OpenTTD-patches/src/industry_cmd.cpp

1982 lines
54 KiB
C++

/* $Id$ */
/** @file industry_cmd.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "clear_map.h"
#include "functions.h"
#include "industry_map.h"
#include "station_map.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "map.h"
#include "tile.h"
#include "landscape.h"
#include "viewport.h"
#include "command.h"
#include "industry.h"
#include "town.h"
#include "vehicle.h"
#include "news.h"
#include "saveload.h"
#include "economy.h"
#include "sound.h"
#include "variables.h"
#include "table/industry_land.h"
#include "table/build_industry.h"
#include "genworld.h"
#include "date.h"
#include "water_map.h"
#include "tree_map.h"
#include "cargotype.h"
void ShowIndustryViewWindow(int industry);
void BuildOilRig(TileIndex tile);
static byte _industry_sound_ctr;
static TileIndex _industry_sound_tile;
/**
* Called if a new block is added to the industry-pool
*/
static void IndustryPoolNewBlock(uint start_item)
{
Industry *i;
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
* TODO - This is just a temporary stage, this will be removed. */
for (i = GetIndustry(start_item); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) i->index = start_item++;
}
DEFINE_OLD_POOL(Industry, Industry, IndustryPoolNewBlock, NULL)
/**
* 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.
* The same information can be accessed by looking at Industry->type
* @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)
{
IndustryGfx this_type = GetIndustryGfx(tile);
IndustryType iloop;
assert(IsTileType(tile, MP_INDUSTRY));
for (iloop = IT_COAL_MINE; iloop < NUM_INDUSTRYTYPES; iloop += 1) {
if (IS_BYTE_INSIDE(this_type, industry_gfx_Solver[iloop].MinGfx,
industry_gfx_Solver[iloop].MaxGfx + 1)) {
return iloop;
}
}
return IT_INVALID; //we have not found equivalent, whatever the reason
}
/**
* 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_specs)
* @pre gfx < NUM_INDUSTRY_GFXES
* @return a pointer to the corresponding industrytile spec
**/
const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
{
assert(gfx < NUM_INDUSTRY_GFXES);
return &_industry_tile_specs[gfx];
}
void DestroyIndustry(Industry *i)
{
BEGIN_TILE_LOOP(tile_cur, i->width, i->height, i->xy);
if (IsTileType(tile_cur, MP_INDUSTRY)) {
if (GetIndustryIndex(tile_cur) == i->index) {
DoClearSquare(tile_cur);
}
} else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
DeleteOilRig(tile_cur);
}
END_TILE_LOOP(tile_cur, i->width, i->height, i->xy);
if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
/* Remove the farmland and convert it to regular tiles over time. */
BEGIN_TILE_LOOP(tile_cur, 42, 42, i->xy - TileDiffXY(21, 21)) {
tile_cur = TILE_MASK(tile_cur);
if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
GetIndustryIndexOfField(tile_cur) == i->index) {
SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
}
} END_TILE_LOOP(tile_cur, 42, 42, i->xy - TileDiff(21, 21))
}
_industry_sort_dirty = true;
_total_industries--;
DeleteSubsidyWithIndustry(i->index);
DeleteWindowById(WC_INDUSTRY_VIEW, i->index);
InvalidateWindow(WC_INDUSTRY_DIRECTORY, 0);
}
static void IndustryDrawSugarMine(const TileInfo *ti)
{
const DrawIndustryAnimationStruct *d;
if (!IsIndustryCompleted(ti->tile)) return;
d = &_draw_industry_spec1[GetIndustryAnimationState(ti->tile)];
AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
if (d->image_2 != 0) {
AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
}
if (d->image_3 != 0) {
AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
_drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
}
}
static void IndustryDrawToffeeQuarry(const TileInfo *ti)
{
uint8 x = 0;
if (IsIndustryCompleted(ti->tile)) {
x = _industry_anim_offs_toffee[GetIndustryAnimationState(ti->tile)];
if (x == 0xFF)
x = 0;
}
AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
}
static void IndustryDrawBubbleGenerator( const TileInfo *ti)
{
if (IsIndustryCompleted(ti->tile)) {
AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetIndustryAnimationState(ti->tile)]);
} else {
AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
}
}
static void IndustryDrawToyFactory(const TileInfo *ti)
{
const DrawIndustryAnimationStruct *d;
d = &_industry_anim_offs_toys[GetIndustryAnimationState(ti->tile)];
if (d->image_1 != 0xFF) {
AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
}
if (d->image_2 != 0xFF) {
AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
}
AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
}
static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
{
if (IsIndustryCompleted(ti->tile)) {
uint8 image = GetIndustryAnimationState(ti->tile);
if (image != 0 && image < 7) {
AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
PAL_NONE,
_coal_plant_sparks[image - 1].x,
_coal_plant_sparks[image - 1].y
);
}
}
}
typedef void IndustryDrawTileProc(const TileInfo *ti);
static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
IndustryDrawSugarMine,
IndustryDrawToffeeQuarry,
IndustryDrawBubbleGenerator,
IndustryDrawToyFactory,
IndustryDrawCoalPlantSparks,
};
static void DrawTile_Industry(TileInfo *ti)
{
const IndustryGfx gfx = GetIndustryGfx(ti->tile);
const Industry *ind;
const DrawBuildingsTileStruct *dits;
byte z;
SpriteID image;
SpriteID pal;
/* Pointer to industry */
ind = GetIndustryByTile(ti->tile);
/* Retrieve pointer to the draw industry tile struct */
dits = &_industry_draw_tile_data[gfx << 2 | (GetIndustryTileSpec(gfx)->anim_state ?
