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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 industry_cmd.cpp Handling of industry tiles. */ | |
#include "stdafx.h" | |
#include "clear_map.h" | |
#include "industry.h" | |
#include "station_base.h" | |
#include "landscape.h" | |
#include "viewport_func.h" | |
#include "command_func.h" | |
#include "town.h" | |
#include "news_func.h" | |
#include "cheat_type.h" | |
#include "genworld.h" | |
#include "tree_map.h" | |
#include "newgrf_cargo.h" | |
#include "newgrf_debug.h" | |
#include "newgrf_industrytiles.h" | |
#include "autoslope.h" | |
#include "water.h" | |
#include "strings_func.h" | |
#include "window_func.h" | |
#include "date_func.h" | |
#include "vehicle_func.h" | |
#include "sound_func.h" | |
#include "animated_tile_func.h" | |
#include "effectvehicle_func.h" | |
#include "effectvehicle_base.h" | |
#include "ai/ai.hpp" | |
#include "core/pool_func.hpp" | |
#include "subsidy_func.h" | |
#include "core/backup_type.hpp" | |
#include "object_base.h" | |
#include "game/game.hpp" | |
#include "error.h" | |
#include "table/strings.h" | |
#include "table/industry_land.h" | |
#include "table/build_industry.h" | |
#include "safeguards.h" | |
IndustryPool _industry_pool("Industry"); | |
INSTANTIATE_POOL_METHODS(Industry) | |
void ShowIndustryViewWindow(int industry); | |
void BuildOilRig(TileIndex tile); | |
static byte _industry_sound_ctr; | |
static TileIndex _industry_sound_tile; | |
uint16 Industry::counts[NUM_INDUSTRYTYPES]; | |
IndustrySpec _industry_specs[NUM_INDUSTRYTYPES]; | |
IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES]; | |
IndustryBuildData _industry_builder; ///< In-game manager of industries. | |
/** | |
* This function initialize the spec arrays of both | |
* industry and industry tiles. | |
* It adjusts the enabling of the industry too, based on climate availability. | |
* This will allow for clearer testings | |
*/ | |
void ResetIndustries() | |
{ | |
memset(&_industry_specs, 0, sizeof(_industry_specs)); | |
memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs)); | |
/* once performed, enable only the current climate industries */ | |
for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) { | |
_industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET && | |
HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape); | |
} | |
memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs)); | |
memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs)); | |
/* Reset any overrides that have been set. */ | |
_industile_mngr.ResetOverride(); | |
_industry_mngr.ResetOverride(); | |
} | |
/** | |
* Retrieve the type for this industry. Although it is accessed by a tile, | |
* it will return the general type of industry, and not the sprite index | |
* as would do GetIndustryGfx. | |
* @param tile that is queried | |
* @pre IsTileType(tile, MP_INDUSTRY) | |
* @return general type for this industry, as defined in industry.h | |
*/ | |
IndustryType GetIndustryType(TileIndex tile) | |
{ | |
assert(IsTileType(tile, MP_INDUSTRY)); | |
const Industry *ind = Industry::GetByTile(tile); | |
assert(ind != NULL); | |
return ind->type; | |
} | |
/** | |
* Accessor for array _industry_specs. | |
* This will ensure at once : proper access and | |
* not allowing modifications of it. | |
* @param thistype of industry (which is the index in _industry_specs) | |
* @pre thistype < NUM_INDUSTRYTYPES | |
* @return a pointer to the corresponding industry spec | |
*/ | |
const IndustrySpec *GetIndustrySpec(IndustryType thistype) | |
{ | |
assert(thistype < NUM_INDUSTRYTYPES); | |
return &_industry_specs[thistype]; | |
} | |
/** | |
* Accessor for array _industry_tile_specs. | |
* This will ensure at once : proper access and | |
* not allowing modifications of it. | |
* @param gfx of industrytile (which is the index in _industry_tile_specs) | |
* @pre gfx < INVALID_INDUSTRYTILE | |
* @return a pointer to the corresponding industrytile spec | |
*/ | |
const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx) | |
{ | |
assert(gfx < INVALID_INDUSTRYTILE); | |
return &_industry_tile_specs[gfx]; | |
} | |
Industry::~Industry() | |
{ | |
if (CleaningPool()) return; | |
/* Industry can also be destroyed when not fully initialized. | |
* This means that we do not have to clear tiles either. | |
* Also we must not decrement industry counts in that case. */ | |
if (this->location.w == 0) return; | |
TILE_AREA_LOOP(tile_cur, this->location) { | |
if (IsTileType(tile_cur, MP_INDUSTRY)) { | |
if (GetIndustryIndex(tile_cur) == this->index) { | |
DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur); | |
/* MakeWaterKeepingClass() can also handle 'land' */ | |
MakeWaterKeepingClass(tile_cur, OWNER_NONE); | |
} | |
} else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) { | |
DeleteOilRig(tile_cur); | |
} | |
} | |
if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) { | |
TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42); | |
ta.ClampToMap(); | |
/* Remove the farmland and convert it to regular tiles over time. */ | |
TILE_AREA_LOOP(tile_cur, ta) { | |
if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) && | |
GetIndustryIndexOfField(tile_cur) == this->index) { | |
SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY); | |
} | |
} | |
} | |
/* don't let any disaster vehicle target invalid industry */ | |
ReleaseDisastersTargetingIndustry(this->index); | |
/* Clear the persistent storage. */ | |
delete this->psa; | |
DecIndustryTypeCount(this->type); | |
DeleteIndustryNews(this->index); | |
DeleteWindowById(WC_INDUSTRY_VIEW, this->index); | |
DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index); | |
DeleteSubsidyWith(ST_INDUSTRY, this->index); | |
CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index); | |
} | |
/** | |
* Invalidating some stuff after removing item from the pool. | |
* @param index index of deleted item | |
*/ | |
void Industry::PostDestructor(size_t index) | |
{ | |
InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0); | |
Station::RecomputeIndustriesNearForAll(); | |
} | |
/** | |
* Return a random valid industry. | |
* @return random industry, NULL if there are no industries | |
*/ | |
/* static */ Industry *Industry::GetRandom() | |
{ | |
if (Industry::GetNumItems() == 0) return NULL; | |
int num = RandomRange((uint16)Industry::GetNumItems()); | |
size_t index = MAX_UVALUE(size_t); | |
while (num >= 0) { | |
num--; | |
index++; | |
/* Make sure we have a valid industry */ | |
while (!Industry::IsValidID(index)) { | |
index++; | |
assert(index < Industry::GetPoolSize()); | |
} | |
} | |
return Industry::Get(index); | |
} | |
static void IndustryDrawSugarMine(const TileInfo *ti) | |
{ | |
if (!IsIndustryCompleted(ti->tile)) return; | |
const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)]; | |
AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0); | |
if (d->image_2 != 0) { | |
AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41); | |
} | |
if (d->image_3 != 0) { | |
AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE, | |
_drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y); | |
} | |
} | |
static void IndustryDrawToffeeQuarry(const TileInfo *ti) | |
{ | |
uint8 x = 0; | |
if (IsIndustryCompleted(ti->tile)) { | |
x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)]; | |
if (x == 0xFF) { | |
x = 0; | |
} | |
} | |
AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x); | |
AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14); | |
} | |
static void IndustryDrawBubbleGenerator( const TileInfo *ti) | |
{ | |
if (IsIndustryCompleted(ti->tile)) { | |
AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]); | |
} | |
AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67); | |
} | |
static void IndustryDrawToyFactory(const TileInfo *ti) | |
{ | |
const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)]; | |
if (d->image_1 != 0xFF) { | |
AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1); | |
} | |
if (d->image_2 != 0xFF) { | |
AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2); | |
} | |
AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3); | |
AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42); | |
} | |
static void IndustryDrawCoalPlantSparks(const TileInfo *ti) | |
{ | |
if (IsIndustryCompleted(ti->tile)) { | |
uint8 image = GetAnimationFrame(ti->tile); | |
if (image != 0 && image < 7) { | |
AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS, | |
PAL_NONE, | |
_coal_plant_sparks[image - 1].x, | |
_coal_plant_sparks[image - 1].y | |
); | |
} | |
} | |
} | |
typedef void IndustryDrawTileProc(const TileInfo *ti); | |
static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = { | |
IndustryDrawSugarMine, | |
IndustryDrawToffeeQuarry, | |
IndustryDrawBubbleGenerator, | |
IndustryDrawToyFactory, | |
IndustryDrawCoalPlantSparks, | |
}; | |
static void DrawTile_Industry(TileInfo *ti) | |
{ | |
IndustryGfx gfx = GetIndustryGfx(ti->tile); | |
Industry *ind = Industry::GetByTile(ti->tile); | |
const IndustryTileSpec *indts = GetIndustryTileSpec(gfx); | |
/* Retrieve pointer to the draw industry tile struct */ | |
if (gfx >= NEW_INDUSTRYTILEOFFSET) { | |
/* Draw the tile using the specialized method of newgrf industrytile. | |
* DrawNewIndustry will return false if ever the resolver could not | |
* find any sprite to display. So in this case, we will jump on the | |
* substitute gfx instead. */ | |
if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) { | |
return; | |
} else { | |
/* No sprite group (or no valid one) found, meaning no graphics associated. | |
* Use the substitute one instead */ | |
if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) { | |
gfx = indts->grf_prop.subst_id; | |
/* And point the industrytile spec accordingly */ | |
indts = GetIndustryTileSpec(gfx); | |
} | |
} | |
} | |
const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ? | |
GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED : | |
GetIndustryConstructionStage(ti->tile))]; | |
SpriteID image = dits->ground.sprite; | |
/* DrawFoundation() modifies ti->z and ti->tileh */ | |
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED); | |
/* If the ground sprite is the default flat water sprite, draw also canal/river borders. | |
* Do not do this if the tile's WaterClass is 'land'. */ | |
if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) { | |
DrawWaterClassGround(ti); | |
} else { | |
DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour))); | |
} | |
/* If industries are transparent and invisible, do not draw the upper part */ | |
if (IsInvisibilitySet(TO_INDUSTRIES)) return; | |
/* Add industry on top of the ground? */ | |
image = dits->building.sprite; | |
if (image != 0) { | |
AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)), | |
ti->x + dits->subtile_x, | |
ti->y + dits->subtile_y, | |
dits->width, | |
dits->height, | |
dits->dz, | |
ti->z, | |
IsTransparencySet(TO_INDUSTRIES)); | |
if (IsTransparencySet(TO_INDUSTRIES)) return; | |
} | |
{ | |
int proc = dits->draw_proc - 1; | |
if (proc >= 0) _industry_draw_tile_procs[proc](ti); | |
} | |
} | |
static int GetSlopePixelZ_Industry(TileIndex tile, uint x, uint y) | |
{ | |
return GetTileMaxPixelZ(tile); | |
} | |
static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh) | |
{ | |
IndustryGfx gfx = GetIndustryGfx(tile); | |
/* For NewGRF industry tiles we might not be drawing a foundation. We need to | |
* account for this, as other structures should | |
