param value Value to store.
*/
void IndustryStorePSA(ResolverObject *object, uint pos, int32 value)
{
Industry *ind = object->u.industry.ind;
if (ind->index == INVALID_INDUSTRY) return;
if (object->scope != VSG_SCOPE_SELF) {
/* Pass the request on to the town of the industry. */
TownStorePSA(ind->town, object->grffile, pos, value);
return;
}
if (ind->psa == NULL) {
/* There is no need to create a storage if the value is zero. */
if (value == 0) return;
/* Create storage on first modification. */
const IndustrySpec *indsp = GetIndustrySpec(ind->type);
uint32 grfid = (indsp->grf_prop.grffile != NULL) ? indsp->grf_prop.grffile->grfid : 0;
assert(PersistentStorage::CanAllocateItem());
ind->psa = new PersistentStorage(grfid);
}
ind->psa->StoreValue(pos, value);
}
static void NewIndustryResolver(ResolverObject *res, TileIndex tile, Industry *indus, IndustryType type)
{
res->GetRandomBits = IndustryGetRandomBits;
res->GetTriggers = IndustryGetTriggers;
res->SetTriggers = IndustrySetTriggers;
res->GetVariable = IndustryGetVariable;
res->ResolveReal = IndustryResolveReal;
res->StorePSA = IndustryStorePSA;
res->u.industry.tile = tile;
res->u.industry.ind = indus;
res->u.industry.gfx = INVALID_INDUSTRYTILE;
res->u.industry.type = type;
res->callback = CBID_NO_CALLBACK;
res->callback_param1 = 0;
res->callback_param2 = 0;
res->ResetState();
const IndustrySpec *indspec = GetIndustrySpec(type);
res->grffile = (indspec != NULL ? indspec->grf_prop.grffile : NULL);
}
/**
* Perform an industry callback.
* @param callback The callback to perform.
* @param param1 The first parameter.
* @param param2 The second parameter.
* @param industry The industry to do the callback for.
* @param type The type of industry to do the callback for.
* @param tile The tile associated with the callback.
* @return The callback result.
*/
uint16 GetIndustryCallback(CallbackID callback, uint32 param1, uint32 param2, Industry *industry, IndustryType type, TileIndex tile)
{
ResolverObject object;
const SpriteGroup *group;
NewIndustryResolver(&object, tile, industry, type);
object.callback = callback;
object.callback_param1 = param1;
object.callback_param2 = param2;
group = SpriteGroup::Resolve(GetIndustrySpec(type)->grf_prop.spritegroup[0], &object);
if (group == NULL) return CALLBACK_FAILED;
return group->GetCallbackResult();
}
uint32 IndustryLocationGetVariable(const ResolverObject *object, byte variable, uint32 parameter, bool *available)
{
const Industry *industry = object->u.industry.ind;
TileIndex tile = object->u.industry.tile;
if (object->scope == VSG_SCOPE_PARENT) {
return TownGetVariable(variable, parameter, available, industry->town, object->grffile);
}
switch (variable) {
case 0x80: return tile;
case 0x81: return GB(tile, 8, 8);
/* Pointer to the town the industry is associated with */
case 0x82: return industry->town->index;
case 0x83:
case 0x84:
case 0x85: DEBUG(grf, 0, "NewGRFs shouldn't be doing pointer magic"); break; // not supported
/* Number of the layout */
case 0x86: return industry->selected_layout;
/* Ground type */
case 0x87: return GetTerrainType(tile);
/* Town zone */
case 0x88: return GetTownRadiusGroup(industry->town, tile);
/* Manhattan distance of the closest town */
case 0x89: return min(DistanceManhattan(industry->town->xy, tile), 255);
/* Lowest height of the tile */
case 0x8A: return GetTilePixelZ(tile);
/* Distance to the nearest water/land tile */
case 0x8B: return GetClosestWaterDistance(tile, (GetIndustrySpec(industry->type)->behaviour & INDUSTRYBEH_BUILT_ONWATER) == 0);
/* Square of Euclidian distance from town */
case 0x8D: return min(DistanceSquare(industry->town->xy, tile), 65535);
/* 32 random bits */
case 0x8F: return _industry_creation_random_bits;
}
/* None of the special ones, so try the general ones */
return IndustryGetVariable(object, variable, parameter, available);
}
/**
* Check that the industry callback allows creation of the industry.
* @param tile %Tile to build the industry.
* @param type Type of industry to build.
* @param layout Layout number.
* @param seed Seed for the random generator.
* @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.
* @return Succeeded or failed command.
*/
CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
ResolverObject object;
const SpriteGroup *group;
Industry ind;
ind.index = INVALID_INDUSTRY;
ind.location.tile = tile;
ind.location.w = 0; // important to mark the industry invalid
ind.type = type;
ind.selected_layout = layout;
ind.town = ClosestTownFromTile(tile, UINT_MAX);
ind.random = initial_random_bits;
ind.founder = founder;
NewIndustryResolver(&object, tile, &ind, type);
object.GetVariable = IndustryLocationGetVariable;
object.callback = CBID_INDUSTRY_LOCATION;
object.callback_param2 = creation_type;
_industry_creation_random_bits = seed;
group = SpriteGroup::Resolve(GetIndustrySpec(type)->grf_prop.spritegroup[0], &object);
/* Unlike the "normal" cases, not having a valid result means we allow
* the building of the industry, as that's how it's done in TTDP. */
if (group == NULL) return CommandCost();
uint16 result = group->GetCallbackResult();
if (result == CALLBACK_FAILED) return CommandCost();
return GetErrorMessageFromLocationCallbackResult(result, indspec->grf_prop.grffile->grfid, STR_ERROR_SITE_UNSUITABLE);
}
/**
* Check with callback #CBID_INDUSTRY_PROBABILITY whether the industry can be built.
