1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
8 /** @file industry_cmd.cpp Handling of industry tiles. */
9 
10 #include "stdafx.h"
11 #include "clear_map.h"
12 #include "industry.h"
13 #include "station_base.h"
14 #include "landscape.h"
15 #include "viewport_func.h"
16 #include "command_func.h"
17 #include "town.h"
18 #include "news_func.h"
19 #include "cheat_type.h"
20 #include "company_base.h"
21 #include "genworld.h"
22 #include "tree_map.h"
23 #include "newgrf_cargo.h"
24 #include "newgrf_debug.h"
25 #include "newgrf_industrytiles.h"
26 #include "autoslope.h"
27 #include "water.h"
28 #include "strings_func.h"
29 #include "window_func.h"
30 #include "date_func.h"
31 #include "vehicle_func.h"
32 #include "sound_func.h"
33 #include "animated_tile_func.h"
34 #include "effectvehicle_func.h"
35 #include "effectvehicle_base.h"
36 #include "ai/ai.hpp"
37 #include "core/pool_func.hpp"
38 #include "subsidy_func.h"
39 #include "core/backup_type.hpp"
40 #include "object_base.h"
41 #include "game/game.hpp"
42 #include "error.h"
43 #include "cmd_helper.h"
44 #include "string_func.h"
45 
46 #include "table/strings.h"
47 #include "table/industry_land.h"
48 #include "table/build_industry.h"
49 
50 #include "safeguards.h"
51 
52 IndustryPool _industry_pool("Industry");
53 INSTANTIATE_POOL_METHODS(Industry)
54 
55 void ShowIndustryViewWindow(int industry);
56 void BuildOilRig(TileIndex tile);
57 
58 static byte _industry_sound_ctr;
59 static TileIndex _industry_sound_tile;
60 
61 uint16 Industry::counts[NUM_INDUSTRYTYPES];
62 
63 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
64 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
65 IndustryBuildData _industry_builder; ///< In-game manager of industries.
66 
67 /**
68  * This function initialize the spec arrays of both
69  * industry and industry tiles.
70  * It adjusts the enabling of the industry too, based on climate availability.
71  * This will allow for clearer testings
72  */
ResetIndustries()73 void ResetIndustries()
74 {
75 	for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
76 		/* Reset the spec to default */
77 		if (i < lengthof(_origin_industry_specs)) {
78 			_industry_specs[i] = _origin_industry_specs[i];
79 		} else {
80 			_industry_specs[i] = IndustrySpec{};
81 		}
82 
83 		/* Enable only the current climate industries */
84 		_industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
85 				HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
86 	}
87 
88 	memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
89 	memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
90 
91 	/* Reset any overrides that have been set. */
92 	_industile_mngr.ResetOverride();
93 	_industry_mngr.ResetOverride();
94 }
95 
96 /**
97  * Retrieve the type for this industry.  Although it is accessed by a tile,
98  * it will return the general type of industry, and not the sprite index
99  * as would do GetIndustryGfx.
100  * @param tile that is queried
101  * @pre IsTileType(tile, MP_INDUSTRY)
102  * @return general type for this industry, as defined in industry.h
103  */
GetIndustryType(TileIndex tile)104 IndustryType GetIndustryType(TileIndex tile)
105 {
106 	assert(IsTileType(tile, MP_INDUSTRY));
107 
108 	const Industry *ind = Industry::GetByTile(tile);
109 	assert(ind != nullptr);
110 	return ind->type;
111 }
112 
113 /**
114  * Accessor for array _industry_specs.
115  * This will ensure at once : proper access and
116  * not allowing modifications of it.
117  * @param thistype of industry (which is the index in _industry_specs)
118  * @pre thistype < NUM_INDUSTRYTYPES
119  * @return a pointer to the corresponding industry spec
120  */
GetIndustrySpec(IndustryType thistype)121 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
122 {
123 	assert(thistype < NUM_INDUSTRYTYPES);
124 	return &_industry_specs[thistype];
125 }
126 
127 /**
128  * Accessor for array _industry_tile_specs.
129  * This will ensure at once : proper access and
130  * not allowing modifications of it.
131  * @param gfx of industrytile (which is the index in _industry_tile_specs)
132  * @pre gfx < INVALID_INDUSTRYTILE
133  * @return a pointer to the corresponding industrytile spec
134  */
GetIndustryTileSpec(IndustryGfx gfx)135 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
136 {
137 	assert(gfx < INVALID_INDUSTRYTILE);
138 	return &_industry_tile_specs[gfx];
139 }
140 
~Industry()141 Industry::~Industry()
142 {
143 	if (CleaningPool()) return;
144 
145 	/* Industry can also be destroyed when not fully initialized.
146 	 * This means that we do not have to clear tiles either.
147 	 * Also we must not decrement industry counts in that case. */
148 	if (this->location.w == 0) return;
149 
150 	const bool has_neutral_station = this->neutral_station != nullptr;
151 
152 	for (TileIndex tile_cur : this->location) {
153 		if (IsTileType(tile_cur, MP_INDUSTRY)) {
154 			if (GetIndustryIndex(tile_cur) == this->index) {
155 				DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur);
156 
157 				/* MakeWaterKeepingClass() can also handle 'land' */
158 				MakeWaterKeepingClass(tile_cur, OWNER_NONE);
159 			}
160 		} else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
161 			DeleteOilRig(tile_cur);
162 		}
163 	}
164 
165 	if (has_neutral_station) {
166 		/* Remove possible docking tiles */
167 		for (TileIndex tile_cur : this->location) {
168 			ClearDockingTilesCheckingNeighbours(tile_cur);
169 		}
170 	}
171 
172 	if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
173 		TileArea ta = TileArea(this->location.tile, 0, 0).Expand(21);
174 
175 		/* Remove the farmland and convert it to regular tiles over time. */
176 		for (TileIndex tile_cur : ta) {
177 			if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
178 					GetIndustryIndexOfField(tile_cur) == this->index) {
179 				SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
180 			}
181 		}
182 	}
183 
184 	/* don't let any disaster vehicle target invalid industry */
185 	ReleaseDisastersTargetingIndustry(this->index);
186 
187 	/* Clear the persistent storage. */
188 	delete this->psa;
189 
190 	DecIndustryTypeCount(this->type);
191 
192 	DeleteIndustryNews(this->index);
193 	CloseWindowById(WC_INDUSTRY_VIEW, this->index);
194 	DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
195 
196 	DeleteSubsidyWith(ST_INDUSTRY, this->index);
197 	CargoPacket::InvalidateAllFrom(ST_INDUSTRY, this->index);
198 
199 	for (Station *st : this->stations_near) {
200 		st->industries_near.erase(this);
201 	}
202 }
203 
204 /**
205  * Invalidating some stuff after removing item from the pool.
206  * @param index index of deleted item
207  */
PostDestructor(size_t index)208 void Industry::PostDestructor(size_t index)
209 {
210 	InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_FORCE_REBUILD);
211 }
212 
213 
214 /**
215  * Return a random valid industry.
216  * @return random industry, nullptr if there are no industries
217  */
GetRandom()218 /* static */ Industry *Industry::GetRandom()
219 {
220 	if (Industry::GetNumItems() == 0) return nullptr;
221 	int num = RandomRange((uint16)Industry::GetNumItems());
222 	size_t index = MAX_UVALUE(size_t);
223 
224 	while (num >= 0) {
225 		num--;
226 		index++;
227 
228 		/* Make sure we have a valid industry */
229 		while (!Industry::IsValidID(index)) {
230 			index++;
231 			assert(index < Industry::GetPoolSize());
232 		}
233 	}
234 
235 	return Industry::Get(index);
236 }
237 
238 
IndustryDrawSugarMine(const TileInfo * ti)239 static void IndustryDrawSugarMine(const TileInfo *ti)
240 {
241 	if (!IsIndustryCompleted(ti->tile)) return;
242 
243 	const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
244 
245 	AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
246 
247 	if (d->image_2 != 0) {
248 		AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
249 	}
250 
251 	if (d->image_3 != 0) {
252 		AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
253 			_drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
254 	}
255 }
256 
IndustryDrawToffeeQuarry(const TileInfo * ti)257 static void IndustryDrawToffeeQuarry(const TileInfo *ti)
258 {
259 	uint8 x = 0;
260 
261 	if (IsIndustryCompleted(ti->tile)) {
262 		x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
263 		if (x == 0xFF) {
264 			x = 0;
265 		}
266 	}
267 
268 	AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
269 	AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
270 }
271 
IndustryDrawBubbleGenerator(const TileInfo * ti)272 static void IndustryDrawBubbleGenerator( const TileInfo *ti)
273 {
274 	if (IsIndustryCompleted(ti->tile)) {
275 		AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
276 	}
277 	AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
278 }
279 
IndustryDrawToyFactory(const TileInfo * ti)280 static void IndustryDrawToyFactory(const TileInfo *ti)
281 {
282 	const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
283 
284 	if (d->image_1 != 0xFF) {
285 		AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
286 	}
287 
288 	if (d->image_2 != 0xFF) {
289 		AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
290 	}
291 
292 	AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
293 	AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
294 }
295 
IndustryDrawCoalPlantSparks(const TileInfo * ti)296 static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
297 {
298 	if (IsIndustryCompleted(ti->tile)) {
299 		uint8 image = GetAnimationFrame(ti->tile);
300 
301 		if (image != 0 && image < 7) {
302 			AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
303 				PAL_NONE,
304 				_coal_plant_sparks[image - 1].x,
305 				_coal_plant_sparks[image - 1].y
306 			);
307 		}
308 	}
309 }
310 
311 typedef void IndustryDrawTileProc(const TileInfo *ti);
312 static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
313 	IndustryDrawSugarMine,
314 	IndustryDrawToffeeQuarry,
315 	IndustryDrawBubbleGenerator,
316 	IndustryDrawToyFactory,
317 	IndustryDrawCoalPlantSparks,
318 };
319 
DrawTile_Industry(TileInfo * ti)320 static void DrawTile_Industry(TileInfo *ti)
321 {
322 	IndustryGfx gfx = GetIndustryGfx(ti->tile);
323 	Industry *ind = Industry::GetByTile(ti->tile);
324 	const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
325 
326 	/* Retrieve pointer to the draw industry tile struct */
327 	if (gfx >= NEW_INDUSTRYTILEOFFSET) {
328 		/* Draw the tile using the specialized method of newgrf industrytile.
329 		 * DrawNewIndustry will return false if ever the resolver could not
330 		 * find any sprite to display.  So in this case, we will jump on the
331 		 * substitute gfx instead. */
332 		if (indts->grf_prop.spritegroup[0] != nullptr && DrawNewIndustryTile(ti, ind, gfx, indts)) {
333 			return;
334 		} else {
335 			/* No sprite group (or no valid one) found, meaning no graphics associated.
336 			 * Use the substitute one instead */
337 			if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
338 				gfx = indts->grf_prop.subst_id;
339 				/* And point the industrytile spec accordingly */
340 				indts = GetIndustryTileSpec(gfx);
341 			}
342 		}
343 	}
344 
345 	const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
346 			GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
347 			GetIndustryConstructionStage(ti->tile))];
348 
349 	SpriteID image = dits->ground.sprite;
350 
351 	/* DrawFoundation() modifies ti->z and ti->tileh */
352 	if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
353 
354 	/* If the ground sprite is the default flat water sprite, draw also canal/river borders.
355 	 * Do not do this if the tile's WaterClass is 'land'. */
356 	if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
357 		DrawWaterClassGround(ti);
358 	} else {
359 		DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
360 	}
361 
362 	/* If industries are transparent and invisible, do not draw the upper part */
363 	if (IsInvisibilitySet(TO_INDUSTRIES)) return;
364 
365 	/* Add industry on top of the ground? */
366 	image = dits->building.sprite;
367 	if (image != 0) {
368 		AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
369 			ti->x + dits->subtile_x,
370 			ti->y + dits->subtile_y,
371 			dits->width,
372 			dits->height,
373 			dits->dz,
374 			ti->z,
375 			IsTransparencySet(TO_INDUSTRIES));
376 
377 		if (IsTransparencySet(TO_INDUSTRIES)) return;
378 	}
379 
380 	{
381 		int proc = dits->draw_proc - 1;
382 		if (proc >= 0) _industry_draw_tile_procs[proc](ti);
383 	}
384 }
385 
GetSlopePixelZ_Industry(TileIndex tile,uint x,uint y)386 static int GetSlopePixelZ_Industry(TileIndex tile, uint x, uint y)
387 {
388 	return GetTileMaxPixelZ(tile);
389 }
390 
GetFoundation_Industry(TileIndex tile,Slope tileh)391 static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
392 {
393 	IndustryGfx gfx = GetIndustryGfx(tile);
394 
395 	/* For NewGRF industry tiles we might not be drawing a foundation. We need to
396 	 * account for this, as other structures should
397 	 * draw the wall of the foundation in this case.