* draw the wall of the foundation in this case. | |
*/ | |
if (gfx >= NEW_INDUSTRYTILEOFFSET) { | |
const IndustryTileSpec *indts = GetIndustryTileSpec(gfx); | |
if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) { | |
uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile); | |
if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(indts->grf_prop.grffile, CBID_INDTILE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE; | |
} | |
} | |
return FlatteningFoundation(tileh); | |
} | |
static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted) | |
{ | |
IndustryGfx gfx = GetIndustryGfx(tile); | |
const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx); | |
/* When we have to use a callback, we put our data in the next two variables */ | |
CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)]; | |
uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)]; | |
/* And then these will always point to a same sized array with the required data */ | |
const CargoID *accepts_cargo = itspec->accepts_cargo; | |
const uint8 *cargo_acceptance = itspec->acceptance; | |
if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) { | |
uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile); | |
if (res != CALLBACK_FAILED) { | |
accepts_cargo = raw_accepts_cargo; | |
for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile); | |
} | |
} | |
if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) { | |
uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile); | |
if (res != CALLBACK_FAILED) { | |
cargo_acceptance = raw_cargo_acceptance; | |
for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4); | |
} | |
} | |
const Industry *ind = Industry::GetByTile(tile); | |
for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) { | |
CargoID a = accepts_cargo[i]; | |
if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargoes | |
/* Add accepted cargo */ | |
acceptance[a] += cargo_acceptance[i]; | |
/* Maybe set 'always accepted' bit (if it's not set already) */ | |
if (HasBit(*always_accepted, a)) continue; | |
bool accepts = false; | |
for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) { | |
/* Test whether the industry itself accepts the cargo type */ | |
if (ind->accepts_cargo[cargo_index] == a) { | |
accepts = true; | |
break; | |
} | |
} | |
if (accepts) continue; | |
/* If the industry itself doesn't accept this cargo, set 'always accepted' bit */ | |
SetBit(*always_accepted, a); | |
} | |
} | |
static void GetTileDesc_Industry(TileIndex tile, TileDesc *td) | |
{ | |
const Industry *i = Industry::GetByTile(tile); | |
const IndustrySpec *is = GetIndustrySpec(i->type); | |
td->owner[0] = i->owner; | |
td->str = is->name; | |
if (!IsIndustryCompleted(tile)) { | |
SetDParamX(td->dparam, 0, td->str); | |
td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION; | |
} | |
if (is->grf_prop.grffile != NULL) { | |
td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName(); | |
} | |
} | |
static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags) | |
{ | |
Industry *i = Industry::GetByTile(tile); | |
const IndustrySpec *indspec = GetIndustrySpec(i->type); | |
/* water can destroy industries | |
* in editor you can bulldoze industries | |
* with magic_bulldozer cheat you can destroy industries | |
* (area around OILRIG is water, so water shouldn't flood it | |
*/ | |
if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR && | |
!_cheats.magic_bulldozer.value) || | |
((flags & DC_AUTO) != 0) || | |
(_current_company == OWNER_WATER && | |
((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) || | |
HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) { | |
SetDParam(1, indspec->name); | |
return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID); | |
} | |
if (flags & DC_EXEC) { | |
AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index)); | |
Game::NewEvent(new ScriptEventIndustryClose(i->index)); | |
delete i; | |
} | |
return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost()); | |
} | |
static void TransportIndustryGoods(TileIndex tile) | |
{ | |
Industry *i = Industry::GetByTile(tile); | |
const IndustrySpec *indspec = GetIndustrySpec(i->type); | |
bool moved_cargo = false; | |
StationFinder stations(i->location); | |
for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) { | |
uint cw = min(i->produced_cargo_waiting[j], 255); | |
if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) { | |
i->produced_cargo_waiting[j] -= cw; | |
/* fluctuating economy? */ | |
if (EconomyIsInRecession()) cw = (cw + 1) / 2; | |
i->this_month_production[j] += cw; | |
uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations()); | |
i->this_month_transported[j] += am; | |
moved_cargo |= (am != 0); | |
} | |
} | |
if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) { | |
uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production; | |
if (newgfx != INDUSTRYTILE_NOANIM) { | |
ResetIndustryConstructionStage(tile); | |
SetIndustryCompleted(tile); | |
SetIndustryGfx(tile, newgfx); | |
MarkTileDirtyByTile(tile); | |
} | |
} | |
} | |
static void AnimateTile_Industry(TileIndex tile) | |
{ | |
IndustryGfx gfx = GetIndustryGfx(tile); | |
if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) { | |
AnimateNewIndustryTile(tile); | |
return; | |
} | |
switch (gfx) { | |
case GFX_SUGAR_MINE_SIEVE: | |
if ((_tick_counter & 1) == 0) { | |
byte m = GetAnimationFrame(tile) + 1; | |
if (_settings_client.sound.ambient) { | |
switch (m & 7) { | |
case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break; | |
case 6: SndPlayTileFx(SND_29_RIP, tile); break; | |
} | |
} | |
if (m >= 96) { | |
m = 0; | |
DeleteAnimatedTile(tile); | |
} | |
SetAnimationFrame(tile, m); | |
MarkTileDirtyByTile(tile); | |
} | |
break; | |
case GFX_TOFFEE_QUARY: | |
if ((_tick_counter & 3) == 0) { | |
byte m = GetAnimationFrame(tile); | |
if (_industry_anim_offs_toffee[m] == 0xFF && _settings_client.sound.ambient) { | |
SndPlayTileFx(SND_30_CARTOON_SOUND, tile); | |
} | |
if (++m >= 70) { | |
m = 0; | |
DeleteAnimatedTile(tile); | |
} | |
SetAnimationFrame(tile, m); | |
MarkTileDirtyByTile(tile); | |
} | |
break; | |
case GFX_BUBBLE_CATCHER: | |
if ((_tick_counter & 1) == 0) { | |
byte m = GetAnimationFrame(tile); | |
if (++m >= 40) { | |
m = 0; | |
DeleteAnimatedTile(tile); | |
} | |
SetAnimationFrame(tile, m); | |
MarkTileDirtyByTile(tile); | |
} | |
break; | |
/* Sparks on a coal plant */ | |
case GFX_POWERPLANT_SPARKS: | |
if ((_tick_counter & 3) == 0) { | |
byte m = GetAnimationFrame(tile); | |
if (m == 6) { | |
SetAnimationFrame(tile, 0); | |
DeleteAnimatedTile(tile); | |
} else { | |
SetAnimationFrame(tile, m + 1); | |
MarkTileDirtyByTile(tile); | |
} | |
} | |
break; | |
case GFX_TOY_FACTORY: | |
if ((_tick_counter & 1) == 0) { | |
byte m = GetAnimationFrame(tile) + 1; | |
switch (m) { | |
case 1: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2C_MACHINERY, tile); break; | |
case 23: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break; | |
case 28: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break; | |
default: | |
if (m >= 50) { | |
int n = GetIndustryAnimationLoop(tile) + 1; | |
m = 0; | |
if (n >= 8) { | |
n = 0; | |
DeleteAnimatedTile(tile); | |
} | |
SetIndustryAnimationLoop(tile, n); | |
} | |
} | |
SetAnimationFrame(tile, m); | |
MarkTileDirtyByTile(tile); | |
} | |
break; | |
case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2: | |
case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4: | |
case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6: | |
case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8: | |
if ((_tick_counter & 3) == 0) { | |
IndustryGfx gfx = GetIndustryGfx(tile); | |
gfx = (gfx < 155) ? gfx + 1 : 148; | |
SetIndustryGfx(tile, gfx); | |
MarkTileDirtyByTile(tile); | |
} | |
break; | |
case GFX_OILWELL_ANIMATED_1: | |
case GFX_OILWELL_ANIMATED_2: | |
case GFX_OILWELL_ANIMATED_3: | |
if ((_tick_counter & 7) == 0) { | |
bool b = Chance16(1, 7); | |
IndustryGfx gfx = GetIndustryGfx(tile); | |
byte m = GetAnimationFrame(tile) + 1; | |
if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) { | |
SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED); | |
SetIndustryConstructionStage(tile, 3); | |
DeleteAnimatedTile(tile); | |
} else { | |
SetAnimationFrame(tile, m); | |
SetIndustryGfx(tile, gfx); | |
MarkTileDirtyByTile(tile); | |
} | |
} | |
break; | |
case GFX_COAL_MINE_TOWER_ANIMATED: | |
case GFX_COPPER_MINE_TOWER_ANIMATED: | |
case GFX_GOLD_MINE_TOWER_ANIMATED: { | |
int state = _tick_counter & 0x7FF; | |
if ((state -= 0x400) < 0) return; | |
if (state < 0x1A0) { | |
if (state < 0x20 || state >= 0x180) { | |
byte m = GetAnimationFrame(tile); | |
if (!(m & 0x40)) { | |
SetAnimationFrame(tile, m | 0x40); | |
if (_settings_client.sound.ambient) SndPlayTileFx(SND_0B_MINING_MACHINERY, tile); | |
} | |
if (state & 7) return; | |
} else { | |
if (state & 3) return; | |
} | |
byte m = (GetAnimationFrame(tile) + 1) | 0x40; | |
if (m > 0xC2) m = 0xC0; | |
SetAnimationFrame(tile, m); | |
MarkTileDirtyByTile(tile); | |
} else if (state >= 0x200 && state < 0x3A0) { | |
int i = (state < 0x220 || state >= 0x380) ? 7 : 3; | |
if (state & i) return; | |
byte m = (GetAnimationFrame(tile) & 0xBF) - 1; | |
if (m < 0x80) m = 0x82; | |
SetAnimationFrame(tile, m); | |
MarkTileDirtyByTile(tile); | |
} | |
break; | |
} | |
} | |
} | |
static void CreateChimneySmoke(TileIndex tile) | |
{ | |
uint x = TileX(tile) * TILE_SIZE; | |
uint y = TileY(tile) * TILE_SIZE; | |
int z = GetTileMaxPixelZ(tile); | |
CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE); | |
} | |
static void MakeIndustryTileBigger(TileIndex tile) | |
{ | |
byte cnt = GetIndustryConstructionCounter(tile) + 1; | |
if (cnt != 4) { | |
SetIndustryConstructionCounter(tile, cnt); | |
return; | |
} | |
byte stage = GetIndustryConstructionStage(tile) + 1; | |
SetIndustryConstructionCounter(tile, 0); | |
SetIndustryConstructionStage(tile, stage); | |
StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE); | |
if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile); | |
MarkTileDirtyByTile(tile); | |
if (!IsIndustryCompleted(tile)) return; | |
IndustryGfx gfx = GetIndustryGfx(tile); | |
if (gfx >= NEW_INDUSTRYTILEOFFSET) { | |
/* New industries are already animated on construction. */ | |
return; | |
} | |
switch (gfx) { | |
case GFX_POWERPLANT_CHIMNEY: | |
CreateChimneySmoke(tile); | |
break; | |
case GFX_OILRIG_1: { | |
/* Do not require an industry tile to be after the first two GFX_OILRIG_1 | |
* tiles (like the default oil rig). Do a proper check to ensure the | |
* tiles belong to the same industry and based on that build the oil rig's | |
* station. */ | |
TileIndex other = tile + TileDiffXY(0, 1); | |
if (IsTileType(other, MP_INDUSTRY) && | |
GetIndustryGfx(other) == GFX_OILRIG_1 && | |
GetIndustryIndex(tile) == GetIndustryIndex(other)) { | |
BuildOilRig(tile); | |
} | |
break; | |
} | |
case GFX_TOY_FACTORY: | |
case GFX_BUBBLE_CATCHER: | |
case GFX_TOFFEE_QUARY: | |
SetAnimationFrame(tile, 0); | |
SetIndustryAnimationLoop(tile, 0); | |
break; | |
case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2: | |
case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4: | |
case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6: | |
case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8: | |
AddAnimatedTile(tile); | |
break; | |
} | |
} | |
static void TileLoopIndustry_BubbleGenerator(TileIndex tile) | |
{ | |
static const int8 _bubble_spawn_location[3][4] = { | |
{ 11, 0, -4, -14 }, | |
