OpenTTD Source 20250312-master-gcdcc6b491d
industry_cmd.cpp
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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
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"
26#include "autoslope.h"
27#include "water.h"
28#include "strings_func.h"
29#include "window_func.h"
30#include "vehicle_func.h"
31#include "sound_func.h"
32#include "animated_tile_func.h"
33#include "effectvehicle_func.h"
34#include "effectvehicle_base.h"
35#include "ai/ai.hpp"
36#include "core/pool_func.hpp"
37#include "subsidy_func.h"
38#include "core/backup_type.hpp"
39#include "object_base.h"
40#include "game/game.hpp"
41#include "error.h"
42#include "string_func.h"
43#include "industry_cmd.h"
44#include "landscape_cmd.h"
45#include "terraform_cmd.h"
46#include "timer/timer.h"
50
51#include "table/strings.h"
52#include "table/industry_land.h"
54
55#include "safeguards.h"
56
57IndustryPool _industry_pool("Industry");
59
60void ShowIndustryViewWindow(IndustryID industry);
61void BuildOilRig(TileIndex tile);
62
63static uint8_t _industry_sound_ctr;
64static TileIndex _industry_sound_tile;
65
66std::array<std::vector<IndustryID>, NUM_INDUSTRYTYPES> Industry::industries;
67
68IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
69IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
71
72static int WhoCanServiceIndustry(Industry *ind);
73
81{
82 auto industry_insert = std::copy(std::begin(_origin_industry_specs), std::end(_origin_industry_specs), std::begin(_industry_specs));
83 std::fill(industry_insert, std::end(_industry_specs), IndustrySpec{});
84
85 /* Enable only the current climate industries */
86 for (auto it = std::begin(_industry_specs); it != industry_insert; ++it) {
87 it->enabled = it->climate_availability.Test(_settings_game.game_creation.landscape);
88 }
89
90 auto industry_tile_insert = std::copy(std::begin(_origin_industry_tile_specs), std::end(_origin_industry_tile_specs), std::begin(_industry_tile_specs));
91 std::fill(industry_tile_insert, std::end(_industry_tile_specs), IndustryTileSpec{});
92
93 /* Reset any overrides that have been set. */
94 _industile_mngr.ResetOverride();
95 _industry_mngr.ResetOverride();
96}
97
106IndustryType GetIndustryType(Tile tile)
107{
108 assert(IsTileType(tile, MP_INDUSTRY));
109
110 const Industry *ind = Industry::GetByTile(tile);
111 assert(ind != nullptr);
112 return ind->type;
113}
114
123const IndustrySpec *GetIndustrySpec(IndustryType thistype)
124{
125 assert(thistype < NUM_INDUSTRYTYPES);
126 return &_industry_specs[thistype];
127}
128
138{
139 assert(gfx < NUM_INDUSTRYTILES);
140 return &_industry_tile_specs[gfx];
141}
142
143Industry::~Industry()
144{
145 if (CleaningPool()) return;
146
147 /* Industry can also be destroyed when not fully initialized.
148 * This means that we do not have to clear tiles either.