398 	 */
399 	if (gfx >= NEW_INDUSTRYTILEOFFSET) {
400 		const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
401 		if (indts->grf_prop.spritegroup[0] != nullptr && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
402 			uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
403 			if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(indts->grf_prop.grffile, CBID_INDTILE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
404 		}
405 	}
406 	return FlatteningFoundation(tileh);
407 }
408 
AddAcceptedCargo_Industry(TileIndex tile,CargoArray & acceptance,CargoTypes * always_accepted)409 static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, CargoTypes *always_accepted)
410 {
411 	IndustryGfx gfx = GetIndustryGfx(tile);
412 	const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
413 	const Industry *ind = Industry::GetByTile(tile);
414 
415 	/* Starting point for acceptance */
416 	CargoID accepts_cargo[lengthof(itspec->accepts_cargo)];
417 	int8 cargo_acceptance[lengthof(itspec->acceptance)];
418 	MemCpyT(accepts_cargo, itspec->accepts_cargo, lengthof(accepts_cargo));
419 	MemCpyT(cargo_acceptance, itspec->acceptance, lengthof(cargo_acceptance));
420 
421 	if (itspec->special_flags & INDTILE_SPECIAL_ACCEPTS_ALL_CARGO) {
422 		/* Copy all accepted cargoes from industry itself */
423 		for (uint i = 0; i < lengthof(ind->accepts_cargo); i++) {
424 			CargoID *pos = std::find(accepts_cargo, endof(accepts_cargo), ind->accepts_cargo[i]);
425 			if (pos == endof(accepts_cargo)) {
426 				/* Not found, insert */
427 				pos = std::find(accepts_cargo, endof(accepts_cargo), CT_INVALID);
428 				if (pos == endof(accepts_cargo)) continue; // nowhere to place, give up on this one
429 				*pos = ind->accepts_cargo[i];
430 			}
431 			cargo_acceptance[pos - accepts_cargo] += 8;
432 		}
433 	}
434 
435 	if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
436 		/* Try callback for accepts list, if success override all existing accepts */
437 		uint16 res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
438 		if (res != CALLBACK_FAILED) {
439 			MemSetT(accepts_cargo, CT_INVALID, lengthof(accepts_cargo));
440 			for (uint i = 0; i < 3; i++) accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
441 		}
442 	}
443 
444 	if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
445 		/* Try callback for acceptance list, if success override all existing acceptance */
446 		uint16 res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
447 		if (res != CALLBACK_FAILED) {
448 			MemSetT(cargo_acceptance, 0, lengthof(cargo_acceptance));
449 			for (uint i = 0; i < 3; i++) cargo_acceptance[i] = GB(res, i * 4, 4);
450 		}
451 	}
452 
453 	for (byte i = 0; i < lengthof(itspec->accepts_cargo); i++) {
454 		CargoID a = accepts_cargo[i];
455 		if (a == CT_INVALID || cargo_acceptance[i] <= 0) continue; // work only with valid cargoes
456 
457 		/* Add accepted cargo */
458 		acceptance[a] += cargo_acceptance[i];
459 
460 		/* Maybe set 'always accepted' bit (if it's not set already) */
461 		if (HasBit(*always_accepted, a)) continue;
462 
463 		bool accepts = false;
464 		for (uint cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
465 			/* Test whether the industry itself accepts the cargo type */
466 			if (ind->accepts_cargo[cargo_index] == a) {
467 				accepts = true;
468 				break;
469 			}
470 		}
471 
472 		if (accepts) continue;
473 
474 		/* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
475 		SetBit(*always_accepted, a);
476 	}
477 }
478 
GetTileDesc_Industry(TileIndex tile,TileDesc * td)479 static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
480 {
481 	const Industry *i = Industry::GetByTile(tile);
482 	const IndustrySpec *is = GetIndustrySpec(i->type);
483 
484 	td->owner[0] = i->owner;
485 	td->str = is->name;
486 	if (!IsIndustryCompleted(tile)) {
487 		SetDParamX(td->dparam, 0, td->str);
488 		td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
489 	}
490 
491 	if (is->grf_prop.grffile != nullptr) {
492 		td->grf = GetGRFConfig(is->grf_prop.grffile->grfid)->GetName();
493 	}
494 }
495 
ClearTile_Industry(TileIndex tile,DoCommandFlag flags)496 static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
497 {
498 	Industry *i = Industry::GetByTile(tile);
499 	const IndustrySpec *indspec = GetIndustrySpec(i->type);
500 
501 	/* water can destroy industries
502 	 * in editor you can bulldoze industries
503 	 * with magic_bulldozer cheat you can destroy industries
504 	 * (area around OILRIG is water, so water shouldn't flood it
505 	 */
506 	if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
507 			!_cheats.magic_bulldozer.value) ||
508 			((flags & DC_AUTO) != 0) ||
509 			(_current_company == OWNER_WATER &&
510 				((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
511 				HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
512 		SetDParam(1, indspec->name);
513 		return_cmd_error(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
514 	}
515 
516 	if (flags & DC_EXEC) {
517 		AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
518 		Game::NewEvent(new ScriptEventIndustryClose(i->index));
519 		delete i;
520 	}
521 	return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
522 }
523 
524 /**
525  * Move produced cargo from industry to nearby stations.
526  * @param tile Industry tile
527  * @return true if any cargo was moved.
528  */
TransportIndustryGoods(TileIndex tile)529 static bool TransportIndustryGoods(TileIndex tile)
530 {
531 	Industry *i = Industry::GetByTile(tile);
532 	const IndustrySpec *indspec = GetIndustrySpec(i->type);
533 	bool moved_cargo = false;
534 
535 	for (uint j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
536 		uint cw = std::min<uint>(i->produced_cargo_waiting[j], 255u);
537 		if (cw > indspec->minimal_cargo && i->produced_cargo[j] != CT_INVALID) {
538 			i->produced_cargo_waiting[j] -= cw;
539 
540 			/* fluctuating economy? */
541 			if (EconomyIsInRecession()) cw = (cw + 1) / 2;
542 
543 			i->this_month_production[j] += cw;
544 
545 			uint am = MoveGoodsToStation(i->produced_cargo[j], cw, ST_INDUSTRY, i->index, &i->stations_near, i->exclusive_consumer);
546 			i->this_month_transported[j] += am;
547 
548 			moved_cargo |= (am != 0);
549 		}
550 	}
551 
552 	return moved_cargo;
553 }
554 
555 
AnimateTile_Industry(TileIndex tile)556 static void AnimateTile_Industry(TileIndex tile)
557 {
558 	IndustryGfx gfx = GetIndustryGfx(tile);
559 
560 	if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
561 		AnimateNewIndustryTile(tile);
562 		return;
563 	}
564 
565 	switch (gfx) {
566 	case GFX_SUGAR_MINE_SIEVE:
567 		if ((_tick_counter & 1) == 0) {
568 			byte m = GetAnimationFrame(tile) + 1;
569 
570 			if (_settings_client.sound.ambient) {
571 				switch (m & 7) {
572 					case 2: SndPlayTileFx(SND_2D_SUGAR_MINE_1, tile); break;
573 					case 6: SndPlayTileFx(SND_29_SUGAR_MINE_2, tile); break;
574 				}
575 			}
576 
577 			if (m >= 96) {
578 				m = 0;
579 				DeleteAnimatedTile(tile);
580 			}
581 			SetAnimationFrame(tile, m);
582 
583 			MarkTileDirtyByTile(tile);
584 		}
585 		break;
586 
587 	case GFX_TOFFEE_QUARY:
588 		if ((_tick_counter & 3) == 0) {
589 			byte m = GetAnimationFrame(tile);
590 
591 			if (_industry_anim_offs_toffee[m] == 0xFF && _settings_client.sound.ambient) {
592 				SndPlayTileFx(SND_30_TOFFEE_QUARRY, tile);
593 			}
594 
595 			if (++m >= 70) {
596 				m = 0;
597 				DeleteAnimatedTile(tile);
598 			}
599 			SetAnimationFrame(tile, m);
600 
601 			MarkTileDirtyByTile(tile);
602 		}
603 		break;
604 
605 	case GFX_BUBBLE_CATCHER:
606 		if ((_tick_counter & 1) == 0) {
607 			byte m = GetAnimationFrame(tile);
608 
609 			if (++m >= 40) {
610 				m = 0;
611 				DeleteAnimatedTile(tile);
612 			}
613 			SetAnimationFrame(tile, m);
614 
615 			MarkTileDirtyByTile(tile);
616 		}
617 		break;
618 
619 	/* Sparks on a coal plant */
620 	case GFX_POWERPLANT_SPARKS:
621 		if ((_tick_counter & 3) == 0) {
622 			byte m = GetAnimationFrame(tile);
623 			if (m == 6) {
624 				SetAnimationFrame(tile, 0);
625 				DeleteAnimatedTile(tile);
626 			} else {
627 				SetAnimationFrame(tile, m + 1);
628 				MarkTileDirtyByTile(tile);
629 			}
630 		}
631 		break;
632 
633 	case GFX_TOY_FACTORY:
634 		if ((_tick_counter & 1) == 0) {
635 			byte m = GetAnimationFrame(tile) + 1;
636 
637 			switch (m) {
638 				case  1: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2C_TOY_FACTORY_1, tile); break;
639 				case 23: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2B_TOY_FACTORY_2, tile); break;
640 				case 28: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2A_TOY_FACTORY_3, tile); break;
641 				default:
642 					if (m >= 50) {
643 						int n = GetIndustryAnimationLoop(tile) + 1;
644 						m = 0;
645 						if (n >= 8) {
646 							n = 0;
647 							DeleteAnimatedTile(tile);
648 						}
649 						SetIndustryAnimationLoop(tile, n);
650 					}
651 			}
652 
653 			SetAnimationFrame(tile, m);
654 			MarkTileDirtyByTile(tile);
655 		}
656 		break;
657 
658 	case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
659 	case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
660 	case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
661 	case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
662 		if ((_tick_counter & 3) == 0) {
663 			IndustryGfx gfx = GetIndustryGfx(tile);
664 
665 			gfx = (gfx < 155) ? gfx + 1 : 148;
666 			SetIndustryGfx(tile, gfx);
667 			MarkTileDirtyByTile(tile);
668 		}
669 		break;
670 
671 	case GFX_OILWELL_ANIMATED_1:
672 	case GFX_OILWELL_ANIMATED_2:
673 	case GFX_OILWELL_ANIMATED_3:
674 		if ((_tick_counter & 7) == 0) {
675 			bool b = Chance16(1, 7);
676 			IndustryGfx gfx = GetIndustryGfx(tile);
677 
678 			byte m = GetAnimationFrame(tile) + 1;
679 			if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
680 				SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
681 				SetIndustryConstructionStage(tile, 3);
682 				DeleteAnimatedTile(tile);
683 			} else {
684 				SetAnimationFrame(tile, m);
685 				SetIndustryGfx(tile, gfx);
686 				MarkTileDirtyByTile(tile);
687 			}
688 		}
689 		break;
690 
691 	case GFX_COAL_MINE_TOWER_ANIMATED:
692 	case GFX_COPPER_MINE_TOWER_ANIMATED:
693 	case GFX_GOLD_MINE_TOWER_ANIMATED: {
694 			int state = _tick_counter & 0x7FF;
695 
696 			if ((state -= 0x400) < 0) return;
697 
698 			if (state < 0x1A0) {
699 				if (state < 0x20 || state >= 0x180) {
700 					byte m = GetAnimationFrame(tile);
701 					if (!(m & 0x40)) {
702 						SetAnimationFrame(tile, m | 0x40);
703 						if (_settings_client.sound.ambient) SndPlayTileFx(SND_0B_MINE, tile);
704 					}
705 					if (state & 7) return;
706 				} else {
707 					if (state & 3) return;
708 				}
709 				byte m = (GetAnimationFrame(tile) + 1) | 0x40;
710 				if (m > 0xC2) m = 0xC0;
711 				SetAnimationFrame(tile, m);
712 				MarkTileDirtyByTile(tile);
713 			} else if (state >= 0x200 && state < 0x3A0) {
714 				int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
715 				if (state & i) return;
716 
717 				byte m = (GetAnimationFrame(tile) & 0xBF) - 1;
718 				if (m < 0x80) m = 0x82;
719 				SetAnimationFrame(tile, m);
720 				MarkTileDirtyByTile(tile);
721 			}
722 			break;
723 		}
724 	}
725 }
726 
CreateChimneySmoke(TileIndex tile)727 static void CreateChimneySmoke(TileIndex tile)
728 {
729 	uint x = TileX(tile) * TILE_SIZE;
730 	uint y = TileY(tile) * TILE_SIZE;
731 	int z = GetTileMaxPixelZ(tile);
732 
733 	CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
734 }
735 
MakeIndustryTileBigger(TileIndex tile)736 static void MakeIndustryTileBigger(TileIndex tile)
737 {
738 	byte cnt = GetIndustryConstructionCounter(tile) + 1;
739 	if (cnt != 4) {
740 		SetIndustryConstructionCounter(tile, cnt);
741 		return;
742 	}
743 
744 	byte stage = GetIndustryConstructionStage(tile) + 1;
745 	SetIndustryConstructionCounter(tile, 0);
746 	SetIndustryConstructionStage(tile, stage);
747 	StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
748 	if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile);
749 
750 	MarkTileDirtyByTile(tile);
751 
752 	if (!IsIndustryCompleted(tile)) return;
753 
754 	IndustryGfx gfx = GetIndustryGfx(tile);
755 	if (gfx >= NEW_INDUSTRYTILEOFFSET) {
756 		/* New industries are already animated on construction. */
757 		return;
758 	}
759 
760 	switch (gfx) {
761 	case GFX_POWERPLANT_CHIMNEY:
762 		CreateChimneySmoke(tile);
763 		break;
764 
765 	case GFX_OILRIG_1: {
766 		/* Do not require an industry tile to be after the first two GFX_OILRIG_1
767 		 * tiles (like the default oil rig). Do a proper check to ensure the
768 		 * tiles belong to the same industry and based on that build the oil rig's
769 		 * station. */
770 		TileIndex other = tile + TileDiffXY(0, 1);
771 
772 		if (IsTileType(other, MP_INDUSTRY) &&
773 				GetIndustryGfx(other) == GFX_OILRIG_1 &&
774 				GetIndustryIndex(tile) == GetIndustryIndex(other)) {
775 			BuildOilRig(tile);
776 		}
777 		break;
778 	}
779 
780 	case GFX_TOY_FACTORY:
781 	case GFX_BUBBLE_CATCHER:
782 	case GFX_TOFFEE_QUARY:
783 		SetAnimationFrame(tile, 0);
784 		SetIndustryAnimationLoop(tile, 0);
785 		break;
786 
787 	case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
788 	case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
789 	case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
790 	case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
791 		AddAnimatedTile(tile);
792 		break;
793 	}
794 }
795 
TileLoopIndustry_BubbleGenerator(TileIndex tile)796 static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
797 {
798 	static const int8 _bubble_spawn_location[3][4] = {
799 		{ 11,   0, -4, -14 },
800 		{ -4, -10, -4,   1 },
801 		{ 49,  59, 60,  65 },
802 	};
803 
804 	if (_settings_client.sound.ambient) SndPlayTileFx(SND_2E_BUBBLE_GENERATOR, tile);
805 
806 	int dir = Random() & 3;
807 
808 	EffectVehicle *v = CreateEffectVehicleAbove(
809 		TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
810 		TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
811 		_bubble_spawn_location[2][dir],
812 		EV_BUBBLE
813 	);
814 
815 	if (v != nullptr) v->animation_substate = dir;
816 }
817 
TileLoop_Industry(TileIndex tile)818 static void TileLoop_Industry(TileIndex tile)
819 {
820 	if (IsTileOnWater(tile)) TileLoop_Water(tile);
821 
822 	/* Normally this doesn't happen, but if an industry NewGRF is removed
823 	 * an industry that was previously build on water can now be flooded.