{ -4, -10, -4, 1 }, | |
{ 49, 59, 60, 65 }, | |
}; | |
if (_settings_client.sound.ambient) SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile); | |
int dir = Random() & 3; | |
EffectVehicle *v = CreateEffectVehicleAbove( | |
TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir], | |
TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir], | |
_bubble_spawn_location[2][dir], | |
EV_BUBBLE | |
); | |
if (v != NULL) v->animation_substate = dir; | |
} | |
static void TileLoop_Industry(TileIndex tile) | |
{ | |
if (IsTileOnWater(tile)) TileLoop_Water(tile); | |
/* Normally this doesn't happen, but if an industry NewGRF is removed | |
* an industry that was previously build on water can now be flooded. | |
* If this happens the tile is no longer an industry tile after | |
* returning from TileLoop_Water. */ | |
if (!IsTileType(tile, MP_INDUSTRY)) return; | |
TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP); | |
if (!IsIndustryCompleted(tile)) { | |
MakeIndustryTileBigger(tile); | |
return; | |
} | |
if (_game_mode == GM_EDITOR) return; | |
TransportIndustryGoods(tile); | |
if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return; | |
IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next; | |
if (newgfx != INDUSTRYTILE_NOANIM) { | |
ResetIndustryConstructionStage(tile); | |
SetIndustryGfx(tile, newgfx); | |
MarkTileDirtyByTile(tile); | |
return; | |
} | |
IndustryGfx gfx = GetIndustryGfx(tile); | |
switch (gfx) { | |
case GFX_COAL_MINE_TOWER_NOT_ANIMATED: | |
case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: | |
case GFX_GOLD_MINE_TOWER_NOT_ANIMATED: | |
if (!(_tick_counter & 0x400) && Chance16(1, 2)) { | |
switch (gfx) { | |
case GFX_COAL_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COAL_MINE_TOWER_ANIMATED; break; | |
case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break; | |
case GFX_GOLD_MINE_TOWER_NOT_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_ANIMATED; break; | |
} | |
SetIndustryGfx(tile, gfx); | |
SetAnimationFrame(tile, 0x80); | |
AddAnimatedTile(tile); | |
} | |
break; | |
case GFX_OILWELL_NOT_ANIMATED: | |
if (Chance16(1, 6)) { | |
SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1); | |
SetAnimationFrame(tile, 0); | |
AddAnimatedTile(tile); | |
} | |
break; | |
case GFX_COAL_MINE_TOWER_ANIMATED: | |
case GFX_COPPER_MINE_TOWER_ANIMATED: | |
case GFX_GOLD_MINE_TOWER_ANIMATED: | |
if (!(_tick_counter & 0x400)) { | |
switch (gfx) { | |
case GFX_COAL_MINE_TOWER_ANIMATED: gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED; break; | |
case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break; | |
case GFX_GOLD_MINE_TOWER_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED; break; | |
} | |
SetIndustryGfx(tile, gfx); | |
SetIndustryCompleted(tile); | |
SetIndustryConstructionStage(tile, 3); | |
DeleteAnimatedTile(tile); | |
} | |
break; | |
case GFX_POWERPLANT_SPARKS: | |
if (Chance16(1, 3)) { | |
if (_settings_client.sound.ambient) SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile); | |
AddAnimatedTile(tile); | |
} | |
break; | |
case GFX_COPPER_MINE_CHIMNEY: | |
CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_COPPER_MINE_SMOKE); | |
break; | |
case GFX_TOY_FACTORY: { | |
Industry *i = Industry::GetByTile(tile); | |
if (i->was_cargo_delivered) { | |
i->was_cargo_delivered = false; | |
SetIndustryAnimationLoop(tile, 0); | |
AddAnimatedTile(tile); | |
} | |
} | |
break; | |
case GFX_BUBBLE_GENERATOR: | |
TileLoopIndustry_BubbleGenerator(tile); | |
break; | |
case GFX_TOFFEE_QUARY: | |
AddAnimatedTile(tile); | |
break; | |
case GFX_SUGAR_MINE_SIEVE: | |
if (Chance16(1, 3)) AddAnimatedTile(tile); | |
break; | |
} | |
} | |
static bool ClickTile_Industry(TileIndex tile) | |
{ | |
ShowIndustryViewWindow(GetIndustryIndex(tile)); | |
return true; | |
} | |
static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) | |
{ | |
return 0; | |
} | |
static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner) | |
{ | |
/* If the founder merges, the industry was created by the merged company */ | |
Industry *i = Industry::GetByTile(tile); | |
if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner; | |
} | |
/** | |
* Check whether the tile is a forest. | |
* @param tile the tile to investigate. | |
* @return true if and only if the tile is a forest | |
*/ | |
bool IsTileForestIndustry(TileIndex tile) | |
{ | |
/* Check for industry tile */ | |
if (!IsTileType(tile, MP_INDUSTRY)) return false; | |
const Industry *ind = Industry::GetByTile(tile); | |
/* Check for organic industry (i.e. not processing or extractive) */ | |
if ((GetIndustrySpec(ind->type)->life_type & INDUSTRYLIFE_ORGANIC) == 0) return false; | |
/* Check for wood production */ | |
for (uint i = 0; i < lengthof(ind->produced_cargo); i++) { | |
/* The industry produces wood. */ | |
if (ind->produced_cargo[i] != CT_INVALID && CargoSpec::Get(ind->produced_cargo[i])->label == 'WOOD') return true; | |
} | |
return false; | |
} | |
static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6}; | |
/** | |
* Check whether the tile can be replaced by a farm field. | |
* @param tile the tile to investigate. | |
* @param allow_fields if true, the method will return true even if | |
* the tile is a farm tile, otherwise the tile may not be a farm tile | |
* @return true if the tile can become a farm field | |
*/ | |
static bool IsSuitableForFarmField(TileIndex tile, bool allow_fields) | |
{ | |
switch (GetTileType(tile)) { | |
case MP_CLEAR: return !IsClearGround(tile, CLEAR_SNOW) && !IsClearGround(tile, CLEAR_DESERT) && (allow_fields || !IsClearGround(tile, CLEAR_FIELDS)); | |
case MP_TREES: return GetTreeGround(tile) != TREE_GROUND_SHORE; | |
default: return false; | |
} | |
} | |
/** | |
* Build farm field fence | |
* @param tile the tile to position the fence on | |
* @param size the size of the field being planted in tiles | |
* @param type type of fence to set | |
* @param side the side of the tile to attempt placement | |
*/ | |
static void SetupFarmFieldFence(TileIndex tile, int size, byte type, DiagDirection side) | |
{ | |
TileIndexDiff diff = (DiagDirToAxis(side) == AXIS_Y ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); | |
do { | |
tile = TILE_MASK(tile); | |
if (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS)) { | |
byte or_ = type; | |
if (or_ == 1 && Chance16(1, 7)) or_ = 2; | |
SetFence(tile, side, or_); | |
} | |
tile += diff; | |
} while (--size); | |
} | |
static void PlantFarmField(TileIndex tile, IndustryID industry) | |
{ | |
if (_settings_game.game_creation.landscape == LT_ARCTIC) { | |
if (GetTileZ(tile) + 2 >= GetSnowLine()) return; | |
} | |
/* determine field size */ | |
uint32 r = (Random() & 0x303) + 0x404; | |
if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404; | |
uint size_x = GB(r, 0, 8); | |
uint size_y = GB(r, 8, 8); | |
TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y); | |
ta.ClampToMap(); | |
if (ta.w == 0 || ta.h == 0) return; | |
/* check the amount of bad tiles */ | |
int count = 0; | |
TILE_AREA_LOOP(cur_tile, ta) { | |
assert(cur_tile < MapSize()); | |
count += IsSuitableForFarmField(cur_tile, false); | |
} | |
if (count * 2 < ta.w * ta.h) return; | |
/* determine type of field */ | |
r = Random(); | |
uint counter = GB(r, 5, 3); | |
uint field_type = GB(r, 8, 8) * 9 >> 8; | |
/* make field */ | |
TILE_AREA_LOOP(cur_tile, ta) { | |
assert(cur_tile < MapSize()); | |
if (IsSuitableForFarmField(cur_tile, true)) { | |
MakeField(cur_tile, field_type, industry); | |
SetClearCounter(cur_tile, counter); | |
MarkTileDirtyByTile(cur_tile); | |
} | |
} | |
int type = 3; | |
if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) { | |
type = _plantfarmfield_type[Random() & 0xF]; | |
} | |
SetupFarmFieldFence(ta.tile, ta.h, type, DIAGDIR_NE); | |
SetupFarmFieldFence(ta.tile, ta.w, type, DIAGDIR_NW); | |
SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, DIAGDIR_SW); | |
SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, DIAGDIR_SE); | |
} | |
void PlantRandomFarmField(const Industry *i) | |
{ | |
int x = i->location.w / 2 + Random() % 31 - 16; | |
int y = i->location.h / 2 + Random() % 31 - 16; | |
TileIndex tile = TileAddWrap(i->location.tile, x, y); | |
if (tile != INVALID_TILE) PlantFarmField(tile, i->index); | |
} | |
/** | |
* Search callback function for ChopLumberMillTrees | |
* @param tile to test | |
* @param user_data that is passed by the caller. In this case, nothing | |
* @return the result of the test | |
*/ | |
static bool SearchLumberMillTrees(TileIndex tile, void *user_data) | |
{ | |
if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { ///< 3 and up means all fully grown trees | |
/* found a tree */ | |
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE); | |
_industry_sound_ctr = 1; | |
_industry_sound_tile = tile; | |
if (_settings_client.sound.ambient) SndPlayTileFx(SND_38_CHAINSAW, tile); | |
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); | |
cur_company.Restore(); | |
return true; | |
} | |
return false; | |
} | |
/** | |
* Perform a circular search around the Lumber Mill in order to find trees to cut | |
* @param i industry | |
*/ | |
static void ChopLumberMillTrees(Industry *i) | |
{ | |
/* We only want to cut trees if all tiles are completed. */ | |
TILE_AREA_LOOP(tile_cur, i->location) { | |
if (i->TileBelongsToIndustry(tile_cur)) { | |
if (!IsIndustryCompleted(tile_cur)) return; | |
} | |
} | |
TileIndex tile = i->location.tile; | |
if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles to search. | |
i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo. | |
} | |
} | |
static void ProduceIndustryGoods(Industry *i) | |
{ | |
const IndustrySpec *indsp = GetIndustrySpec(i->type); | |
/* play a sound? */ | |
if ((i->counter & 0x3F) == 0) { | |
uint32 r; | |
uint num; | |
if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0 && _settings_client.sound.ambient) { | |
SndPlayTileFx( | |
(SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]), | |
i->location.tile); | |
} | |
} | |
i->counter--; | |
/* produce some cargo */ | |
if ((i->counter % INDUSTRY_PRODUCE_TICKS) == 0) { | |
if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1); | |
IndustryBehaviour indbehav = indsp->behaviour; | |
i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]); | |
i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]); | |
if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) { | |
uint16 cb_res = CALLBACK_FAILED; | |
if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) { | |
cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile); | |
} | |
bool plant; | |
if (cb_res != CALLBACK_FAILED) { | |
plant = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res); | |
} else { | |
plant = Chance16(1, 8); | |
} | |
if (plant) PlantRandomFarmField(i); | |
} | |
if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) { | |
uint16 cb_res = CALLBACK_FAILED; | |
if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) { | |
cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 1, i, i->type, i->location.tile); | |
} | |
bool cut; | |
if (cb_res != CALLBACK_FAILED) { | |
cut = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res); | |
} else { | |
cut = ((i->counter % INDUSTRY_CUT_TREE_TICKS) == 0); | |
} | |
if (cut) ChopLumberMillTrees(i); | |
} | |
TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK); | |
StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK); | |
} | |
} | |
void OnTick_Industry() | |
{ | |
if (_industry_sound_ctr != 0) { | |
_industry_sound_ctr++; | |
