mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-04 06:00:15 +00:00
2736 lines
92 KiB
C++
2736 lines
92 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file industry_cmd.cpp Handling of industry tiles. */
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#include "stdafx.h"
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#include "clear_map.h"
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#include "industry.h"
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#include "station_base.h"
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#include "train.h"
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#include "viewport_func.h"
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#include "command_func.h"
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#include "town.h"
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#include "news_func.h"
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#include "cheat_type.h"
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#include "genworld.h"
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#include "tree_map.h"
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#include "newgrf_cargo.h"
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#include "newgrf_debug.h"
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#include "newgrf_industrytiles.h"
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#include "autoslope.h"
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#include "water.h"
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#include "strings_func.h"
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#include "window_func.h"
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#include "date_func.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "animated_tile_func.h"
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#include "effectvehicle_func.h"
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#include "effectvehicle_base.h"
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#include "ai/ai.hpp"
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#include "core/pool_func.hpp"
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#include "subsidy_func.h"
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#include "core/backup_type.hpp"
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#include "object_base.h"
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#include "table/strings.h"
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#include "table/industry_land.h"
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#include "table/build_industry.h"
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IndustryPool _industry_pool("Industry");
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INSTANTIATE_POOL_METHODS(Industry)
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void ShowIndustryViewWindow(int industry);
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void BuildOilRig(TileIndex tile);
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static byte _industry_sound_ctr;
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static TileIndex _industry_sound_tile;
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uint16 Industry::counts[NUM_INDUSTRYTYPES];
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IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
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IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
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IndustryBuildData _industry_builder; ///< In-game manager of industries.
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/**
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* This function initialize the spec arrays of both
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* industry and industry tiles.
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* It adjusts the enabling of the industry too, based on climate availability.
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* This will allow for clearer testings
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*/
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void ResetIndustries()
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{
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memset(&_industry_specs, 0, sizeof(_industry_specs));
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memcpy(&_industry_specs, &_origin_industry_specs, sizeof(_origin_industry_specs));
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/* once performed, enable only the current climate industries */
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for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
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_industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
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HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
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}
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memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
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memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
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/* Reset any overrides that have been set. */
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_industile_mngr.ResetOverride();
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_industry_mngr.ResetOverride();
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}
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/**
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* Retrieve the type for this industry. Although it is accessed by a tile,
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* it will return the general type of industry, and not the sprite index
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* as would do GetIndustryGfx.
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* @param tile that is queried
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* @pre IsTileType(tile, MP_INDUSTRY)
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* @return general type for this industry, as defined in industry.h
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*/
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IndustryType GetIndustryType(TileIndex tile)
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{
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assert(IsTileType(tile, MP_INDUSTRY));
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const Industry *ind = Industry::GetByTile(tile);
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assert(ind != NULL);
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return ind->type;
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}
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/**
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* Accessor for array _industry_specs.
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* This will ensure at once : proper access and
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* not allowing modifications of it.
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* @param thistype of industry (which is the index in _industry_specs)
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* @pre thistype < NUM_INDUSTRYTYPES
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* @return a pointer to the corresponding industry spec
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*/
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const IndustrySpec *GetIndustrySpec(IndustryType thistype)
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{
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assert(thistype < NUM_INDUSTRYTYPES);
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return &_industry_specs[thistype];
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}
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/**
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* Accessor for array _industry_tile_specs.
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* This will ensure at once : proper access and
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* not allowing modifications of it.
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* @param gfx of industrytile (which is the index in _industry_tile_specs)
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* @pre gfx < INVALID_INDUSTRYTILE
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* @return a pointer to the corresponding industrytile spec
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*/
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const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
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{
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assert(gfx < INVALID_INDUSTRYTILE);
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return &_industry_tile_specs[gfx];
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}
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Industry::~Industry()
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{
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if (CleaningPool()) return;
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/* Industry can also be destroyed when not fully initialized.
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* This means that we do not have to clear tiles either.
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* Also we must not decrement industry counts in that case. */
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if (this->location.w == 0) return;
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TILE_AREA_LOOP(tile_cur, this->location) {
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if (IsTileType(tile_cur, MP_INDUSTRY)) {
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if (GetIndustryIndex(tile_cur) == this->index) {
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DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur);
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/* MakeWaterKeepingClass() can also handle 'land' */
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MakeWaterKeepingClass(tile_cur, OWNER_NONE);
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}
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} else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
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DeleteOilRig(tile_cur);
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}
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}
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if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
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TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42);
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ta.ClampToMap();
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/* Remove the farmland and convert it to regular tiles over time. */
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TILE_AREA_LOOP(tile_cur, ta) {
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if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
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GetIndustryIndexOfField(tile_cur) == this->index) {
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SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
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}
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}
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}
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/* don't let any disaster vehicle target invalid industry */
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ReleaseDisastersTargetingIndustry(this->index);
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DecIndustryTypeCount(this->type);
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DeleteIndustryNews(this->index);
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DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
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DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
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DeleteSubsidyWith(ST_INDUSTRY, this->index);
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CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
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}
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/**
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* Invalidating some stuff after removing item from the pool.
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* @param index index of deleted item
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*/
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void Industry::PostDestructor(size_t index)
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{
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InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
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Station::RecomputeIndustriesNearForAll();
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}
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/**
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* Return a random valid industry.
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* @return random industry, NULL if there are no industries
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*/
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/* static */ Industry *Industry::GetRandom()
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{
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if (Industry::GetNumItems() == 0) return NULL;
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int num = RandomRange((uint16)Industry::GetNumItems());
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size_t index = MAX_UVALUE(size_t);
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while (num >= 0) {
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num--;
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index++;
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/* Make sure we have a valid industry */
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while (!Industry::IsValidID(index)) {
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index++;
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assert(index < Industry::GetPoolSize());
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}
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}
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return Industry::Get(index);
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}
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static void IndustryDrawSugarMine(const TileInfo *ti)
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{
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if (!IsIndustryCompleted(ti->tile)) return;
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const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
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AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
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if (d->image_2 != 0) {
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AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
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}
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if (d->image_3 != 0) {
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AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
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_drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
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}
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}
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static void IndustryDrawToffeeQuarry(const TileInfo *ti)
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{
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uint8 x = 0;
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if (IsIndustryCompleted(ti->tile)) {
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x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
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if (x == 0xFF) {
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x = 0;
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}
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}
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AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
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AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
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}
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static void IndustryDrawBubbleGenerator( const TileInfo *ti)
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{
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if (IsIndustryCompleted(ti->tile)) {
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AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
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} else {
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AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
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}
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}
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static void IndustryDrawToyFactory(const TileInfo *ti)
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{
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const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
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if (d->image_1 != 0xFF) {
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AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
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}
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if (d->image_2 != 0xFF) {
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AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
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}
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AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
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AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
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}
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static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
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{
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if (IsIndustryCompleted(ti->tile)) {
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uint8 image = GetAnimationFrame(ti->tile);
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if (image != 0 && image < 7) {
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AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
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PAL_NONE,
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_coal_plant_sparks[image - 1].x,
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_coal_plant_sparks[image - 1].y
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);
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}
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}
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}
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typedef void IndustryDrawTileProc(const TileInfo *ti);
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static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
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IndustryDrawSugarMine,
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IndustryDrawToffeeQuarry,
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IndustryDrawBubbleGenerator,
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IndustryDrawToyFactory,
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IndustryDrawCoalPlantSparks,
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};
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static void DrawTile_Industry(TileInfo *ti)
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{
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IndustryGfx gfx = GetIndustryGfx(ti->tile);
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Industry *ind = Industry::GetByTile(ti->tile);
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const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
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/* Retrieve pointer to the draw industry tile struct */
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if (gfx >= NEW_INDUSTRYTILEOFFSET) {
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/* Draw the tile using the specialized method of newgrf industrytile.
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* DrawNewIndustry will return false if ever the resolver could not
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* find any sprite to display. So in this case, we will jump on the
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* substitute gfx instead. */
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if (indts->grf_prop.spritegroup[0] != NULL && DrawNewIndustryTile(ti, ind, gfx, indts)) {
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return;
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} else {
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/* No sprite group (or no valid one) found, meaning no graphics associated.
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* Use the substitute one instead */
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if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
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gfx = indts->grf_prop.subst_id;
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/* And point the industrytile spec accordingly */
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indts = GetIndustryTileSpec(gfx);
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}
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}
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}
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const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
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GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
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GetIndustryConstructionStage(ti->tile))];
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SpriteID image = dits->ground.sprite;
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/* DrawFoundation() modifes ti->z and ti->tileh */
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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/* If the ground sprite is the default flat water sprite, draw also canal/river borders.