149 * Also we must not decrement industry counts in that case. */
150 if (this->location.w == 0) return;
151
152 const bool has_neutral_station = this->neutral_station != nullptr;
153
154 for (TileIndex tile_cur : this->location) {
155 if (IsTileType(tile_cur, MP_INDUSTRY)) {
156 if (GetIndustryIndex(tile_cur) == this->index) {
157 DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur.base());
158
159 /* MakeWaterKeepingClass() can also handle 'land' */
160 MakeWaterKeepingClass(tile_cur, OWNER_NONE);
161 }
162 } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
163 DeleteOilRig(tile_cur);
164 }
165 }
166
167 if (has_neutral_station) {
168 /* Remove possible docking tiles */
169 for (TileIndex tile_cur : this->location) {
171 }
172 }
173
174 if (GetIndustrySpec(this->type)->behaviour.Test(IndustryBehaviour::PlantFields)) {
175 TileArea ta = TileArea(this->location.tile, 0, 0).Expand(21);
176
177 /* Remove the farmland and convert it to regular tiles over time. */
178 for (TileIndex tile_cur : ta) {
179 if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
180 GetIndustryIndexOfField(tile_cur) == this->index) {
181 SetIndustryIndexOfField(tile_cur, IndustryID::Invalid());
182 }
183 }
184 }
185
186 /* don't let any disaster vehicle target invalid industry */
188
189 /* Clear the persistent storage. */
190 delete this->psa;
191
193 auto it = std::ranges::lower_bound(industries, this->index);
194 industries.erase(it);
195
198 DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
199
203
204 for (Station *st : this->stations_near) {
205 st->RemoveIndustryToDeliver(this);
206 }
207}
208
214{
215 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_FORCE_REBUILD);
217}
218
219
225{
226 if (Industry::GetNumItems() == 0) return nullptr;
227 int num = RandomRange((uint16_t)Industry::GetNumItems());
228 size_t index = std::numeric_limits<size_t>::max();
229
230 while (num >= 0) {
231 num--;
232 index++;
233
234 /* Make sure we have a valid industry */
235 while (!Industry::IsValidID(index)) {
236 index++;
237 assert(index < Industry::GetPoolSize());
238 }
239 }
240
241 return Industry::Get(index);
242}
243
244
245static void IndustryDrawSugarMine(const TileInfo *ti)
246{
247 if (!IsIndustryCompleted(ti->tile)) return;
248
249 const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
250
251 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
252
253 if (d->image_2 != 0) {
254 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
255 }
256
257 if (d->image_3 != 0) {
258 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
259 _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
260 }
261}
262
263static void IndustryDrawToffeeQuarry(const TileInfo *ti)
264{
265 uint8_t x = 0;
266
267 if (IsIndustryCompleted(ti->tile)) {
268 x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
269 if (x == 0xFF) {
270 x = 0;
271 }
272 }
273
274 AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
275 AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
276}
277
278static void IndustryDrawBubbleGenerator( const TileInfo *ti)
279{
280 if (IsIndustryCompleted(ti->tile)) {
281 AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
282 }
283 AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
284}
285
286static void IndustryDrawToyFactory(const TileInfo *ti)
287{
288 const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
289
290 if (d->image_1 != 0xFF) {
291 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
292 }
293
294 if (d->image_2 != 0xFF) {
295 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
296 }
297
298 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
299 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
300}
301
302static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
303{
304 if (IsIndustryCompleted(ti->tile)) {
305 uint8_t image = GetAnimationFrame(ti->tile);
306
307 if (image != 0 && image < 7) {
308 AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
309 PAL_NONE,
310 _coal_plant_sparks[image - 1].x,
311 _coal_plant_sparks[image - 1].y
312 );
313 }
314 }
315}
316
317typedef void IndustryDrawTileProc(const TileInfo *ti);
318static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
319 IndustryDrawSugarMine,
320 IndustryDrawToffeeQuarry,
321 IndustryDrawBubbleGenerator,
322 IndustryDrawToyFactory,
323 IndustryDrawCoalPlantSparks,
324};
325
326static void DrawTile_Industry(TileInfo *ti)
327{
328 IndustryGfx gfx = GetIndustryGfx(ti->tile);
330 const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
331
332 /* Retrieve pointer to the draw industry tile struct */
333 if (gfx >= NEW_INDUSTRYTILEOFFSET) {
334 /* Draw the tile using the specialized method of newgrf industrytile.
335 * DrawNewIndustry will return false if ever the resolver could not
336 * find any sprite to display. So in this case, we will jump on the
337 * substitute gfx instead. */
338 if (indts->grf_prop.GetSpriteGroup() != nullptr && DrawNewIndustryTile(ti, ind, gfx, indts)) {
339 return;
340 } else {
341 /* No sprite group (or no valid one) found, meaning no graphics associated.