GetIndustryAnimationState(ti->tile) & 3 :
GetIndustryConstructionStage(ti->tile))];
image = dits->ground.sprite;
if (HASBIT(image, PALETTE_MODIFIER_COLOR) && dits->ground.pal == PAL_NONE) {
pal = GENERAL_SPRITE_COLOR(ind->random_color);
} else {
pal = dits->ground.pal;
}
z = ti->z;
/* Add bricks below the industry? */
if (ti->tileh != SLOPE_FLAT) {
AddSortableSpriteToDraw(SPR_FOUNDATION_BASE + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, z);
AddChildSpriteScreen(image, pal, 31, 1);
z += TILE_HEIGHT;
} else {
/* Else draw regular ground */
DrawGroundSprite(image, pal);
}
/* Add industry on top of the ground? */
image = dits->building.sprite;
if (image != 0) {
if (HASBIT(_transparent_opt, TO_INDUSTRIES)) {
SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
} else {
pal = dits->building.pal;
}
AddSortableSpriteToDraw(image, pal,
ti->x + dits->subtile_x,
ti->y + dits->subtile_y,
dits->width + 1,
dits->height + 1,
dits->dz,
z);
if (HASBIT(_transparent_opt, TO_INDUSTRIES)) return;
}
{
int proc = dits->draw_proc - 1;
if (proc >= 0) _industry_draw_tile_procs[proc](ti);
}
}
static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
{
return GetTileMaxZ(tile);
}
static Slope GetSlopeTileh_Industry(TileIndex tile, Slope tileh)
{
return SLOPE_FLAT;
}
static void GetAcceptedCargo_Industry(TileIndex tile, AcceptedCargo ac)
{
const IndustryTileSpec *itspec = GetIndustryTileSpec(GetIndustryGfx(tile));
CargoID a;
a = itspec->accepts_cargo[0];
if (a != CT_INVALID) ac[a] = (a == CT_PASSENGERS) ? 1 : 8;
a = itspec->accepts_cargo[1];
if (a != CT_INVALID) ac[a] = 8;
a = itspec->accepts_cargo[2];
if (a != CT_INVALID) ac[a] = 8;
}
static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
{
const Industry *i = GetIndustryByTile(tile);
td->owner = i->owner;
td->str = GetIndustrySpec(i->type)->name;
if (!IsIndustryCompleted(tile)) {
SetDParamX(td->dparam, 0, td->str);
td->str = STR_2058_UNDER_CONSTRUCTION;
}
}
static int32 ClearTile_Industry(TileIndex tile, byte flags)
{
Industry *i = GetIndustryByTile(tile);
const IndustrySpec *indspec = GetIndustrySpec(i->type);
/* water can destroy industries
* in editor you can bulldoze industries
* with magic_bulldozer cheat you can destroy industries
* (area around OILRIG is water, so water shouldn't flood it
*/
if ((_current_player != OWNER_WATER && _game_mode != GM_EDITOR &&
!_cheats.magic_bulldozer.value) ||
(_current_player == OWNER_WATER && (indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER))) {
SetDParam(0, indspec->name);
return_cmd_error(STR_4800_IN_THE_WAY);
}
if (flags & DC_EXEC) DeleteIndustry(i);
return 0;
}
static void TransportIndustryGoods(TileIndex tile)
{
Industry *i = GetIndustryByTile(tile);
const IndustrySpec *indspec = GetIndustrySpec(i->type);
uint cw, am;
cw = min(i->cargo_waiting[0], 255);
if (cw > indspec->minimal_cargo/* && i->produced_cargo[0] != 0xFF*/) {
i->cargo_waiting[0] -= cw;
/* fluctuating economy? */
if (_economy.fluct <= 0) cw = (cw + 1) / 2;
i->last_mo_production[0] += cw;
am = MoveGoodsToStation(i->xy, i->width, i->height, i->produced_cargo[0], cw);
i->last_mo_transported[0] += am;
if (am != 0) {
uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
if (newgfx != INDUTILE_NOANIM) {
ResetIndustryConstructionStage(tile);
SetIndustryCompleted(tile, true);
SetIndustryGfx(tile, newgfx);
MarkTileDirtyByTile(tile);
}
}
}
cw = min(i->cargo_waiting[1], 255);
if (cw > indspec->minimal_cargo) {
i->cargo_waiting[1] -= cw;
if (_economy.fluct <= 0) cw = (cw + 1) / 2;
i->last_mo_production[1] += cw;
am = MoveGoodsToStation(i->xy, i->width, i->height, i->produced_cargo[1], cw);
i->last_mo_transported[1] += am;
}
}
static void AnimateTile_Industry(TileIndex tile)
{
byte m;
switch (GetIndustryGfx(tile)) {
case GFX_SUGAR_MINE_SIEVE:
if ((_tick_counter & 1) == 0) {
m = GetIndustryAnimationState(tile) + 1;
switch (m & 7) {
case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
case 6: SndPlayTileFx(SND_29_RIP, tile); break;
}
if (m >= 96) {
m = 0;
DeleteAnimatedTile(tile);
}
SetIndustryAnimationState(tile, m);
MarkTileDirtyByTile(tile);
}
break;
case GFX_TOFFEE_QUARY:
if ((_tick_counter & 3) == 0) {
m = GetIndustryAnimationState(tile);
if (_industry_anim_offs_toffee[m] == 0xFF) {
SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
}
if (++m >= 70) {
m = 0;
DeleteAnimatedTile(tile);
}
SetIndustryAnimationState(tile, m);
MarkTileDirtyByTile(tile);
}
break;
case GFX_BUBBLE_CATCHER:
if ((_tick_counter & 1) == 0) {
m = GetIndustryAnimationState(tile);
if (++m >= 40) {
m = 0;
DeleteAnimatedTile(tile);
}
SetIndustryAnimationState(tile, m);
MarkTileDirtyByTile(tile);
}
break;
/* Sparks on a coal plant */
case GFX_POWERPLANT_SPARKS:
if ((_tick_counter & 3) == 0) {
m = GetIndustryAnimationState(tile);
if (m == 6) {
SetIndustryAnimationState(tile, 0);
DeleteAnimatedTile(tile);
} else {
SetIndustryAnimationState(tile, m + 1);
MarkTileDirtyByTile(tile);
}
}
break;
case GFX_TOY_FACTORY:
if ((_tick_counter & 1) == 0) {
m = GetIndustryAnimationState(tile) + 1;
switch (m) {
case 1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
default:
if (m >= 50) {
int n = GetIndustryAnimationLoop(tile) + 1;
m = 0;
if (n >= 8) {
n = 0;
DeleteAnimatedTile(tile);
}
SetIndustryAnimationLoop(tile, n);
}
}
SetIndustryAnimationState(tile, m);
MarkTileDirtyByTile(tile);
}
break;
case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
if ((_tick_counter & 3) == 0) {
IndustryGfx gfx = GetIndustryGfx(tile);
gfx = (gfx < 155) ? gfx + 1 : 148;
SetIndustryGfx(tile, gfx);
MarkTileDirtyByTile(tile);
}
break;
case GFX_OILWELL_ANIMATED_1:
case GFX_OILWELL_ANIMATED_2:
case GFX_OILWELL_ANIMATED_3:
if ((_tick_counter & 7) == 0) {
bool b = CHANCE16(1, 7);
IndustryGfx gfx = GetIndustryGfx(tile);
m = GetIndustryAnimationState(tile) + 1;
if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
SetIndustryConstructionStage(tile, 3);
DeleteAnimatedTile(tile);
} else {