if (_industry_sound_ctr == 75) { | |
if (_settings_client.sound.ambient) SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile); | |
} else if (_industry_sound_ctr == 160) { | |
_industry_sound_ctr = 0; | |
if (_settings_client.sound.ambient) SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile); | |
} | |
} | |
if (_game_mode == GM_EDITOR) return; | |
Industry *i; | |
FOR_ALL_INDUSTRIES(i) { | |
ProduceIndustryGoods(i); | |
} | |
} | |
/** | |
* Check the conditions of #CHECK_NOTHING (Always succeeds). | |
* @param tile %Tile to perform the checking. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckNewIndustry_NULL(TileIndex tile) | |
{ | |
return CommandCost(); | |
} | |
/** | |
* Check the conditions of #CHECK_FOREST (Industry should be build above snow-line in arctic climate). | |
* @param tile %Tile to perform the checking. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckNewIndustry_Forest(TileIndex tile) | |
{ | |
if (_settings_game.game_creation.landscape == LT_ARCTIC) { | |
if (GetTileZ(tile) < HighestSnowLine() + 2) { | |
return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED); | |
} | |
} | |
return CommandCost(); | |
} | |
/** | |
* Check the conditions of #CHECK_REFINERY (Industry should be positioned near edge of the map). | |
* @param tile %Tile to perform the checking. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile) | |
{ | |
if (_game_mode == GM_EDITOR) return CommandCost(); | |
if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost(); | |
return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED); | |
} | |
extern bool _ignore_restrictions; | |
/** | |
* Check the conditions of #CHECK_OIL_RIG (Industries at sea should be positioned near edge of the map). | |
* @param tile %Tile to perform the checking. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckNewIndustry_OilRig(TileIndex tile) | |
{ | |
if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost(); | |
if (TileHeight(tile) == 0 && | |
DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost(); | |
return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED); | |
} | |
/** | |
* Check the conditions of #CHECK_FARM (Industry should be below snow-line in arctic). | |
* @param tile %Tile to perform the checking. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckNewIndustry_Farm(TileIndex tile) | |
{ | |
if (_settings_game.game_creation.landscape == LT_ARCTIC) { | |
if (GetTileZ(tile) + 2 >= HighestSnowLine()) { | |
return_cmd_error(STR_ERROR_SITE_UNSUITABLE); | |
} | |
} | |
return CommandCost(); | |
} | |
/** | |
* Check the conditions of #CHECK_PLANTATION (Industry should NOT be in the desert). | |
* @param tile %Tile to perform the checking. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckNewIndustry_Plantation(TileIndex tile) | |
{ | |
if (GetTropicZone(tile) == TROPICZONE_DESERT) { | |
return_cmd_error(STR_ERROR_SITE_UNSUITABLE); | |
} | |
return CommandCost(); | |
} | |
/** | |
* Check the conditions of #CHECK_WATER (Industry should be in the desert). | |
* @param tile %Tile to perform the checking. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckNewIndustry_Water(TileIndex tile) | |
{ | |
if (GetTropicZone(tile) != TROPICZONE_DESERT) { | |
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT); | |
} | |
return CommandCost(); | |
} | |
/** | |
* Check the conditions of #CHECK_LUMBERMILL (Industry should be in the rain forest). | |
* @param tile %Tile to perform the checking. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile) | |
{ | |
if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) { | |
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST); | |
} | |
return CommandCost(); | |
} | |
/** | |
* Check the conditions of #CHECK_BUBBLEGEN (Industry should be in low land). | |
* @param tile %Tile to perform the checking. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile) | |
{ | |
if (GetTileZ(tile) > 4) { | |
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS); | |
} | |
return CommandCost(); | |
} | |
/** | |
* Industrytype check function signature. | |
* @param tile %Tile to check. | |
* @return Succeeded or failed command. | |
*/ | |
typedef CommandCost CheckNewIndustryProc(TileIndex tile); | |
/** Check functions for different types of industry. */ | |
static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = { | |
CheckNewIndustry_NULL, ///< CHECK_NOTHING | |
CheckNewIndustry_Forest, ///< CHECK_FOREST | |
CheckNewIndustry_OilRefinery, ///< CHECK_REFINERY | |
CheckNewIndustry_Farm, ///< CHECK_FARM | |
CheckNewIndustry_Plantation, ///< CHECK_PLANTATION | |
CheckNewIndustry_Water, ///< CHECK_WATER | |
CheckNewIndustry_Lumbermill, ///< CHECK_LUMBERMILL | |
CheckNewIndustry_BubbleGen, ///< CHECK_BUBBLEGEN | |
CheckNewIndustry_OilRig, ///< CHECK_OIL_RIG | |
}; | |
/** | |
* Find a town for the industry, while checking for multiple industries in the same town. | |
* @param tile Position of the industry to build. | |
* @param type Industry type. | |
* @param [out] town Pointer to return town for the new industry, \c NULL is written if no good town can be found. | |
* @return Succeeded or failed command. | |
* | |
* @pre \c *t != NULL | |
* @post \c *t points to a town on success, and \c NULL on failure. | |
*/ | |
static CommandCost FindTownForIndustry(TileIndex tile, int type, Town **t) | |
{ | |
*t = ClosestTownFromTile(tile, UINT_MAX); | |
if (_settings_game.economy.multiple_industry_per_town) return CommandCost(); | |
const Industry *i; | |
FOR_ALL_INDUSTRIES(i) { | |
if (i->type == (byte)type && i->town == *t) { | |
*t = NULL; | |
return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN); | |
} | |
} | |
return CommandCost(); | |
} | |
bool IsSlopeRefused(Slope current, Slope refused) | |
{ | |
if (IsSteepSlope(current)) return true; | |
if (current != SLOPE_FLAT) { | |
if (IsSteepSlope(refused)) return true; | |
Slope t = ComplementSlope(current); | |
if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true; | |
if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true; | |
if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true; | |
if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true; | |
} | |
return false; | |
} | |
/** | |
* Are the tiles of the industry free? | |
* @param tile Position to check. | |
* @param it Industry tiles table. | |
* @param itspec_index The index of the itsepc to build/fund | |
* @param type Type of the industry. | |
* @param initial_random_bits The random bits the industry is going to have after construction. | |
* @param founder Industry founder | |
* @param creation_type The circumstances the industry is created under. | |
* @param [out] custom_shape_check Perform custom check for the site. | |
* @return Failed or succeeded command. | |
*/ | |
static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check = NULL) | |
{ | |
bool refused_slope = false; | |
bool custom_shape = false; | |
do { | |
IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx); | |
TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y); | |
if (!IsValidTile(cur_tile)) { | |
return_cmd_error(STR_ERROR_SITE_UNSUITABLE); | |
} | |
if (gfx == GFX_WATERTILE_SPECIALCHECK) { | |
if (!IsWaterTile(cur_tile) || | |
!IsTileFlat(cur_tile)) { | |
return_cmd_error(STR_ERROR_SITE_UNSUITABLE); | |
} | |
} else { | |
CommandCost ret = EnsureNoVehicleOnGround(cur_tile); | |
if (ret.Failed()) return ret; | |
if (IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); | |
const IndustryTileSpec *its = GetIndustryTileSpec(gfx); | |
IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour; | |
/* Perform land/water check if not disabled */ | |
if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); | |
if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) { | |
custom_shape = true; | |
CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type); | |
if (ret.Failed()) return ret; | |
} else { | |
Slope tileh = GetTileSlope(cur_tile); | |
refused_slope |= IsSlopeRefused(tileh, its->slopes_refused); | |
} | |
if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house | |
((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house) | |
if (!IsTileType(cur_tile, MP_HOUSE)) { | |
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS); | |
} | |
/* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */ | |
Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE); | |
CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR); | |
cur_company.Restore(); | |
if (ret.Failed()) return ret; | |
} else { | |
/* Clear the tiles, but do not affect town ratings */ | |
CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR); | |
if (ret.Failed()) return ret; | |
} | |
} | |
} while ((++it)->ti.x != -0x80); | |
if (custom_shape_check != NULL) *custom_shape_check = custom_shape; | |
/* It is almost impossible to have a fully flat land in TG, so what we | |
* do is that we check if we can make the land flat later on. See | |
* CheckIfCanLevelIndustryPlatform(). */ | |
if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) { | |
return CommandCost(); | |
} | |
return_cmd_error(STR_ERROR_SITE_UNSUITABLE); | |
} | |
/** | |
* Is the industry allowed to be built at this place for the town? | |
* @param tile Tile to construct the industry. | |
* @param type Type of the industry. | |
* @param t Town authority that the industry belongs to. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t) | |
{ | |
if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->cache.population < 1200) { | |
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200); | |
} | |
if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) { | |
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER); | |
} | |
return CommandCost(); | |
} | |
static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal) | |
{ | |
/* Check if we don't leave the map */ | |
if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false; | |
TileArea ta(tile - TileDiffXY(1, 1), 2, 2); | |
TILE_AREA_LOOP(tile_walk, ta) { | |
uint curh = TileHeight(tile_walk); | |
/* Is the tile clear? */ | |
if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false; | |
/* Don't allow too big of a change if this is the sub-tile check */ | |
if (internal != 0 && Delta(curh, height) > 1) return false; | |
/* Different height, so the surrounding tiles of this tile | |
* has to be correct too (in level, or almost in level) | |
* else you get a chain-reaction of terraforming. */ | |
if (internal == 0 && curh != height) { | |
if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) { | |
return false; | |
} | |
} | |
} | |
return true; | |
} | |
/** | |
* This function tries to flatten out the land below an industry, without | |
* damaging the surroundings too much. | |
*/ | |
static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type) | |
{ | |
const int MKEND = -0x80; // used for last element in an IndustryTileTable (see build_industry.h) | |
int max_x = 0; | |
int max_y = 0; | |
/* Finds dimensions of largest variant of this industry */ | |
do { | |
if (it->gfx == 0xFF) continue; // FF been a marquer for a check on clear water, skip it | |
if (it->ti.x > max_x) max_x = it->ti.x; | |
if (it->ti.y > max_y) max_y = it->ti.y; | |
} while ((++it)->ti.x != MKEND); | |
/* Remember level height */ | |
uint h = TileHeight(tile); | |
if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false; | |
/* Check that all tiles in area and surrounding are clear | |
* this determines that there are no obstructing items */ | |
TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform), | |
max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform); | |
if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false; | |
/* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry. | |
* Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */ | |
Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE); | |
TILE_AREA_LOOP(tile_walk, ta) { | |
uint curh = TileHeight(tile_walk); | |
if (curh != h) { | |
/* This tile needs terraforming. Check if we can do that without | |
* damaging the surroundings too much. */ | |
if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) { | |
cur_company.Restore(); | |
return false; | |
} | |
/* This is not 100% correct check, but the best we can do without modifying the map. | |
* What is missing, is if the difference in height is more than 1.. */ | |
if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) { | |
cur_company.Restore(); | |
return false; | |
} | |
} | |
} | |
if (flags & DC_EXEC) { | |
/* Terraform the land under the industry */ | |
TILE_AREA_LOOP(tile_walk, ta) { | |
uint curh = TileHeight(tile_walk); | |
while (curh != h) { | |
/* We give the terraforming for free here, because we can't calculate | |
* exact cost in the test-round, and as we all know, that will cause | |
* a nice assert if they don't match ;) */ | |
DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND); | |
curh += (curh > h) ? -1 : 1; | |
} | |
} | |
} | |
cur_company.Restore(); | |
return true; | |
} | |
/** | |
* Check that the new industry is far enough from conflicting industries. | |
* @param tile Tile to construct the industry. | |
* @param type Type of the new industry. | |
* @return Succeeded or failed command. | |
*/ | |
static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type) | |
{ | |
const IndustrySpec *indspec = GetIndustrySpec(type); | |
const Industry *i = NULL; | |
/* On a large map with many industries, it may be faster to check an area. */ | |
static const int dmax = 14; | |
if (Industry::GetNumItems() > (size_t) (dmax * dmax * 2)) { | |
const int tx = TileX(tile); | |
const int ty = TileY(tile); | |
TileArea tile_area = TileArea(TileXY(max(0, tx - dmax), max(0, ty - dmax)), TileXY(min(MapMaxX(), tx + dmax), min(MapMaxY(), ty + dmax))); | |
TILE_AREA_LOOP(atile, tile_area) { | |
if (GetTileType(atile) == MP_INDUSTRY) { | |
const Industry *i2 = Industry::GetByTile(atile); | |
if (i == i2) continue; | |
i = i2; | |
if (DistanceMax(tile, i->location.tile) > (uint)dmax) continue; | |
if (i->type == indspec->conflicting[0] || | |
i->type == indspec->conflicting[1] || | |
i->type == indspec->conflicting[2]) { | |
return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE); | |
} | |
} | |
} | |
return CommandCost(); | |
} | |
FOR_ALL_INDUSTRIES(i) { | |
/* Within 14 tiles from another industry is considered close */ | |
if (DistanceMax(tile, i->location.tile) > 14) continue; | |
/* check if there are any conflicting industry types around */ | |
if (i->type == indspec->conflicting[0] || | |
i->type == indspec->conflicting[1] || | |
i->type == indspec->conflicting[2]) { | |
return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE); | |
} | |
} | |
return CommandCost(); | |
} | |
/** | |
* Advertise about a new industry opening. | |
* @param ind Industry being opened. | |
*/ | |
static void AdvertiseIndustryOpening(const Industry *ind) | |
{ | |
const IndustrySpec *ind_spc = GetIndustrySpec(ind->type); | |
SetDParam(0, ind_spc->name); | |
if (ind_spc->new_industry_text > STR_LAST_STRINGID) { | |
SetDParam(1, STR_TOWN_NAME); | |
SetDParam(2, ind->town->index); | |
} else { | |
SetDParam(1, ind->town->index); | |
} | |
AddIndustryNewsItem(ind_spc->new_industry_text, NT_INDUSTRY_OPEN, ind->index); | |
AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index)); | |
Game::NewEvent(new ScriptEventIndustryOpen(ind->index)); | |
} | |
/** | |
* Put an industry on the map. | |
* @param i Just allocated poolitem, mostly empty. | |
* @param tile North tile of the industry. | |
* @param type Type of the industry. | |
* @param it Industrylayout to build. | |
* @param layout Number of the layout. | |
* @param t Nearest town. | |
* @param founder Founder of the industry; OWNER_NONE in case of random construction. | |
* @param initial_random_bits Random bits for the industry. | |
*/ | |
static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, Town *t, Owner founder, uint16 initial_random_bits) | |
{ | |
const IndustrySpec *indspec = GetIndustrySpec(type); | |
i->location = TileArea(tile, 1, 1); | |
i->type = type; | |
Industry::IncIndustryTypeCount(type); | |
i->produced_cargo[0] = indspec->produced_cargo[0]; | |
i->produced_cargo[1] = indspec->produced_cargo[1]; | |
i->accepts_cargo[0] = indspec->accepts_cargo[0]; | |
i->accepts_cargo[1] = indspec->accepts_cargo[1]; | |
i->accepts_cargo[2] = indspec->accepts_cargo[2]; | |
i->production_rate[0] = indspec->production_rate[0]; | |
i->production_rate[1] = indspec->production_rate[1]; | |
/* don't use smooth economy for industries using production related callbacks */ | |
if (indspec->UsesSmoothEconomy()) { | |
i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255); | |
i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255); | |
} | |
i->town = t; | |
i->owner = OWNER_NONE; | |
uint16 r = Random(); | |
i->random_colour = GB(r, 0, 4); | |
i->counter = GB(r, 4, 12); | |
i->random = initial_random_bits; | |
i->produced_cargo_waiting[0] = 0; | |
i->produced_cargo_waiting[1] = 0; | |
i->incoming_cargo_waiting[0] = 0; | |
i->incoming_cargo_waiting[1] = 0; | |
i->incoming_cargo_waiting[2] = 0; | |
i->this_month_production[0] = 0; | |
i->this_month_production[1] = 0; | |
i->this_month_transported[0] = 0; | |
i->this_month_transported[1] = 0; | |
i->last_month_pct_transported[0] = 0; | |
i->last_month_pct_transported[1] = 0; | |
i->last_month_transported[0] = 0; | |
i->last_month_transported[1] = 0; | |
i->was_cargo_delivered = false; | |
i->last_prod_year = _cur_year; | |
i->founder = founder; | |
i->construction_date = _date; | |
i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR : | |
(_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY); | |
/* Adding 1 here makes it conform to specs of var44 of varaction2 for industries | |
* 0 = created prior of newindustries | |
* else, chosen layout + 1 */ | |
i->selected_layout = layout + 1; | |
i->prod_level = PRODLEVEL_DEFAULT; | |
/* Call callbacks after the regular fields got initialised. */ | |
if (HasBit(indspec->callback_mask, CBM_IND_PROD_CHANGE_BUILD)) { | |
uint16 res = GetIndustryCallback(CBID_INDUSTRY_PROD_CHANGE_BUILD, 0, Random(), i, type, INVALID_TILE); | |
if (res != CALLBACK_FAILED) { | |
if (res < PRODLEVEL_MINIMUM || res > PRODLEVEL_MAXIMUM) { | |
ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_PROD_CHANGE_BUILD, res); | |
} else { | |
i->prod_level = res; | |
i->RecomputeProductionMultipliers(); | |
} | |
} | |
} | |
if (_generating_world) { | |
i->last_month_production[0] = i->production_rate[0] * 8; | |
i->last_month_production[1] = i->production_rate[1] * 8; | |
} else { | |
i->last_month_production[0] = i->last_month_production[1] = 0; | |
} | |
if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) { | |
uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE); | |
if (res != CALLBACK_FAILED) { | |
if (GB(res, 4, 11) != 0) ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_DECIDE_COLOUR, res); | |
i->random_colour = GB(res, 0, 4); | |
} | |
} | |
if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) { | |
for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID; | |
for (uint j = 0; j < lengthof(i->accepts_cargo); j++) { | |
uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE); | |
if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break; | |
if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) { | |
ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res); | |
break; | |
} | |
i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile); | |
} | |
} | |
if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) { | |
for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID; | |
for (uint j = 0; j < lengthof(i->produced_cargo); j++) { | |
uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE); | |
if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break; | |
if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) { | |
ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res); | |
break; | |
} | |
i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile); | |
} | |
} | |
/* Plant the tiles */ | |
do { | |
TileIndex cur_tile = tile + ToTileIndexDiff(it->ti); | |
if (it->gfx != GFX_WATERTILE_SPECIALCHECK) { | |
i->location.Add(cur_tile); | |
WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID); | |
DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR); | |
MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc); | |
if (_generating_world) { | |
SetIndustryConstructionCounter(cur_tile, 3); | |
SetIndustryConstructionStage(cur_tile, 2); | |
} | |
/* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */ | |
IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx); | |
const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx); | |
if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile); | |
} | |
} while ((++it)->ti.x != -0x80); | |
if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) { | |
for (uint j = 0; j != 50; j++) PlantRandomFarmField(i); | |
} | |
InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0); | |
Station::RecomputeIndustriesNearForAll(); | |
} | |
/** | |
* Helper function for Build/Fund an industry | |
* @param tile tile where industry is built | |
* @param type of industry to build | |
* @param flags of operations to conduct | |
* @param indspec pointer to industry specifications | |
* @param itspec_index the index of the itsepc to build/fund | |
* @param seed random seed (possibly) used by industries | |
* @param initial_random_bits The random bits the industry is going to have after construction. | |
* @param founder Founder of the industry | |
* @param creation_type The circumstances the industry is created under. | |
* @param [out] ip Pointer to store newly created industry. | |
* @return Succeeded or failed command. | |
* | |
* @post \c *ip contains the newly created industry if all checks are successful and the \a flags request actual creation, else it contains \c NULL afterwards. | |
*/ | |
static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip) | |
{ | |
assert(itspec_index < indspec->num_table); | |
const IndustryTileTable *it = indspec->table[itspec_index]; | |
bool custom_shape_check = false; | |
*ip = NULL; | |
SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas); | |
CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check); | |
_cleared_object_areas = object_areas; | |
if (ret.Failed()) return ret; | |
if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) { | |
ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type); | |
} else { | |
ret = _check_new_industry_procs[indspec->check_proc](tile); | |
} | |
if (ret.Failed()) return ret; | |
if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && | |
!_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, it, type)) { | |
return_cmd_error(STR_ERROR_SITE_UNSUITABLE); | |
} | |
ret = CheckIfFarEnoughFromConflictingIndustry(tile, type); | |
if (ret.Failed()) return ret; | |
Town *t = NULL; | |
ret = FindTownForIndustry(tile, type, &t); | |