342 * Use the substitute one instead */
343 if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
344 gfx = indts->grf_prop.subst_id;
345 /* And point the industrytile spec accordingly */
346 indts = GetIndustryTileSpec(gfx);
347 }
348 }
349 }
350
351 const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
354
355 SpriteID image = dits->ground.sprite;
356
357 /* DrawFoundation() modifies ti->z and ti->tileh */
359
360 /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
361 * Do not do this if the tile's WaterClass is 'land'. */
362 if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
363 DrawWaterClassGround(ti);
364 } else {
365 DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
366 }
367
368 /* If industries are transparent and invisible, do not draw the upper part */
369 if (IsInvisibilitySet(TO_INDUSTRIES)) return;
370
371 /* Add industry on top of the ground? */
372 image = dits->building.sprite;
373 if (image != 0) {
374 AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
375 ti->x + dits->subtile_x,
376 ti->y + dits->subtile_y,
377 dits->width,
378 dits->height,
379 dits->dz,
380 ti->z,
382
383 if (IsTransparencySet(TO_INDUSTRIES)) return;
384 }
385
386 {
387 int proc = dits->draw_proc - 1;
388 if (proc >= 0) _industry_draw_tile_procs[proc](ti);
389 }
390}
391
392static int GetSlopePixelZ_Industry(TileIndex tile, uint, uint, bool)
393{
394 return GetTileMaxPixelZ(tile);
395}
396
397static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
398{
399 IndustryGfx gfx = GetIndustryGfx(tile);
400
401 /* For NewGRF industry tiles we might not be drawing a foundation. We need to
402 * account for this, as other structures should
403 * draw the wall of the foundation in this case.
404 */
405 if (gfx >= NEW_INDUSTRYTILEOFFSET) {
406 const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
408 uint32_t callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
409 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(indts->grf_prop.grffile, CBID_INDTILE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
410 }
411 }
412 return FlatteningFoundation(tileh);
413}
414
415static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
416{
417 IndustryGfx gfx = GetIndustryGfx(tile);
418 const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
419 const Industry *ind = Industry::GetByTile(tile);
420
421 /* Starting point for acceptance */
422 auto accepts_cargo = itspec->accepts_cargo;
423 auto cargo_acceptance = itspec->acceptance;
424
426 /* Copy all accepted cargoes from industry itself */
427 for (const auto &a : ind->accepted) {
428 auto pos = std::ranges::find(accepts_cargo, a.cargo);
429 if (pos == std::end(accepts_cargo)) {
430 /* Not found, insert */
431 pos = std::ranges::find(accepts_cargo, INVALID_CARGO);
432 if (pos == std::end(accepts_cargo)) continue; // nowhere to place, give up on this one
433 *pos = a.cargo;
434 }
435 cargo_acceptance[std::distance(std::begin(accepts_cargo), pos)] += 8;
436 }
437 }
438
440 /* Try callback for accepts list, if success override all existing accepts */
441 uint16_t res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
442 if (res != CALLBACK_FAILED) {
443 accepts_cargo.fill(INVALID_CARGO);
444 for (uint i = 0; i < INDUSTRY_ORIGINAL_NUM_INPUTS; i++) accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
445 }
446 }
447
449 /* Try callback for acceptance list, if success override all existing acceptance */
450 uint16_t res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
451 if (res != CALLBACK_FAILED) {
452 cargo_acceptance.fill(0);
453 for (uint i = 0; i < INDUSTRY_ORIGINAL_NUM_INPUTS; i++) cargo_acceptance[i] = GB(res, i * 4, 4);
454 }
455 }
456
457 for (uint8_t i = 0; i < std::size(itspec->accepts_cargo); i++) {
458 CargoType a = accepts_cargo[i];
459 if (!IsValidCargoType(a) || cargo_acceptance[i] <= 0) continue; // work only with valid cargoes