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* Do not do this if the tile's WaterClass is 'land'. */
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if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
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DrawWaterClassGround(ti);
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} else {
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DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
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}
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/* If industries are transparent and invisible, do not draw the upper part */
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if (IsInvisibilitySet(TO_INDUSTRIES)) return;
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/* Add industry on top of the ground? */
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image = dits->building.sprite;
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if (image != 0) {
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AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
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ti->x + dits->subtile_x,
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ti->y + dits->subtile_y,
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dits->width,
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dits->height,
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dits->dz,
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ti->z,
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IsTransparencySet(TO_INDUSTRIES));
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if (IsTransparencySet(TO_INDUSTRIES)) return;
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}
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{
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int proc = dits->draw_proc - 1;
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if (proc >= 0) _industry_draw_tile_procs[proc](ti);
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}
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}
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static uint GetSlopeZ_Industry(TileIndex tile, uint x, uint y)
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{
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return GetTileMaxZ(tile);
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}
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static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
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{
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IndustryGfx gfx = GetIndustryGfx(tile);
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/* For NewGRF industry tiles we might not be drawing a foundation. We need to
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* account for this, as other structures should
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* draw the wall of the foundation in this case.
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*/
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if (gfx >= NEW_INDUSTRYTILEOFFSET) {
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const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
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if (indts->grf_prop.spritegroup[0] != NULL && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
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uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
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if (callback_res == 0) return FOUNDATION_NONE;
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}
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}
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return FlatteningFoundation(tileh);
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}
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static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
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{
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IndustryGfx gfx = GetIndustryGfx(tile);
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const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
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/* When we have to use a callback, we put our data in the next two variables */
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CargoID raw_accepts_cargo[lengthof(itspec->accepts_cargo)];
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uint8 raw_cargo_acceptance[lengthof(itspec->acceptance)];
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/* And then these will always point to a same sized array with the required data */
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const CargoID *accepts_cargo = itspec->accepts_cargo;
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const uint8 *cargo_acceptance = itspec->acceptance;
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if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
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uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
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if (res != CALLBACK_FAILED) {
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accepts_cargo = raw_accepts_cargo;
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for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
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}
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}
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if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
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uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
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if (res != CALLBACK_FAILED) {
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cargo_acceptance = raw_cargo_acceptance;
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for (uint i = 0; i < lengthof(itspec->accepts_cargo); i++) raw_cargo_acceptance[i] = GB(res, i * 4, 4);
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}
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}
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const Industry *ind = Industry::GetByTile(tile);
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for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
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CargoID a = accepts_cargo[i];
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if (a == CT_INVALID || cargo_acceptance[i] == 0) continue; // work only with valid cargos
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/* Add accepted cargo */
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acceptance[a] += cargo_acceptance[i];
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/* Maybe set 'always accepted' bit (if it's not set already) */
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if (HasBit(*always_accepted, a)) continue;
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bool accepts = false;
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for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
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/* Test whether the industry itself accepts the cargo type */
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if (ind->accepts_cargo[cargo_index] == a) {
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accepts = true;
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break;
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}
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}
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if (accepts) continue;
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/* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
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SetBit(*always_accepted, a);
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}
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}
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static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
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{
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const Industry *i = Industry::GetByTile(tile);
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const IndustrySpec *is = GetIndustrySpec(i->type);
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td->owner[0] = i->owner;
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td->str = is->name;
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if (!IsIndustryCompleted(tile)) {
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SetDParamX(td->dparam, 0, td->str);
|
|
td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
|
|
}
|
|
|
|
if (is->grf_prop.grffile != NULL) {
|
|
td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName();
|
|
}
|
|
}
|
|
|
|
static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
|
|
{
|
|
Industry *i = Industry::GetByTile(tile);
|
|
const IndustrySpec *indspec = GetIndustrySpec(i->type);
|
|
|
|
/* water can destroy industries
|
|
* in editor you can bulldoze industries
|
|
* with magic_bulldozer cheat you can destroy industries
|
|
* (area around OILRIG is water, so water shouldn't flood it
|
|
*/
|
|
if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
|
|
!_cheats.magic_bulldozer.value) ||
|
|
((flags & DC_AUTO) != 0) ||
|
|
(_current_company == OWNER_WATER &&
|
|
((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
|
|
HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
|
|
SetDParam(1, indspec->name);
|
|
return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
|
|