if (ret.Failed()) return ret; | |
assert(t != NULL); | |
ret = CheckIfIndustryIsAllowed(tile, type, t); | |
if (ret.Failed()) return ret; | |
if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES); | |
if (flags & DC_EXEC) { | |
*ip = new Industry(tile); | |
if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type); | |
DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits); | |
} | |
return CommandCost(); | |
} | |
/** | |
* Build/Fund an industry | |
* @param tile tile where industry is built | |
* @param flags of operations to conduct | |
* @param p1 various bitstuffed elements | |
* - p1 = (bit 0 - 7) - industry type see build_industry.h and see industry.h | |
* - p1 = (bit 8 - 15) - first layout to try | |
* - p1 = (bit 16 ) - 0 = prospect, 1 = fund (only valid if current company is DEITY) | |
* @param p2 seed to use for desyncfree randomisations | |
* @param text unused | |
* @return the cost of this operation or an error | |
*/ | |
CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) | |
{ | |
IndustryType it = GB(p1, 0, 8); | |
if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR; | |
const IndustrySpec *indspec = GetIndustrySpec(it); | |
/* Check if the to-be built/founded industry is available for this climate. */ | |
if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR; | |
/* If the setting for raw-material industries is not on, you cannot build raw-material industries. | |
* Raw material industries are industries that do not accept cargo (at least for now) */ | |
if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) { | |
return CMD_ERROR; | |
} | |
if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) { | |
return CMD_ERROR; | |
} | |
Randomizer randomizer; | |
randomizer.SetSeed(p2); | |
uint16 random_initial_bits = GB(p2, 0, 16); | |
uint32 random_var8f = randomizer.Next(); | |
int num_layouts = indspec->num_table; | |
CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE); | |
const bool deity_prospect = _current_company == OWNER_DEITY && !HasBit(p1, 16); | |
Industry *ind = NULL; | |
if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) { | |
if (flags & DC_EXEC) { | |
/* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */ | |
Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE); | |
/* Prospecting has a chance to fail, however we cannot guarantee that something can | |
* be built on the map, so the chance gets lower when the map is fuller, but there | |
* is nothing we can really do about that. */ | |
if (deity_prospect || Random() <= indspec->prospecting_chance) { | |
for (int i = 0; i < 5000; i++) { | |
/* We should not have more than one Random() in a function call | |
* because parameter evaluation order is not guaranteed in the c++ standard | |
*/ | |
tile = RandomTile(); | |
/* Start with a random layout */ | |
int layout = RandomRange(num_layouts); | |
/* Check now each layout, starting with the random one */ | |
for (int j = 0; j < num_layouts; j++) { | |
layout = (layout + 1) % num_layouts; | |
ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_PROSPECTCREATION, &ind); | |
if (ret.Succeeded()) break; | |
} | |
if (ret.Succeeded()) break; | |
} | |
} | |
cur_company.Restore(); | |
} | |
} else { | |
int layout = GB(p1, 8, 8); | |
if (layout >= num_layouts) return CMD_ERROR; | |
/* Check subsequently each layout, starting with the given layout in p1 */ | |
for (int i = 0; i < num_layouts; i++) { | |
layout = (layout + 1) % num_layouts; | |
ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind); | |
if (ret.Succeeded()) break; | |
} | |
/* If it still failed, there's no suitable layout to build here, return the error */ | |
if (ret.Failed()) return ret; | |
} | |
if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) { | |
AdvertiseIndustryOpening(ind); | |
} | |
return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost()); | |
} | |
/** | |
* Create a new industry of random layout. | |
* @param tile The location to build the industry. | |
* @param type The industry type to build. | |
* @param creation_type The circumstances the industry is created under. | |
* @return the created industry or NULL if it failed. | |
*/ | |
static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type) | |
{ | |
const IndustrySpec *indspec = GetIndustrySpec(type); | |
uint32 seed = Random(); | |
uint32 seed2 = Random(); | |
Industry *i = NULL; | |
CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i); | |
assert(i != NULL || ret.Failed()); | |
return i; | |
} | |
/** | |
* Compute the appearance probability for an industry during map creation. | |
* @param it Industry type to compute. | |
* @param [out] force_at_least_one Returns whether at least one instance should be forced on map creation. | |
* @return Relative probability for the industry to appear. | |
*/ | |
static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one) | |
{ | |
const IndustrySpec *ind_spc = GetIndustrySpec(it); | |
uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision | |
if (!ind_spc->enabled || ind_spc->num_table == 0 || | |
(_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) || | |
(chance = GetIndustryProbabilityCallback(it, IACT_MAPGENERATION, chance)) == 0) { | |
*force_at_least_one = false; | |
return 0; | |
} else { | |
/* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area. | |
* For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */ | |
chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance); | |
*force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR); | |
return chance; | |
} | |
} | |
/** | |
* Compute the probability for constructing a new industry during game play. | |
* @param it Industry type to compute. | |
* @param [out] min_number Minimal number of industries that should exist at the map. | |
* @return Relative probability for the industry to appear. | |
*/ | |
static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number) | |
{ | |
if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) { | |
*min_number = 0; | |
return 0; | |
} | |
const IndustrySpec *ind_spc = GetIndustrySpec(it); | |
byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape]; | |
if (!ind_spc->enabled || ind_spc->num_table == 0 || | |
((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) || | |
((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) || | |
(chance = GetIndustryProbabilityCallback(it, IACT_RANDOMCREATION, chance)) == 0) { | |
*min_number = 0; | |
return 0; | |
} | |
*min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0; | |
return chance; | |
} | |
/** | |
* Get wanted number of industries on the map. | |
* @return Wanted number of industries at the map. | |
*/ | |
static uint GetNumberOfIndustries() | |
{ | |
/* Number of industries on a 256x256 map. */ | |
static const uint16 numof_industry_table[] = { | |
0, // none | |
0, // minimal | |
10, // very low | |
25, // low | |
55, // normal | |
80, // high | |
}; | |
assert(lengthof(numof_industry_table) == ID_END); | |
uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW; | |
return min(IndustryPool::MAX_SIZE, ScaleByMapSize(numof_industry_table[difficulty])); | |
} | |
/** | |
* Try to place the industry in the game. | |
* Since there is no feedback why placement fails, there is no other option | |
* than to try a few times before concluding it does not work. | |
* @param type Industry type of the desired industry. | |
* @param try_hard Try very hard to find a place. (Used to place at least one industry per type.) | |
* @return Pointer to created industry, or \c NULL if creation failed. | |
*/ | |
static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard) | |
{ | |
uint tries = try_hard ? 10000u : 2000u; | |
for (; tries > 0; tries--) { | |
Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type); | |
if (ind != NULL) return ind; | |
} | |
return NULL; | |
} | |
/** | |
* Try to build a industry on the map. | |
* @param type IndustryType of the desired industry | |
* @param try_hard Try very hard to find a place. (Used to place at least one industry per type) | |
*/ | |
static void PlaceInitialIndustry(IndustryType type, bool try_hard) | |
{ | |
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE); | |
IncreaseGeneratingWorldProgress(GWP_INDUSTRY); | |
PlaceIndustry(type, IACT_MAPGENERATION, try_hard); | |
cur_company.Restore(); | |
} | |
/** | |
* Get total number of industries existing in the game. | |
* @return Number of industries currently in the game. | |
*/ | |
static uint GetCurrentTotalNumberOfIndustries() | |
{ | |
int total = 0; | |
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it); | |
return total; | |
} | |
/** Reset the entry. */ | |
void IndustryTypeBuildData::Reset() | |
{ | |
this->probability = 0; | |
this->min_number = 0; | |
this->target_count = 0; | |
this->max_wait = 1; | |
this->wait_count = 0; | |
} | |
/** Completely reset the industry build data. */ | |
void IndustryBuildData::Reset() | |
{ | |
this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16; | |
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { | |
this->builddata[it].Reset(); | |
} | |
} | |
/** Monthly update of industry build data. */ | |
void IndustryBuildData::MonthlyLoop() | |
{ | |
static const int NEWINDS_PER_MONTH = 0x38000 / (10 * 12); // lower 16 bits is a float fraction, 3.5 industries per decade, divided by 10 * 12 months. | |
if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting. | |
/* To prevent running out of unused industries for the player to connect, | |
* add a fraction of new industries each month, but only if the manager can keep up. */ | |
uint max_behind = 1 + min(99u, ScaleByMapSize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts). | |
if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) { | |
this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH); | |
} | |
} | |
/** | |
* This function will create random industries during game creation. | |
* It will scale the amount of industries by mapsize and difficulty level. | |
*/ | |
void GenerateIndustries() | |
{ | |
if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game. | |
uint32 industry_probs[NUM_INDUSTRYTYPES]; | |
bool force_at_least_one[NUM_INDUSTRYTYPES]; | |
uint32 total_prob = 0; | |
uint num_forced = 0; | |
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { | |
industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it); | |
total_prob += industry_probs[it]; | |
if (force_at_least_one[it]) num_forced++; | |
} | |
uint total_amount = GetNumberOfIndustries(); | |
if (total_prob == 0 || total_amount < num_forced) { | |
/* Only place the forced ones */ | |
total_amount = num_forced; | |
} | |
SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount); | |
/* Try to build one industry per type independent of any probabilities */ | |
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { | |
if (force_at_least_one[it]) { | |
assert(total_amount > 0); | |
total_amount--; | |
PlaceInitialIndustry(it, true); | |
} | |
} | |
/* Add the remaining industries according to their probabilities */ | |
for (uint i = 0; i < total_amount; i++) { | |
uint32 r = RandomRange(total_prob); | |
IndustryType it = 0; | |
while (r >= industry_probs[it]) { | |
r -= industry_probs[it]; | |
it++; | |
assert(it < NUM_INDUSTRYTYPES); | |
} | |
assert(industry_probs[it] > 0); | |
PlaceInitialIndustry(it, false); | |
} | |
_industry_builder.Reset(); | |
} | |
/** | |
* Monthly update of industry statistics. | |
* @param i Industry to update. | |
*/ | |
static void UpdateIndustryStatistics(Industry *i) | |