460
461 /* Add accepted cargo */
462 acceptance[a] += cargo_acceptance[i];
463
464 /* Maybe set 'always accepted' bit (if it's not set already) */
465 if (HasBit(always_accepted, a)) continue;
466
467 /* Test whether the industry itself accepts the cargo type */
468 if (ind->IsCargoAccepted(a)) continue;
469
470 /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
471 SetBit(always_accepted, a);
472 }
473}
474
475static void GetTileDesc_Industry(TileIndex tile, TileDesc &td)
476{
477 const Industry *i = Industry::GetByTile(tile);
478 const IndustrySpec *is = GetIndustrySpec(i->type);
479
480 td.owner[0] = i->owner;
481 td.str = is->name;
482 if (!IsIndustryCompleted(tile)) {
483 td.dparam = td.str;
484 td.str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
485 }
486
487 if (is->grf_prop.HasGrfFile()) {
489 }
490}
491
492static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlags flags)
493{
494 Industry *i = Industry::GetByTile(tile);
495 const IndustrySpec *indspec = GetIndustrySpec(i->type);
496
497 /* water can destroy industries
498 * in editor you can bulldoze industries
499 * with magic_bulldozer cheat you can destroy industries
500 * (area around OILRIG is water, so water shouldn't flood it
501 */
502 if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
504 flags.Test(DoCommandFlag::Auto) ||
507 HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
508
509 if (flags.Test(DoCommandFlag::Auto)) {
510 return CommandCostWithParam(STR_ERROR_GENERIC_OBJECT_IN_THE_WAY, indspec->name);
511 }
513 }
514
515 if (flags.Test(DoCommandFlag::Execute)) {
516 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
517 Game::NewEvent(new ScriptEventIndustryClose(i->index));
518 delete i;
519 }
521}
522
529{
530 Industry *i = Industry::GetByTile(tile);
531 const IndustrySpec *indspec = GetIndustrySpec(i->type);
532 bool moved_cargo = false;
533
534 for (auto &p : i->produced) {
535 uint cw = ClampTo<uint8_t>(p.waiting);
536 if (cw > indspec->minimal_cargo && IsValidCargoType(p.cargo)) {
537 p.waiting -= cw;
538
539 /* fluctuating economy? */
540 if (EconomyIsInRecession()) cw = (cw + 1) / 2;
541
542 p.history[THIS_MONTH].production += cw;
543
544 uint am = MoveGoodsToStation(p.cargo, cw, {i->index, SourceType::Industry}, i->stations_near, i->exclusive_consumer);
545 p.history[THIS_MONTH].transported += am;
546
547 moved_cargo |= (am != 0);
548 }
549 }
550
551 return moved_cargo;
552}
553
554static void AnimateSugarSieve(TileIndex tile)
555{
556 uint8_t m = GetAnimationFrame(tile) + 1;
557
559 switch (m & 7) {
560 case 2: SndPlayTileFx(SND_2D_SUGAR_MINE_1, tile); break;
561 case 6: SndPlayTileFx(SND_29_SUGAR_MINE_2, tile); break;
562 }
563 }
564
565 if (m >= 96) {
566 m = 0;
567 DeleteAnimatedTile(tile);
568 }
569 SetAnimationFrame(tile, m);
570
572}
573
574static void AnimateToffeeQuarry(TileIndex tile)
575{
576 uint8_t m = GetAnimationFrame(tile);
577
578 if (_industry_anim_offs_toffee[m] == 0xFF && _settings_client.sound.ambient) {
579 SndPlayTileFx(SND_30_TOFFEE_QUARRY, tile);
580 }
581
582 if (++m >= 70) {
583 m = 0;
584 DeleteAnimatedTile(tile);
585 }
586 SetAnimationFrame(tile, m);
587
589}
590
591static void AnimateBubbleCatcher(TileIndex tile)
592{
593 uint8_t m = GetAnimationFrame(tile);
594
595 if (++m >= 40) {
596 m = 0;
597 DeleteAnimatedTile(tile);
598 }
599 SetAnimationFrame(tile, m);
600
602}
603
604static void AnimatePowerPlantSparks(TileIndex tile)
605{
606 uint8_t m = GetAnimationFrame(tile);
607 if (m == 6) {
608 SetAnimationFrame(tile, 0);
609 DeleteAnimatedTile(tile);
610 } else {
611 SetAnimationFrame(tile, m + 1);
612 }
614}
615
616static void AnimateToyFactory(TileIndex tile)
617{
618 uint8_t m = GetAnimationFrame(tile) + 1;
619
620 switch (m) {
621 case 1: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2C_TOY_FACTORY_1, tile); break;