delete i;
|
|
}
|
|
return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
|
|
}
|
|
|
|
static void TransportIndustryGoods(TileIndex tile)
|
|
{
|
|
Industry *i = Industry::GetByTile(tile);
|
|
const IndustrySpec *indspec = GetIndustrySpec(i->type);
|
|
bool moved_cargo = false;
|
|
|
|
StationFinder stations(i->location);
|
|
|
|
for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
|
|
uint cw = min(i->produced_cargo_waiting[j], 255);
|
|
if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
|
|
i->produced_cargo_waiting[j] -= cw;
|
|
|
|
/* fluctuating economy? */
|
|
if (EconomyIsInRecession()) cw = (cw + 1) / 2;
|
|
|
|
i->this_month_production[j] += cw;
|
|
|
|
uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, stations.GetStations());
|
|
i->this_month_transported[j] += am;
|
|
|
|
moved_cargo |= (am != 0);
|
|
}
|
|
}
|
|
|
|
if (moved_cargo && !StartStopIndustryTileAnimation(i, IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
|
|
uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
|
|
|
|
if (newgfx != INDUSTRYTILE_NOANIM) {
|
|
ResetIndustryConstructionStage(tile);
|
|
SetIndustryCompleted(tile, true);
|
|
SetIndustryGfx(tile, newgfx);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void AnimateTile_Industry(TileIndex tile)
|
|
{
|
|
IndustryGfx gfx = GetIndustryGfx(tile);
|
|
|
|
if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
|
|
AnimateNewIndustryTile(tile);
|
|
return;
|
|
}
|
|
|
|
switch (gfx) {
|
|
case GFX_SUGAR_MINE_SIEVE:
|
|
if ((_tick_counter & 1) == 0) {
|
|
byte m = GetAnimationFrame(tile) + 1;
|
|
|
|
switch (m & 7) {
|
|
case 2: SndPlayTileFx(SND_2D_RIP_2, tile); break;
|
|
case 6: SndPlayTileFx(SND_29_RIP, tile); break;
|
|
}
|
|
|
|
if (m >= 96) {
|
|
m = 0;
|
|
DeleteAnimatedTile(tile);
|
|
}
|
|
SetAnimationFrame(tile, m);
|
|
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
break;
|
|
|
|
case GFX_TOFFEE_QUARY:
|
|
if ((_tick_counter & 3) == 0) {
|
|
byte m = GetAnimationFrame(tile);
|
|
|
|
if (_industry_anim_offs_toffee[m] == 0xFF) {
|
|
SndPlayTileFx(SND_30_CARTOON_SOUND, tile);
|
|
}
|
|
|
|
if (++m >= 70) {
|
|
m = 0;
|
|
DeleteAnimatedTile(tile);
|
|
}
|
|
SetAnimationFrame(tile, m);
|
|
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
break;
|
|
|
|
case GFX_BUBBLE_CATCHER:
|
|
if ((_tick_counter & 1) == 0) {
|
|
byte m = GetAnimationFrame(tile);
|
|
|
|
if (++m >= 40) {
|
|
m = 0;
|
|
DeleteAnimatedTile(tile);
|
|
}
|
|
SetAnimationFrame(tile, m);
|
|
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
break;
|
|
|
|
/* Sparks on a coal plant */
|
|
case GFX_POWERPLANT_SPARKS:
|
|
if ((_tick_counter & 3) == 0) {
|
|
byte m = GetAnimationFrame(tile);
|
|
if (m == 6) {
|
|
SetAnimationFrame(tile, 0);
|
|
DeleteAnimatedTile(tile);
|
|
} else {
|
|
SetAnimationFrame(tile, m + 1);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GFX_TOY_FACTORY:
|
|
if ((_tick_counter & 1) == 0) {
|
|
byte m = GetAnimationFrame(tile) + 1;
|
|
|
|
switch (m) {
|
|
case 1: SndPlayTileFx(SND_2C_MACHINERY, tile); break;
|
|
case 23: SndPlayTileFx(SND_2B_COMEDY_HIT, tile); break;
|
|
case 28: SndPlayTileFx(SND_2A_EXTRACT_AND_POP, tile); break;
|
|
default:
|
|
if (m >= 50) {
|
|
int n = GetIndustryAnimationLoop(tile) + 1;
|
|
m = 0;
|
|
if (n >= 8) {
|
|
n = 0;
|
|
DeleteAnimatedTile(tile);
|
|
}
|
|
SetIndustryAnimationLoop(tile, n);
|
|
}
|
|
}
|
|
|
|
SetAnimationFrame(tile, m);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
break;
|
|
|
|
case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
|
|
case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
|
|
case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
|
|
case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
|
|
if ((_tick_counter & 3) == 0) {
|
|
IndustryGfx gfx = GetIndustryGfx(tile);
|
|
|
|
gfx = (gfx < 155) ? gfx + 1 : 148;
|
|
SetIndustryGfx(tile, gfx);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
break;
|
|
|
|
case GFX_OILWELL_ANIMATED_1:
|
|
case GFX_OILWELL_ANIMATED_2:
|
|
case GFX_OILWELL_ANIMATED_3:
|
|
if ((_tick_counter & 7) == 0) {
|
|
bool b = Chance16(1, 7);
|
|
IndustryGfx gfx = GetIndustryGfx(tile);
|
|
|
|
byte m = GetAnimationFrame(tile) + 1;
|
|
if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
|
|
SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
|
|
SetIndustryConstructionStage(tile, 3);
|
|
DeleteAnimatedTile(tile);
|
|
} else {
|
|
SetAnimationFrame(tile, m);
|
|
SetIndustryGfx(tile, gfx);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GFX_COAL_MINE_TOWER_ANIMATED:
|
|
case GFX_COPPER_MINE_TOWER_ANIMATED:
|
|
case GFX_GOLD_MINE_TOWER_ANIMATED: {
|
|
int state = _tick_counter & 0x7FF;
|
|
|
|
if ((state -= 0x400) < 0) return;
|
|
|
|
if (state < 0x1A0) {
|
|
if (state < 0x20 || state >= 0x180) {
|
|
byte m = GetAnimationFrame(tile);
|
|
if (!(m & 0x40)) {
|
|
SetAnimationFrame(tile, m | 0x40);
|
|
SndPlayTileFx(SND_0B_MINING_MACHINERY, tile);
|
|
}
|
|
if (state & 7) return;
|
|
} else {
|
|
if (state & 3) return;
|
|
}
|
|
byte m = (GetAnimationFrame(tile) + 1) | 0x40;
|
|
if (m > 0xC2) m = 0xC0;
|
|
SetAnimationFrame(tile, m);
|
|
MarkTileDirtyByTile(tile);
|
|
} else if (state >= 0x200 && state < 0x3A0) {
|
|
int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
|
|
if (state & i) return;
|
|
|
|
byte m = (GetAnimationFrame(tile) & 0xBF) - 1;
|
|
if (m < 0x80) m = 0x82;
|
|
SetAnimationFrame(tile, m);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void CreateChimneySmoke(TileIndex tile)
|
|
{
|
|
uint x = TileX(tile) * TILE_SIZE;
|
|
uint y = TileY(tile) * TILE_SIZE;
|
|
uint z = GetTileMaxZ(tile);
|
|
|
|
CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
|
|
}
|
|
|
|
static void MakeIndustryTileBigger(TileIndex tile)
|
|
{
|
|
byte cnt = GetIndustryConstructionCounter(tile) + 1;
|
|
if (cnt != 4) {
|
|
SetIndustryConstructionCounter(tile, cnt);
|
|
return;
|
|
}
|
|
|
|
byte stage = GetIndustryConstructionStage(tile) + 1;
|
|
SetIndustryConstructionCounter(tile, 0);
|
|
SetIndustryConstructionStage(tile, stage);
|
|
StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
|
|
if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile, true);
|
|
|
|
MarkTileDirtyByTile(tile);
|
|
|
|
if (!IsIndustryCompleted(tile)) return;
|
|
|
|
IndustryGfx gfx = GetIndustryGfx(tile);
|
|
if (gfx >= NEW_INDUSTRYTILEOFFSET) {
|
|
/* New industries are already animated on construction. */
|
|
return;
|
|
}
|
|
|
|
switch (gfx) {
|
|
case GFX_POWERPLANT_CHIMNEY:
|
|
CreateChimneySmoke(tile);
|
|
break;
|
|
|
|
case GFX_OILRIG_1: {
|
|
/* Do not require an industry tile to be after the first two GFX_OILRIG_1
|
|
* tiles (like the default oil rig). Do a proper check to ensure the
|
|
* tiles belong to the same industry and based on that build the oil rig's
|
|
* station. */
|
|
TileIndex other = tile + TileDiffXY(0, 1);
|
|
|
|
if (IsTileType(other, MP_INDUSTRY) &&
|
|
GetIndustryGfx(other) == GFX_OILRIG_1 &&
|
|
GetIndustryIndex(tile) == GetIndustryIndex(other)) {
|
|
BuildOilRig(tile);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case GFX_TOY_FACTORY:
|
|
case GFX_BUBBLE_CATCHER:
|
|
case GFX_TOFFEE_QUARY:
|
|
SetAnimationFrame(tile, 0);
|
|
SetIndustryAnimationLoop(tile, 0);
|
|
break;
|
|
|
|
case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
|
|
case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
|
|
case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
|
|
case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
|
|
AddAnimatedTile(tile);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
|
|
{
|
|
static const int8 _bubble_spawn_location[3][4] = {
|
|
{ 11, 0, -4, -14 },
|
|
{ -4, -10, -4, 1 },
|
|
{ 49, 59, 60, 65 },
|
|
};
|
|
|
|
SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
|
|
|
|
int dir = Random() & 3;
|
|
|
|
EffectVehicle *v = CreateEffectVehicleAbove(
|
|
TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
|
|
TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
|
|
_bubble_spawn_location[2][dir],
|
|
EV_BUBBLE
|
|
);
|
|
|
|
if (v != NULL) v->animation_substate = dir;
|
|
}
|
|
|
|
static void TileLoop_Industry(TileIndex tile)
|
|
{
|
|
if (IsTileOnWater(tile)) TileLoop_Water(tile);
|
|
|
|
/* Normally this doesn't happen, but if an industry NewGRF is removed
|
|
* an industry that was previously build on water can now be flooded.
|
|
* If this happens the tile is no longer an industry tile after
|
|
* returning from TileLoop_Water. */
|
|
if (!IsTileType(tile, MP_INDUSTRY)) return;
|
|
|
|
TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
|
|
|
|
if (!IsIndustryCompleted(tile)) {
|
|
MakeIndustryTileBigger(tile);
|
|
return;
|
|
}
|
|
|
|
if (_game_mode == GM_EDITOR) return;
|
|
|
|
TransportIndustryGoods(tile);
|
|
|
|
if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
|
|
|
|
IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
|
|
if (newgfx != INDUSTRYTILE_NOANIM) {
|
|
ResetIndustryConstructionStage(tile);
|
|
SetIndustryGfx(tile, newgfx);
|
|
MarkTileDirtyByTile(tile);
|
|
return;
|
|
}
|
|
|
|
IndustryGfx gfx = GetIndustryGfx(tile);
|
|
switch (gfx) {
|
|
case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
|
|
case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
|
|
case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
|
|
if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
|
|
switch (gfx) {
|
|
case GFX_COAL_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COAL_MINE_TOWER_ANIMATED; break;
|
|
case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
|
|
case GFX_GOLD_MINE_TOWER_NOT_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_ANIMATED; break;
|
|
}
|
|
SetIndustryGfx(tile, gfx);
|
|
SetAnimationFrame(tile, 0x80);
|
|
AddAnimatedTile(tile);
|
|
}
|
|
break;
|