{ | |
for (byte j = 0; j < lengthof(i->produced_cargo); j++) { | |
if (i->produced_cargo[j] != CT_INVALID) { | |
byte pct = 0; | |
if (i->this_month_production[j] != 0) { | |
i->last_prod_year = _cur_year; | |
pct = min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255); | |
} | |
i->last_month_pct_transported[j] = pct; | |
i->last_month_production[j] = i->this_month_production[j]; | |
i->this_month_production[j] = 0; | |
i->last_month_transported[j] = i->this_month_transported[j]; | |
i->this_month_transported[j] = 0; | |
} | |
} | |
} | |
/** | |
* Recompute #production_rate for current #prod_level. | |
* This function is only valid when not using smooth economy. | |
*/ | |
void Industry::RecomputeProductionMultipliers() | |
{ | |
const IndustrySpec *indspec = GetIndustrySpec(this->type); | |
assert(!indspec->UsesSmoothEconomy()); | |
/* Rates are rounded up, so e.g. oilrig always produces some passengers */ | |
this->production_rate[0] = min(CeilDiv(indspec->production_rate[0] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF); | |
this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF); | |
} | |
/** | |
* Set the #probability and #min_number fields for the industry type \a it for a running game. | |
* @param it Industry type. | |
* @return At least one of the fields has changed value. | |
*/ | |
bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it) | |
{ | |
byte min_number; | |
uint32 probability = GetIndustryGamePlayProbability(it, &min_number); | |
bool changed = min_number != this->min_number || probability != this->probability; | |
this->min_number = min_number; | |
this->probability = probability; | |
return changed; | |
} | |
/** Decide how many industries of each type are needed. */ | |
void IndustryBuildData::SetupTargetCount() | |
{ | |
bool changed = false; | |
uint num_planned = 0; // Number of industries planned in the industry build data. | |
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { | |
changed |= this->builddata[it].GetIndustryTypeData(it); | |
num_planned += this->builddata[it].target_count; | |
} | |
uint total_amount = this->wanted_inds >> 16; // Desired total number of industries. | |
changed |= num_planned != total_amount; | |
if (!changed) return; // All industries are still the same, no need to re-randomize. | |
/* Initialize the target counts. */ | |
uint force_build = 0; // Number of industries that should always be available. | |
uint32 total_prob = 0; // Sum of probabilities. | |
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { | |
IndustryTypeBuildData *ibd = this->builddata + it; | |
force_build += ibd->min_number; | |
ibd->target_count = ibd->min_number; | |
total_prob += ibd->probability; | |
} | |
if (total_prob == 0) return; // No buildable industries. | |
/* Subtract forced industries from the number of industries available for construction. */ | |
total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build; | |
/* Assign number of industries that should be aimed for, by using the probability as a weight. */ | |
while (total_amount > 0) { | |
uint32 r = RandomRange(total_prob); | |
IndustryType it = 0; | |
while (r >= this->builddata[it].probability) { | |
r -= this->builddata[it].probability; | |
it++; | |
assert(it < NUM_INDUSTRYTYPES); | |
} | |
assert(this->builddata[it].probability > 0); | |
this->builddata[it].target_count++; | |
total_amount--; | |
} | |
} | |
/** | |
* Try to create a random industry, during gameplay | |
*/ | |
void IndustryBuildData::TryBuildNewIndustry() | |
{ | |
this->SetupTargetCount(); | |
int missing = 0; // Number of industries that need to be build. | |
uint count = 0; // Number of industry types eligible for build. | |
uint32 total_prob = 0; // Sum of probabilities. | |
IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build. | |
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { | |
int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it); | |
missing += difference; | |
if (this->builddata[it].wait_count > 0) continue; // This type may not be built now. | |
if (difference > 0) { | |
if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) { | |
/* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */ | |
if (forced_build == NUM_INDUSTRYTYPES || | |
difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) { | |
forced_build = it; | |
} | |
} | |
total_prob += difference; | |
count++; | |
} | |
} | |
if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry. | |
if (count >= 1) { | |
/* If not forced, pick a weighted random industry to build. | |
* For the case that count == 1, there is no need to draw a random number. */ | |
IndustryType it; | |
if (forced_build != NUM_INDUSTRYTYPES) { | |
it = forced_build; | |
} else { | |
/* Non-forced, select an industry type to build (weighted random). */ | |
uint32 r = 0; // Initialized to silence the compiler. | |
if (count > 1) r = RandomRange(total_prob); | |
for (it = 0; it < NUM_INDUSTRYTYPES; it++) { | |
if (this->builddata[it].wait_count > 0) continue; // Type may not be built now. | |
int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it); | |
if (difference <= 0) continue; // Too many of this kind. | |
if (count == 1) break; | |
if (r < (uint)difference) break; | |
r -= difference; | |
} | |
assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it)); | |
} | |
/* Try to create the industry. */ | |
const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false); | |
if (ind == NULL) { | |
this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below. | |
this->builddata[it].max_wait = min(1000, this->builddata[it].max_wait + 2); | |
} else { | |
AdvertiseIndustryOpening(ind); | |
this->builddata[it].max_wait = max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type. | |
} | |
} | |
/* Decrement wait counters. */ | |
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { | |
if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--; | |
} | |
} | |
/** | |
* Protects an industry from closure if the appropriate flags and conditions are met | |
* INDUSTRYBEH_CANCLOSE_LASTINSTANCE must be set (which, by default, it is not) and the | |
* count of industries of this type must one (or lower) in order to be protected | |
* against closure. | |
* @param type IndustryType been queried | |
* @result true if protection is on, false otherwise (except for oil wells) | |
*/ | |
static bool CheckIndustryCloseDownProtection(IndustryType type) | |
{ | |
const IndustrySpec *indspec = GetIndustrySpec(type); | |
/* oil wells (or the industries with that flag set) are always allowed to closedown */ | |
if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false; | |
return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1; | |
} | |
/** | |
* Can given cargo type be accepted or produced by the industry? | |
* @param cargo: Cargo type | |
* @param ind: Industry | |
* @param *c_accepts: Pointer to boolean for acceptance of cargo | |
* @param *c_produces: Pointer to boolean for production of cargo | |
* @return: \c *c_accepts is set when industry accepts the cargo type, | |
* \c *c_produces is set when the industry produces the cargo type | |
*/ | |
static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces) | |
{ | |
if (cargo == CT_INVALID) return; | |
/* Check for acceptance of cargo */ | |
for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) { | |
if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) { | |
*c_accepts = true; | |
break; | |
} | |
} | |
/* Check for produced cargo */ | |
for (byte j = 0; j < lengthof(ind->produced_cargo); j++) { | |
if (cargo == ind->produced_cargo[j]) { | |
*c_produces = true; | |
break; | |
} | |
} | |
} | |
/** | |
* Compute who can service the industry. | |
* | |
* Here, 'can service' means that he/she has trains and stations close enough | |
* to the industry with the right cargo type and the right orders (ie has the | |
* technical means). | |
* | |
* @param ind: Industry being investigated. | |
* | |
* @return: 0 if nobody can service the industry, 2 if the local company can | |
* service the industry, and 1 otherwise (only competitors can service the | |
* industry) | |
*/ | |
static int WhoCanServiceIndustry(Industry *ind) | |
{ | |
/* Find all stations within reach of the industry */ | |
StationList stations; | |
FindStationsAroundTiles(ind->location, &stations); | |
if (stations.Length() == 0) return 0; // No stations found at all => nobody services | |
const Vehicle *v; | |
int result = 0; | |
FOR_ALL_VEHICLES(v) { | |
/* Is it worthwhile to try this vehicle? */ | |
if (v->owner != _local_company && result != 0) continue; | |
/* Check whether it accepts the right kind of cargo */ | |
bool c_accepts = false; | |
bool c_produces = false; | |
if (v->type == VEH_TRAIN && v->IsFrontEngine()) { | |
for (const Vehicle *u = v; u != NULL; u = u->Next()) { | |
CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces); | |
} | |
} else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) { | |
CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces); | |
} else { | |
continue; | |
} | |
if (!c_accepts && !c_produces) continue; // Wrong cargo | |
/* Check orders of the vehicle. | |
* We cannot check the first of shared orders only, since the first vehicle in such a chain | |
* may have a different cargo type. | |
*/ | |
const Order *o; | |
FOR_VEHICLE_ORDERS(v, o) { | |
if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) { | |
/* Vehicle visits a station to load or unload */ | |
Station *st = Station::Get(o->GetDestination()); | |
assert(st != NULL); | |
/* Same cargo produced by industry is dropped here => not serviced by vehicle v */ | |
if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break; | |
if (stations.Contains(st)) { | |
if (v->owner == _local_company) return 2; // Company services industry | |
result = 1; // Competitor services industry | |
} | |
} | |
} | |
} | |
return result; | |
} | |
/** | |
* Report news that industry production has changed significantly | |
* | |
* @param ind: Industry with changed production | |
* @param type: Cargo type that has changed | |
* @param percent: Percentage of change (>0 means increase, <0 means decrease) | |
*/ | |
static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent) | |
{ | |
NewsType nt; | |
switch (WhoCanServiceIndustry(ind)) { | |
case 0: nt = NT_INDUSTRY_NOBODY; break; | |
case 1: nt = NT_INDUSTRY_OTHER; break; | |
case 2: nt = NT_INDUSTRY_COMPANY; break; | |
default: NOT_REACHED(); | |
} | |
SetDParam(2, abs(percent)); | |
SetDParam(0, CargoSpec::Get(type)->name); | |
SetDParam(1, ind->index); | |
AddIndustryNewsItem( | |
percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH, | |
nt, | |
ind->index | |
); | |
} | |
static const uint PERCENT_TRANSPORTED_60 = 153; | |
static const uint PERCENT_TRANSPORTED_80 = 204; | |
static byte ChangeIndustryProductionOriginal(Industry *i, bool monthly, StringID *str, bool *suppress_message) | |
{ | |
bool standard = false; | |
byte div = 0; | |
byte mul = 0; | |
int8 increment = 0; | |
byte new_prod_level = i->prod_level; | |
const IndustrySpec *indspec = GetIndustrySpec(i->type); | |
bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE); | |
if (callback_enabled) { | |
uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile); | |
if (res != CALLBACK_FAILED) { // failed callback means "do nothing" | |
*suppress_message = HasBit(res, 7); | |
/* Get the custom message if any */ | |
if (HasBit(res, 8)) *str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16)); | |
res = GB(res, 0, 4); | |