622 case 23: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2B_TOY_FACTORY_2, tile); break;
623 case 28: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2A_TOY_FACTORY_3, tile); break;
624 default:
625 if (m >= 50) {
626 int n = GetIndustryAnimationLoop(tile) + 1;
627 m = 0;
628 if (n >= 8) {
629 n = 0;
630 DeleteAnimatedTile(tile);
631 }
633 }
634 }
635
636 SetAnimationFrame(tile, m);
638}
639
640static void AnimatePlasticFountain(TileIndex tile, IndustryGfx gfx)
641{
642 gfx = (gfx < GFX_PLASTIC_FOUNTAIN_ANIMATED_8) ? gfx + 1 : GFX_PLASTIC_FOUNTAIN_ANIMATED_1;
643 SetIndustryGfx(tile, gfx);
645}
646
647static void AnimateOilWell(TileIndex tile, IndustryGfx gfx)
648{
649 bool b = Chance16(1, 7);
650 uint8_t m = GetAnimationFrame(tile) + 1;
651 if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
652 SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
654 DeleteAnimatedTile(tile);
655 } else {
656 SetAnimationFrame(tile, m);
657 SetIndustryGfx(tile, gfx);
658 }
660}
661
662static void AnimateMineTower(TileIndex tile)
663{
664 int state = TimerGameTick::counter & 0x7FF;
665
666 if ((state -= 0x400) < 0) return;
667
668 if (state < 0x1A0) {
669 if (state < 0x20 || state >= 0x180) {
670 uint8_t m = GetAnimationFrame(tile);
671 if (!(m & 0x40)) {
672 SetAnimationFrame(tile, m | 0x40);
673 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0B_MINE, tile);
674 }
675 if (state & 7) return;
676 } else {
677 if (state & 3) return;
678 }
679 uint8_t m = (GetAnimationFrame(tile) + 1) | 0x40;
680 if (m > 0xC2) m = 0xC0;
681 SetAnimationFrame(tile, m);
683 } else if (state >= 0x200 && state < 0x3A0) {
684 int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
685 if (state & i) return;
686
687 uint8_t m = (GetAnimationFrame(tile) & 0xBF) - 1;
688 if (m < 0x80) m = 0x82;
689 SetAnimationFrame(tile, m);
691 }
692}
693
694static void AnimateTile_Industry(TileIndex tile)
695{
696 IndustryGfx gfx = GetIndustryGfx(tile);
697
698 if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
699 AnimateNewIndustryTile(tile);
700 return;
701 }
702
703 switch (gfx) {
704 case GFX_SUGAR_MINE_SIEVE:
705 if ((TimerGameTick::counter & 1) == 0) AnimateSugarSieve(tile);
706 break;
707
708 case GFX_TOFFEE_QUARY:
709 if ((TimerGameTick::counter & 3) == 0) AnimateToffeeQuarry(tile);
710 break;
711
712 case GFX_BUBBLE_CATCHER:
713 if ((TimerGameTick::counter & 1) == 0) AnimateBubbleCatcher(tile);
714 break;
715
716 case GFX_POWERPLANT_SPARKS:
717 if ((TimerGameTick::counter & 3) == 0) AnimatePowerPlantSparks(tile);
718 break;
719
720 case GFX_TOY_FACTORY:
721 if ((TimerGameTick::counter & 1) == 0) AnimateToyFactory(tile);
722 break;
723
724 case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
725 case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
726 case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
727 case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
728 if ((TimerGameTick::counter & 3) == 0) AnimatePlasticFountain(tile, gfx);
729 break;
730
731 case GFX_OILWELL_ANIMATED_1:
732 case GFX_OILWELL_ANIMATED_2:
733 case GFX_OILWELL_ANIMATED_3:
734 if ((TimerGameTick::counter & 7) == 0) AnimateOilWell(tile, gfx);
735 break;
736
737 case GFX_COAL_MINE_TOWER_ANIMATED:
738 case GFX_COPPER_MINE_TOWER_ANIMATED:
739 case GFX_GOLD_MINE_TOWER_ANIMATED:
740 AnimateMineTower(tile);
741 break;
742 }
743}
744
745static void CreateChimneySmoke(TileIndex tile)
746{
747 uint x = TileX(tile) * TILE_SIZE;
748 uint y = TileY(tile) * TILE_SIZE;
749 int z = GetTileMaxPixelZ(tile);
750
751 CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
752}
753
754static void MakeIndustryTileBigger(TileIndex tile)
755{
756 uint8_t cnt = GetIndustryConstructionCounter(tile) + 1;
757 if (cnt != 4) {
759 return;
760 }
761
762 uint8_t stage = GetIndustryConstructionStage(tile) + 1;
764 SetIndustryConstructionStage(tile, stage);