SetIndustryAnimationState(tile, m);
SetIndustryGfx(tile, gfx);
MarkTileDirtyByTile(tile);
}
}
break;
case GFX_COAL_MINE_TOWER_ANIMATED:
case GFX_COPPER_MINE_TOWER_ANIMATED:
case GFX_GOLD_MINE_TOWER_ANIMATED: {
int state = _tick_counter & 0x7FF;
if ((state -= 0x400) < 0)
return;
if (state < 0x1A0) {
if (state < 0x20 || state >= 0x180) {
m = GetIndustryAnimationState(tile);
if (!(m & 0x40)) {
SetIndustryAnimationState(tile, m | 0x40);
SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
}
if (state & 7)
return;
} else {
if (state & 3)
return;
}
m = (GetIndustryAnimationState(tile) + 1) | 0x40;
if (m > 0xC2) m = 0xC0;
SetIndustryAnimationState(tile, m);
MarkTileDirtyByTile(tile);
} else if (state >= 0x200 && state < 0x3A0) {
int i;
i = (state < 0x220 || state >= 0x380) ? 7 : 3;
if (state & i)
return;
m = (GetIndustryAnimationState(tile) & 0xBF) - 1;
if (m < 0x80) m = 0x82;
SetIndustryAnimationState(tile, m);
MarkTileDirtyByTile(tile);
}
} break;
}
}
static void CreateIndustryEffectSmoke(TileIndex tile)
{
uint x = TileX(tile) * TILE_SIZE;
uint y = TileY(tile) * TILE_SIZE;
uint z = GetTileMaxZ(tile);
CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
}
static void MakeIndustryTileBigger(TileIndex tile)
{
byte cnt = GetIndustryConstructionCounter(tile) + 1;
byte stage;
if (cnt != 4) {
SetIndustryConstructionCounter(tile, cnt);
return;
}
stage = GetIndustryConstructionStage(tile) + 1;
SetIndustryConstructionCounter(tile, 0);
SetIndustryConstructionStage(tile, stage);
if (stage == 3) {
SetIndustryCompleted(tile, true);
}
MarkTileDirtyByTile(tile);
if (!IsIndustryCompleted(tile)) return;
switch (GetIndustryGfx(tile)) {
case GFX_POWERPLANT_CHIMNEY:
CreateIndustryEffectSmoke(tile);
break;
case GFX_OILRIG_1:
if (GetIndustryGfx(tile + TileDiffXY(0, 1)) == GFX_OILRIG_1) BuildOilRig(tile);
break;
case GFX_TOY_FACTORY:
case GFX_BUBBLE_CATCHER:
case GFX_TOFFEE_QUARY:
SetIndustryAnimationState(tile, 0);
SetIndustryAnimationLoop(tile, 0);
break;
case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
AddAnimatedTile(tile);
break;
}
}
static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
{
int dir;
Vehicle *v;
static const int8 _tileloop_ind_case_161[12] = {
11, 0, -4, -14,
-4, -10, -4, 1,
49, 59, 60, 65,
};
SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
dir = Random() & 3;
v = CreateEffectVehicleAbove(
TileX(tile) * TILE_SIZE + _tileloop_ind_case_161[dir + 0],
TileY(tile) * TILE_SIZE + _tileloop_ind_case_161[dir + 4],
_tileloop_ind_case_161[dir + 8],
EV_BUBBLE
);
if (v != NULL) v->u.special.unk2 = dir;
}
static void TileLoop_Industry(TileIndex tile)
{
IndustryGfx newgfx;
IndustryGfx gfx;
if (!IsIndustryCompleted(tile)) {
MakeIndustryTileBigger(tile);
return;
}
if (_game_mode == GM_EDITOR) return;
TransportIndustryGoods(tile);
newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
if (newgfx != INDUTILE_NOANIM) {
ResetIndustryConstructionStage(tile);
SetIndustryGfx(tile, newgfx);
MarkTileDirtyByTile(tile);
return;
}
gfx = GetIndustryGfx(tile);
switch (gfx) {
case GFX_OILRIG_1: // coast line at oilrigs
case GFX_OILRIG_2:
case GFX_OILRIG_3:
case GFX_OILRIG_4:
case GFX_OILRIG_5:
TileLoop_Water(tile);
break;
case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
if (!(_tick_counter & 0x400) && CHANCE16(1, 2)) {
switch (gfx) {
case GFX_COAL_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COAL_MINE_TOWER_ANIMATED; break;
case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
case GFX_GOLD_MINE_TOWER_NOT_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_ANIMATED; break;
}
SetIndustryGfx(tile, gfx);
SetIndustryAnimationState(tile, 0x80);
AddAnimatedTile(tile);
}
break;
case GFX_OILWELL_NOT_ANIMATED:
if (CHANCE16(1, 6)) {
SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
SetIndustryAnimationState(tile, 0);
AddAnimatedTile(tile);
}
break;
case GFX_COAL_MINE_TOWER_ANIMATED:
case GFX_COPPER_MINE_TOWER_ANIMATED:
case GFX_GOLD_MINE_TOWER_ANIMATED:
if (!(_tick_counter & 0x400)) {
switch (gfx) {
case GFX_COAL_MINE_TOWER_ANIMATED: gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED; break;
case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
case GFX_GOLD_MINE_TOWER_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED; break;
}
SetIndustryGfx(tile, gfx);
SetIndustryCompleted(tile, true);
SetIndustryConstructionStage(tile, 3);
DeleteAnimatedTile(tile);
}
break;
case GFX_POWERPLANT_SPARKS:
if (CHANCE16(1, 3)) {
SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
AddAnimatedTile(tile);
}
break;
case GFX_COPPER_MINE_CHIMNEY:
CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
break;
case GFX_TOY_FACTORY: {
Industry *i = GetIndustryByTile(tile);
if (i->was_cargo_delivered) {
i->was_cargo_delivered = false;
SetIndustryAnimationLoop(tile, 0);
AddAnimatedTile(tile);
}
}
break;
case GFX_BUBBLE_GENERATOR:
TileLoopIndustry_BubbleGenerator(tile);
break;
case GFX_TOFFEE_QUARY:
AddAnimatedTile(tile);
break;
case GFX_SUGAR_MINE_SIEVE:
if (CHANCE16(1, 3)) AddAnimatedTile(tile);
break;
}
}
static void ClickTile_Industry(TileIndex tile)
{
ShowIndustryViewWindow(GetIndustryIndex(tile));
}
static uint32 GetTileTrackStatus_Industry(TileIndex tile, TransportType mode)
{
return 0;
}
static void GetProducedCargo_Industry(TileIndex tile, CargoID *b)
{
const Industry *i = GetIndustryByTile(tile);
b[0] = i->produced_cargo[0];
b[1] = i->produced_cargo[1];
}
static void ChangeTileOwner_Industry(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
/* not used */
}
static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
static bool IsBadFarmFieldTile(TileIndex tile)
{
switch (GetTileType(tile)) {
case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
case MP_TREES: return false;
default: return true;
}
}
static bool IsBadFarmFieldTile2(TileIndex tile)
{
switch (GetTileType(tile)) {
case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
case MP_TREES: return false;
default: return true;
}
}