824 	 * If this happens the tile is no longer an industry tile after
825 	 * returning from TileLoop_Water. */
826 	if (!IsTileType(tile, MP_INDUSTRY)) return;
827 
828 	TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
829 
830 	if (!IsIndustryCompleted(tile)) {
831 		MakeIndustryTileBigger(tile);
832 		return;
833 	}
834 
835 	if (_game_mode == GM_EDITOR) return;
836 
837 	if (TransportIndustryGoods(tile) && !StartStopIndustryTileAnimation(Industry::GetByTile(tile), IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
838 		uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
839 
840 		if (newgfx != INDUSTRYTILE_NOANIM) {
841 			ResetIndustryConstructionStage(tile);
842 			SetIndustryCompleted(tile);
843 			SetIndustryGfx(tile, newgfx);
844 			MarkTileDirtyByTile(tile);
845 			return;
846 		}
847 	}
848 
849 	if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
850 
851 	IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
852 	if (newgfx != INDUSTRYTILE_NOANIM) {
853 		ResetIndustryConstructionStage(tile);
854 		SetIndustryGfx(tile, newgfx);
855 		MarkTileDirtyByTile(tile);
856 		return;
857 	}
858 
859 	IndustryGfx gfx = GetIndustryGfx(tile);
860 	switch (gfx) {
861 	case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
862 	case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
863 	case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
864 		if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
865 			switch (gfx) {
866 				case GFX_COAL_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_ANIMATED;   break;
867 				case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
868 				case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_ANIMATED;   break;
869 			}
870 			SetIndustryGfx(tile, gfx);
871 			SetAnimationFrame(tile, 0x80);
872 			AddAnimatedTile(tile);
873 		}
874 		break;
875 
876 	case GFX_OILWELL_NOT_ANIMATED:
877 		if (Chance16(1, 6)) {
878 			SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
879 			SetAnimationFrame(tile, 0);
880 			AddAnimatedTile(tile);
881 		}
882 		break;
883 
884 	case GFX_COAL_MINE_TOWER_ANIMATED:
885 	case GFX_COPPER_MINE_TOWER_ANIMATED:
886 	case GFX_GOLD_MINE_TOWER_ANIMATED:
887 		if (!(_tick_counter & 0x400)) {
888 			switch (gfx) {
889 				case GFX_COAL_MINE_TOWER_ANIMATED:   gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED;   break;
890 				case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
891 				case GFX_GOLD_MINE_TOWER_ANIMATED:   gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED;   break;
892 			}
893 			SetIndustryGfx(tile, gfx);
894 			SetIndustryCompleted(tile);
895 			SetIndustryConstructionStage(tile, 3);
896 			DeleteAnimatedTile(tile);
897 		}
898 		break;
899 
900 	case GFX_POWERPLANT_SPARKS:
901 		if (Chance16(1, 3)) {
902 			if (_settings_client.sound.ambient) SndPlayTileFx(SND_0C_POWER_STATION, tile);
903 			AddAnimatedTile(tile);
904 		}
905 		break;
906 
907 	case GFX_COPPER_MINE_CHIMNEY:
908 		CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_COPPER_MINE_SMOKE);
909 		break;
910 
911 
912 	case GFX_TOY_FACTORY: {
913 			Industry *i = Industry::GetByTile(tile);
914 			if (i->was_cargo_delivered) {
915 				i->was_cargo_delivered = false;
916 				SetIndustryAnimationLoop(tile, 0);
917 				AddAnimatedTile(tile);
918 			}
919 		}
920 		break;
921 
922 	case GFX_BUBBLE_GENERATOR:
923 		TileLoopIndustry_BubbleGenerator(tile);
924 		break;
925 
926 	case GFX_TOFFEE_QUARY:
927 		AddAnimatedTile(tile);
928 		break;
929 
930 	case GFX_SUGAR_MINE_SIEVE:
931 		if (Chance16(1, 3)) AddAnimatedTile(tile);
932 		break;
933 	}
934 }
935 
ClickTile_Industry(TileIndex tile)936 static bool ClickTile_Industry(TileIndex tile)
937 {
938 	ShowIndustryViewWindow(GetIndustryIndex(tile));
939 	return true;
940 }
941 
GetTileTrackStatus_Industry(TileIndex tile,TransportType mode,uint sub_mode,DiagDirection side)942 static TrackStatus GetTileTrackStatus_Industry(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
943 {
944 	return 0;
945 }
946 
ChangeTileOwner_Industry(TileIndex tile,Owner old_owner,Owner new_owner)947 static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
948 {
949 	/* If the founder merges, the industry was created by the merged company */
950 	Industry *i = Industry::GetByTile(tile);
951 	if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
952 
953 	if (i->exclusive_supplier == old_owner) i->exclusive_supplier = new_owner;
954 	if (i->exclusive_consumer == old_owner) i->exclusive_consumer = new_owner;
955 }
956 
957 /**
958  * Check whether the tile is a forest.
959  * @param tile the tile to investigate.
960  * @return true if and only if the tile is a forest
961  */
IsTileForestIndustry(TileIndex tile)962 bool IsTileForestIndustry(TileIndex tile)
963 {
964 	/* Check for industry tile */
965 	if (!IsTileType(tile, MP_INDUSTRY)) return false;
966 
967 	const Industry *ind = Industry::GetByTile(tile);
968 
969 	/* Check for organic industry (i.e. not processing or extractive) */
970 	if ((GetIndustrySpec(ind->type)->life_type & INDUSTRYLIFE_ORGANIC) == 0) return false;
971 
972 	/* Check for wood production */
973 	for (uint i = 0; i < lengthof(ind->produced_cargo); i++) {
974 		/* The industry produces wood. */
975 		if (ind->produced_cargo[i] != CT_INVALID && CargoSpec::Get(ind->produced_cargo[i])->label == 'WOOD') return true;
976 	}
977 
978 	return false;
979 }
980 
981 static const byte _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
982 
983 /**
984  * Check whether the tile can be replaced by a farm field.
985  * @param tile the tile to investigate.
986  * @param allow_fields if true, the method will return true even if
987  * the tile is a farm tile, otherwise the tile may not be a farm tile
988  * @return true if the tile can become a farm field
989  */
IsSuitableForFarmField(TileIndex tile,bool allow_fields)990 static bool IsSuitableForFarmField(TileIndex tile, bool allow_fields)
991 {
992 	switch (GetTileType(tile)) {
993 		case MP_CLEAR: return !IsClearGround(tile, CLEAR_SNOW) && !IsClearGround(tile, CLEAR_DESERT) && (allow_fields || !IsClearGround(tile, CLEAR_FIELDS));
994 		case MP_TREES: return GetTreeGround(tile) != TREE_GROUND_SHORE;
995 		default:       return false;
996 	}
997 }
998 
999 /**
1000  * Build farm field fence
1001  * @param tile the tile to position the fence on
1002  * @param size the size of the field being planted in tiles
1003  * @param type type of fence to set
1004  * @param side the side of the tile to attempt placement
1005  */
SetupFarmFieldFence(TileIndex tile,int size,byte type,DiagDirection side)1006 static void SetupFarmFieldFence(TileIndex tile, int size, byte type, DiagDirection side)
1007 {
1008 	TileIndexDiff diff = (DiagDirToAxis(side) == AXIS_Y ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
1009 
1010 	do {
1011 		tile = TILE_MASK(tile);
1012 
1013 		if (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS)) {
1014 			byte or_ = type;
1015 
1016 			if (or_ == 1 && Chance16(1, 7)) or_ = 2;
1017 
1018 			SetFence(tile, side, or_);
1019 		}
1020 
1021 		tile += diff;
1022 	} while (--size);
1023 }
1024 
PlantFarmField(TileIndex tile,IndustryID industry)1025 static void PlantFarmField(TileIndex tile, IndustryID industry)
1026 {
1027 	if (_settings_game.game_creation.landscape == LT_ARCTIC) {
1028 		if (GetTileZ(tile) + 2 >= GetSnowLine()) return;
1029 	}
1030 
1031 	/* determine field size */
1032 	uint32 r = (Random() & 0x303) + 0x404;
1033 	if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
1034 	uint size_x = GB(r, 0, 8);
1035 	uint size_y = GB(r, 8, 8);
1036 
1037 	TileArea ta(tile - TileDiffXY(std::min(TileX(tile), size_x / 2), std::min(TileY(tile), size_y / 2)), size_x, size_y);
1038 	ta.ClampToMap();
1039 
1040 	if (ta.w == 0 || ta.h == 0) return;
1041 
1042 	/* check the amount of bad tiles */
1043 	int count = 0;
1044 	for (TileIndex cur_tile : ta) {
1045 		assert(cur_tile < MapSize());
1046 		count += IsSuitableForFarmField(cur_tile, false);
1047 	}
1048 	if (count * 2 < ta.w * ta.h) return;
1049 
1050 	/* determine type of field */
1051 	r = Random();
1052 	uint counter = GB(r, 5, 3);
1053 	uint field_type = GB(r, 8, 8) * 9 >> 8;
1054 
1055 	/* make field */
1056 	for (TileIndex cur_tile : ta) {
1057 		assert(cur_tile < MapSize());
1058 		if (IsSuitableForFarmField(cur_tile, true)) {
1059 			MakeField(cur_tile, field_type, industry);
1060 			SetClearCounter(cur_tile, counter);
1061 			MarkTileDirtyByTile(cur_tile);
1062 		}
1063 	}
1064 
1065 	int type = 3;
1066 	if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
1067 		type = _plantfarmfield_type[Random() & 0xF];
1068 	}
1069 
1070 	SetupFarmFieldFence(ta.tile, ta.h, type, DIAGDIR_NE);
1071 	SetupFarmFieldFence(ta.tile, ta.w, type, DIAGDIR_NW);
1072 	SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, DIAGDIR_SW);
1073 	SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, DIAGDIR_SE);
1074 }
1075 
PlantRandomFarmField(const Industry * i)1076 void PlantRandomFarmField(const Industry *i)
1077 {
1078 	int x = i->location.w / 2 + Random() % 31 - 16;
1079 	int y = i->location.h / 2 + Random() % 31 - 16;
1080 
1081 	TileIndex tile = TileAddWrap(i->location.tile, x, y);
1082 
1083 	if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
1084 }
1085 
1086 /**
1087  * Search callback function for ChopLumberMillTrees
1088  * @param tile to test
1089  * @param user_data that is passed by the caller.  In this case, nothing
1090  * @return the result of the test
1091  */
SearchLumberMillTrees(TileIndex tile,void * user_data)1092 static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
1093 {
1094 	if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { ///< 3 and up means all fully grown trees
1095 		/* found a tree */
1096 
1097 		Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
1098 
1099 		_industry_sound_ctr = 1;
1100 		_industry_sound_tile = tile;
1101 		if (_settings_client.sound.ambient) SndPlayTileFx(SND_38_LUMBER_MILL_1, tile);
1102 
1103 		DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
1104 
1105 		cur_company.Restore();
1106 		return true;
1107 	}
1108 	return false;
1109 }
1110 
1111 /**
1112  * Perform a circular search around the Lumber Mill in order to find trees to cut
1113  * @param i industry
1114  */
ChopLumberMillTrees(Industry * i)1115 static void ChopLumberMillTrees(Industry *i)
1116 {
1117 	/* We only want to cut trees if all tiles are completed. */
1118 	for (TileIndex tile_cur : i->location) {
1119 		if (i->TileBelongsToIndustry(tile_cur)) {
1120 			if (!IsIndustryCompleted(tile_cur)) return;
1121 		}
1122 	}
1123 
1124 	TileIndex tile = i->location.tile;
1125 	if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, nullptr)) { // 40x40 tiles  to search.
1126 		i->produced_cargo_waiting[0] = std::min(0xffff, i->produced_cargo_waiting[0] + 45); // Found a tree, add according value to waiting cargo.
1127 	}
1128 }
1129 
ProduceIndustryGoods(Industry * i)1130 static void ProduceIndustryGoods(Industry *i)
1131 {
1132 	const IndustrySpec *indsp = GetIndustrySpec(i->type);
1133 
1134 	/* play a sound? */
1135 	if ((i->counter & 0x3F) == 0) {
1136 		uint32 r;
1137 		if (Chance16R(1, 14, r) && indsp->number_of_sounds != 0 && _settings_client.sound.ambient) {
1138 			for (size_t j = 0; j < lengthof(i->last_month_production); j++) {
1139 				if (i->last_month_production[j] > 0) {
1140 					/* Play sound since last month had production */
1141 					SndPlayTileFx(
1142 						(SoundFx)(indsp->random_sounds[((r >> 16) * indsp->number_of_sounds) >> 16]),
1143 						i->location.tile);
1144 					break;
1145 				}
1146 			}
1147 		}
1148 	}
1149 
1150 	i->counter--;
1151 
1152 	/* produce some cargo */
1153 	if ((i->counter % INDUSTRY_PRODUCE_TICKS) == 0) {
1154 		if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) IndustryProductionCallback(i, 1);
1155 
1156 		IndustryBehaviour indbehav = indsp->behaviour;
1157 		for (size_t j = 0; j < lengthof(i->produced_cargo_waiting); j++) {
1158 			i->produced_cargo_waiting[j] = std::min(0xffff, i->produced_cargo_waiting[j] + i->production_rate[j]);
1159 		}
1160 
1161 		if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
1162 			uint16 cb_res = CALLBACK_FAILED;
1163 			if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
1164 				cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile);
1165 			}
1166 
1167 			bool plant;
1168 			if (cb_res != CALLBACK_FAILED) {
1169 				plant = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
1170 			} else {
1171 				plant = Chance16(1, 8);
1172 			}
1173 
1174 			if (plant) PlantRandomFarmField(i);
1175 		}
1176 		if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
1177 			uint16 cb_res = CALLBACK_FAILED;
1178 			if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
1179 				cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 1, i, i->type, i->location.tile);
1180 			}
1181 
1182 			bool cut;
1183 			if (cb_res != CALLBACK_FAILED) {
1184 				cut = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
1185 			} else {
1186 				cut = ((i->counter % INDUSTRY_CUT_TREE_TICKS) == 0);
1187 			}
1188 
1189 			if (cut) ChopLumberMillTrees(i);
1190 		}
1191 
1192 		TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
1193 		StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
1194 	}
1195 }
1196 
OnTick_Industry()1197 void OnTick_Industry()
1198 {
1199 	if (_industry_sound_ctr != 0) {
1200 		_industry_sound_ctr++;
1201 
1202 		if (_industry_sound_ctr == 75) {
1203 			if (_settings_client.sound.ambient) SndPlayTileFx(SND_37_LUMBER_MILL_2, _industry_sound_tile);
1204 		} else if (_industry_sound_ctr == 160) {
1205 			_industry_sound_ctr = 0;
1206 			if (_settings_client.sound.ambient) SndPlayTileFx(SND_36_LUMBER_MILL_3, _industry_sound_tile);
1207 		}
1208 	}
1209 
1210 	if (_game_mode == GM_EDITOR) return;
1211 
1212 	for (Industry *i : Industry::Iterate()) {
1213 		ProduceIndustryGoods(i);
1214 	}
1215 }
1216 
1217 /**
1218  * Check the conditions of #CHECK_NOTHING (Always succeeds).
1219  * @param tile %Tile to perform the checking.
1220  * @return Succeeded or failed command.
1221  */
CheckNewIndustry_NULL(TileIndex tile)1222 static CommandCost CheckNewIndustry_NULL(TileIndex tile)
1223 {
1224 	return CommandCost();
1225 }
1226 
1227 /**
1228  * Check the conditions of #CHECK_FOREST (Industry should be build above snow-line in arctic climate).
1229  * @param tile %Tile to perform the checking.