765 StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
766 if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile);
767
769
770 if (!IsIndustryCompleted(tile)) return;
771
772 IndustryGfx gfx = GetIndustryGfx(tile);
773 if (gfx >= NEW_INDUSTRYTILEOFFSET) {
774 /* New industries are already animated on construction. */
775 return;
776 }
777
778 switch (gfx) {
779 case GFX_POWERPLANT_CHIMNEY:
780 CreateChimneySmoke(tile);
781 break;
782
783 case GFX_OILRIG_1: {
784 /* Do not require an industry tile to be after the first two GFX_OILRIG_1
785 * tiles (like the default oil rig). Do a proper check to ensure the
786 * tiles belong to the same industry and based on that build the oil rig's
787 * station. */
788 TileIndex other = tile + TileDiffXY(0, 1);
789
790 if (IsTileType(other, MP_INDUSTRY) &&
791 GetIndustryGfx(other) == GFX_OILRIG_1 &&
792 GetIndustryIndex(tile) == GetIndustryIndex(other)) {
793 BuildOilRig(tile);
794 }
795 break;
796 }
797
798 case GFX_TOY_FACTORY:
799 case GFX_BUBBLE_CATCHER:
800 case GFX_TOFFEE_QUARY:
801 SetAnimationFrame(tile, 0);
803 break;
804
805 case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
806 case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
807 case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
808 case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
809 AddAnimatedTile(tile, false);
810 break;
811 }
812}
813
814static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
815{
816 static const int8_t _bubble_spawn_location[3][4] = {
817 { 11, 0, -4, -14 },
818 { -4, -10, -4, 1 },
819 { 49, 59, 60, 65 },
820 };
821
822 if (_settings_client.sound.ambient) SndPlayTileFx(SND_2E_BUBBLE_GENERATOR, tile);
823
824 int dir = Random() & 3;
825
827 TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
828 TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
829 _bubble_spawn_location[2][dir],
831 );
832
833 if (v != nullptr) v->animation_substate = dir;
834}
835
836static void TileLoop_Industry(TileIndex tile)
837{
838 if (IsTileOnWater(tile)) TileLoop_Water(tile);
839
840 /* Normally this doesn't happen, but if an industry NewGRF is removed
841 * an industry that was previously build on water can now be flooded.
842 * If this happens the tile is no longer an industry tile after
843 * returning from TileLoop_Water. */
844 if (!IsTileType(tile, MP_INDUSTRY)) return;
845
847
848 if (!IsIndustryCompleted(tile)) {
849 MakeIndustryTileBigger(tile);
850 return;
851 }
852
853 if (_game_mode == GM_EDITOR) return;
854
855 if (TransportIndustryGoods(tile) && !StartStopIndustryTileAnimation(Industry::GetByTile(tile), IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
857
858 if (newgfx != INDUSTRYTILE_NOANIM) {
861 SetIndustryGfx(tile, newgfx);
863 return;
864 }
865 }
866
867 if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
868
869 IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
870 if (newgfx != INDUSTRYTILE_NOANIM) {
872 SetIndustryGfx(tile, newgfx);
874 return;
875 }
876
877 IndustryGfx gfx = GetIndustryGfx(tile);
878 switch (gfx) {
879 case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
880 case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
881 case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
882 if (!(TimerGameTick::counter & 0x400) && Chance16(1, 2)) {
883 switch (gfx) {
884 case GFX_COAL_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COAL_MINE_TOWER_ANIMATED; break;
885 case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
886 case GFX_GOLD_MINE_TOWER_NOT_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_ANIMATED; break;
887 }
888 SetIndustryGfx(tile, gfx);
889 SetAnimationFrame(tile, 0x80);
890 AddAnimatedTile(tile);
891 }
892 break;
893
894 case GFX_OILWELL_NOT_ANIMATED:
895 if (Chance16(1, 6)) {
896 SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
897 SetAnimationFrame(tile, 0);
898 AddAnimatedTile(tile);
899 }