static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
{
do {
tile = TILE_MASK(tile);
if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
byte or_ = type;
if (or_ == 1 && CHANCE16(1, 7)) or_ = 2;
if (direction == AXIS_X) {
SetFenceSE(tile, or_);
} else {
SetFenceSW(tile, or_);
}
}
tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
} while (--size);
}
static void PlantFarmField(TileIndex tile, IndustryID industry)
{
uint size_x, size_y;
uint32 r;
uint count;
uint counter;
uint field_type;
int type;
if (_opt.landscape == LT_ARCTIC) {
if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
return;
}
/* determine field size */
r = (Random() & 0x303) + 0x404;
if (_opt.landscape == LT_ARCTIC) r += 0x404;
size_x = GB(r, 0, 8);
size_y = GB(r, 8, 8);
/* offset tile to match size */
tile -= TileDiffXY(size_x / 2, size_y / 2);
/* check the amount of bad tiles */
count = 0;
BEGIN_TILE_LOOP(cur_tile, size_x, size_y, tile)
cur_tile = TILE_MASK(cur_tile);
count += IsBadFarmFieldTile(cur_tile);
END_TILE_LOOP(cur_tile, size_x, size_y, tile)
if (count * 2 >= size_x * size_y) return;
/* determine type of field */
r = Random();
counter = GB(r, 5, 3);
field_type = GB(r, 8, 8) * 9 >> 8;
/* make field */
BEGIN_TILE_LOOP(cur_tile, size_x, size_y, tile)
cur_tile = TILE_MASK(cur_tile);
if (!IsBadFarmFieldTile2(cur_tile)) {
MakeField(cur_tile, field_type, industry);
SetClearCounter(cur_tile, counter);
MarkTileDirtyByTile(cur_tile);
}
END_TILE_LOOP(cur_tile, size_x, size_y, tile)
type = 3;
if (_opt.landscape != LT_ARCTIC && _opt.landscape != LT_TROPIC) {
type = _plantfarmfield_type[Random() & 0xF];
}
SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
}
void PlantRandomFarmField(const Industry *i)
{
int x = i->width / 2 + Random() % 31 - 16;
int y = i->height / 2 + Random() % 31 - 16;
TileIndex tile = TileAddWrap(i->xy, x, y);
if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
}
static void MaybePlantFarmField(const Industry *i)
{
if (CHANCE16(1, 8)) PlantRandomFarmField(i);
}
/**
* Search callback function for ChopLumberMillTrees
* @param tile to test
* @param data that is passed by the caller. In this case, nothing
* @return the result of the test
*/
static bool SearchLumberMillTrees(TileIndex tile, uint32 data)
{
if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { ///< 3 and up means all fully grown trees
PlayerID old_player = _current_player;
/* found a tree */
_current_player = OWNER_NONE;
_industry_sound_ctr = 1;
_industry_sound_tile = tile;
SndPlayTileFx(SND_38_CHAINSAW, tile);
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_player = old_player;
return true;
}
return false;
}
/**
* Perform a circular search around the Lumber Mill in order to find trees to cut
* @param i industry
*/
static void ChopLumberMillTrees(Industry *i)
{
TileIndex tile = i->xy;
if (!IsIndustryCompleted(tile)) return; ///< Can't proceed if not completed
if (CircularTileSearch(tile, 40, SearchLumberMillTrees, 0)) ///< 40x40 tiles to search
i->cargo_waiting[0] = min(0xffff, i->cargo_waiting[0] + 45); ///< Found a tree, add according value to waiting cargo
}
static const byte _industry_sounds[37][2] = {
{0},
{0},
{1, SND_28_SAWMILL},
{0},
{0},
{0},
{1, SND_03_FACTORY_WHISTLE},
{1, SND_03_FACTORY_WHISTLE},
{0},
{3, SND_24_SHEEP},
{0},
{0},
{0},
{0},
{1, SND_28_SAWMILL},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{1, SND_03_FACTORY_WHISTLE},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{1, SND_33_PLASTIC_MINE},
{0},
{0},
{0},
{0},
};
static void ProduceIndustryGoods(Industry *i)
{
uint32 r;
uint num;
/* play a sound? */
if ((i->counter & 0x3F) == 0) {
if (CHANCE16R(1, 14, r) && (num = _industry_sounds[i->type][0]) != 0) {
SndPlayTileFx(
(SoundFx)(_industry_sounds[i->type][1] + (((r >> 16) * num) >> 16)),
i->xy);
}
}
i->counter--;
/* produce some cargo */
if ((i->counter & 0xFF) == 0) {
IndustyBehaviour indbehav = GetIndustrySpec(i->type)->behaviour;
i->cargo_waiting[0] = min(0xffff, i->cargo_waiting[0] + i->production_rate[0]);
i->cargo_waiting[1] = min(0xffff, i->cargo_waiting[1] + i->production_rate[1]);
if (indbehav & INDUSTRYBEH_PLANT_FIELDS) {
MaybePlantFarmField(i);
} else if ((indbehav & INDUSTRYBEH_CUT_TREES) && (i->counter & 0x1FF) == 0) {
ChopLumberMillTrees(i);
}
}
}
void OnTick_Industry()
{
Industry *i;
if (_industry_sound_ctr != 0) {
_industry_sound_ctr++;
if (_industry_sound_ctr == 75) {
SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
} else if (_industry_sound_ctr == 160) {
_industry_sound_ctr = 0;
SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
}
}
if (_game_mode == GM_EDITOR) return;
FOR_ALL_INDUSTRIES(i) {
ProduceIndustryGoods(i);
}
}
static bool CheckNewIndustry_NULL(TileIndex tile)
{
return true;
}
static bool CheckNewIndustry_Forest(TileIndex tile)
{
if (_opt.landscape == LT_ARCTIC) {
if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
_error_message = STR_4831_FOREST_CAN_ONLY_BE_PLANTED;
return false;
}
}
return true;
}
static bool CheckNewIndustry_OilRefinery(TileIndex tile)
{
if (_game_mode == GM_EDITOR) return true;
if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _patches.oil_refinery_limit) return true;
_error_message = STR_483B_CAN_ONLY_BE_POSITIONED;
return false;
}
extern bool _ignore_restrictions;
static bool CheckNewIndustry_OilRig(TileIndex tile)
{
if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
if (TileHeight(tile) == 0 &&
DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _patches.oil_refinery_limit) return true;
_error_message = STR_483B_CAN_ONLY_BE_POSITIONED;
return false;
}
static bool CheckNewIndustry_Farm(TileIndex tile)
{
if (_opt.landscape == LT_ARCTIC) {
if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
_error_message = STR_0239_SITE_UNSUITABLE;
return false;
}
}
return true;
}
static bool CheckNewIndustry_Plantation(TileIndex tile)
{
if (GetTropicZone(tile) == TROPICZONE_DESERT) {
_error_message = STR_0239_SITE_UNSUITABLE;