1230  * @return Succeeded or failed command.
1231  */
CheckNewIndustry_Forest(TileIndex tile)1232 static CommandCost CheckNewIndustry_Forest(TileIndex tile)
1233 {
1234 	if (_settings_game.game_creation.landscape == LT_ARCTIC) {
1235 		if (GetTileZ(tile) < HighestSnowLine() + 2) {
1236 			return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
1237 		}
1238 	}
1239 	return CommandCost();
1240 }
1241 
1242 /**
1243  * Check if a tile is within a distance from map edges, scaled by map dimensions independently.
1244  * Each dimension is checked independently, and dimensions smaller than 256 are not scaled.
1245  * @param tile Which tile to check distance of.
1246  * @param maxdist Normal distance on a 256x256 map.
1247  * @return True if the tile is near the map edge.
1248  */
CheckScaledDistanceFromEdge(TileIndex tile,uint maxdist)1249 static bool CheckScaledDistanceFromEdge(TileIndex tile, uint maxdist)
1250 {
1251 	uint maxdist_x = maxdist;
1252 	uint maxdist_y = maxdist;
1253 
1254 	if (MapSizeX() > 256) maxdist_x *= MapSizeX() / 256;
1255 	if (MapSizeY() > 256) maxdist_y *= MapSizeY() / 256;
1256 
1257 	if (DistanceFromEdgeDir(tile, DIAGDIR_NE) < maxdist_x) return true;
1258 	if (DistanceFromEdgeDir(tile, DIAGDIR_NW) < maxdist_y) return true;
1259 	if (DistanceFromEdgeDir(tile, DIAGDIR_SW) < maxdist_x) return true;
1260 	if (DistanceFromEdgeDir(tile, DIAGDIR_SE) < maxdist_y) return true;
1261 
1262 	return false;
1263 }
1264 
1265 /**
1266  * Check the conditions of #CHECK_REFINERY (Industry should be positioned near edge of the map).
1267  * @param tile %Tile to perform the checking.
1268  * @return Succeeded or failed command.
1269  */
CheckNewIndustry_OilRefinery(TileIndex tile)1270 static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
1271 {
1272 	if (_game_mode == GM_EDITOR) return CommandCost();
1273 
1274 	if (CheckScaledDistanceFromEdge(TILE_ADDXY(tile, 1, 1), _settings_game.game_creation.oil_refinery_limit)) return CommandCost();
1275 
1276 	return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
1277 }
1278 
1279 extern bool _ignore_restrictions;
1280 
1281 /**
1282  * Check the conditions of #CHECK_OIL_RIG (Industries at sea should be positioned near edge of the map).
1283  * @param tile %Tile to perform the checking.
1284  * @return Succeeded or failed command.
1285  */
CheckNewIndustry_OilRig(TileIndex tile)1286 static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
1287 {
1288 	if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
1289 
1290 	if (TileHeight(tile) == 0 &&
1291 			CheckScaledDistanceFromEdge(TILE_ADDXY(tile, 1, 1), _settings_game.game_creation.oil_refinery_limit)) return CommandCost();
1292 
1293 	return_cmd_error(STR_ERROR_CAN_ONLY_BE_POSITIONED);
1294 }
1295 
1296 /**
1297  * Check the conditions of #CHECK_FARM (Industry should be below snow-line in arctic).
1298  * @param tile %Tile to perform the checking.
1299  * @return Succeeded or failed command.
1300  */
CheckNewIndustry_Farm(TileIndex tile)1301 static CommandCost CheckNewIndustry_Farm(TileIndex tile)
1302 {
1303 	if (_settings_game.game_creation.landscape == LT_ARCTIC) {
1304 		if (GetTileZ(tile) + 2 >= HighestSnowLine()) {
1305 			return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1306 		}
1307 	}
1308 	return CommandCost();
1309 }
1310 
1311 /**
1312  * Check the conditions of #CHECK_PLANTATION (Industry should NOT be in the desert).
1313  * @param tile %Tile to perform the checking.
1314  * @return Succeeded or failed command.
1315  */
CheckNewIndustry_Plantation(TileIndex tile)1316 static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
1317 {
1318 	if (GetTropicZone(tile) == TROPICZONE_DESERT) {
1319 		return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1320 	}
1321 	return CommandCost();
1322 }
1323 
1324 /**
1325  * Check the conditions of #CHECK_WATER (Industry should be in the desert).
1326  * @param tile %Tile to perform the checking.
1327  * @return Succeeded or failed command.
1328  */
CheckNewIndustry_Water(TileIndex tile)1329 static CommandCost CheckNewIndustry_Water(TileIndex tile)
1330 {
1331 	if (GetTropicZone(tile) != TROPICZONE_DESERT) {
1332 		return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
1333 	}
1334 	return CommandCost();
1335 }
1336 
1337 /**
1338  * Check the conditions of #CHECK_LUMBERMILL (Industry should be in the rain forest).
1339  * @param tile %Tile to perform the checking.
1340  * @return Succeeded or failed command.
1341  */
CheckNewIndustry_Lumbermill(TileIndex tile)1342 static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
1343 {
1344 	if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
1345 		return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
1346 	}
1347 	return CommandCost();
1348 }
1349 
1350 /**
1351  * Check the conditions of #CHECK_BUBBLEGEN (Industry should be in low land).
1352  * @param tile %Tile to perform the checking.
1353  * @return Succeeded or failed command.
1354  */
CheckNewIndustry_BubbleGen(TileIndex tile)1355 static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
1356 {
1357 	if (GetTileZ(tile) > 4) {
1358 		return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
1359 	}
1360 	return CommandCost();
1361 }
1362 
1363 /**
1364  * Industrytype check function signature.
1365  * @param tile %Tile to check.
1366  * @return Succeeded or failed command.
1367  */
1368 typedef CommandCost CheckNewIndustryProc(TileIndex tile);
1369 
1370 /** Check functions for different types of industry. */
1371 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
1372 	CheckNewIndustry_NULL,        ///< CHECK_NOTHING
1373 	CheckNewIndustry_Forest,      ///< CHECK_FOREST
1374 	CheckNewIndustry_OilRefinery, ///< CHECK_REFINERY
1375 	CheckNewIndustry_Farm,        ///< CHECK_FARM
1376 	CheckNewIndustry_Plantation,  ///< CHECK_PLANTATION
1377 	CheckNewIndustry_Water,       ///< CHECK_WATER
1378 	CheckNewIndustry_Lumbermill,  ///< CHECK_LUMBERMILL
1379 	CheckNewIndustry_BubbleGen,   ///< CHECK_BUBBLEGEN
1380 	CheckNewIndustry_OilRig,      ///< CHECK_OIL_RIG
1381 };
1382 
1383 /**
1384  * Find a town for the industry, while checking for multiple industries in the same town.
1385  * @param tile Position of the industry to build.
1386  * @param type Industry type.
1387  * @param[out] t Pointer to return town for the new industry, \c nullptr is written if no good town can be found.
1388  * @return Succeeded or failed command.
1389  *
1390  * @pre \c *t != nullptr
1391  * @post \c *t points to a town on success, and \c nullptr on failure.
1392  */
FindTownForIndustry(TileIndex tile,int type,Town ** t)1393 static CommandCost FindTownForIndustry(TileIndex tile, int type, Town **t)
1394 {
1395 	*t = ClosestTownFromTile(tile, UINT_MAX);
1396 
1397 	if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
1398 
1399 	for (const Industry *i : Industry::Iterate()) {
1400 		if (i->type == (byte)type && i->town == *t) {
1401 			*t = nullptr;
1402 			return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
1403 		}
1404 	}
1405 
1406 	return CommandCost();
1407 }
1408 
IsSlopeRefused(Slope current,Slope refused)1409 bool IsSlopeRefused(Slope current, Slope refused)
1410 {
1411 	if (IsSteepSlope(current)) return true;
1412 	if (current != SLOPE_FLAT) {
1413 		if (IsSteepSlope(refused)) return true;
1414 
1415 		Slope t = ComplementSlope(current);
1416 
1417 		if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
1418 		if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
1419 		if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
1420 		if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
1421 	}
1422 
1423 	return false;
1424 }
1425 
1426 /**
1427  * Are the tiles of the industry free?
1428  * @param tile                    Position to check.
1429  * @param layout                  Industry tiles table.
1430  * @param layout_index            The index of the layout to build/fund
1431  * @param type                    Type of the industry.
1432  * @param initial_random_bits     The random bits the industry is going to have after construction.
1433  * @param founder                 Industry founder
1434  * @param creation_type           The circumstances the industry is created under.
1435  * @param[out] custom_shape_check Perform custom check for the site.
1436  * @return Failed or succeeded command.
1437  */
CheckIfIndustryTilesAreFree(TileIndex tile,const IndustryTileLayout & layout,size_t layout_index,int type,uint16 initial_random_bits,Owner founder,IndustryAvailabilityCallType creation_type,bool * custom_shape_check=nullptr)1438 static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileLayout &layout, size_t layout_index, int type, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check = nullptr)
1439 {
1440 	bool refused_slope = false;
1441 	bool custom_shape = false;
1442 
1443 	for (const IndustryTileLayoutTile &it : layout) {
1444 		IndustryGfx gfx = GetTranslatedIndustryTileID(it.gfx);
1445 		TileIndex cur_tile = TileAddWrap(tile, it.ti.x, it.ti.y);
1446 
1447 		if (!IsValidTile(cur_tile)) {
1448 			return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1449 		}
1450 
1451 		if (gfx == GFX_WATERTILE_SPECIALCHECK) {
1452 			if (!IsWaterTile(cur_tile) ||
1453 					!IsTileFlat(cur_tile)) {
1454 				return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1455 			}
1456 		} else {
1457 			CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
1458 			if (ret.Failed()) return ret;
1459 			if (IsBridgeAbove(cur_tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1460 
1461 			const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
1462 
1463 			IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
1464 
1465 			/* Perform land/water check if not disabled */
1466 			if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1467 
1468 			if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
1469 				custom_shape = true;
1470 				CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, layout_index, initial_random_bits, founder, creation_type);
1471 				if (ret.Failed()) return ret;
1472 			} else {
1473 				Slope tileh = GetTileSlope(cur_tile);
1474 				refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
1475 			}
1476 
1477 			if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
1478 					((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
1479 				if (!IsTileType(cur_tile, MP_HOUSE)) {
1480 					return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
1481 				}
1482 
1483 				/* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
1484 				Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1485 				CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
1486 				cur_company.Restore();
1487 
1488 				if (ret.Failed()) return ret;
1489 			} else {
1490 				/* Clear the tiles, but do not affect town ratings */
1491 				CommandCost ret = DoCommand(cur_tile, 0, 0, DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
1492 
1493 				if (ret.Failed()) return ret;
1494 			}
1495 		}
1496 	}
1497 
1498 	if (custom_shape_check != nullptr) *custom_shape_check = custom_shape;
1499 
1500 	/* It is almost impossible to have a fully flat land in TG, so what we
1501 	 *  do is that we check if we can make the land flat later on. See
1502 	 *  CheckIfCanLevelIndustryPlatform(). */
1503 	if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
1504 		return CommandCost();
1505 	}
1506 	return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1507 }
1508 
1509 /**
1510  * Is the industry allowed to be built at this place for the town?
1511  * @param tile Tile to construct the industry.
1512  * @param type Type of the industry.
1513  * @param t    Town authority that the industry belongs to.
1514  * @return Succeeded or failed command.
1515  */
CheckIfIndustryIsAllowed(TileIndex tile,int type,const Town * t)1516 static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
1517 {
1518 	if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->cache.population < 1200) {
1519 		return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
1520 	}
1521 
1522 	if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
1523 		return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER);
1524 	}
1525 
1526 	return CommandCost();
1527 }
1528 
CheckCanTerraformSurroundingTiles(TileIndex tile,uint height,int internal)1529 static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
1530 {
1531 	/* Check if we don't leave the map */
1532 	if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
1533 
1534 	TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
1535 	for (TileIndex tile_walk : ta) {
1536 		uint curh = TileHeight(tile_walk);
1537 		/* Is the tile clear? */
1538 		if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
1539 
1540 		/* Don't allow too big of a change if this is the sub-tile check */
1541 		if (internal != 0 && Delta(curh, height) > 1) return false;
1542 
1543 		/* Different height, so the surrounding tiles of this tile
1544 		 *  has to be correct too (in level, or almost in level)
1545 		 *  else you get a chain-reaction of terraforming. */
1546 		if (internal == 0 && curh != height) {
1547 			if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
1548 				return false;
1549 			}
1550 		}
1551 	}
1552 
1553 	return true;
1554 }
1555 
1556 /**
1557  * This function tries to flatten out the land below an industry, without
1558  *  damaging the surroundings too much.
1559  */
CheckIfCanLevelIndustryPlatform(TileIndex tile,DoCommandFlag flags,const IndustryTileLayout & layout,int type)1560 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileLayout &layout, int type)
1561 {
1562 	int max_x = 0;
1563 	int max_y = 0;
1564 
1565 	/* Finds dimensions of largest variant of this industry */
1566 	for (const IndustryTileLayoutTile &it : layout) {
1567 		if (it.gfx == GFX_WATERTILE_SPECIALCHECK) continue; // watercheck tiles don't count for footprint size
1568 		if (it.ti.x > max_x) max_x = it.ti.x;
1569 		if (it.ti.y > max_y) max_y = it.ti.y;
1570 	}
1571 
1572 	/* Remember level height */
1573 	uint h = TileHeight(tile);
1574 
1575 	if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
1576 	/* Check that all tiles in area and surrounding are clear
1577 	 * this determines that there are no obstructing items */
1578 
1579 	/* TileArea::Expand is not used here as we need to abort
1580 	 * instead of clamping if the bounds cannot expanded. */
1581 	TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
1582 			max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
1583 
1584 	if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
1585 
1586 	/* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
1587 	 * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
1588 	Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1589 
1590 	for (TileIndex tile_walk : ta) {
1591 		uint curh = TileHeight(tile_walk);
1592 		if (curh != h) {
1593 			/* This tile needs terraforming. Check if we can do that without
1594 			 *  damaging the surroundings too much. */
1595 			if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
1596 				cur_company.Restore();
1597 				return false;
1598 			}
1599 			/* This is not 100% correct check, but the best we can do without modifying the map.
1600 			 *  What is missing, is if the difference in height is more than 1.. */
1601 			if (DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND).Failed()) {
1602 				cur_company.Restore();
1603 				return false;
1604 			}
1605 		}
1606 	}
1607 
1608 	if (flags & DC_EXEC) {
1609 		/* Terraform the land under the industry */
1610 		for (TileIndex tile_walk : ta) {
1611 			uint curh = TileHeight(tile_walk);
1612 			while (curh != h) {
1613 				/* We give the terraforming for free here, because we can't calculate
1614 				 *  exact cost in the test-round, and as we all know, that will cause
1615 				 *  a nice assert if they don't match ;) */
1616 				DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
1617 				curh += (curh > h) ? -1 : 1;
1618 			}
1619 		}
1620 	}
1621 
1622 	cur_company.Restore();
1623 	return true;
1624 }
1625 
1626 
1627 /**
1628  * Check that the new industry is far enough from conflicting industries.