|
|
|
case GFX_OILWELL_NOT_ANIMATED:
|
|
if (Chance16(1, 6)) {
|
|
SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
|
|
SetAnimationFrame(tile, 0);
|
|
AddAnimatedTile(tile);
|
|
}
|
|
break;
|
|
|
|
case GFX_COAL_MINE_TOWER_ANIMATED:
|
|
case GFX_COPPER_MINE_TOWER_ANIMATED:
|
|
case GFX_GOLD_MINE_TOWER_ANIMATED:
|
|
if (!(_tick_counter & 0x400)) {
|
|
switch (gfx) {
|
|
case GFX_COAL_MINE_TOWER_ANIMATED: gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED; break;
|
|
case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
|
|
case GFX_GOLD_MINE_TOWER_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED; break;
|
|
}
|
|
SetIndustryGfx(tile, gfx);
|
|
SetIndustryCompleted(tile, true);
|
|
SetIndustryConstructionStage(tile, 3);
|
|
DeleteAnimatedTile(tile);
|
|
}
|
|
break;
|
|
|
|
case GFX_POWERPLANT_SPARKS:
|
|
if (Chance16(1, 3)) {
|
|
SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
|
|
AddAnimatedTile(tile);
|
|
}
|
|
break;
|
|
|
|
case GFX_COPPER_MINE_CHIMNEY:
|
|
CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_SMOKE);
|
|
break;
|
|
|
|
|
|
case GFX_TOY_FACTORY: {
|
|
Industry *i = Industry::GetByTile(tile);
|
|
if (i->was_cargo_delivered) {
|
|
i->was_cargo_delivered = false;
|
|
SetIndustryAnimationLoop(tile, 0);
|
|
AddAnimatedTile(tile);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GFX_BUBBLE_GENERATOR:
|
|
TileLoopIndustry_BubbleGenerator(tile);
|
|
break;
|
|
|
|
case GFX_TOFFEE_QUARY:
|
|
AddAnimatedTile(tile);
|
|
break;
|
|
|
|
case GFX_SUGAR_MINE_SIEVE:
|
|
if (Chance16(1, 3)) AddAnimatedTile(tile);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static bool ClickTile_Industry(TileIndex tile)
|
|
{
|
|
ShowIndustryViewWindow(GetIndustryIndex(tile));
|
|
return true;
|
|
}
|
|
|
|
static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
|
|
{
|
|
/* If the founder merges, the industry was created by the merged company */
|
|
Industry *i = Industry::GetByTile(tile);
|
|
if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
|
|
}
|
|
|
|
static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
|
|
|
|
static bool IsBadFarmFieldTile(TileIndex tile)
|
|
{
|
|
switch (GetTileType(tile)) {
|
|
case MP_CLEAR: return IsClearGround(tile, CLEAR_FIELDS) || IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
|
|
case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
|
|
default: return true;
|
|
}
|
|
}
|
|
|
|
static bool IsBadFarmFieldTile2(TileIndex tile)
|
|
{
|
|
switch (GetTileType(tile)) {
|
|
case MP_CLEAR: return IsClearGround(tile, CLEAR_SNOW) || IsClearGround(tile, CLEAR_DESERT);
|
|
case MP_TREES: return (GetTreeGround(tile) == TREE_GROUND_SHORE);
|
|
default: return true;
|
|
}
|
|
}
|
|
|
|
static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direction)
|
|
{
|
|
do {
|
|
tile = TILE_MASK(tile);
|
|
|
|
if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
|
|
byte or_ = type;
|
|
|
|
if (or_ == 1 && Chance16(1, 7)) or_ = 2;
|
|
|
|
if (direction == AXIS_X) {
|
|
SetFenceSE(tile, or_);
|
|
} else {
|
|
SetFenceSW(tile, or_);
|
|
}
|
|
}
|
|
|
|
tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
|
|
} while (--size);
|
|
}
|
|
|
|
static void PlantFarmField(TileIndex tile, IndustryID industry)
|
|
{
|
|
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
|
|
if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine()) return;
|
|
}
|
|
|
|
/* determine field size */
|
|
uint32 r = (Random() & 0x303) + 0x404;
|
|
if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
|
|
uint size_x = GB(r, 0, 8);
|
|
uint size_y = GB(r, 8, 8);
|
|
|
|
TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
|
|
ta.ClampToMap();
|
|
|
|
if (ta.w == 0 || ta.h == 0) return;
|
|
|
|
/* check the amount of bad tiles */
|
|
int count = 0;
|
|
TILE_AREA_LOOP(cur_tile, ta) {
|
|
assert(cur_tile < MapSize());
|
|
count += IsBadFarmFieldTile(cur_tile);
|
|
}
|
|
if (count * 2 >= ta.w * ta.h) return;
|
|
|
|
/* determine type of field */
|
|
r = Random();
|
|
uint counter = GB(r, 5, 3);
|
|
uint field_type = GB(r, 8, 8) * 9 >> 8;
|
|
|
|
/* make field */
|
|
TILE_AREA_LOOP(cur_tile, ta) {
|
|
assert(cur_tile < MapSize());
|
|
if (!IsBadFarmFieldTile2(cur_tile)) {
|
|
MakeField(cur_tile, field_type, industry);
|
|
SetClearCounter(cur_tile, counter);
|
|
MarkTileDirtyByTile(cur_tile);
|
|
}
|
|
}
|
|
|
|
int type = 3;
|
|
if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
|
|
type = _plantfarmfield_type[Random() & 0xF];
|
|
}
|
|
|
|
SetupFarmFieldFence(ta.tile - TileDiffXY(1, 0), ta.h, type, AXIS_Y);
|
|
SetupFarmFieldFence(ta.tile - TileDiffXY(0, 1), ta.w, type, AXIS_X);
|
|
SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y);
|
|
SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X);
|
|
}
|
|
|
|
void PlantRandomFarmField(const Industry *i)
|
|
{
|
|
int x = i->location.w / 2 + Random() % 31 - 16;
|
|
int y = i->location.h / 2 + Random() % 31 - 16;
|
|
|
|
TileIndex tile = TileAddWrap(i->location.tile, x, y);
|
|
|
|
if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
|
|
}
|
|
|
|
/**
|
|
* Search callback function for ChopLumberMillTrees
|
|
* @param tile to test
|
|
* @param user_data that is passed by the caller. In this case, nothing
|
|
* @return the result of the test
|
|
*/
|
|
static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
|
|
{
|
|
if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { ///< 3 and up means all fully grown trees
|
|
/* found a tree */
|
|
|
|
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
|
|
|
|
_industry_sound_ctr = 1;
|
|
_industry_sound_tile = tile;
|
|
SndPlayTileFx(SND_38_CHAINSAW, tile);
|
|
|
|
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
|
|
|
cur_company.Restore();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Perform a circular search around the Lumber Mill in order to find trees to cut
|
|
* @param i industry
|
|
*/
|
|
static void ChopLumberMillTrees(Industry *i)
|
|
{
|
|
TileIndex tile = i->location.tile;
|
|
|
|
if (!IsIndustryCompleted(tile)) return; // Can't proceed if not completed.
|
|
|
|
if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, NULL)) { // 40x40 tiles to search.
|
|
i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo.
|
|
}
|
|
}
|
|
|
|
static void ProduceIndustryGoods(Industry *i)
|
|
{
|
|
const IndustrySpec *indsp = GetIndustrySpec(i->type);
|
|
|
|
/* play a sound? */
|
|
if ((i->counter & 0x3F) == 0) {
|
|
uint32 r;
|
|
uint num;
|
|
if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
|
|
SndPlayTileFx(
|
|
(SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
|
|
i->location.tile);
|
|
}
|
|
}
|
|
|
|
i->counter--;
|
|
|
|
/* produce some cargo */
|
|
if ((i->counter & 0xFF) == 0) {
|
|
if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
|
|
|
|
IndustryBehaviour indbehav = indsp->behaviour;
|
|
i->produced_cargo_waiting[0] = min(0xffff, i->produced_cargo_waiting[0] + i->production_rate[0]);
|
|
i->produced_cargo_waiting[1] = min(0xffff, i->produced_cargo_waiting[1] + i->production_rate[1]);
|
|
|
|
if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
|
|
bool plant;
|
|
if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
|
|
plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile) != 0);
|
|
} else {
|
|
plant = Chance16(1, 8);
|
|
}
|
|
|
|
if (plant) PlantRandomFarmField(i);
|
|
}
|
|
if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
|
|
bool cut = ((i->counter & 0x1FF) == 0);
|
|
if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
|
|
cut = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, 0, 1, i, i->type, i->location.tile) != 0);
|
|
}
|
|
|
|
if (cut) ChopLumberMillTrees(i);
|
|
}
|
|
|
|
TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
|
|
StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
|
|
}
|
|
}
|
|
|
|
void OnTick_Industry()
|
|
{
|
|
if (_industry_sound_ctr != 0) {
|
|
_industry_sound_ctr++;
|
|
|
|
if (_industry_sound_ctr == 75) {
|
|
SndPlayTileFx(SND_37_BALLOON_SQUEAK, _industry_sound_tile);
|
|
} else if (_industry_sound_ctr == 160) {
|
|
_industry_sound_ctr = 0;
|
|
SndPlayTileFx(SND_36_CARTOON_CRASH, _industry_sound_tile);
|
|
}
|
|
}
|
|
|
|
if (_game_mode == GM_EDITOR) return;
|
|
|
|
Industry *i;
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
ProduceIndustryGoods(i);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Check the conditions of #CHECK_NOTHING (Always succeeds).
|
|
* @param tile %Tile to perform the checking.
|
|
* @return Succeeded or failed command.
|
|
*/
|
|
static CommandCost CheckNewIndustry_NULL(TileIndex tile)
|
|
{
|
|
return CommandCost();
|
|
}
|
|
|
|
/**
|
|
* Check the conditions of #CHECK_FOREST (Industry should be build above snow-line in arctic climate).
|
|
* @param tile %Tile to perform the checking.
|
|
* @return Succeeded or failed command.
|
|
*/
|
|
static CommandCost CheckNewIndustry_Forest(TileIndex tile)
|
|
{
|
|
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
|
|
if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
|
|
return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
|
|
}
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/**
|
|
* Check the conditions of #CHECK_REFINERY (Industry should be positioned near edge of the map).
|
|
* @param tile %Tile to perform the checking.
|
|
* @return Succeeded or failed command.
|
|
*/
|
|
static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
|
|
{
|
|
if (_game_mode == GM_EDITOR) return CommandCost();
|
|
if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
|
|
|
|
return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
|
|
}
|
|
|
|
extern bool _ignore_restrictions;
|
|
|
|
/**
|
|
* Check the conditions of #CHECK_OIL_RIG (Industries at sea should be positioned near edge of the map).