return false;
}
return true;
}
static bool CheckNewIndustry_Water(TileIndex tile)
{
if (GetTropicZone(tile) != TROPICZONE_DESERT) {
_error_message = STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT;
return false;
}
return true;
}
static bool CheckNewIndustry_Lumbermill(TileIndex tile)
{
if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
_error_message = STR_0317_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
return false;
}
return true;
}
static bool CheckNewIndustry_BubbleGen(TileIndex tile)
{
return GetTileZ(tile) <= TILE_HEIGHT * 4;
}
typedef bool CheckNewIndustryProc(TileIndex tile);
static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
CheckNewIndustry_NULL,
CheckNewIndustry_Forest,
CheckNewIndustry_OilRefinery,
CheckNewIndustry_Farm,
CheckNewIndustry_Plantation,
CheckNewIndustry_Water,
CheckNewIndustry_Lumbermill,
CheckNewIndustry_BubbleGen,
CheckNewIndustry_OilRig
};
static bool CheckSuitableIndustryPos(TileIndex tile)
{
uint x = TileX(tile);
uint y = TileY(tile);
if (x < 2 || y < 2 || x > MapMaxX() - 3 || y > MapMaxY() - 3) {
_error_message = STR_0239_SITE_UNSUITABLE;
return false;
}
return true;
}
static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
{
const Town *t;
const Industry *i;
t = ClosestTownFromTile(tile, (uint)-1);
if (_patches.multiple_industry_per_town) return t;
FOR_ALL_INDUSTRIES(i) {
if (i->type == (byte)type &&
i->town == t) {
_error_message = STR_0287_ONLY_ONE_ALLOWED_PER_TOWN;
return NULL;
}
}
return t;
}
static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, int type)
{
_error_message = STR_0239_SITE_UNSUITABLE;
do {
TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
if (!IsValidTile(cur_tile)) {
if (it->gfx == 0xff) continue;
return false;
}
if (it->gfx == 0xFF) {
if (!IsTileType(cur_tile, MP_WATER) ||
GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
return false;
}
} else {
if (!EnsureNoVehicle(cur_tile)) return false;
IndustyBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
if (ind_behav & INDUSTRYBEH_BUILT_ONWATER) {
/* As soon as the tile is not water, bail out.
* But that does not mean the search is over. You have
* to make sure every tile of the industry will be only water*/
if (!IsClearWaterTile(cur_tile)) return false;
} else {
Slope tileh;
if (IsClearWaterTile(cur_tile)) return false;
tileh = GetTileSlope(cur_tile, NULL);
if (IsSteepSlope(tileh)) return false;
if (_patches.land_generator != LG_TERRAGENESIS || !_generating_world) {
/* 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 (tileh != SLOPE_FLAT) {
Slope t;
byte bits = GetIndustryTileSpec(it->gfx)->slopes_refused;
if (bits & 0x10) return false;
t = ComplementSlope(tileh);
if (bits & 1 && (t & SLOPE_NW)) return false;
if (bits & 2 && (t & SLOPE_NE)) return false;
if (bits & 4 && (t & SLOPE_SW)) return false;
if (bits & 8 && (t & SLOPE_SE)) return false;
}
}
if (ind_behav & INDUSTRYBEH_ONLY_INTOWN) {
if (!IsTileType(cur_tile, MP_HOUSE)) {
_error_message = STR_029D_CAN_ONLY_BE_BUILT_IN_TOWNS;
return false;
}
} else {
if (ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) {
if (!IsTileType(cur_tile, MP_HOUSE)) goto do_clear;
} else {
do_clear:
if (CmdFailed(DoCommand(cur_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
return false;
}
}
}
}
} while ((++it)->ti.x != -0x80);
return true;
}
static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
{
if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->population < 1200) {
_error_message = STR_029D_CAN_ONLY_BE_BUILT_IN_TOWNS;
return false;
}
if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
_error_message = STR_0239_SITE_UNSUITABLE;
return false;
}
return true;
}
static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
{
int size_x, size_y;
uint curh;
size_x = 2;
size_y = 2;
/* Check if we don't leave the map */
if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
tile += TileDiffXY(-1, -1);
BEGIN_TILE_LOOP(tile_walk, size_x, size_y, tile) {
curh = TileHeight(tile_walk);
/* Is the tile clear? */
if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES))
return false;
/* Don't allow too big of a change if this is the sub-tile check */
if (internal != 0 && delta(curh, height) > 1) return false;
/* Different height, so the surrounding tiles of this tile
* has to be correct too (in level, or almost in level)
* else you get a chain-reaction of terraforming. */
if (internal == 0 && curh != height) {
if (!CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1))
return false;
}
} END_TILE_LOOP(tile_walk, size_x, size_y, tile);
return true;
}
/**
* This function tries to flatten out the land below an industry, without
* damaging the surroundings too much.
*/
static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, uint32 flags, const IndustryTileTable* it, int type)
{
const int MKEND = -0x80; // used for last element in an IndustryTileTable (see build_industry.h)
int max_x = 0;
int max_y = 0;
TileIndex cur_tile;
uint size_x, size_y;
uint h, curh;
/* Finds dimensions of largest variant of this industry */
do {
if (it->ti.x > max_x) max_x = it->ti.x;
if (it->ti.y > max_y) max_y = it->ti.y;
} while ((++it)->ti.x != MKEND);
/* Remember level height */
h = TileHeight(tile);
/* Check that all tiles in area and surrounding are clear
* this determines that there are no obstructing items */
cur_tile = tile + TileDiffXY(-1, -1);
size_x = max_x + 4;
size_y = max_y + 4;
/* Check if we don't leave the map */
if (TileX(cur_tile) == 0 || TileY(cur_tile) == 0 || TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
BEGIN_TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
curh = TileHeight(tile_walk);
if (curh != h) {
/* This tile needs terraforming. Check if we can do that without
* damaging the surroundings too much. */
if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) return false;
/* This is not 100% correct check, but the best we can do without modifying the map.