* @param type Industry type to check.
* @param creation_type Reason to construct a new industry.
* @return If the industry has no callback or allows building, \c true is returned. Otherwise, \c false is returned.
*/
uint32 GetIndustryProbabilityCallback(IndustryType type, IndustryAvailabilityCallType creation_type, uint32 default_prob)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
if (HasBit(indspec->callback_mask, CBM_IND_PROBABILITY)) {
uint16 res = GetIndustryCallback(CBID_INDUSTRY_PROBABILITY, 0, creation_type, NULL, type, INVALID_TILE);
if (res != CALLBACK_FAILED) {
if (indspec->grf_prop.grffile->grf_version < 8) {
/* Disallow if result != 0 */
if (res != 0) default_prob = 0;
} else {
/* Use returned probability. 0x100 to use default */
if (res < 0x100) {
default_prob = res;
} else if (res > 0x100) {
ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_PROBABILITY, res);
}
}
}
}
return default_prob;
}
static int32 DerefIndProd(int field, bool use_register)
{
return use_register ? (int32)GetRegister(field) : field;
}
/**
* Get the industry production callback and apply it to the industry.
* @param ind the industry this callback has to be called for
* @param reason the reason it is called (0 = incoming cargo, 1 = periodic tick callback)
*/
void IndustryProductionCallback(Industry *ind, int reason)
{
const IndustrySpec *spec = GetIndustrySpec(ind->type);
ResolverObject object;
NewIndustryResolver(&object, ind->location.tile, ind, ind->type);
if ((spec->behaviour & INDUSTRYBEH_PRODCALLBACK_RANDOM) != 0) object.callback_param1 = Random();
int multiplier = 1;
if ((spec->behaviour & INDUSTRYBEH_PROD_MULTI_HNDLING) != 0) multiplier = ind->prod_level;
object.callback_param2 = reason;
for (uint loop = 0;; loop++) {
/* limit the number of calls to break infinite loops.
* 'loop' is provided as 16 bits to the newgrf, so abort when those are exceeded. */
if (loop >= 0x10000) {
/* display error message */
SetDParamStr(0, spec->grf_prop.grffile->filename);
SetDParam(1, spec->name);
ShowErrorMessage(STR_NEWGRF_BUGGY, STR_NEWGRF_BUGGY_ENDLESS_PRODUCTION_CALLBACK, WL_WARNING);
/* abort the function early, this error isn't critical and will allow the game to continue to run */
break;
}
SB(object.callback_param2, 8, 16, loop);
const SpriteGroup *tgroup = SpriteGroup::Resolve(spec->grf_prop.spritegroup[0], &object);
if (tgroup == NULL || tgroup->type != SGT_INDUSTRY_PRODUCTION) break;
const IndustryProductionSpriteGroup *group = (const IndustryProductionSpriteGroup *)tgroup;
bool deref = (group->version == 1);
for (uint i = 0; i < 3; i++) {
ind->incoming_cargo_waiting[i] = Clamp(ind->incoming_cargo_waiting[i] - DerefIndProd(group->subtract_input[i], deref) * multiplier, 0, 0xFFFF);
}
for (uint i = 0; i < 2; i++) {
ind->produced_cargo_waiting[i] = Clamp(ind->produced_cargo_waiting[i] + max(DerefIndProd(group->add_output[i], deref), 0) * multiplier, 0, 0xFFFF);
}
int32 again = DerefIndProd(group->again, deref);
if (again == 0) break;
SB(object.callback_param2, 24, 8, again);
}
SetWindowDirty(WC_INDUSTRY_VIEW, ind->index);
}
/**
* Resolve a industry's spec and such so we can get a variable.
* @param ro The resolver object to fill.
* @param index The industry ID to get the data from.
*/
void GetIndustryResolver(ResolverObject *ro, uint index)
{
Industry *i = Industry::Get(index);
NewIndustryResolver(ro, i->location.tile, i, i->type);
}
/**
* Check whether an industry temporarily refuses to accept a certain cargo.
* @param ind The industry to query.
* @param cargo_type The cargo to get information about.
* @pre cargo_type is in ind->accepts_cargo.
* @return Whether the given industry refuses to accept this cargo type.
*/
bool IndustryTemporarilyRefusesCargo(Industry *ind, CargoID cargo_type)
{
assert(cargo_type == ind->accepts_cargo[0] || cargo_type == ind->accepts_cargo[1] || cargo_type == ind->accepts_cargo[2]);
const IndustrySpec *indspec = GetIndustrySpec(ind->type);
if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO,
0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile),
ind, ind->type, ind->location.tile);
if (res != CALLBACK_FAILED) return !ConvertBooleanCallback(indspec->grf_prop.grffile, CBID_INDUSTRY_REFUSE_CARGO, res);
}
return false;
}
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