|
|
* @param tile %Tile to perform the checking.
|
|
* @return Succeeded or failed command.
|
|
*/
|
|
static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
|
|
{
|
|
if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
|
|
if (TileHeight(tile) == 0 &&
|
|
DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return CommandCost();
|
|
|
|
return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
|
|
}
|
|
|
|
/**
|
|
* Check the conditions of #CHECK_FARM (Industry should be below snow-line in arctic).
|
|
* @param tile %Tile to perform the checking.
|
|
* @return Succeeded or failed command.
|
|
*/
|
|
static CommandCost CheckNewIndustry_Farm(TileIndex tile)
|
|
{
|
|
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
|
|
if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
|
|
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
|
|
}
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/**
|
|
* Check the conditions of #CHECK_PLANTATION (Industry should NOT be in the desert).
|
|
* @param tile %Tile to perform the checking.
|
|
* @return Succeeded or failed command.
|
|
*/
|
|
static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
|
|
{
|
|
if (GetTropicZone(tile) == TROPICZONE_DESERT) {
|
|
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/**
|
|
* Check the conditions of #CHECK_WATER (Industry should be in the desert).
|
|
* @param tile %Tile to perform the checking.
|
|
* @return Succeeded or failed command.
|
|
*/
|
|
static CommandCost CheckNewIndustry_Water(TileIndex tile)
|
|
{
|
|
if (GetTropicZone(tile) != TROPICZONE_DESERT) {
|
|
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/**
|
|
* Check the conditions of #CHECK_LUMBERMILL (Industry should be in the rain forest).
|
|
* @param tile %Tile to perform the checking.
|
|
* @return Succeeded or failed command.
|
|
*/
|
|
static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
|
|
{
|
|
if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
|
|
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/**
|
|
* Check the conditions of #CHECK_BUBBLEGEN (Industry should be in low land).
|
|
* @param tile %Tile to perform the checking.
|
|
* @return Succeeded or failed command.
|
|
*/
|
|
static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
|
|
{
|
|
if (GetTileZ(tile) > TILE_HEIGHT * 4) {
|
|
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/**
|
|
* Industrytype check function signature.
|
|
* @param tile %Tile to check.
|
|
* @return Succeeded or failed command.
|
|
*/
|
|
typedef CommandCost CheckNewIndustryProc(TileIndex tile);
|
|
|
|
/** Check functions for different types of industry. */
|
|
static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
|
|
CheckNewIndustry_NULL, ///< CHECK_NOTHING
|
|
CheckNewIndustry_Forest, ///< CHECK_FOREST
|
|
CheckNewIndustry_OilRefinery, ///< CHECK_REFINERY
|
|
CheckNewIndustry_Farm, ///< CHECK_FARM
|
|
CheckNewIndustry_Plantation, ///< CHECK_PLANTATION
|
|
CheckNewIndustry_Water, ///< CHECK_WATER
|
|
CheckNewIndustry_Lumbermill, ///< CHECK_LUMBERMILL
|
|
CheckNewIndustry_BubbleGen, ///< CHECK_BUBBLEGEN
|
|
CheckNewIndustry_OilRig, ///< CHECK_OIL_RIG
|
|
};
|
|
|
|
/**
|
|
* Find a town for the industry, while checking for multiple industries in the same town.
|
|
* @param tile Position of the industry to build.
|
|
* @param type Industry type.
|
|
* @param [out] town Pointer to return town for the new industry, \c NULL is written if no good town can be found.
|
|
* @return Succeeded or failed command.
|
|
*
|
|
* @precond \c *t != NULL
|
|
* @postcon \c *t points to a town on success, and \c NULL on failure.
|
|
*/
|
|
static CommandCost FindTownForIndustry(TileIndex tile, int type, const Town **t)
|
|
{
|
|
*t = ClosestTownFromTile(tile, UINT_MAX);
|
|
|
|
if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
|
|
|
|
const Industry *i;
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
if (i->type == (byte)type && i->town == *t) {
|
|
*t = NULL;
|
|
return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
|
|
}
|
|
}
|
|
|
|
return CommandCost();
|
|
}
|
|
|
|
bool IsSlopeRefused(Slope current, Slope refused)
|
|
{
|
|
if (IsSteepSlope(current)) return true;
|
|
if (current != SLOPE_FLAT) {
|
|
if (IsSteepSlope(refused)) return true;
|
|
|
|
Slope t = ComplementSlope(current);
|
|
|
|
if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
|
|
if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
|
|
if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
|
|
if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Are the tiles of the industry free?
|
|
* @param tile Position to check.
|
|
* @param it Industry tiles table.
|
|
* @param itspec_index The index of the itsepc to build/fund
|
|
* @param type Type of the industry.
|
|
* @param initial_random_bits The random bits the industry is going to have after construction.
|
|
* @param founder Industry founder
|
|
* @param creation_type The circumstances the industry is created under.
|
|
* @param [out] custom_shape_check Perform custom check for the site.
|
|
* @return Failed or succeeded command.
|
|
*/
|
|
static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check = NULL)
|
|
{
|
|
bool refused_slope = false;
|
|
bool custom_shape = false;
|
|
|
|
do {
|
|
IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
|
|
TileIndex cur_tile = TileAddWrap(tile, it->ti.x, it->ti.y);
|
|
|
|
if (!IsValidTile(cur_tile)) {
|
|
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
|
|
}
|
|
|
|
if (gfx == GFX_WATERTILE_SPECIALCHECK) {
|
|
if (!IsTileType(cur_tile, MP_WATER) ||
|
|
GetTileSlope(cur_tile, NULL) != SLOPE_FLAT) {
|
|
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
|
|
}
|
|
} else {
|
|
CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
|
|
if (ret.Failed()) return ret;
|
|
if (MayHaveBridgeAbove(cur_tile) && IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
|
|
|
|
const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
|
|
|
|
IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
|
|
|
|
/* Perform land/water check if not disabled */
|
|
if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
|
|
|
|
if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
|
|
custom_shape = true;
|
|
CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type);
|
|
if (ret.Failed()) return ret;
|
|
} else {
|
|
Slope tileh = GetTileSlope(cur_tile, NULL);
|
|
refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
|
|
}
|
|
|
|
if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
|
|
((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
|
|
if (!IsTileType(cur_tile, MP_HOUSE)) {
|
|
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
|
|
}
|
|
|
|
/* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
|
|
Backup<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->population < 1200) {
|
|
return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
|
|
}
|
|
|
|
if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
|
|
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
|
|
}
|
|
|
|
return CommandCost();
|
|
}
|
|
|
|
static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
|
|
{
|
|
/* Check if we don't leave the map */
|
|
if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
|
|
|
|
TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
|
|
TILE_AREA_LOOP(tile_walk, ta) {
|
|
uint curh = TileHeight(tile_walk);
|
|
/* Is the tile clear? */
|
|
if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
|
|
|
|
/* Don't allow too big of a change if this is the sub-tile check */
|
|
if (internal != 0 && Delta(curh, height) > 1) return false;
|
|
|
|
/* Different height, so the surrounding tiles of this tile
|
|
* has to be correct too (in level, or almost in level)
|
|
* else you get a chain-reaction of terraforming. */
|
|
if (internal == 0 && curh != height) {
|
|
if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* This function tries to flatten out the land below an industry, without
|
|
* damaging the surroundings too much.
|
|
*/
|
|
static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileTable *it, int type)
|
|
{
|
|
const int MKEND = -0x80; // used for last element in an IndustryTileTable (see build_industry.h)
|
|
int max_x = 0;
|
|
int max_y = 0;
|
|
|
|
/* Finds dimensions of largest variant of this industry */
|
|
do {
|
|
if (it->gfx == 0xFF) continue; // FF been a marquer for a check on clear water, skip it
|
|
if (it->ti.x > max_x) max_x = it->ti.x;
|
|
if (it->ti.y > max_y) max_y = it->ti.y;
|
|
} while ((++it)->ti.x != MKEND);
|
|
|
|
/* Remember level height */
|
|
uint h = TileHeight(tile);
|
|
|
|
if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
|
|
/* Check that all tiles in area and surrounding are clear
|
|
* this determines that there are no obstructing items */
|
|
|
|
TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
|
|
max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
|
|
|
|
if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
|
|
|
|
/* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
|
|
* Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
|
|
Backup<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;
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
/* Within 14 tiles from another industry is considered close */
|
|
if (DistanceMax(tile, i->location.tile) > 14) continue;
|
|
|
|
/* check if there are any conflicting industry types around */
|
|
if (i->type == indspec->conflicting[0] ||
|
|
i->type == indspec->conflicting[1] ||
|
|
i->type == indspec->conflicting[2]) {
|
|
return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
|
|
}
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/**
|
|
* Put an industry on the map.