* What is missing, is if the difference in height is more than 1.. */
if (CmdFailed(DoCommand(tile_walk, 8, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND))) return false;
}
} END_TILE_LOOP(tile_walk, size_x, size_y, cur_tile)
if (flags & DC_EXEC) {
/* Terraform the land under the industry */
BEGIN_TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
curh = TileHeight(tile_walk);
while (curh != h) {
/* We give the terraforming for free here, because we can't calculate
* exact cost in the test-round, and as we all know, that will cause
* a nice assert if they don't match ;) */
DoCommand(tile_walk, 8, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
curh += (curh > h) ? -1 : 1;
}
} END_TILE_LOOP(tile_walk, size_x, size_y, cur_tile)
}
return true;
}
static bool CheckIfTooCloseToIndustry(TileIndex tile, int type)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
const Industry *i;
/* accepting industries won't be close, not even with patch */
if (_patches.same_industry_close && indspec->accepts_cargo[0] == CT_INVALID)
return true;
FOR_ALL_INDUSTRIES(i) {
/* check if an industry that accepts the same goods is nearby */
if (DistanceMax(tile, i->xy) <= 14 &&
indspec->accepts_cargo[0] != CT_INVALID &&
indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
_game_mode != GM_EDITOR ||
!_patches.same_industry_close ||
!_patches.multiple_industry_per_town
)) {
_error_message = STR_INDUSTRY_TOO_CLOSE;
return false;
}
/* check "not close to" field. */
if ((i->type == indspec->conflicting[0] || i->type == indspec->conflicting[1] || i->type == indspec->conflicting[2]) &&
DistanceMax(tile, i->xy) <= 14) {
_error_message = STR_INDUSTRY_TOO_CLOSE;
return false;
}
}
return true;
}
static Industry *AllocateIndustry()
{
Industry *i;
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
* TODO - This is just a temporary stage, this will be removed. */
for (i = GetIndustry(0); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) {
IndustryID index = i->index;
if (IsValidIndustry(i)) continue;
memset(i, 0, sizeof(*i));
i->index = index;
return i;
}
/* Check if we can add a block to the pool */
return AddBlockToPool(&_Industry_pool) ? AllocateIndustry() : NULL;
}
static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, const Town *t, Owner owner)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
uint32 r;
int j;
_total_industries++;
i->xy = tile;
i->width = i->height = 0;
i->type = 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];
if (_patches.smooth_economy) {
i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8 , 255);
i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8 , 255);
}
i->town = t;
i->owner = owner;
r = Random();
i->random_color = GB(r, 8, 4);
i->counter = GB(r, 0, 12);
i->cargo_waiting[0] = 0;
i->cargo_waiting[1] = 0;
i->last_mo_production[0] = 0;
i->last_mo_production[1] = 0;
i->last_mo_transported[0] = 0;
i->last_mo_transported[1] = 0;
i->pct_transported[0] = 0;
i->pct_transported[1] = 0;
i->total_transported[0] = 0;
i->total_transported[1] = 0;
i->was_cargo_delivered = false;
i->last_prod_year = _cur_year;
i->total_production[0] = i->production_rate[0] * 8;
i->total_production[1] = i->production_rate[1] * 8;
if (!_generating_world) i->total_production[0] = i->total_production[1] = 0;
i->prod_level = 0x10;
do {
TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
if (it->gfx != 0xFF) {
byte size;
size = it->ti.x;
if (size > i->width) i->width = size;
size = it->ti.y;
if (size > i->height)i->height = size;
DoCommand(cur_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
MakeIndustry(cur_tile, i->index, it->gfx);
if (_generating_world) {
SetIndustryConstructionCounter(cur_tile, 3);
SetIndustryConstructionStage(cur_tile, 2);
}
}
} while ((++it)->ti.x != -0x80);
i->width++;
i->height++;
if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
for (j = 0; j != 50; j++) PlantRandomFarmField(i);
}
_industry_sort_dirty = true;
InvalidateWindow(WC_INDUSTRY_DIRECTORY, 0);
}
/** Helper function for Build/Fund an industry
* @param tile tile where industry is built
* @param type of industry to build
* @param flags of operations to conduct
* @param indspec pointer to industry specifications
* @param it pointer to list of tile type to build
* @return the pointer of the newly created industry, or NULL if it failed
*/
static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint32 flags, const IndustrySpec *indspec, const IndustryTileTable *it)
{
const Town *t;
Industry *i;
if (!CheckIfIndustryTilesAreFree(tile, it, type)) return NULL;
if (_patches.land_generator == LG_TERRAGENESIS && _generating_world && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
if (!CheckIfTooCloseToIndustry(tile, type)) return NULL;
t = CheckMultipleIndustryInTown(tile, type);
if (t == NULL) return NULL;
if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
if (!CheckSuitableIndustryPos(tile)) return NULL;
i = AllocateIndustry();
if (i == NULL) return NULL;
if (flags & DC_EXEC) {
CheckIfCanLevelIndustryPlatform(tile, DC_EXEC, it, type);
DoCreateNewIndustry(i, tile, type, it, t, OWNER_NONE);
}
return i;
}
/** Build/Fund an industry
* @param tile tile where industry is built
* @param flags of operations to conduct
* @param p1 industry type see build_industry.h and see industry.h
* @param p2 unused
* @return index of the newly create industry, or CMD_ERROR if it failed
*/
int32 CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
int num;
const IndustryTileTable * const *itt;
const IndustryTileTable *it;
const IndustrySpec *indspec;
SET_EXPENSES_TYPE(EXPENSES_OTHER);
indspec = GetIndustrySpec(p1);
/* Check if the to-be built/founded industry is available for this climate. */
if (!HASBIT(indspec->climate_availability, _opt_ptr->landscape)) return CMD_ERROR;
/* If the patch for raw-material industries is not on, you cannot build raw-material industries.