1629  * @param tile Tile to construct the industry.
1630  * @param type Type of the new industry.
1631  * @return Succeeded or failed command.
1632  */
CheckIfFarEnoughFromConflictingIndustry(TileIndex tile,int type)1633 static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
1634 {
1635 	const IndustrySpec *indspec = GetIndustrySpec(type);
1636 
1637 	/* On a large map with many industries, it may be faster to check an area. */
1638 	static const int dmax = 14;
1639 	if (Industry::GetNumItems() > (size_t) (dmax * dmax * 2)) {
1640 		const Industry* i = nullptr;
1641 		TileArea tile_area = TileArea(tile, 1, 1).Expand(dmax);
1642 		for (TileIndex atile : tile_area) {
1643 			if (GetTileType(atile) == MP_INDUSTRY) {
1644 				const Industry *i2 = Industry::GetByTile(atile);
1645 				if (i == i2) continue;
1646 				i = i2;
1647 				if (DistanceMax(tile, i->location.tile) > (uint)dmax) continue;
1648 				if (i->type == indspec->conflicting[0] ||
1649 						i->type == indspec->conflicting[1] ||
1650 						i->type == indspec->conflicting[2]) {
1651 					return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
1652 				}
1653 			}
1654 		}
1655 		return CommandCost();
1656 	}
1657 
1658 	for (const Industry *i : Industry::Iterate()) {
1659 		/* Within 14 tiles from another industry is considered close */
1660 		if (DistanceMax(tile, i->location.tile) > 14) continue;
1661 
1662 		/* check if there are any conflicting industry types around */
1663 		if (i->type == indspec->conflicting[0] ||
1664 				i->type == indspec->conflicting[1] ||
1665 				i->type == indspec->conflicting[2]) {
1666 			return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
1667 		}
1668 	}
1669 	return CommandCost();
1670 }
1671 
1672 /**
1673  * Advertise about a new industry opening.
1674  * @param ind Industry being opened.
1675  */
AdvertiseIndustryOpening(const Industry * ind)1676 static void AdvertiseIndustryOpening(const Industry *ind)
1677 {
1678 	const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
1679 	SetDParam(0, ind_spc->name);
1680 	if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
1681 		SetDParam(1, STR_TOWN_NAME);
1682 		SetDParam(2, ind->town->index);
1683 	} else {
1684 		SetDParam(1, ind->town->index);
1685 	}
1686 	AddIndustryNewsItem(ind_spc->new_industry_text, NT_INDUSTRY_OPEN, ind->index);
1687 	AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
1688 	Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
1689 }
1690 
1691 /**
1692  * Populate an industry's list of nearby stations, and if it accepts any cargo, also
1693  * add the industry to each station's nearby industry list.
1694  * @param ind Industry
1695  */
PopulateStationsNearby(Industry * ind)1696 static void PopulateStationsNearby(Industry *ind)
1697 {
1698 	if (ind->neutral_station != nullptr && !_settings_game.station.serve_neutral_industries) {
1699 		/* Industry has a neutral station. Use it and ignore any other nearby stations. */
1700 		ind->stations_near.insert(ind->neutral_station);
1701 		ind->neutral_station->industries_near.clear();
1702 		ind->neutral_station->industries_near.insert(ind);
1703 		return;
1704 	}
1705 
1706 	ForAllStationsAroundTiles(ind->location, [ind](Station *st, TileIndex tile) {
1707 		if (!IsTileType(tile, MP_INDUSTRY) || GetIndustryIndex(tile) != ind->index) return false;
1708 		ind->stations_near.insert(st);
1709 		st->AddIndustryToDeliver(ind);
1710 		return true;
1711 	});
1712 }
1713 
1714 /**
1715  * Put an industry on the map.
1716  * @param i                   Just allocated poolitem, mostly empty.
1717  * @param tile                North tile of the industry.
1718  * @param type                Type of the industry.
1719  * @param layout              Industrylayout to build.
1720  * @param layout_index        Number of the industry layout.
1721  * @param t                   Nearest town.
1722  * @param founder             Founder of the industry; OWNER_NONE in case of random construction.
1723  * @param initial_random_bits Random bits for the industry.
1724  */
DoCreateNewIndustry(Industry * i,TileIndex tile,IndustryType type,const IndustryTileLayout & layout,size_t layout_index,Town * t,Owner founder,uint16 initial_random_bits)1725 static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileLayout &layout, size_t layout_index, Town *t, Owner founder, uint16 initial_random_bits)
1726 {
1727 	const IndustrySpec *indspec = GetIndustrySpec(type);
1728 
1729 	i->location = TileArea(tile, 1, 1);
1730 	i->type = type;
1731 	Industry::IncIndustryTypeCount(type);
1732 
1733 	MemCpyT(i->produced_cargo,  indspec->produced_cargo,  lengthof(i->produced_cargo));
1734 	MemCpyT(i->production_rate, indspec->production_rate, lengthof(i->production_rate));
1735 	MemCpyT(i->accepts_cargo,   indspec->accepts_cargo,   lengthof(i->accepts_cargo));
1736 
1737 	MemSetT(i->produced_cargo_waiting,     0, lengthof(i->produced_cargo_waiting));
1738 	MemSetT(i->this_month_production,      0, lengthof(i->this_month_production));
1739 	MemSetT(i->this_month_transported,     0, lengthof(i->this_month_transported));
1740 	MemSetT(i->last_month_pct_transported, 0, lengthof(i->last_month_pct_transported));
1741 	MemSetT(i->last_month_transported,     0, lengthof(i->last_month_transported));
1742 	MemSetT(i->incoming_cargo_waiting,     0, lengthof(i->incoming_cargo_waiting));
1743 	MemSetT(i->last_cargo_accepted_at,     0, lengthof(i->last_cargo_accepted_at));
1744 
1745 	/* Randomize inital production if non-original economy is used and there are no production related callbacks. */
1746 	if (!indspec->UsesOriginalEconomy()) {
1747 		for (size_t ci = 0; ci < lengthof(i->production_rate); ci++) {
1748 			i->production_rate[ci] = std::min((RandomRange(256) + 128) * i->production_rate[ci] >> 8, 255u);
1749 		}
1750 	}
1751 
1752 	i->town = t;
1753 	i->owner = OWNER_NONE;
1754 
1755 	uint16 r = Random();
1756 	i->random_colour = GB(r, 0, 4);
1757 	i->counter = GB(r, 4, 12);
1758 	i->random = initial_random_bits;
1759 	i->was_cargo_delivered = false;
1760 	i->last_prod_year = _cur_year;
1761 	i->founder = founder;
1762 	i->ctlflags = INDCTL_NONE;
1763 
1764 	i->construction_date = _date;
1765 	i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
1766 			(_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
1767 
1768 	/* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
1769 	 * 0 = created prior of newindustries
1770 	 * else, chosen layout + 1 */
1771 	i->selected_layout = (byte)(layout_index + 1);
1772 
1773 	i->exclusive_supplier = INVALID_OWNER;
1774 	i->exclusive_consumer = INVALID_OWNER;
1775 
1776 	i->prod_level = PRODLEVEL_DEFAULT;
1777 
1778 	/* Call callbacks after the regular fields got initialised. */
1779 
1780 	if (HasBit(indspec->callback_mask, CBM_IND_PROD_CHANGE_BUILD)) {
1781 		uint16 res = GetIndustryCallback(CBID_INDUSTRY_PROD_CHANGE_BUILD, 0, Random(), i, type, INVALID_TILE);
1782 		if (res != CALLBACK_FAILED) {
1783 			if (res < PRODLEVEL_MINIMUM || res > PRODLEVEL_MAXIMUM) {
1784 				ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_PROD_CHANGE_BUILD, res);
1785 			} else {
1786 				i->prod_level = res;
1787 				i->RecomputeProductionMultipliers();
1788 			}
1789 		}
1790 	}
1791 
1792 	if (_generating_world) {
1793 		if (HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) {
1794 			IndustryProductionCallback(i, 1);
1795 			for (size_t ci = 0; ci < lengthof(i->last_month_production); ci++) {
1796 				i->last_month_production[ci] = i->produced_cargo_waiting[ci] * 8;
1797 				i->produced_cargo_waiting[ci] = 0;
1798 			}
1799 		}
1800 
1801 		for (size_t ci = 0; ci < lengthof(i->last_month_production); ci++) {
1802 			i->last_month_production[ci] += i->production_rate[ci] * 8;
1803 		}
1804 	}
1805 
1806 	if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
1807 		uint16 res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
1808 		if (res != CALLBACK_FAILED) {
1809 			if (GB(res, 4, 11) != 0) ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_DECIDE_COLOUR, res);
1810 			i->random_colour = GB(res, 0, 4);
1811 		}
1812 	}
1813 
1814 	if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
1815 		/* Clear all input cargo types */
1816 		for (uint j = 0; j < lengthof(i->accepts_cargo); j++) i->accepts_cargo[j] = CT_INVALID;
1817 		/* Query actual types */
1818 		uint maxcargoes = (indspec->behaviour & INDUSTRYBEH_CARGOTYPES_UNLIMITED) ? lengthof(i->accepts_cargo) : 3;
1819 		for (uint j = 0; j < maxcargoes; j++) {
1820 			uint16 res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
1821 			if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
1822 			if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
1823 				ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res);
1824 				break;
1825 			}
1826 			CargoID cargo = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
1827 			/* Industries without "unlimited" cargo types support depend on the specific order/slots of cargo types.
1828 			 * They need to be able to blank out specific slots without aborting the callback sequence,
1829 			 * and solve this by returning undefined cargo indexes. Skip these. */
1830 			if (cargo == CT_INVALID && !(indspec->behaviour & INDUSTRYBEH_CARGOTYPES_UNLIMITED)) continue;
1831 			/* Verify valid cargo */
1832 			if (std::find(indspec->accepts_cargo, endof(indspec->accepts_cargo), cargo) == endof(indspec->accepts_cargo)) {
1833 				/* Cargo not in spec, error in NewGRF */
1834 				ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res);
1835 				break;
1836 			}
1837 			if (std::find(i->accepts_cargo, i->accepts_cargo + j, cargo) != i->accepts_cargo + j) {
1838 				/* Duplicate cargo */
1839 				ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res);
1840 				break;
1841 			}
1842 			i->accepts_cargo[j] = cargo;
1843 		}
1844 	}
1845 
1846 	if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
1847 		/* Clear all output cargo types */
1848 		for (uint j = 0; j < lengthof(i->produced_cargo); j++) i->produced_cargo[j] = CT_INVALID;
1849 		/* Query actual types */
1850 		uint maxcargoes = (indspec->behaviour & INDUSTRYBEH_CARGOTYPES_UNLIMITED) ? lengthof(i->produced_cargo) : 2;
1851 		for (uint j = 0; j < maxcargoes; j++) {
1852 			uint16 res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
1853 			if (res == CALLBACK_FAILED || GB(res, 0, 8) == CT_INVALID) break;
1854 			if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
1855 				ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res);
1856 				break;
1857 			}
1858 			CargoID cargo = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
1859 			/* Allow older GRFs to skip slots. */
1860 			if (cargo == CT_INVALID && !(indspec->behaviour & INDUSTRYBEH_CARGOTYPES_UNLIMITED)) continue;
1861 			/* Verify valid cargo */
1862 			if (std::find(indspec->produced_cargo, endof(indspec->produced_cargo), cargo) == endof(indspec->produced_cargo)) {
1863 				/* Cargo not in spec, error in NewGRF */
1864 				ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res);
1865 				break;
1866 			}
1867 			if (std::find(i->produced_cargo, i->produced_cargo + j, cargo) != i->produced_cargo + j) {
1868 				/* Duplicate cargo */
1869 				ErrorUnknownCallbackResult(indspec->grf_prop.grffile->grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res);
1870 				break;
1871 			}
1872 			i->produced_cargo[j] = cargo;
1873 		}
1874 	}
1875 
1876 	/* Plant the tiles */
1877 
1878 	for (const IndustryTileLayoutTile &it : layout) {
1879 		TileIndex cur_tile = tile + ToTileIndexDiff(it.ti);
1880 
1881 		if (it.gfx != GFX_WATERTILE_SPECIALCHECK) {
1882 			i->location.Add(cur_tile);
1883 
1884 			WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
1885 
1886 			DoCommand(cur_tile, 0, 0, DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, CMD_LANDSCAPE_CLEAR);
1887 
1888 			MakeIndustry(cur_tile, i->index, it.gfx, Random(), wc);
1889 
1890 			if (_generating_world) {
1891 				SetIndustryConstructionCounter(cur_tile, 3);
1892 				SetIndustryConstructionStage(cur_tile, 2);
1893 			}
1894 
1895 			/* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
1896 			IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it.gfx);
1897 			const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
1898 			if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
1899 		}
1900 	}
1901 
1902 	if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
1903 		for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
1904 	}
1905 	InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_FORCE_REBUILD);
1906 
1907 	if (!_generating_world) PopulateStationsNearby(i);
1908 }
1909 
1910 /**
1911  * Helper function for Build/Fund an industry
1912  * @param tile tile where industry is built
1913  * @param type of industry to build
1914  * @param flags of operations to conduct
1915  * @param indspec pointer to industry specifications
1916  * @param layout_index the index of the itsepc to build/fund
1917  * @param random_var8f random seed (possibly) used by industries
1918  * @param random_initial_bits The random bits the industry is going to have after construction.
1919  * @param founder Founder of the industry
1920  * @param creation_type The circumstances the industry is created under.
1921  * @param[out] ip Pointer to store newly created industry.
1922  * @return Succeeded or failed command.
1923  *
1924  * @post \c *ip contains the newly created industry if all checks are successful and the \a flags request actual creation, else it contains \c nullptr afterwards.