|
|
* @param i Just allocated poolitem, mostly empty.
|
|
* @param tile North tile of the industry.
|
|
* @param type Type of the industry.
|
|
* @param it Industrylayout to build.
|
|
* @param layout Number of the layout.
|
|
* @param t Nearest town.
|
|
* @param founder Founder of the industry; OWNER_NONE in case of random construction.
|
|
* @param initial_random_bits Random bits for the industry.
|
|
*/
|
|
static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, const Town *t, Owner founder, uint16 initial_random_bits)
|
|
{
|
|
const IndustrySpec *indspec = GetIndustrySpec(type);
|
|
|
|
i->location = TileArea(tile, 1, 1);
|
|
i->type = type;
|
|
Industry::IncIndustryTypeCount(type);
|
|
|
|
i->produced_cargo[0] = indspec->produced_cargo[0];
|
|
i->produced_cargo[1] = indspec->produced_cargo[1];
|
|
i->accepts_cargo[0] = indspec->accepts_cargo[0];
|
|
i->accepts_cargo[1] = indspec->accepts_cargo[1];
|
|
i->accepts_cargo[2] = indspec->accepts_cargo[2];
|
|
i->production_rate[0] = indspec->production_rate[0];
|
|
i->production_rate[1] = indspec->production_rate[1];
|
|
|
|
/* don't use smooth economy for industries using production related callbacks */
|
|
if (indspec->UsesSmoothEconomy()) {
|
|
i->production_rate[0] = min((RandomRange(256) + 128) * i->production_rate[0] >> 8, 255);
|
|
i->production_rate[1] = min((RandomRange(256) + 128) * i->production_rate[1] >> 8, 255);
|
|
}
|
|
|
|
i->town = t;
|
|
i->owner = OWNER_NONE;
|
|
|
|
uint16 r = Random();
|
|
i->random_colour = GB(r, 0, 4);
|
|
i->counter = GB(r, 4, 12);
|
|
i->random = initial_random_bits;
|
|
i->produced_cargo_waiting[0] = 0;
|
|
i->produced_cargo_waiting[1] = 0;
|
|
i->incoming_cargo_waiting[0] = 0;
|
|
i->incoming_cargo_waiting[1] = 0;
|
|
i->incoming_cargo_waiting[2] = 0;
|
|
i->this_month_production[0] = 0;
|
|
i->this_month_production[1] = 0;
|
|
i->this_month_transported[0] = 0;
|
|
i->this_month_transported[1] = 0;
|
|
i->last_month_pct_transported[0] = 0;
|
|
i->last_month_pct_transported[1] = 0;
|
|
i->last_month_transported[0] = 0;
|
|
i->last_month_transported[1] = 0;
|
|
i->was_cargo_delivered = false;
|
|
i->last_prod_year = _cur_year;
|
|
i->last_month_production[0] = i->production_rate[0] * 8;
|
|
i->last_month_production[1] = i->production_rate[1] * 8;
|
|
i->founder = founder;
|
|
|
|
i->construction_date = _date;
|
|
i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
|
|
(_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
|
|
|
|
/* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
|
|
* 0 = created prior of newindustries
|
|
* else, chosen layout + 1 */
|
|
i->selected_layout = layout + 1;
|
|
|
|
if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
|
|
|
|
i->prod_level = PRODLEVEL_DEFAULT;
|
|
|
|
/* Call callbacks after the regular fields got initialised. */
|
|
|
|
if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
|
|
uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
|
|
if (res != CALLBACK_FAILED) i->random_colour = GB(res, 0, 4);
|
|
}
|
|
|
|
if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
|
|
for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
|
|
for (uint j = 0; j < lengthof(i->accepts_cargo); j++) {
|
|
uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
|
|
if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
|
|
i->accepts_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
|
|
}
|
|
}
|
|
|
|
if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
|
|
for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
|
|
for (uint j = 0; j < lengthof(i->produced_cargo); j++) {
|
|
uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
|
|
if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
|
|
i->produced_cargo[j] = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
|
|
}
|
|
}
|
|
|
|
/* Plant the tiles */
|
|
|
|
do {
|
|
TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
|
|
|
|
if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
|
|
i->location.Add(cur_tile);
|
|
|
|
WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
|
|
|
|
DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
|
|
|
|
MakeIndustry(cur_tile, i->index, it->gfx, Random(), wc);
|
|
|
|
if (_generating_world) {
|
|
SetIndustryConstructionCounter(cur_tile, 3);
|
|
SetIndustryConstructionStage(cur_tile, 2);
|
|
}
|
|
|
|
/* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
|
|
IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it->gfx);
|
|
const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
|
|
if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
|
|
}
|
|
} while ((++it)->ti.x != -0x80);
|
|
|
|
if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
|
|
for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
|
|
}
|
|
InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, 0);
|
|
|
|
Station::RecomputeIndustriesNearForAll();
|
|
}
|
|
|
|
/**
|
|
* Helper function for Build/Fund an industry
|
|
* @param tile tile where industry is built
|
|
* @param type of industry to build
|
|
* @param flags of operations to conduct
|
|
* @param indspec pointer to industry specifications
|
|
* @param itspec_index the index of the itsepc to build/fund
|
|
* @param seed random seed (possibly) used by industries
|
|
* @param initial_random_bits The random bits the industry is going to have after construction.
|
|
* @param founder Founder of the industry
|
|
* @param creation_type The circumstances the industry is created under.
|
|
* @param [out] ip Pointer to store newly created industry.
|
|
* @return Succeeded or failed command.
|
|
*
|
|
* @post \c *ip contains the newly created industry if all checks are successful and the \a flags request actual creation, else it contains \c NULL afterwards.
|
|
*/
|
|
static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
|
|
{
|
|
assert(itspec_index < indspec->num_table);
|
|
const IndustryTileTable *it = indspec->table[itspec_index];
|
|
bool custom_shape_check = false;
|
|
|
|
*ip = NULL;
|
|
|
|
SmallVector<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;
|
|
|
|
const Town *t = NULL;
|
|
ret = FindTownForIndustry(tile, type, &t);
|
|
if (ret.Failed()) return ret;
|
|
assert(t != NULL);
|
|
|
|
ret = CheckIfIndustryIsAllowed(tile, type, t);
|
|
if (ret.Failed()) return ret;
|
|
|
|
if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES);
|
|
|
|
if (flags & DC_EXEC) {
|
|
*ip = new Industry(tile);
|
|
if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
|
|
DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
|
|
}
|
|
|
|
return CommandCost();
|
|
}
|
|
|
|
/**
|
|
* Build/Fund an industry
|
|
* @param tile tile where industry is built
|
|
* @param flags of operations to conduct
|
|
* @param p1 various bitstuffed elements
|
|
* - p1 = (bit 0 - 7) - industry type see build_industry.h and see industry.h
|
|
* - p1 = (bit 8 - 15) - first layout to try
|
|
* @param p2 seed to use for desyncfree randomisations
|
|
* @param text unused
|
|
* @return the cost of this operation or an error
|
|
*/
|
|
CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
|
|
{
|
|
IndustryType it = GB(p1, 0, 8);
|
|
if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
|
|
|
|
const IndustrySpec *indspec = GetIndustrySpec(it);
|
|
|
|
/* Check if the to-be built/founded industry is available for this climate. */
|
|
if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR;
|
|
|
|
/* If the setting for raw-material industries is not on, you cannot build raw-material industries.
|
|
* Raw material industries are industries that do not accept cargo (at least for now) */
|
|
if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (_game_mode != GM_EDITOR && !CheckIfCallBackAllowsAvailability(it, IACT_USERCREATION)) {
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
Randomizer randomizer;
|
|
randomizer.SetSeed(p2);
|
|
uint16 random_initial_bits = GB(p2, 0, 16);
|
|
uint32 random_var8f = randomizer.Next();
|
|
int num_layouts = indspec->num_table;
|
|
CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
|
|
|
|
Industry *ind = NULL;
|
|
if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
|
|
if (flags & DC_EXEC) {
|
|
/* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
|
|
Backup<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 (Random() <= indspec->prospecting_chance) {
|
|
for (int i = 0; i < 5000; i++) {
|
|
/* We should not have more than one Random() in a function call
|
|
* because parameter evaluation order is not guaranteed in the c++ standard
|
|
*/
|
|
tile = RandomTile();
|
|
/* Start with a random layout */
|
|
int layout = RandomRange(num_layouts);
|
|
/* Check now each layout, starting with the random one */
|
|
for (int j = 0; j < num_layouts; j++) {
|
|
layout = (layout + 1) % num_layouts;
|
|
ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind);
|
|
if (ret.Succeeded()) break;
|
|
}
|
|
if (ret.Succeeded()) break;
|
|
}
|
|
}
|
|
cur_company.Restore();
|
|
}
|
|
} else {
|
|
int layout = GB(p1, 8, 8);
|
|
if (layout >= num_layouts) return CMD_ERROR;
|
|
|
|
/* Check subsequently each layout, starting with the given layout in p1 */
|
|
for (int i = 0; i < num_layouts; i++) {
|
|
layout = (layout + 1) % num_layouts;
|
|
ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind);
|
|
if (ret.Succeeded()) break;
|
|
}
|
|
|
|
/* If it still failed, there's no suitable layout to build here, return the error */
|
|
if (ret.Failed()) return ret;
|
|
}
|
|
|
|
if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) {
|
|
/* Created a new industry in-game, advertise the event. */
|
|
SetDParam(0, indspec->name);
|
|
if (indspec->new_industry_text > STR_LAST_STRINGID) {
|
|
SetDParam(1, STR_TOWN_NAME);
|
|
SetDParam(2, ind->town->index);
|
|
} else {
|
|
SetDParam(1, ind->town->index);
|
|
}
|
|
AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
|
|
AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
|
|
}
|
|
|
|
return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
|
|
}
|
|
|
|
|
|
/**
|
|
* Create a new industry of random layout.