900 break;
901
902 case GFX_COAL_MINE_TOWER_ANIMATED:
903 case GFX_COPPER_MINE_TOWER_ANIMATED:
904 case GFX_GOLD_MINE_TOWER_ANIMATED:
905 if (!(TimerGameTick::counter & 0x400)) {
906 switch (gfx) {
907 case GFX_COAL_MINE_TOWER_ANIMATED: gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED; break;
908 case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
909 case GFX_GOLD_MINE_TOWER_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED; break;
910 }
911 SetIndustryGfx(tile, gfx);
914 DeleteAnimatedTile(tile);
916 }
917 break;
918
919 case GFX_POWERPLANT_SPARKS:
920 if (Chance16(1, 3)) {
921 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0C_POWER_STATION, tile);
922 AddAnimatedTile(tile);
923 }
924 break;
925
926 case GFX_COPPER_MINE_CHIMNEY:
928 break;
929
930
931 case GFX_TOY_FACTORY: {
932 Industry *i = Industry::GetByTile(tile);
933 if (i->was_cargo_delivered) {
934 i->was_cargo_delivered = false;
936 AddAnimatedTile(tile);
937 }
938 }
939 break;
940
941 case GFX_BUBBLE_GENERATOR:
942 TileLoopIndustry_BubbleGenerator(tile);
943 break;
944
945 case GFX_TOFFEE_QUARY:
946 AddAnimatedTile(tile);
947 break;
948
949 case GFX_SUGAR_MINE_SIEVE:
950 if (Chance16(1, 3)) AddAnimatedTile(tile);
951 break;
952 }
953}
954
955static bool ClickTile_Industry(TileIndex tile)
956{
957 ShowIndustryViewWindow(GetIndustryIndex(tile));
958 return true;
959}
960
961static TrackStatus GetTileTrackStatus_Industry(TileIndex, TransportType, uint, DiagDirection)
962{
963 return 0;
964}
965
966static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
967{
968 /* If the founder merges, the industry was created by the merged company */
969 Industry *i = Industry::GetByTile(tile);
970 if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
971
972 if (i->exclusive_supplier == old_owner) i->exclusive_supplier = new_owner;
973 if (i->exclusive_consumer == old_owner) i->exclusive_consumer = new_owner;
974}
975
982{
983 /* Check for industry tile */
984 if (!IsTileType(tile, MP_INDUSTRY)) return false;
985
986 const Industry *ind = Industry::GetByTile(tile);
987
988 /* Check for organic industry (i.e. not processing or extractive) */
990
991 /* Check for wood production */
992 return std::any_of(std::begin(ind->produced), std::end(ind->produced), [](const auto &p) { return IsValidCargoType(p.cargo) && CargoSpec::Get(p.cargo)->label == CT_WOOD; });
993}
994
995static const uint8_t _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
996
1004static bool IsSuitableForFarmField(TileIndex tile, bool allow_fields)
1005{
1006 switch (GetTileType(tile)) {
1007 case MP_CLEAR: return !IsSnowTile(tile) && !IsClearGround(tile, CLEAR_DESERT) && (allow_fields || !IsClearGround(tile, CLEAR_FIELDS));
1008 case MP_TREES: return GetTreeGround(tile) != TREE_GROUND_SHORE;
1009 default: return false;
1010 }
1011}
1012
1020static void SetupFarmFieldFence(TileIndex tile, int size, uint8_t type, DiagDirection side)
1021{
1023 TileIndexDiff neighbour_diff = TileOffsByDiagDir(side);
1024
1025 do {
1026 tile = Map::WrapToMap(tile);
1027
1028 if (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS)) {
1029 TileIndex neighbour = tile + neighbour_diff;
1030 if (!IsTileType(neighbour, MP_CLEAR) || !IsClearGround(neighbour, CLEAR_FIELDS) || GetFence(neighbour, ReverseDiagDir(side)) == 0) {
1031 /* Add fence as long as neighbouring tile does not already have a fence in the same position. */
1032 uint8_t or_ = type;
1033
1034 if (or_ == 1 && Chance16(1, 7)) or_ = 2;
1035
1036 SetFence(tile, side, or_);
1037 }
1038 }
1039
1040 tile += diff;
1041 } while (--size);
1042}
1043
1044static void PlantFarmField(TileIndex tile, IndustryID industry)
1045{
1046 if (_settings_game.game_creation.landscape == LandscapeType::Arctic) {
1047 if (GetTileZ(tile) + 2 >= GetSnowLine()) return;
1048 }
1049
1050 /* determine field size */
1051 uint32_t r = (Random() & 0x303) + 0x404;