* Raw material industries are industries that do not accept cargo (at least for now)
* Exclude the lumber mill (only "raw" industry that can be built) */
if (!_patches.build_rawmaterial_ind &&
indspec->accepts_cargo[0] == CT_INVALID &&
indspec->accepts_cargo[1] == CT_INVALID &&
indspec->accepts_cargo[2] == CT_INVALID &&
p1 != IT_LUMBER_MILL) {
return CMD_ERROR;
}
num = indspec->num_table;
itt = indspec->table;
do {
if (--num < 0) return_cmd_error(STR_0239_SITE_UNSUITABLE);
} while (!CheckIfIndustryTilesAreFree(tile, it = itt[num], p1));
if (CreateNewIndustryHelper(tile, p1, flags, indspec, it) == NULL) return CMD_ERROR;
return (_price.build_industry >> 5) * indspec->cost_multiplier;
}
Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
const IndustryTileTable *it = indspec->table[RandomRange(indspec->num_table)];
return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, it);
}
static const byte _numof_industry_table[5][12] = {
/* difficulty settings for number of industries */
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, //none
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, //very low
{0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5}, //low
{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10}, //normal
{0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10}, //high
};
/** This function is the one who really do the creation work
* of random industries during game creation
* @param type IndustryType of the desired industry
* @param amount of industries that need to be built */
static void PlaceInitialIndustry(IndustryType type, int amount)
{
int num = _numof_industry_table[_opt.diff.number_industries][amount];
/* These are always placed next to the coastline, so we scale by the perimeter instead. */
num = (type == IT_OIL_REFINERY || type == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
if (_opt.diff.number_industries != 0) {
PlayerID old_player = _current_player;
_current_player = OWNER_NONE;
assert(num > 0);
do {
uint i;
IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
for (i = 0; i < 2000; i++) {
if (CreateNewIndustry(RandomTile(), type) != NULL) break;
}
} while (--num);
_current_player = old_player;
}
}
/** This function will create ramdon industries during game creation.
* It will scale the amount of industries by map size as well as difficulty level */
void GenerateIndustries()
{
uint i = 0;
uint8 chance;
IndustryType it;
const IndustrySpec *ind_spc;
/* Find the total amount of industries */
for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) {
int num;
ind_spc = GetIndustrySpec(it);
chance = ind_spc->appear_creation[_opt.landscape];
if (chance > 0) {
/* once the chance of appearance is determind, it have to be scaled by
* the difficulty level. The "chance" in question is more an index into
* the _numof_industry_table,in fact */
num = _numof_industry_table[_opt.diff.number_industries][chance];
/* These are always placed next to the coastline, so we scale by the perimeter instead. */
num = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
i += num;
}
}
SetGeneratingWorldProgress(GWP_INDUSTRY, i);
for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) {
/* Once the number of industries has been determined, let's really create them.
* The test for chance allows us to try create industries that are available only
* for this landscape.
* @todo : Do we really have to pass chance as un-scaled value, since we've already
* processed that scaling above? No, don't think so. Will find a way. */
chance = GetIndustrySpec(it)->appear_creation[_opt.landscape];
if (chance > 0) PlaceInitialIndustry(it, chance);
};
}
/* Change industry production or do closure */
static void ExtChangeIndustryProduction(Industry *i)
{
bool closeit = true;
int j;
const IndustrySpec *indspec = GetIndustrySpec(i->type);
switch (indspec->life_type) {
case INDUSTRYLIFE_NOT_CLOSABLE:
return;
case INDUSTRYLIFE_CLOSABLE:
if ((byte)(_cur_year - i->last_prod_year) < 5 || !CHANCE16(1, 180))
closeit = false;
break;
default: /* INDUSTRY_PRODUCTION */
for (j = 0; j < 2 && i->produced_cargo[j] != CT_INVALID; j++){
uint32 r = Random();
int old_prod, new_prod, percent;
int mag;
new_prod = old_prod = i->production_rate[j];
if (CHANCE16I(20, 1024, r))
new_prod -= ((RandomRange(50) + 10) * old_prod) >> 8;
if (CHANCE16I(20 + (i->pct_transported[j] * 20 >> 8), 1024, r >> 16))
new_prod += ((RandomRange(50) + 10) * old_prod) >> 8;
new_prod = clamp(new_prod, 0, 255);
if (new_prod == old_prod) {
closeit = false;
continue;
}
percent = new_prod * 100 / old_prod - 100;
i->production_rate[j] = new_prod;
if (new_prod >= indspec->production_rate[j] / 4)
closeit = false;
mag = abs(percent);
if (mag >= 10) {
SetDParam(2, mag);
SetDParam(0, GetCargo(i->produced_cargo[j])->name);
SetDParam(1, i->index);
AddNewsItem(
percent >= 0 ? STR_INDUSTRY_PROD_GOUP : STR_INDUSTRY_PROD_GODOWN,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_TILE, NT_ECONOMY, 0),
i->xy + TileDiffXY(1, 1), 0
);
}
}
break;
}
/* If industry will be closed down, show this */
if (closeit) {
i->prod_level = 0;
SetDParam(0, i->index);
AddNewsItem(
indspec->closure_text,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_TILE, NT_OPENCLOSE, 0),
i->xy + TileDiffXY(1, 1), 0
);
}
}
static void UpdateIndustryStatistics(Industry *i)
{
byte pct;
bool refresh = false;
if (i->produced_cargo[0] != CT_INVALID) {
pct = 0;
if (i->last_mo_production[0] != 0) {
i->last_prod_year = _cur_year;
pct = min(i->last_mo_transported[0] * 256 / i->last_mo_production[0], 255);
}
i->pct_transported[0] = pct;
i->total_production[0] = i->last_mo_production[0];
i->last_mo_production[0] = 0;
i->total_transported[0] = i->last_mo_transported[0];
i->last_mo_transported[0] = 0;
refresh = true;
}
if (i->produced_cargo[1] != CT_INVALID) {
pct = 0;
if (i->last_mo_production[1] != 0) {
i->last_prod_year = _cur_year;
pct = min(i->last_mo_transported[1] * 256 / i->last_mo_production[1], 255);
}
i->pct_transported[1] = pct;
i->total_production[1] = i->last_mo_production[1];
i->last_mo_production[1] = 0;
i->total_transported[1] = i->last_mo_transported[1];
i->last_mo_transported[1] = 0;
refresh = true;
}
if (refresh)
InvalidateWindow(WC_INDUSTRY_VIEW, i->index);
if (i->prod_level == 0) {
DeleteIndustry(i);
} else if (_patches.smooth_economy) {
ExtChangeIndustryProduction(i);
}
}
/** Simple helper that will collect data for the generation of industries */
struct ProbabilityHelper {
uint16 prob; ///< probability