|
|
* @param tile The location to build the industry.
|
|
* @param type The industry type to build.
|
|
* @param creation_type The circumstances the industry is created under.
|
|
* @return the created industry or NULL if it failed.
|
|
*/
|
|
static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
|
|
{
|
|
const IndustrySpec *indspec = GetIndustrySpec(type);
|
|
|
|
uint32 seed = Random();
|
|
uint32 seed2 = Random();
|
|
Industry *i = NULL;
|
|
CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
|
|
assert(i != NULL || ret.Failed());
|
|
return i;
|
|
}
|
|
|
|
/**
|
|
* Compute the appearance probability for an industry during map creation.
|
|
* @param it Industry type to compute.
|
|
* @param [out] force_at_least_one Returns whether at least one instance should be forced on map creation.
|
|
* @return Relative probability for the industry to appear.
|
|
*/
|
|
static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
|
|
{
|
|
const IndustrySpec *ind_spc = GetIndustrySpec(it);
|
|
uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
|
|
if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
|
|
!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) ||
|
|
(_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY)) {
|
|
*force_at_least_one = false;
|
|
return 0;
|
|
} else {
|
|
/* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
|
|
* For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
|
|
chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
|
|
|
|
*force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
|
|
return chance;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Compute the probability for constructing a new industry during game play.
|
|
* @param it Industry type to compute.
|
|
* @param [out] min_number Minimal number of industries that should exist at the map.
|
|
* @return Relative probability for the industry to appear.
|
|
*/
|
|
static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
|
|
{
|
|
if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
|
|
*min_number = 0;
|
|
return 0;
|
|
}
|
|
|
|
const IndustrySpec *ind_spc = GetIndustrySpec(it);
|
|
byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
|
|
if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
|
|
((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
|
|
((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
|
|
!CheckIfCallBackAllowsAvailability(it, IACT_RANDOMCREATION)) {
|
|
*min_number = 0;
|
|
return 0;
|
|
}
|
|
*min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
|
|
return chance;
|
|
}
|
|
|
|
/**
|
|
* Get wanted number of industries on the map.
|
|
* @return Wanted number of industries at the map.
|
|
*/
|
|
static uint GetNumberOfIndustries()
|
|
{
|
|
/* Number of industries on a 256x256 map. */
|
|
static const uint16 numof_industry_table[] = {
|
|
0, // none
|
|
0, // minimal
|
|
10, // very low
|
|
25, // low
|
|
55, // normal
|
|
80, // high
|
|
};
|
|
|
|
assert(lengthof(numof_industry_table) == ID_END);
|
|
uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
|
|
return ScaleByMapSize(numof_industry_table[difficulty]);
|
|
}
|
|
|
|
/**
|
|
* Advertise about a new industry opening.
|
|
* @param ind Industry being opened.
|
|
*/
|
|
static void AdvertiseIndustryOpening(const Industry *ind)
|
|
{
|
|
const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
|
|
SetDParam(0, ind_spc->name);
|
|
if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
|
|
SetDParam(1, STR_TOWN_NAME);
|
|
SetDParam(2, ind->town->index);
|
|
} else {
|
|
SetDParam(1, ind->town->index);
|
|
}
|
|
AddIndustryNewsItem(ind_spc->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
|
|
AI::BroadcastNewEvent(new AIEventIndustryOpen(ind->index));
|
|
}
|
|
|
|
/**
|
|
* Try to place the industry in the game.
|
|
* Since there is no feedback why placement fails, there is no other option
|
|
* than to try a few times before concluding it does not work.
|
|
* @param type Industry type of the desired industry.
|
|
* @param try_hard Try very hard to find a place. (Used to place at least one industry per type.)
|
|
* @return Pointer to created industry, or \c NULL if creation failed.
|
|
*/
|
|
static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
|
|
{
|
|
uint tries = try_hard ? 10000u : 2000u;
|
|
for (; tries > 0; tries--) {
|
|
Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
|
|
if (ind != NULL) return ind;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Try to build a industry on the map.
|
|
* @param type IndustryType of the desired industry
|
|
* @param try_hard Try very hard to find a place. (Used to place at least one industry per type)
|
|
*/
|
|
static void PlaceInitialIndustry(IndustryType type, bool try_hard)
|
|
{
|
|
Backup<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)
|
|
{
|
|
NewsSubtype ns;
|
|
|
|
switch (WhoCanServiceIndustry(ind)) {
|
|
case 0: ns = NS_INDUSTRY_NOBODY; break;
|
|
case 1: ns = NS_INDUSTRY_OTHER; break;
|
|
case 2: ns = NS_INDUSTRY_COMPANY; break;
|
|
default: NOT_REACHED();
|
|
}
|
|
SetDParam(2, abs(percent));
|
|
SetDParam(0, CargoSpec::Get(type)->name);
|
|
SetDParam(1, ind->index);
|
|
AddIndustryNewsItem(
|
|
percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
|
|
ns,
|
|
ind->index
|
|
);
|
|
}
|
|
|
|
static const uint PERCENT_TRANSPORTED_60 = 153;
|
|
static const uint PERCENT_TRANSPORTED_80 = 204;
|
|
|
|
/**
|
|
* Change industry production or do closure
|
|
* @param i Industry for which changes are performed
|
|
* @param monthly true if it's the monthly call, false if it's the random call
|
|
*/
|
|
static void ChangeIndustryProduction(Industry *i, bool monthly)
|
|
{
|
|
StringID str = STR_NULL;
|
|
bool closeit = false;
|
|
const IndustrySpec *indspec = GetIndustrySpec(i->type);
|
|
bool standard = false;
|
|
bool suppress_message = false;
|
|
bool recalculate_multipliers = false; ///< reinitialize production_rate to match prod_level
|
|
/* don't use smooth economy for industries using production related callbacks */
|
|
bool smooth_economy = indspec->UsesSmoothEconomy();
|
|
byte div = 0;
|
|
byte mul = 0;
|
|
int8 increment = 0;
|
|
|
|
bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
|
|
if (callback_enabled) {
|
|
uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
|
|
if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
|
|
suppress_message = HasBit(res, 7);
|
|
/* Get the custom message if any */
|
|
if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
|
|
res = GB(res, 0, 4);
|
|
switch (res) {
|
|
default: NOT_REACHED();
|
|
case 0x0: break; // Do nothing, but show the custom message if any
|
|
case 0x1: div = 1; break; // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
|
|
case 0x2: mul = 1; break; // Double industry production if it hasn't reached eight times of the original yet.
|
|
case 0x3: closeit = true; break; // The industry announces imminent closure, and is physically removed from the map next month.
|
|
case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
|
|
case 0x5: case 0x6: case 0x7: // Divide production by 4, 8, 16
|
|
case 0x8: div = res - 0x3; break; // Divide production by 32
|
|
case 0x9: case 0xA: case 0xB: // Multiply production by 4, 8, 16
|
|
case 0xC: mul = res - 0x7; break; // Multiply production by 32
|
|
case 0xD: // decrement production
|
|
case 0xE: // increment production
|
|
increment = res == 0x0D ? -1 : 1;
|
|
break;
|
|
case 0xF: // Set production to third byte of register 0x100
|
|
i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
|
|
recalculate_multipliers = true;
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
if (monthly != smooth_economy) return;
|
|
if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
|
|
}
|
|
|
|
if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
|
|
/* decrease or increase */
|
|
bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
|
|
|
|
if (smooth_economy) {
|
|
closeit = true;
|
|
for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
|
|
if (i->produced_cargo[j] == CT_INVALID) continue;
|
|
uint32 r = Random();
|
|
int old_prod, new_prod, percent;
|
|
/* If over 60% is transported, mult is 1, else mult is -1. */
|
|
int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
|
|
|
|
new_prod = old_prod = i->production_rate[j];
|
|
|
|
/* For industries with only_decrease flags (temperate terrain Oil Wells),
|
|
* the multiplier will always be -1 so they will only decrease. */
|
|
if (only_decrease) {
|
|
mult = -1;
|
|
/* For normal industries, if over 60% is transported, 33% chance for decrease.