1925  */
CreateNewIndustryHelper(TileIndex tile,IndustryType type,DoCommandFlag flags,const IndustrySpec * indspec,size_t layout_index,uint32 random_var8f,uint16 random_initial_bits,Owner founder,IndustryAvailabilityCallType creation_type,Industry ** ip)1926 static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, size_t layout_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
1927 {
1928 	assert(layout_index < indspec->layouts.size());
1929 	const IndustryTileLayout &layout = indspec->layouts[layout_index];
1930 	bool custom_shape_check = false;
1931 
1932 	*ip = nullptr;
1933 
1934 	std::vector<ClearedObjectArea> object_areas(_cleared_object_areas);
1935 	CommandCost ret = CheckIfIndustryTilesAreFree(tile, layout, layout_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
1936 	_cleared_object_areas = object_areas;
1937 	if (ret.Failed()) return ret;
1938 
1939 	if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
1940 		ret = CheckIfCallBackAllowsCreation(tile, type, layout_index, random_var8f, random_initial_bits, founder, creation_type);
1941 	} else {
1942 		ret = _check_new_industry_procs[indspec->check_proc](tile);
1943 	}
1944 	if (ret.Failed()) return ret;
1945 
1946 	if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
1947 			!_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, layout, type)) {
1948 		return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1949 	}
1950 
1951 	ret = CheckIfFarEnoughFromConflictingIndustry(tile, type);
1952 	if (ret.Failed()) return ret;
1953 
1954 	Town *t = nullptr;
1955 	ret = FindTownForIndustry(tile, type, &t);
1956 	if (ret.Failed()) return ret;
1957 	assert(t != nullptr);
1958 
1959 	ret = CheckIfIndustryIsAllowed(tile, type, t);
1960 	if (ret.Failed()) return ret;
1961 
1962 	if (!Industry::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_INDUSTRIES);
1963 
1964 	if (flags & DC_EXEC) {
1965 		*ip = new Industry(tile);
1966 		if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, layout, type);
1967 		DoCreateNewIndustry(*ip, tile, type, layout, layout_index, t, founder, random_initial_bits);
1968 	}
1969 
1970 	return CommandCost();
1971 }
1972 
1973 /**
1974  * Build/Fund an industry
1975  * @param tile tile where industry is built
1976  * @param flags of operations to conduct
1977  * @param p1 various bitstuffed elements
1978  * - p1 = (bit  0 -  7) - industry type see build_industry.h and see industry.h
1979  * - p1 = (bit  8 - 15) - first layout to try
1980  * - p1 = (bit 16     ) - 0 = prospect, 1 = fund (only valid if current company is DEITY)
1981  * @param p2 seed to use for desyncfree randomisations
1982  * @param text unused
1983  * @return the cost of this operation or an error
1984  */
CmdBuildIndustry(TileIndex tile,DoCommandFlag flags,uint32 p1,uint32 p2,const std::string & text)1985 CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
1986 {
1987 	IndustryType it = GB(p1, 0, 8);
1988 	if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
1989 
1990 	const IndustrySpec *indspec = GetIndustrySpec(it);
1991 
1992 	/* Check if the to-be built/founded industry is available for this climate. */
1993 	if (!indspec->enabled || indspec->layouts.empty()) return CMD_ERROR;
1994 
1995 	/* If the setting for raw-material industries is not on, you cannot build raw-material industries.
1996 	 * Raw material industries are industries that do not accept cargo (at least for now) */
1997 	if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
1998 		return CMD_ERROR;
1999 	}
2000 
2001 	if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) {
2002 		return CMD_ERROR;
2003 	}
2004 
2005 	Randomizer randomizer;
2006 	randomizer.SetSeed(p2);
2007 	uint16 random_initial_bits = GB(p2, 0, 16);
2008 	uint32 random_var8f = randomizer.Next();
2009 	size_t num_layouts = indspec->layouts.size();
2010 	CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
2011 	const bool deity_prospect = _current_company == OWNER_DEITY && !HasBit(p1, 16);
2012 
2013 	Industry *ind = nullptr;
2014 	if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) {
2015 		if (flags & DC_EXEC) {
2016 			/* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
2017 			Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
2018 			/* Prospecting has a chance to fail, however we cannot guarantee that something can
2019 			 * be built on the map, so the chance gets lower when the map is fuller, but there
2020 			 * is nothing we can really do about that. */
2021 			if (deity_prospect || Random() <= indspec->prospecting_chance) {
2022 				for (int i = 0; i < 5000; i++) {
2023 					/* We should not have more than one Random() in a function call
2024 					 * because parameter evaluation order is not guaranteed in the c++ standard
2025 					 */
2026 					tile = RandomTile();
2027 					/* Start with a random layout */
2028 					size_t layout = RandomRange((uint32)num_layouts);
2029 					/* Check now each layout, starting with the random one */
2030 					for (size_t j = 0; j < num_layouts; j++) {
2031 						layout = (layout + 1) % num_layouts;
2032 						ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_PROSPECTCREATION, &ind);
2033 						if (ret.Succeeded()) break;
2034 					}
2035 					if (ret.Succeeded()) break;
2036 				}
2037 			}
2038 			cur_company.Restore();
2039 		}
2040 	} else {
2041 		size_t layout = GB(p1, 8, 8);
2042 		if (layout >= num_layouts) return CMD_ERROR;
2043 
2044 		/* Check subsequently each layout, starting with the given layout in p1 */
2045 		for (size_t i = 0; i < num_layouts; i++) {
2046 			layout = (layout + 1) % num_layouts;
2047 			ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind);
2048 			if (ret.Succeeded()) break;
2049 		}
2050 
2051 		/* If it still failed, there's no suitable layout to build here, return the error */
2052 		if (ret.Failed()) return ret;
2053 	}
2054 
2055 	if ((flags & DC_EXEC) && ind != nullptr && _game_mode != GM_EDITOR) {
2056 		AdvertiseIndustryOpening(ind);
2057 	}
2058 
2059 	return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
2060 }
2061 
2062 /**
2063  * Change industry properties
2064  * @param tile Unused.
2065  * @param flags Type of operation.
2066  * @param p1 IndustryID
2067  * @param p2 various bitstuffed elements
2068  * - p2 = (bit 0 - 7) - IndustryAction to perform
2069  * - p2 = (bit 8 - 15) - IndustryControlFlags
2070  *                       (only used with set control flags)
2071  * - p2 = (bit 16 - 23) - CompanyID to set or INVALID_OWNER (available to everyone) or
2072  *                        OWNER_NONE (neutral stations only) or OWNER_DEITY (no one)
2073  *                        (only used with set exclusive supplier / consumer)
2074  * @param text - Additional industry text (only used with set text action)
2075  * @return Empty cost or an error.
2076  */
CmdIndustryCtrl(TileIndex tile,DoCommandFlag flags,uint32 p1,uint32 p2,const std::string & text)2077 CommandCost CmdIndustryCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2078 {
2079 	if (_current_company != OWNER_DEITY) return CMD_ERROR;
2080 
2081 	Industry *ind = Industry::GetIfValid(p1);
2082 	if (ind == nullptr) return CMD_ERROR;
2083 
2084 	auto action = static_cast<IndustryAction>(GB(p2, 0, 8));
2085 
2086 	switch (action) {
2087 		case IndustryAction::SetControlFlags: {
2088 			IndustryControlFlags ctlflags = (IndustryControlFlags)GB(p2, 8, 8) & INDCTL_MASK;
2089 
2090 			if (flags & DC_EXEC) ind->ctlflags = ctlflags;
2091 
2092 			break;
2093 		}
2094 
2095 		case IndustryAction::SetExclusiveSupplier:
2096 		case IndustryAction::SetExclusiveConsumer: {
2097 			Owner company_id = (Owner)GB(p2, 16, 8);
2098 
2099 			if (company_id != OWNER_NONE && company_id != INVALID_OWNER && company_id != OWNER_DEITY
2100 				&& !Company::IsValidID(company_id)) return CMD_ERROR;
2101 
2102 			if (flags & DC_EXEC) {
2103 				if (action == IndustryAction::SetExclusiveSupplier) {
2104 					ind->exclusive_supplier = company_id;
2105 				} else {
2106 					ind->exclusive_consumer = company_id;
2107 				}
2108 			}
2109 
2110 			break;
2111 		}
2112 
2113 		case IndustryAction::SetText: {
2114 			ind->text.clear();
2115 			if (!text.empty()) ind->text = text;
2116 			InvalidateWindowData(WC_INDUSTRY_VIEW, ind->index);
2117 			break;
2118 		}
2119 
2120 		default:
2121 			NOT_REACHED();
2122 	}
2123 
2124 	return CommandCost();
2125 }
2126 
2127 /**
2128  * Create a new industry of random layout.
2129  * @param tile The location to build the industry.
2130  * @param type The industry type to build.
2131  * @param creation_type The circumstances the industry is created under.
2132  * @return the created industry or nullptr if it failed.
2133  */
CreateNewIndustry(TileIndex tile,IndustryType type,IndustryAvailabilityCallType creation_type)2134 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
2135 {
2136 	const IndustrySpec *indspec = GetIndustrySpec(type);
2137 
2138 	uint32 seed = Random();
2139 	uint32 seed2 = Random();
2140 	Industry *i = nullptr;
2141 	size_t layout_index = RandomRange((uint32)indspec->layouts.size());
2142 	[[maybe_unused]] CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, layout_index, seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
2143 	assert(i != nullptr || ret.Failed());
2144 	return i;
2145 }
2146 
2147 /**
2148  * Compute the appearance probability for an industry during map creation.
2149  * @param it Industry type to compute.
2150  * @param[out] force_at_least_one Returns whether at least one instance should be forced on map creation.
2151  * @return Relative probability for the industry to appear.
2152  */
GetScaledIndustryGenerationProbability(IndustryType it,bool * force_at_least_one)2153 static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
2154 {
2155 	const IndustrySpec *ind_spc = GetIndustrySpec(it);
2156 	uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
2157 	if (!ind_spc->enabled || ind_spc->layouts.empty() ||
2158 			(_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) ||
2159 			(chance = GetIndustryProbabilityCallback(it, IACT_MAPGENERATION, chance)) == 0) {
2160 		*force_at_least_one = false;
2161 		return 0;
2162 	} else {
2163 		chance *= 16; // to increase precision
2164 		/* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
2165 		 * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
2166 		chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(chance) : ScaleByMapSize(chance);
2167 
2168 		*force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
2169 		return chance;
2170 	}
2171 }
2172 
2173 /**
2174  * Compute the probability for constructing a new industry during game play.
2175  * @param it Industry type to compute.
2176  * @param[out] min_number Minimal number of industries that should exist at the map.
2177  * @return Relative probability for the industry to appear.
2178  */
GetIndustryGamePlayProbability(IndustryType it,byte * min_number)2179 static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
2180 {
2181 	if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
2182 		*min_number = 0;
2183 		return 0;
2184 	}
2185 
2186 	const IndustrySpec *ind_spc = GetIndustrySpec(it);
2187 	byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
2188 	if (!ind_spc->enabled || ind_spc->layouts.empty() ||
2189 			((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
2190 			((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
2191 			(chance = GetIndustryProbabilityCallback(it, IACT_RANDOMCREATION, chance)) == 0) {
2192 		*min_number = 0;
2193 		return 0;
2194 	}
2195 	*min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
2196 	return chance;
2197 }
2198 
2199 /**
2200  * Get wanted number of industries on the map.
2201  * @return Wanted number of industries at the map.
2202  */
GetNumberOfIndustries()2203 static uint GetNumberOfIndustries()
2204 {
2205 	/* Number of industries on a 256x256 map. */
2206 	static const uint16 numof_industry_table[] = {
2207 		0,    // none
2208 		0,    // minimal
2209 		10,   // very low
2210 		25,   // low
2211 		55,   // normal
2212 		80,   // high
2213 	};
2214 
2215 	assert(lengthof(numof_industry_table) == ID_END);
2216 	uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
2217 	return std::min<uint>(IndustryPool::MAX_SIZE, ScaleByMapSize(numof_industry_table[difficulty]));
2218 }
2219 
2220 /**
2221  * Try to place the industry in the game.
2222  * Since there is no feedback why placement fails, there is no other option
2223  * than to try a few times before concluding it does not work.
2224  * @param type     Industry type of the desired industry.
2225  * @param try_hard Try very hard to find a place. (Used to place at least one industry per type.)
2226  * @return Pointer to created industry, or \c nullptr if creation failed.
2227  */
PlaceIndustry(IndustryType type,IndustryAvailabilityCallType creation_type,bool try_hard)2228 static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
2229 {
2230 	uint tries = try_hard ? 10000u : 2000u;
2231 	for (; tries > 0; tries--) {
2232 		Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
2233 		if (ind != nullptr) return ind;
2234 	}
2235 	return nullptr;
2236 }
2237 
2238 /**
2239  * Try to build a industry on the map.
2240  * @param type IndustryType of the desired industry
2241  * @param try_hard Try very hard to find a place. (Used to place at least one industry per type)
2242  */
PlaceInitialIndustry(IndustryType type,bool try_hard)2243 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
2244 {
2245 	Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
2246 
2247 	IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
2248 	PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
2249 
2250 	cur_company.Restore();
2251 }
2252 
2253 /**
2254  * Get total number of industries existing in the game.
2255  * @return Number of industries currently in the game.
2256  */
GetCurrentTotalNumberOfIndustries()2257 static uint GetCurrentTotalNumberOfIndustries()
2258 {
2259 	int total = 0;
2260 	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
2261 	return total;
2262 }
2263 
2264 
2265 /** Reset the entry. */
Reset()2266 void IndustryTypeBuildData::Reset()
2267 {
2268 	this->probability  = 0;
2269 	this->min_number   = 0;
2270 	this->target_count = 0;
2271 	this->max_wait     = 1;
2272 	this->wait_count   = 0;
2273 }
2274 
2275 /** Completely reset the industry build data. */
Reset()2276 void IndustryBuildData::Reset()
2277 {
2278 	this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
2279 
2280 	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2281 		this->builddata[it].Reset();
2282 	}
2283 }
2284 
2285 /** Monthly update of industry build data. */
MonthlyLoop()2286 void IndustryBuildData::MonthlyLoop()
2287 {
2288 	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.
2289 	if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting.
2290 
2291 	/* To prevent running out of unused industries for the player to connect,
2292 	 * add a fraction of new industries each month, but only if the manager can keep up. */
2293 	uint max_behind = 1 + std::min(99u, ScaleByMapSize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts).
2294 	if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
2295 		this->wanted_inds += ScaleByMapSize(NEWINDS_PER_MONTH);
2296 	}
2297 }
2298 
2299 /**
2300  * This function will create random industries during game creation.
2301  * It will scale the amount of industries by mapsize and difficulty level.
2302  */
GenerateIndustries()2303 void GenerateIndustries()
2304 {
2305 	if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
2306 
2307 	uint32 industry_probs[NUM_INDUSTRYTYPES];
2308 	bool force_at_least_one[NUM_INDUSTRYTYPES];
2309 	uint32 total_prob = 0;
2310 	uint num_forced = 0;
2311 
2312 	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2313 		industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
2314 		total_prob += industry_probs[it];
2315 		if (force_at_least_one[it]) num_forced++;
2316 	}
2317 
2318 	uint total_amount = GetNumberOfIndustries();
2319 	if (total_prob == 0 || total_amount < num_forced) {
2320 		/* Only place the forced ones */
2321 		total_amount = num_forced;
2322 	}
2323 
2324 	SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
2325 
2326 	/* Try to build one industry per type independent of any probabilities */
2327 	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2328 		if (force_at_least_one[it]) {
2329 			assert(total_amount > 0);
2330 			total_amount--;
2331 			PlaceInitialIndustry(it, true);
2332 		}
2333 	}
2334 
2335 	/* Add the remaining industries according to their probabilities */
2336 	for (uint i = 0; i < total_amount; i++) {
2337 		uint32 r = RandomRange(total_prob);
2338 		IndustryType it = 0;
2339 		while (r >= industry_probs[it]) {
2340 			r -= industry_probs[it];
2341 			it++;
2342 			assert(it < NUM_INDUSTRYTYPES);
2343 		}
2344 		assert(industry_probs[it] > 0);
2345 		PlaceInitialIndustry(it, false);
2346 	}
2347 	_industry_builder.Reset();
2348 }
2349 
2350 /**
2351  * Monthly update of industry statistics.