IndustryType ind; ///< industry id correcponding
};
/**
* Try to create a random industry, during gameplay
*/
static void MaybeNewIndustry(void)
{
Industry *ind; //will receive the industry's creation pointer
IndustryType rndtype, j; // Loop controlers
const IndustrySpec *ind_spc;
uint num = 0;
ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
uint16 probability_max = 0;
/* Generate a list of all possible industries that can be built. */
for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
byte chance = GetIndustrySpec(j)->appear_ingame[_opt.landscape];
/* if appearing chance for this landscape is above 0, this industry can be chosen */
if (chance != 0) {
probability_max += chance;
/* adds the result for this industry */
cumulative_probs[num].ind = j;
cumulative_probs[num++].prob = probability_max;
}
}
/* Find a random type, with maximum being what has been evaluate above*/
rndtype = RandomRange(probability_max);
for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
/* and choose the index of the industry that matches as close as possible this random type */
if (cumulative_probs[j].prob >= rndtype) break;
}
ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
/* Check if it is allowed */
if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
/* try to create 2000 times this industry */
num = 2000;
for (;;) {
ind = CreateNewIndustry(RandomTile(), cumulative_probs[j].ind);
if (ind != NULL) break;
if (--num == 0) return;
}
SetDParam(0, ind_spc->name);
SetDParam(1, ind->town->index);
AddNewsItem(ind_spc->new_industry_text,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_TILE, NT_OPENCLOSE, 0), ind->xy, 0);
}
static void ChangeIndustryProduction(Industry *i)
{
bool only_decrease = false;
StringID str = STR_NULL;
int type = i->type;
const IndustrySpec *indspec = GetIndustrySpec(type);
switch (indspec->life_type) {
case INDUSTRYLIFE_NOT_CLOSABLE:
return;
case INDUSTRYLIFE_PRODUCTION:
/* decrease or increase */
if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _opt.landscape == LT_TEMPERATE)
only_decrease = true;
if (only_decrease || CHANCE16(1, 3)) {
/* If you transport > 60%, 66% chance we increase, else 33% chance we increase */
if (!only_decrease && (i->pct_transported[0] > 153) != CHANCE16(1, 3)) {
/* Increase production */
if (i->prod_level != 0x80) {
byte b;
i->prod_level <<= 1;
b = i->production_rate[0] * 2;
if (i->production_rate[0] >= 128)
b = 0xFF;
i->production_rate[0] = b;
b = i->production_rate[1] * 2;
if (i->production_rate[1] >= 128)
b = 0xFF;
i->production_rate[1] = b;
str = indspec->production_up_text;
}
} else {
/* Decrease production */
if (i->prod_level == 4) {
i->prod_level = 0;
str = indspec->closure_text;
} else {
i->prod_level >>= 1;
i->production_rate[0] = (i->production_rate[0] + 1) >> 1;
i->production_rate[1] = (i->production_rate[1] + 1) >> 1;
str = indspec->production_down_text;
}
}
}
break;
case INDUSTRYLIFE_CLOSABLE:
/* maybe close */
if ( (byte)(_cur_year - i->last_prod_year) >= 5 && CHANCE16(1, 2)) {
i->prod_level = 0;
str = indspec->closure_text;
}
break;
}
if (str != STR_NULL) {
SetDParam(0, i->index);
AddNewsItem(str, NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_TILE, str == indspec->closure_text ? NT_OPENCLOSE : NT_ECONOMY, 0), i->xy + TileDiffXY(1, 1), 0);
}
}
void IndustryMonthlyLoop()
{
Industry *i;
PlayerID old_player = _current_player;
_current_player = OWNER_NONE;
FOR_ALL_INDUSTRIES(i) {
UpdateIndustryStatistics(i);
}
/* 3% chance that we start a new industry */
if (CHANCE16(3, 100)) {
MaybeNewIndustry();
} else if (!_patches.smooth_economy) {
i = GetRandomIndustry();
if (i != NULL) ChangeIndustryProduction(i);
}
_current_player = old_player;
/* production-change */
_industry_sort_dirty = true;
InvalidateWindow(WC_INDUSTRY_DIRECTORY, 0);
}
void InitializeIndustries()
{
CleanPool(&_Industry_pool);
AddBlockToPool(&_Industry_pool);
_total_industries = 0;
_industry_sort_dirty = true;
_industry_sound_tile = 0;
}
extern const TileTypeProcs _tile_type_industry_procs = {
DrawTile_Industry, /* draw_tile_proc */
GetSlopeZ_Industry, /* get_slope_z_proc */
ClearTile_Industry, /* clear_tile_proc */
GetAcceptedCargo_Industry, /* get_accepted_cargo_proc */
GetTileDesc_Industry, /* get_tile_desc_proc */
GetTileTrackStatus_Industry, /* get_tile_track_status_proc */
ClickTile_Industry, /* click_tile_proc */
AnimateTile_Industry, /* animate_tile_proc */
TileLoop_Industry, /* tile_loop_proc */
ChangeTileOwner_Industry, /* change_tile_owner_proc */
GetProducedCargo_Industry, /* get_produced_cargo_proc */
NULL, /* vehicle_enter_tile_proc */
GetSlopeTileh_Industry, /* get_slope_tileh_proc */
};
static const SaveLoad _industry_desc[] = {
SLE_CONDVAR(Industry, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Industry, xy, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(Industry, width, SLE_UINT8),
SLE_VAR(Industry, height, SLE_UINT8),
SLE_REF(Industry, town, REF_TOWN),
SLE_ARR(Industry, produced_cargo, SLE_UINT8, 2),
SLE_ARR(Industry, cargo_waiting, SLE_UINT16, 2),
SLE_ARR(Industry, production_rate, SLE_UINT8, 2),
SLE_ARR(Industry, accepts_cargo, SLE_UINT8, 3),
SLE_VAR(Industry, prod_level, SLE_UINT8),
SLE_ARR(Industry, last_mo_production, SLE_UINT16, 2),
SLE_ARR(Industry, last_mo_transported, SLE_UINT16, 2),
SLE_ARR(Industry, pct_transported, SLE_UINT8, 2),
SLE_ARR(Industry, total_production, SLE_UINT16, 2),
SLE_ARR(Industry, total_transported, SLE_UINT16, 2),
SLE_VAR(Industry, counter, SLE_UINT16),
SLE_VAR(Industry, type, SLE_UINT8),
SLE_VAR(Industry, owner, SLE_UINT8),
SLE_VAR(Industry, random_color, SLE_UINT8),
SLE_CONDVAR(Industry, last_prod_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Industry, last_prod_year, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Industry, was_cargo_delivered, SLE_UINT8),
/* reserve extra space in savegame here. (currently 32 bytes) */
SLE_CONDNULL(32, 2, SL_MAX_VERSION),
SLE_END()
};
static void Save_INDY()
{
Industry *ind;
/* Write the vehicles */
FOR_ALL_INDUSTRIES(ind) {
SlSetArrayIndex(ind->index);
SlObject(ind, _industry_desc);
}
}
static void Load_INDY()
{
int index;
_total_industries = 0;
while ((index = SlIterateArray()) != -1) {
Industry *i;
if (!AddBlockIfNeeded(&_Industry_pool, index))
error("Industries: failed loading savegame: too many industries");
i = GetIndustry(index);
SlObject(i, _industry_desc);
_total_industries++;
}
}
extern const ChunkHandler _industry_chunk_handlers[] = {
{ 'INDY', Save_INDY, Load_INDY, CH_ARRAY | CH_LAST},
};