|
|
* Bonus for very high station ratings (over 80%): 16% chance for decrease. */
|
|
} else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
|
|
mult *= -1;
|
|
}
|
|
|
|
/* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
|
|
* determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
|
|
if (Chance16I(1, 22, r >> 16)) {
|
|
new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
|
|
}
|
|
|
|
/* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
|
|
new_prod = Clamp(new_prod, 1, 255);
|
|
|
|
if (((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) && j == 1) {
|
|
new_prod = Clamp(new_prod, 0, 16);
|
|
}
|
|
|
|
/* Do not stop closing the industry when it has the lowest possible production rate */
|
|
if (new_prod == old_prod && old_prod > 1) {
|
|
closeit = false;
|
|
continue;
|
|
}
|
|
|
|
percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
|
|
i->production_rate[j] = new_prod;
|
|
|
|
/* Close the industry when it has the lowest possible production rate */
|
|
if (new_prod > 1) closeit = false;
|
|
|
|
if (abs(percent) >= 10) {
|
|
ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
|
|
}
|
|
}
|
|
} else {
|
|
if (only_decrease || Chance16(1, 3)) {
|
|
/* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
|
|
if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
|
|
mul = 1; // Increase production
|
|
} else {
|
|
div = 1; // Decrease production
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
|
|
if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
|
|
closeit = true;
|
|
}
|
|
}
|
|
|
|
/* Increase if needed */
|
|
while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
|
|
i->prod_level = min(i->prod_level * 2, PRODLEVEL_MAXIMUM);
|
|
recalculate_multipliers = true;
|
|
if (str == STR_NULL) str = indspec->production_up_text;
|
|
}
|
|
|
|
/* Decrease if needed */
|
|
while (div-- != 0 && !closeit) {
|
|
if (i->prod_level == PRODLEVEL_MINIMUM) {
|
|
closeit = true;
|
|
} else {
|
|
i->prod_level = max(i->prod_level / 2, (int)PRODLEVEL_MINIMUM); // typecast to int required to please MSVC
|
|
recalculate_multipliers = true;
|
|
if (str == STR_NULL) str = indspec->production_down_text;
|
|
}
|
|
}
|
|
|
|
/* Increase or Decreasing the production level if needed */
|
|
if (increment != 0) {
|
|
if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
|
|
closeit = true;
|
|
} else {
|
|
i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
|
|
recalculate_multipliers = true;
|
|
}
|
|
}
|
|
|
|
/* Recalculate production_rate
|
|
* For non-smooth economy these should always be synchronized with prod_level */
|
|
if (recalculate_multipliers) i->RecomputeProductionMultipliers();
|
|
|
|
/* Close if needed and allowed */
|
|
if (closeit && !CheckIndustryCloseDownProtection(i->type)) {
|
|
i->prod_level = PRODLEVEL_CLOSURE;
|
|
str = indspec->closure_text;
|
|
}
|
|
|
|
if (!suppress_message && str != STR_NULL) {
|
|
NewsSubtype ns;
|
|
/* Compute news category */
|
|
if (closeit) {
|
|
ns = NS_INDUSTRY_CLOSE;
|
|
AI::BroadcastNewEvent(new AIEventIndustryClose(i->index));
|
|
} else {
|
|
switch (WhoCanServiceIndustry(i)) {
|
|
case 0: ns = NS_INDUSTRY_NOBODY; break;
|
|
case 1: ns = NS_INDUSTRY_OTHER; break;
|
|
case 2: ns = NS_INDUSTRY_COMPANY; break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
/* Set parameters of news string */
|
|
if (str > STR_LAST_STRINGID) {
|
|
SetDParam(0, STR_TOWN_NAME);
|
|
SetDParam(1, i->town->index);
|
|
SetDParam(2, indspec->name);
|
|
} else if (closeit) {
|
|
SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
|
|
SetDParam(1, i->town->index);
|
|
SetDParam(2, indspec->name);
|
|
} else {
|
|
SetDParam(0, i->index);
|
|
}
|
|
/* and report the news to the user */
|
|
AddNewsItem(str,
|
|
ns,
|
|
closeit ? NR_TILE : NR_INDUSTRY,
|
|
closeit ? i->location.tile + TileDiffXY(1, 1) : i->index);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Daily handler for the industry changes
|
|
* Taking the original map size of 256*256, the number of random changes was always of just one unit.
|
|
* But it cannot be the same on smaller or bigger maps. That number has to be scaled up or down.
|
|
* For small maps, it implies that less than one change per month is required, while on bigger maps,
|
|
* it would be way more. The daily loop handles those changes.
|
|
*/
|
|
void IndustryDailyLoop()
|
|
{
|
|
_economy.industry_daily_change_counter += _economy.industry_daily_increment;
|
|
|
|
/* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
|
|
* the lower 16 bit are a fractional part that might accumulate over several days until it
|
|
* is sufficient for an industry. */
|
|
uint16 change_loop = _economy.industry_daily_change_counter >> 16;
|
|
|
|
/* Reset the active part of the counter, just keeping the "factional part" */
|
|
_economy.industry_daily_change_counter &= 0xFFFF;
|
|
|
|
if (change_loop == 0) {
|
|
return; // Nothing to do? get out
|
|
}
|
|
|
|
Backup<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();
|
|
}
|
|
|
|
/**
|
|
* Is an industry with the spec a raw industry?
|
|
* @return true if it should be handled as a raw industry
|
|
*/
|
|
bool IndustrySpec::IsRawIndustry() const
|
|
{
|
|
/* Lumber mills are extractive/organic, but can always be built like a non-raw industry */
|
|
return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0 &&
|
|
(this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
|
|
}
|
|
|
|
/**
|
|
* Get the cost for constructing this industry
|
|
* @return the cost (inflation corrected etc)
|
|
*/
|
|
Money IndustrySpec::GetConstructionCost() const
|
|
{
|
|
/* Building raw industries like secondary uses different price base */
|
|
return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
|
|
PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
|
|
}
|
|
|
|
/**
|
|
* Get the cost for removing this industry
|
|
* Take note that the cost will always be zero for non-grf industries.
|
|
* Only if the grf author did specified a cost will it be applicable.
|
|
* @return the cost (inflation corrected etc)
|
|
*/
|
|
Money IndustrySpec::GetRemovalCost() const
|
|
{
|
|
return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
|
|
}
|
|
|
|
/**
|
|
* Determines whether this industrytype uses smooth economy or whether it uses standard/newgrf production changes.
|
|
* @return true if smooth economy is used.
|
|
*/
|
|
bool IndustrySpec::UsesSmoothEconomy() const
|
|
{
|
|
return _settings_game.economy.smooth_economy &&
|
|
!(HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
|
|
!(HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE)); // production change callbacks
|
|
}
|
|
|
|
static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
|
|
{
|
|
if (AutoslopeEnabled()) {
|
|
/* We imitate here TTDP's behaviour:
|
|
* - Both new and old slope must not be steep.
|
|
* - TileMaxZ must not be changed.
|
|
* - Allow autoslope by default.
|
|
* - Disallow autoslope if callback succeeds and returns non-zero.
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*/
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Slope tileh_old = GetTileSlope(tile, NULL);
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/* TileMaxZ must not be changed. Slopes must not be steep. */
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if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
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const IndustryGfx gfx = GetIndustryGfx(tile);
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const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
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|
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/* Call callback 3C 'disable autosloping for industry tiles'. */
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if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
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/* If the callback fails, allow autoslope. */
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uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
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if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
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} else {
|
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/* allow autoslope */
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return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
|
|
}
|
|
}
|
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}
|
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return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
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}
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|
|
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extern const TileTypeProcs _tile_type_industry_procs = {
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DrawTile_Industry, // draw_tile_proc
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GetSlopeZ_Industry, // get_slope_z_proc
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ClearTile_Industry, // clear_tile_proc
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AddAcceptedCargo_Industry, // add_accepted_cargo_proc
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GetTileDesc_Industry, // get_tile_desc_proc
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GetTileTrackStatus_Industry, // get_tile_track_status_proc
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ClickTile_Industry, // click_tile_proc
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AnimateTile_Industry, // animate_tile_proc
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TileLoop_Industry, // tile_loop_proc
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ChangeTileOwner_Industry, // change_tile_owner_proc
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NULL, // add_produced_cargo_proc
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NULL, // vehicle_enter_tile_proc
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GetFoundation_Industry, // get_foundation_proc
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TerraformTile_Industry, // terraform_tile_proc
|
|
};
|