2352  * @param i Industry to update.
2353  */
UpdateIndustryStatistics(Industry * i)2354 static void UpdateIndustryStatistics(Industry *i)
2355 {
2356 	for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
2357 		if (i->produced_cargo[j] != CT_INVALID) {
2358 			byte pct = 0;
2359 			if (i->this_month_production[j] != 0) {
2360 				i->last_prod_year = _cur_year;
2361 				pct = std::min(i->this_month_transported[j] * 256 / i->this_month_production[j], 255);
2362 			}
2363 			i->last_month_pct_transported[j] = pct;
2364 
2365 			i->last_month_production[j] = i->this_month_production[j];
2366 			i->this_month_production[j] = 0;
2367 
2368 			i->last_month_transported[j] = i->this_month_transported[j];
2369 			i->this_month_transported[j] = 0;
2370 		}
2371 	}
2372 }
2373 
2374 /**
2375  * Recompute #production_rate for current #prod_level.
2376  * This function is only valid when not using smooth economy.
2377  */
RecomputeProductionMultipliers()2378 void Industry::RecomputeProductionMultipliers()
2379 {
2380 	const IndustrySpec *indspec = GetIndustrySpec(this->type);
2381 	assert(indspec->UsesOriginalEconomy());
2382 
2383 	/* Rates are rounded up, so e.g. oilrig always produces some passengers */
2384 	for (size_t i = 0; i < lengthof(this->production_rate); i++) {
2385 		this->production_rate[i] = std::min(CeilDiv(indspec->production_rate[i] * this->prod_level, PRODLEVEL_DEFAULT), 0xFFu);
2386 	}
2387 }
2388 
FillCachedName() const2389 void Industry::FillCachedName() const
2390 {
2391 	char buf[256];
2392 	int64 args_array[] = { this->index };
2393 	StringParameters tmp_params(args_array);
2394 	char *end = GetStringWithArgs(buf, STR_INDUSTRY_NAME, &tmp_params, lastof(buf));
2395 	this->cached_name.assign(buf, end);
2396 }
2397 
ClearAllIndustryCachedNames()2398 void ClearAllIndustryCachedNames()
2399 {
2400 	for (Industry *ind : Industry::Iterate()) {
2401 		ind->cached_name.clear();
2402 	}
2403 }
2404 
2405 /**
2406  * Set the #probability and #min_number fields for the industry type \a it for a running game.
2407  * @param it Industry type.
2408  * @return At least one of the fields has changed value.
2409  */
GetIndustryTypeData(IndustryType it)2410 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
2411 {
2412 	byte min_number;
2413 	uint32 probability = GetIndustryGamePlayProbability(it, &min_number);
2414 	bool changed = min_number != this->min_number || probability != this->probability;
2415 	this->min_number = min_number;
2416 	this->probability = probability;
2417 	return changed;
2418 }
2419 
2420 /** Decide how many industries of each type are needed. */
SetupTargetCount()2421 void IndustryBuildData::SetupTargetCount()
2422 {
2423 	bool changed = false;
2424 	uint num_planned = 0; // Number of industries planned in the industry build data.
2425 	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2426 		changed |= this->builddata[it].GetIndustryTypeData(it);
2427 		num_planned += this->builddata[it].target_count;
2428 	}
2429 	uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
2430 	changed |= num_planned != total_amount;
2431 	if (!changed) return; // All industries are still the same, no need to re-randomize.
2432 
2433 	/* Initialize the target counts. */
2434 	uint force_build = 0;  // Number of industries that should always be available.
2435 	uint32 total_prob = 0; // Sum of probabilities.
2436 	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2437 		IndustryTypeBuildData *ibd = this->builddata + it;
2438 		force_build += ibd->min_number;
2439 		ibd->target_count = ibd->min_number;
2440 		total_prob += ibd->probability;
2441 	}
2442 
2443 	if (total_prob == 0) return; // No buildable industries.
2444 
2445 	/* Subtract forced industries from the number of industries available for construction. */
2446 	total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
2447 
2448 	/* Assign number of industries that should be aimed for, by using the probability as a weight. */
2449 	while (total_amount > 0) {
2450 		uint32 r = RandomRange(total_prob);
2451 		IndustryType it = 0;
2452 		while (r >= this->builddata[it].probability) {
2453 			r -= this->builddata[it].probability;
2454 			it++;
2455 			assert(it < NUM_INDUSTRYTYPES);
2456 		}
2457 		assert(this->builddata[it].probability > 0);
2458 		this->builddata[it].target_count++;
2459 		total_amount--;
2460 	}
2461 }
2462 
2463 /**
2464  * Try to create a random industry, during gameplay
2465  */
TryBuildNewIndustry()2466 void IndustryBuildData::TryBuildNewIndustry()
2467 {
2468 	this->SetupTargetCount();
2469 
2470 	int missing = 0;       // Number of industries that need to be build.
2471 	uint count = 0;        // Number of industry types eligible for build.
2472 	uint32 total_prob = 0; // Sum of probabilities.
2473 	IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
2474 	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2475 		int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
2476 		missing += difference;
2477 		if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
2478 		if (difference > 0) {
2479 			if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
2480 				/* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
2481 				if (forced_build == NUM_INDUSTRYTYPES ||
2482 						difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
2483 					forced_build = it;
2484 				}
2485 			}
2486 			total_prob += difference;
2487 			count++;
2488 		}
2489 	}
2490 
2491 	if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
2492 
2493 	if (count >= 1) {
2494 		/* If not forced, pick a weighted random industry to build.
2495 		 * For the case that count == 1, there is no need to draw a random number. */
2496 		IndustryType it;
2497 		if (forced_build != NUM_INDUSTRYTYPES) {
2498 			it = forced_build;
2499 		} else {
2500 			/* Non-forced, select an industry type to build (weighted random). */
2501 			uint32 r = 0; // Initialized to silence the compiler.
2502 			if (count > 1) r = RandomRange(total_prob);
2503 			for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
2504 				if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
2505 				int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
2506 				if (difference <= 0) continue; // Too many of this kind.
2507 				if (count == 1) break;
2508 				if (r < (uint)difference) break;
2509 				r -= difference;
2510 			}
2511 			assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
2512 		}
2513 
2514 		/* Try to create the industry. */
2515 		const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
2516 		if (ind == nullptr) {
2517 			this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
2518 			this->builddata[it].max_wait = std::min(1000, this->builddata[it].max_wait + 2);
2519 		} else {
2520 			AdvertiseIndustryOpening(ind);
2521 			this->builddata[it].max_wait = std::max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
2522 		}
2523 	}
2524 
2525 	/* Decrement wait counters. */
2526 	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2527 		if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
2528 	}
2529 }
2530 
2531 /**
2532  * Protects an industry from closure if the appropriate flags and conditions are met
2533  * INDUSTRYBEH_CANCLOSE_LASTINSTANCE must be set (which, by default, it is not) and the
2534  * count of industries of this type must one (or lower) in order to be protected
2535  * against closure.
2536  * @param type IndustryType been queried
2537  * @result true if protection is on, false otherwise (except for oil wells)
2538  */
CheckIndustryCloseDownProtection(IndustryType type)2539 static bool CheckIndustryCloseDownProtection(IndustryType type)
2540 {
2541 	const IndustrySpec *indspec = GetIndustrySpec(type);
2542 
2543 	/* oil wells (or the industries with that flag set) are always allowed to closedown */
2544 	if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
2545 	return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1;
2546 }
2547 
2548 /**
2549  * Can given cargo type be accepted or produced by the industry?
2550  * @param cargo: Cargo type
2551  * @param ind: Industry
2552  * @param *c_accepts: Pointer to boolean for acceptance of cargo
2553  * @param *c_produces: Pointer to boolean for production of cargo
2554  * @return: \c *c_accepts is set when industry accepts the cargo type,
2555  *          \c *c_produces is set when the industry produces the cargo type
2556  */
CanCargoServiceIndustry(CargoID cargo,Industry * ind,bool * c_accepts,bool * c_produces)2557 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
2558 {
2559 	if (cargo == CT_INVALID) return;
2560 
2561 	/* Check for acceptance of cargo */
2562 	for (byte j = 0; j < lengthof(ind->accepts_cargo); j++) {
2563 		if (cargo == ind->accepts_cargo[j] && !IndustryTemporarilyRefusesCargo(ind, cargo)) {
2564 			*c_accepts = true;
2565 			break;
2566 		}
2567 	}
2568 
2569 	/* Check for produced cargo */
2570 	for (byte j = 0; j < lengthof(ind->produced_cargo); j++) {
2571 		if (cargo == ind->produced_cargo[j]) {
2572 			*c_produces = true;
2573 			break;
2574 		}
2575 	}
2576 }
2577 
2578 /**
2579  * Compute who can service the industry.
2580  *
2581  * Here, 'can service' means that they have trains and stations close enough
2582  * to the industry with the right cargo type and the right orders (ie has the
2583  * technical means).
2584  *
2585  * @param ind: Industry being investigated.
2586  *
2587  * @return: 0 if nobody can service the industry, 2 if the local company can
2588  * service the industry, and 1 otherwise (only competitors can service the
2589  * industry)
2590  */
WhoCanServiceIndustry(Industry * ind)2591 static int WhoCanServiceIndustry(Industry *ind)
2592 {
2593 	if (ind->stations_near.size() == 0) return 0; // No stations found at all => nobody services
2594 
2595 	int result = 0;
2596 	for (const Vehicle *v : Vehicle::Iterate()) {
2597 		/* Is it worthwhile to try this vehicle? */
2598 		if (v->owner != _local_company && result != 0) continue;
2599 
2600 		/* Check whether it accepts the right kind of cargo */
2601 		bool c_accepts = false;
2602 		bool c_produces = false;
2603 		if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
2604 			for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
2605 				CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
2606 			}
2607 		} else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
2608 			CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
2609 		} else {
2610 			continue;
2611 		}
2612 		if (!c_accepts && !c_produces) continue; // Wrong cargo
2613 
2614 		/* Check orders of the vehicle.
2615 		 * We cannot check the first of shared orders only, since the first vehicle in such a chain
2616 		 * may have a different cargo type.
2617 		 */
2618 		for (const Order *o : v->Orders()) {
2619 			if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
2620 				/* Vehicle visits a station to load or unload */
2621 				Station *st = Station::Get(o->GetDestination());
2622 				assert(st != nullptr);
2623 
2624 				/* Same cargo produced by industry is dropped here => not serviced by vehicle v */
2625 				if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
2626 
2627 				if (ind->stations_near.find(st) != ind->stations_near.end()) {
2628 					if (v->owner == _local_company) return 2; // Company services industry
2629 					result = 1; // Competitor services industry
2630 				}
2631 			}
2632 		}
2633 	}
2634 	return result;
2635 }
2636 
2637 /**
2638  * Report news that industry production has changed significantly
2639  *
2640  * @param ind: Industry with changed production
2641  * @param type: Cargo type that has changed
2642  * @param percent: Percentage of change (>0 means increase, <0 means decrease)
2643  */
ReportNewsProductionChangeIndustry(Industry * ind,CargoID type,int percent)2644 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
2645 {
2646 	NewsType nt;
2647 
2648 	switch (WhoCanServiceIndustry(ind)) {
2649 		case 0: nt = NT_INDUSTRY_NOBODY;  break;
2650 		case 1: nt = NT_INDUSTRY_OTHER;   break;
2651 		case 2: nt = NT_INDUSTRY_COMPANY; break;
2652 		default: NOT_REACHED();
2653 	}
2654 	SetDParam(2, abs(percent));
2655 	SetDParam(0, CargoSpec::Get(type)->name);
2656 	SetDParam(1, ind->index);
2657 	AddIndustryNewsItem(
2658 		percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
2659 		nt,
2660 		ind->index
2661 	);
2662 }
2663 
2664 static const uint PERCENT_TRANSPORTED_60 = 153;
2665 static const uint PERCENT_TRANSPORTED_80 = 204;
2666 
2667 /**
2668  * Change industry production or do closure
2669  * @param i Industry for which changes are performed
2670  * @param monthly true if it's the monthly call, false if it's the random call
2671  */
ChangeIndustryProduction(Industry * i,bool monthly)2672 static void ChangeIndustryProduction(Industry *i, bool monthly)
2673 {
2674 	StringID str = STR_NULL;
2675 	bool closeit = false;
2676 	const IndustrySpec *indspec = GetIndustrySpec(i->type);
2677 	bool standard = false;
2678 	bool suppress_message = false;
2679 	bool recalculate_multipliers = false; ///< reinitialize production_rate to match prod_level
2680 	/* use original economy for industries using production related callbacks */
2681 	bool original_economy = indspec->UsesOriginalEconomy();
2682 	byte div = 0;
2683 	byte mul = 0;
2684 	int8 increment = 0;
2685 
2686 	bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
2687 	if (callback_enabled) {
2688 		uint16 res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
2689 		if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
2690 			suppress_message = HasBit(res, 7);
2691 			/* Get the custom message if any */
2692 			if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grffile->grfid, GB(GetRegister(0x100), 0, 16));
2693 			res = GB(res, 0, 4);
2694 			switch (res) {
2695 				default: NOT_REACHED();
2696 				case 0x0: break;                  // Do nothing, but show the custom message if any
2697 				case 0x1: div = 1; break;         // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
2698 				case 0x2: mul = 1; break;         // Double industry production if it hasn't reached eight times of the original yet.
2699 				case 0x3: closeit = true; break;  // The industry announces imminent closure, and is physically removed from the map next month.