switch (res) { | |
default: NOT_REACHED(); | |
case 0x0: break; // Do nothing, but show the custom message if any | |
case 0x1: div = 1; break; // Halve industry production. If production reaches the quarter of the default, the industry is closed instead. | |
case 0x2: mul = 1; break; // Double industry production if it hasn't reached eight times of the original yet. | |
case 0x3: new_prod_level = PRODLEVEL_MINIMUM; break; // The industry announces imminent closure, and is physically removed from the map next month. | |
case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one. | |
case 0x5: case 0x6: case 0x7: // Divide production by 4, 8, 16 | |
case 0x8: div = res - 0x3; break; // Divide production by 32 | |
case 0x9: case 0xA: case 0xB: // Multiply production by 4, 8, 16 | |
case 0xC: mul = res - 0x7; break; // Multiply production by 32 | |
case 0xD: // decrement production | |
case 0xE: // increment production | |
increment = res == 0x0D ? -1 : 1; | |
break; | |
case 0xF: // Set production to third byte of register 0x100 | |
new_prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM); | |
break; | |
} | |
} | |
} else { | |
if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return new_prod_level; | |
} | |
if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) { | |
/* decrease or increase */ | |
bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE; | |
if (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 | |
} | |
} | |
} | |
/* Increase if needed */ | |
while (mul-- != 0 && new_prod_level < PRODLEVEL_MAXIMUM) { | |
new_prod_level = min(new_prod_level * 2, PRODLEVEL_MAXIMUM); | |
if (*str == STR_NULL) *str = indspec->production_up_text; | |
} | |
/* Decrease if needed */ | |
while (div-- != 0 && new_prod_level > PRODLEVEL_MINIMUM) { | |
new_prod_level = max(new_prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC | |
if (*str == STR_NULL) *str = indspec->production_down_text; | |
} | |
/* Increase or Decreasing the production level if needed */ | |
new_prod_level = ClampU(new_prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM); | |
return new_prod_level; | |
} | |
/** | |
* 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) | |
{ | |
bool closeit = false; | |
StringID str = STR_NULL; | |
bool suppress_message = false; | |
/* don't use smooth economy for industries using production related callbacks */ | |
const IndustrySpec *indspec = GetIndustrySpec(i->type); | |
bool smooth_economy = indspec->UsesSmoothEconomy(); | |
if (smooth_economy) { | |
/* decrease or increase */ | |
bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE; | |
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 { | |
byte new_prod_level = ChangeIndustryProductionOriginal(i, monthly, &str, &suppress_message); | |
if (new_prod_level == PRODLEVEL_MINIMUM) closeit = true; | |
if (new_prod_level != i->prod_level) { | |
i->prod_level = new_prod_level; | |
/* Recalculate production_rate | |
* For non-smooth economy these should always be synchronized with prod_level */ | |
i->RecomputeProductionMultipliers(); | |
} | |
} | |
bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE); | |
if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) { | |
if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) { | |
closeit = true; | |
} | |
} | |
/* Close if needed and allowed */ | |
if (closeit && !CheckIndustryCloseDownProtection(i->type)) { | |
i->prod_level = PRODLEVEL_CLOSURE; | |
SetWindowDirty(WC_INDUSTRY_VIEW, i->index); | |
str = indspec->closure_text; | |
} | |
if (!suppress_message && str != STR_NULL) { | |
NewsType nt; | |
/* Compute news category */ | |
if (closeit) { | |
nt = NT_INDUSTRY_CLOSE; | |
AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index)); | |
Game::NewEvent(new ScriptEventIndustryClose(i->index)); | |
} else { | |
switch (WhoCanServiceIndustry(i)) { | |
case 0: nt = NT_INDUSTRY_NOBODY; break; | |
case 1: nt = NT_INDUSTRY_OTHER; break; | |
case 2: nt = NT_INDUSTRY_COMPANY; break; | |
default: NOT_REACHED(); | |
} | |
} | |
/* Set parameters of news string */ | |
if (str > STR_LAST_STRINGID) { | |
SetDParam(0, STR_TOWN_NAME); | |
SetDParam(1, i->town->index); | |
SetDParam(2, indspec->name); | |
} else if (closeit) { | |
SetDParam(0, STR_FORMAT_INDUSTRY_NAME); | |
SetDParam(1, i->town->index); | |
SetDParam(2, indspec->name); | |
} else { | |
SetDParam(0, i->index); | |
} | |
/* and report the news to the user */ | |
if (closeit) { | |
AddTileNewsItem(str, nt, i->location.tile + TileDiffXY(1, 1)); | |
} else { | |
AddIndustryNewsItem(str, nt, i->index); | |
} | |
} | |
} | |
/** | |
* Daily handler for the industry changes | |
* Taking the original map size of 256*256, the number of random changes was always of just one unit. | |
* But it cannot be the same on smaller or bigger maps. That number has to be scaled up or down. | |
* For small maps, it implies that less than one change per month is required, while on bigger maps, | |
* it would be way more. The daily loop handles those changes. | |
*/ | |
void IndustryDailyLoop() | |
{ | |
_economy.industry_daily_change_counter += _economy.industry_daily_increment; | |
/* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today, | |
* the lower 16 bit are a fractional part that might accumulate over several days until it | |
* is sufficient for an industry. */ | |
uint16 change_loop = _economy.industry_daily_change_counter >> 16; | |
/* Reset the active part of the counter, just keeping the "fractional part" */ | |
_economy.industry_daily_change_counter &= 0xFFFF; | |
if (change_loop == 0) { | |
return; // Nothing to do? get out | |
} | |
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE); | |
/* perform the required industry changes for the day */ | |
uint perc = 3; // Between 3% and 9% chance of creating a new industry. | |
if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) { | |
perc = min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries()); | |
} | |
for (uint16 j = 0; j < change_loop; j++) { | |
if (Chance16(perc, 100)) { | |
_industry_builder.TryBuildNewIndustry(); | |
} else { | |
Industry *i = Industry::GetRandom(); | |
if (i != NULL) { | |
ChangeIndustryProduction(i, false); | |
SetWindowDirty(WC_INDUSTRY_VIEW, i->index); | |
} | |
} | |
} | |
cur_company.Restore(); | |
/* production-change */ | |
InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1); | |
} | |
void IndustryMonthlyLoop() | |
{ | |
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE); | |
_industry_builder.MonthlyLoop(); | |
Industry *i; | |
FOR_ALL_INDUSTRIES(i) { | |
UpdateIndustryStatistics(i); | |
if (i->prod_level == PRODLEVEL_CLOSURE) { | |
delete i; | |
} else { | |
ChangeIndustryProduction(i, true); | |
SetWindowDirty(WC_INDUSTRY_VIEW, i->index); | |
} | |
} | |
cur_company.Restore(); | |
/* production-change */ | |
InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 1); | |
} | |
void InitializeIndustries() | |
{ | |
Industry::ResetIndustryCounts(); | |
_industry_sound_tile = 0; | |
_industry_builder.Reset(); | |
} | |
/** Verify whether the generated industries are complete, and warn the user if not. */ | |
void CheckIndustries() | |
{ | |
int count = 0; | |
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { | |
if (Industry::GetIndustryTypeCount(it) > 0) continue; // Types of existing industries can be skipped. | |
bool force_at_least_one; | |
uint32 chance = GetScaledIndustryGenerationProbability(it, &force_at_least_one); | |
if (chance == 0 || !force_at_least_one) continue; // Types that are not available can be skipped. | |
const IndustrySpec *is = GetIndustrySpec(it); | |
SetDParam(0, is->name); | |
ShowErrorMessage(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES, STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION, WL_WARNING); | |
count++; | |
if (count >= 3) break; // Don't swamp the user with errors. | |
} | |
} | |
/** | |
* Is an industry with the spec a raw industry? | |
* @return true if it should be handled as a raw industry | |
*/ | |
bool IndustrySpec::IsRawIndustry() const | |
{ | |
return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0; | |
} | |
/** | |
* Is an industry with the spec a processing industry? | |
* @return true if it should be handled as a processing industry | |
*/ | |
bool IndustrySpec::IsProcessingIndustry() const | |
{ | |
/* Lumber mills are neither raw nor processing */ | |
return (this->life_type & INDUSTRYLIFE_PROCESSING) != 0 && | |
(this->behaviour & INDUSTRYBEH_CUT_TREES) == 0; | |
} | |
/** | |
* Get the cost for constructing this industry | |
* @return the cost (inflation corrected etc) | |
*/ | |
Money IndustrySpec::GetConstructionCost() const | |
{ | |
/* Building raw industries like secondary uses different price base */ | |
return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ? | |
PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8; | |
} | |
/** | |
* Get the cost for removing this industry | |
* Take note that the cost will always be zero for non-grf industries. | |
* Only if the grf author did specified a cost will it be applicable. | |
* @return the cost (inflation corrected etc) | |
*/ | |
Money IndustrySpec::GetRemovalCost() const | |
{ | |
return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8; | |
} | |
/** | |
* Determines whether this industrytype uses smooth economy or whether it uses standard/newgrf production changes. | |
* @return true if smooth economy is used. | |
*/ | |
bool IndustrySpec::UsesSmoothEconomy() const | |
{ | |
return _settings_game.economy.smooth_economy && | |
!(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks | |
!(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE) || HasBit(this->callback_mask, CBM_IND_PROD_CHANGE_BUILD)); // production change callbacks | |
} | |
static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, int 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); | |
/* TileMaxZ must not be changed. Slopes must not be steep. */ | |
if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) { | |
const IndustryGfx gfx = GetIndustryGfx(tile); | |
const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx); | |
/* Call callback 3C 'disable autosloping for industry tiles'. */ | |
if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) { | |
/* If the callback fails, allow autoslope. */ | |
uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile); | |
if (res == CALLBACK_FAILED || !ConvertBooleanCallback(itspec->grf_prop.grffile, CBID_INDTILE_AUTOSLOPE, res)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); | |
} else { | |
/* allow autoslope */ | |
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); | |
} | |
} | |
} | |
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); | |
} | |
extern const TileTypeProcs _tile_type_industry_procs = { | |
DrawTile_Industry, // draw_tile_proc | |
GetSlopePixelZ_Industry, // get_slope_z_proc | |
ClearTile_Industry, // clear_tile_proc | |
AddAcceptedCargo_Industry, // add_accepted_cargo_proc | |
GetTileDesc_Industry, // get_tile_desc_proc | |
GetTileTrackStatus_Industry, // get_tile_track_status_proc | |
ClickTile_Industry, // click_tile_proc | |
AnimateTile_Industry, // animate_tile_proc | |
TileLoop_Industry, // tile_loop_proc | |
ChangeTileOwner_Industry, // change_tile_owner_proc | |
NULL, // add_produced_cargo_proc | |
NULL, // vehicle_enter_tile_proc | |
GetFoundation_Industry, // get_foundation_proc | |
TerraformTile_Industry, // terraform_tile_proc | |
}; |
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