2700 				case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
2701 				case 0x5: case 0x6: case 0x7:     // Divide production by 4, 8, 16
2702 				case 0x8: div = res - 0x3; break; // Divide production by 32
2703 				case 0x9: case 0xA: case 0xB:     // Multiply production by 4, 8, 16
2704 				case 0xC: mul = res - 0x7; break; // Multiply production by 32
2705 				case 0xD:                         // decrement production
2706 				case 0xE:                         // increment production
2707 					increment = res == 0x0D ? -1 : 1;
2708 					break;
2709 				case 0xF:                         // Set production to third byte of register 0x100
2710 					i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
2711 					recalculate_multipliers = true;
2712 					break;
2713 			}
2714 		}
2715 	} else {
2716 		if (monthly == original_economy) return;
2717 		if (!original_economy && _settings_game.economy.type == ET_FROZEN) return;
2718 		if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
2719 	}
2720 
2721 	if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
2722 		/* decrease or increase */
2723 		bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
2724 
2725 		if (original_economy) {
2726 			if (only_decrease || Chance16(1, 3)) {
2727 				/* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
2728 				if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
2729 					mul = 1; // Increase production
2730 				} else {
2731 					div = 1; // Decrease production
2732 				}
2733 			}
2734 		} else if (_settings_game.economy.type == ET_SMOOTH) {
2735 			closeit = !(i->ctlflags & (INDCTL_NO_CLOSURE | INDCTL_NO_PRODUCTION_DECREASE));
2736 			for (byte j = 0; j < lengthof(i->produced_cargo); j++) {
2737 				if (i->produced_cargo[j] == CT_INVALID) continue;
2738 				uint32 r = Random();
2739 				int old_prod, new_prod, percent;
2740 				/* If over 60% is transported, mult is 1, else mult is -1. */
2741 				int mult = (i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_60) ? 1 : -1;
2742 
2743 				new_prod = old_prod = i->production_rate[j];
2744 
2745 				/* For industries with only_decrease flags (temperate terrain Oil Wells),
2746 				 * the multiplier will always be -1 so they will only decrease. */
2747 				if (only_decrease) {
2748 					mult = -1;
2749 				/* For normal industries, if over 60% is transported, 33% chance for decrease.
2750 				 * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
2751 				} else if (Chance16I(1, ((i->last_month_pct_transported[j] > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
2752 					mult *= -1;
2753 				}
2754 
2755 				/* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
2756 				 * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
2757 				if (Chance16I(1, 22, r >> 16)) {
2758 					new_prod += mult * (std::max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
2759 				}
2760 
2761 				/* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
2762 				new_prod = Clamp(new_prod, 1, 255);
2763 				if (i->produced_cargo[j] == CT_PASSENGERS && !(indspec->behaviour & INDUSTRYBEH_NO_PAX_PROD_CLAMP)) {
2764 					new_prod = Clamp(new_prod, 0, 16);
2765 				}
2766 
2767 				/* If override flags are set, prevent actually changing production if any was decided on */
2768 				if ((i->ctlflags & INDCTL_NO_PRODUCTION_DECREASE) && new_prod < old_prod) continue;
2769 				if ((i->ctlflags & INDCTL_NO_PRODUCTION_INCREASE) && new_prod > old_prod) continue;
2770 
2771 				/* Do not stop closing the industry when it has the lowest possible production rate */
2772 				if (new_prod == old_prod && old_prod > 1) {
2773 					closeit = false;
2774 					continue;
2775 				}
2776 
2777 				percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
2778 				i->production_rate[j] = new_prod;
2779 
2780 				/* Close the industry when it has the lowest possible production rate */
2781 				if (new_prod > 1) closeit = false;
2782 
2783 				if (abs(percent) >= 10) {
2784 					ReportNewsProductionChangeIndustry(i, i->produced_cargo[j], percent);
2785 				}
2786 			}
2787 		}
2788 	}
2789 
2790 	/* If override flags are set, prevent actually changing production if any was decided on */
2791 	if ((i->ctlflags & INDCTL_NO_PRODUCTION_DECREASE) && (div > 0 || increment < 0)) return;
2792 	if ((i->ctlflags & INDCTL_NO_PRODUCTION_INCREASE) && (mul > 0 || increment > 0)) return;
2793 
2794 	if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
2795 		if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, original_economy ? 2 : 180)) {
2796 			closeit = true;
2797 		}
2798 	}
2799 
2800 	/* Increase if needed */
2801 	while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
2802 		i->prod_level = std::min<int>(i->prod_level * 2, PRODLEVEL_MAXIMUM);
2803 		recalculate_multipliers = true;
2804 		if (str == STR_NULL) str = indspec->production_up_text;
2805 	}
2806 
2807 	/* Decrease if needed */
2808 	while (div-- != 0 && !closeit) {
2809 		if (i->prod_level == PRODLEVEL_MINIMUM) {
2810 			closeit = true;
2811 			break;
2812 		} else {
2813 			i->prod_level = std::max<int>(i->prod_level / 2, PRODLEVEL_MINIMUM);
2814 			recalculate_multipliers = true;
2815 			if (str == STR_NULL) str = indspec->production_down_text;
2816 		}
2817 	}
2818 
2819 	/* Increase or Decreasing the production level if needed */
2820 	if (increment != 0) {
2821 		if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
2822 			closeit = true;
2823 		} else {
2824 			i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
2825 			recalculate_multipliers = true;
2826 		}
2827 	}
2828 
2829 	/* Recalculate production_rate
2830 	 * For non-smooth economy these should always be synchronized with prod_level */
2831 	if (recalculate_multipliers) i->RecomputeProductionMultipliers();
2832 
2833 	/* Close if needed and allowed */
2834 	if (closeit && !CheckIndustryCloseDownProtection(i->type) && !(i->ctlflags & INDCTL_NO_CLOSURE)) {
2835 		i->prod_level = PRODLEVEL_CLOSURE;
2836 		SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
2837 		str = indspec->closure_text;
2838 	}
2839 
2840 	if (!suppress_message && str != STR_NULL) {
2841 		NewsType nt;
2842 		/* Compute news category */
2843 		if (closeit) {
2844 			nt = NT_INDUSTRY_CLOSE;
2845 			AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
2846 			Game::NewEvent(new ScriptEventIndustryClose(i->index));
2847 		} else {
2848 			switch (WhoCanServiceIndustry(i)) {
2849 				case 0: nt = NT_INDUSTRY_NOBODY;  break;
2850 				case 1: nt = NT_INDUSTRY_OTHER;   break;
2851 				case 2: nt = NT_INDUSTRY_COMPANY; break;
2852 				default: NOT_REACHED();
2853 			}
2854 		}
2855 		/* Set parameters of news string */
2856 		if (str > STR_LAST_STRINGID) {
2857 			SetDParam(0, STR_TOWN_NAME);
2858 			SetDParam(1, i->town->index);
2859 			SetDParam(2, indspec->name);
2860 		} else if (closeit) {
2861 			SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
2862 			SetDParam(1, i->town->index);
2863 			SetDParam(2, indspec->name);
2864 		} else {
2865 			SetDParam(0, i->index);
2866 		}
2867 		/* and report the news to the user */
2868 		if (closeit) {
2869 			AddTileNewsItem(str, nt, i->location.tile + TileDiffXY(1, 1));
2870 		} else {
2871 			AddIndustryNewsItem(str, nt, i->index);
2872 		}
2873 	}
2874 }
2875 
2876 /**
2877  * Daily handler for the industry changes
2878  * Taking the original map size of 256*256, the number of random changes was always of just one unit.
2879  * But it cannot be the same on smaller or bigger maps. That number has to be scaled up or down.
2880  * For small maps, it implies that less than one change per month is required, while on bigger maps,
2881  * it would be way more. The daily loop handles those changes.
2882  */
IndustryDailyLoop()2883 void IndustryDailyLoop()
2884 {
2885 	_economy.industry_daily_change_counter += _economy.industry_daily_increment;
2886 
2887 	/* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
2888 	 * the lower 16 bit are a fractional part that might accumulate over several days until it
2889 	 * is sufficient for an industry. */
2890 	uint16 change_loop = _economy.industry_daily_change_counter >> 16;
2891 
2892 	/* Reset the active part of the counter, just keeping the "fractional part" */
2893 	_economy.industry_daily_change_counter &= 0xFFFF;
2894 
2895 	if (change_loop == 0) {
2896 		return;  // Nothing to do? get out
2897 	}
2898 
2899 	Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
2900 
2901 	/* perform the required industry changes for the day */
2902 
2903 	uint perc = 3; // Between 3% and 9% chance of creating a new industry.
2904 	if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
2905 		perc = std::min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
2906 	}
2907 	for (uint16 j = 0; j < change_loop; j++) {
2908 		if (Chance16(perc, 100)) {
2909 			_industry_builder.TryBuildNewIndustry();
2910 		} else {
2911 			Industry *i = Industry::GetRandom();
2912 			if (i != nullptr) {
2913 				ChangeIndustryProduction(i, false);
2914 				SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
2915 			}
2916 		}
2917 	}
2918 
2919 	cur_company.Restore();
2920 
2921 	/* production-change */
2922 	InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);
2923 }
2924 
IndustryMonthlyLoop()2925 void IndustryMonthlyLoop()
2926 {
2927 	Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
2928 
2929 	_industry_builder.MonthlyLoop();
2930 
2931 	for (Industry *i : Industry::Iterate()) {
2932 		UpdateIndustryStatistics(i);
2933 		if (i->prod_level == PRODLEVEL_CLOSURE) {
2934 			delete i;
2935 		} else {
2936 			ChangeIndustryProduction(i, true);
2937 			SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
2938 		}
2939 	}
2940 
2941 	cur_company.Restore();
2942 
2943 	/* production-change */
2944 	InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);
2945 }
2946 
2947 
InitializeIndustries()2948 void InitializeIndustries()
2949 {
2950 	Industry::ResetIndustryCounts();
2951 	_industry_sound_tile = 0;
2952 
2953 	_industry_builder.Reset();
2954 }
2955 
2956 /** Verify whether the generated industries are complete, and warn the user if not. */
CheckIndustries()2957 void CheckIndustries()
2958 {
2959 	int count = 0;
2960 	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2961 		if (Industry::GetIndustryTypeCount(it) > 0) continue; // Types of existing industries can be skipped.
2962 
2963 		bool force_at_least_one;
2964 		uint32 chance = GetScaledIndustryGenerationProbability(it, &force_at_least_one);
2965 		if (chance == 0 || !force_at_least_one) continue; // Types that are not available can be skipped.
2966 
2967 		const IndustrySpec *is = GetIndustrySpec(it);
2968 		SetDParam(0, is->name);
2969 		ShowErrorMessage(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES, STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION, WL_WARNING);
2970 
2971 		count++;
2972 		if (count >= 3) break; // Don't swamp the user with errors.
2973 	}
2974 }
2975 
2976 /**
2977  * Is an industry with the spec a raw industry?
2978  * @return true if it should be handled as a raw industry
2979  */
IsRawIndustry() const2980 bool IndustrySpec::IsRawIndustry() const
2981 {
2982 	return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0;
2983 }
2984 
2985 /**
2986  * Is an industry with the spec a processing industry?
2987  * @return true if it should be handled as a processing industry
2988  */
IsProcessingIndustry() const2989 bool IndustrySpec::IsProcessingIndustry() const
2990 {
2991 	/* Lumber mills are neither raw nor processing */
2992 	return (this->life_type & INDUSTRYLIFE_PROCESSING) != 0 &&
2993 			(this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
2994 }
2995 
2996 /**
2997  * Get the cost for constructing this industry
2998  * @return the cost (inflation corrected etc)
2999  */
GetConstructionCost() const3000 Money IndustrySpec::GetConstructionCost() const
3001 {
3002 	/* Building raw industries like secondary uses different price base */
3003 	return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
3004 			PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
3005 }
3006 
3007 /**
3008  * Get the cost for removing this industry
3009  * Take note that the cost will always be zero for non-grf industries.
3010  * Only if the grf author did specified a cost will it be applicable.
3011  * @return the cost (inflation corrected etc)
3012  */
GetRemovalCost() const3013 Money IndustrySpec::GetRemovalCost() const
3014 {
3015 	return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
3016 }
3017 
3018 /**
3019  * Determines whether this industrytype uses standard/newgrf production changes.
3020  * @return true if original economy is used.
3021  */
UsesOriginalEconomy() const3022 bool IndustrySpec::UsesOriginalEconomy() const
3023 {
3024 	return _settings_game.economy.type == ET_ORIGINAL ||
3025 		HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || // production callbacks
3026 		HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE) || HasBit(this->callback_mask, CBM_IND_PROD_CHANGE_BUILD); // production change callbacks
3027 }
3028 
~IndustrySpec()3029 IndustrySpec::~IndustrySpec()
3030 {
3031 	if (HasBit(this->cleanup_flag, CLEAN_RANDOMSOUNDS)) {
3032 		free(this->random_sounds);
3033 	}
3034 }
3035 
TerraformTile_Industry(TileIndex tile,DoCommandFlag flags,int z_new,Slope tileh_new)3036 static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3037 {
3038 	if (AutoslopeEnabled()) {
3039 		/* We imitate here TTDP's behaviour:
3040 		 *  - Both new and old slope must not be steep.
3041 		 *  - TileMaxZ must not be changed.
3042 		 *  - Allow autoslope by default.
3043 		 *  - Disallow autoslope if callback succeeds and returns non-zero.
3044 		 */
3045 		Slope tileh_old = GetTileSlope(tile);
3046 		/* TileMaxZ must not be changed. Slopes must not be steep. */
3047 		if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3048 			const IndustryGfx gfx = GetIndustryGfx(tile);
3049 			const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
3050 
3051 			/* Call callback 3C 'disable autosloping for industry tiles'. */
3052 			if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
3053 				/* If the callback fails, allow autoslope. */
3054 				uint16 res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
3055 				if (res == CALLBACK_FAILED || !ConvertBooleanCallback(itspec->grf_prop.grffile, CBID_INDTILE_AUTOSLOPE, res)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3056 			} else {
3057 				/* allow autoslope */
3058 				return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3059 			}
3060 		}
3061 	}
3062 	return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3063 }
3064 
3065 extern const TileTypeProcs _tile_type_industry_procs = {
3066 	DrawTile_Industry,           // draw_tile_proc
3067 	GetSlopePixelZ_Industry,     // get_slope_z_proc
3068 	ClearTile_Industry,          // clear_tile_proc
3069 	AddAcceptedCargo_Industry,   // add_accepted_cargo_proc
3070 	GetTileDesc_Industry,        // get_tile_desc_proc
3071 	GetTileTrackStatus_Industry, // get_tile_track_status_proc
3072 	ClickTile_Industry,          // click_tile_proc
3073 	AnimateTile_Industry,        // animate_tile_proc
3074 	TileLoop_Industry,           // tile_loop_proc
3075 	ChangeTileOwner_Industry,    // change_tile_owner_proc
3076 	nullptr,                        // add_produced_cargo_proc
3077 	nullptr,                        // vehicle_enter_tile_proc
3078 	GetFoundation_Industry,      // get_foundation_proc
3079 	TerraformTile_Industry,      // terraform_tile_proc
3080 };
3081 
operator ()(const Industry * lhs,const Industry * rhs) const3082 bool IndustryCompare::operator() (const Industry *lhs, const Industry *rhs) const
3083 {
3084 	return lhs->index < rhs->index;
3085 }
3086