1052 if (_settings_game.game_creation.landscape == LandscapeType::Arctic) r += 0x404;
1053 uint size_x = GB(r, 0, 8);
1054 uint size_y = GB(r, 8, 8);
1055
1056 TileArea ta(tile - TileDiffXY(std::min(TileX(tile), size_x / 2), std::min(TileY(tile), size_y / 2)), size_x, size_y);
1057 ta.ClampToMap();
1058
1059 if (ta.w == 0 || ta.h == 0) return;
1060
1061 /* check the amount of bad tiles */
1062 int count = 0;
1063 for (TileIndex cur_tile : ta) {
1064 assert(cur_tile < Map::Size());
1065 count += IsSuitableForFarmField(cur_tile, false);
1066 }
1067 if (count * 2 < ta.w * ta.h) return;
1068
1069 /* determine type of field */
1070 r = Random();
1071 uint counter = GB(r, 5, 3);
1072 uint field_type = GB(r, 8, 8) * 9 >> 8;
1073
1074 /* make field */
1075 for (TileIndex cur_tile : ta) {
1076 assert(cur_tile < Map::Size());
1077 if (IsSuitableForFarmField(cur_tile, true)) {
1078 MakeField(cur_tile, field_type, industry);
1079 SetClearCounter(cur_tile, counter);
1080 MarkTileDirtyByTile(cur_tile);
1081 }
1082 }
1083
1084 int type = 3;
1085 if (_settings_game.game_creation.landscape != LandscapeType::Arctic && _settings_game.game_creation.landscape != LandscapeType::Tropic) {
1086 type = _plantfarmfield_type[Random() & 0xF];
1087 }
1088
1089 SetupFarmFieldFence(ta.tile, ta.h, type, DIAGDIR_NE);
1090 SetupFarmFieldFence(ta.tile, ta.w, type, DIAGDIR_NW);
1091 SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, DIAGDIR_SW);
1092 SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, DIAGDIR_SE);
1093}
1094
1095void PlantRandomFarmField(const Industry *i)
1096{
1097 int x = i->location.w / 2 + Random() % 31 - 16;
1098 int y = i->location.h / 2 + Random() % 31 - 16;
1099
1100 TileIndex tile = TileAddWrap(i->location.tile, x, y);
1101
1102 if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
1103}
1104
1110static bool SearchLumberMillTrees(TileIndex tile, void *)
1111{
1113 /* found a tree */
1114
1116
1117 _industry_sound_ctr = 1;
1118 _industry_sound_tile = tile;
1119 if (_settings_client.sound.ambient) SndPlayTileFx(SND_38_LUMBER_MILL_1, tile);
1120
1122
1123 cur_company.Restore();
1124 return true;
1125 }
1126 return false;
1127}
1128
1134{
1135 /* Don't process lumber mill if cargo is not set up correctly. */
1136 auto itp = std::begin(i->produced);
1137 if (itp == std::end(i->produced) || !IsValidCargoType(itp->cargo)) return;
1138
1139 /* We only want to cut trees if all tiles are completed. */
1140 for (TileIndex tile_cur : i->location) {
1141 if (i->TileBelongsToIndustry(tile_cur)) {
1142 if (!IsIndustryCompleted(tile_cur)) return;
1143 }
1144 }
1145
1146 TileIndex tile = i->location.tile;
1147 if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, nullptr)) { // 40x40 tiles to search.
1148 itp->waiting = ClampTo<uint16_t>(itp->waiting + ScaleByCargoScale(45, false)); // Found a tree, add according value to waiting cargo.
1149 }
1150}
1151
1157static void ProduceIndustryGoodsHelper(Industry *i, bool scale)
1158{
1159 for (auto &p : i->produced) {
1160 if (!IsValidCargoType(p.cargo)) continue;
1161
1162 uint16_t amount = p.rate;
1163 if (scale) amount = ScaleByCargoScale(amount, false);
1164
1165 p.waiting = ClampTo<uint16_t>(p.waiting + amount);
1166 }
1167}
1168
1169static void ProduceIndustryGoods(Industry *i)
1170{
1171 const IndustrySpec *indsp = GetIndustrySpec(i->type);
1172
1173 /* play a sound? */
1174 if ((i->counter & 0x3F) == 0) {
1175 uint32_t r;
1176 if (Chance16R(1, 14, r) && !indsp->random_sounds.empty() && _settings_client.sound.ambient) {
1177 if (std::any_of(std::begin(i->produced), std::end(i->produced), [](const auto &p) { return p.history[LAST_MONTH].production > 0; })) {
1178 /* Play sound since last month had production */
1179 SndPlayTileFx(
1180 static_cast<SoundFx>(indsp->random_sounds[((r >> 16) * indsp->random_sounds.size()) >> 16]),
1181 i->location.tile);
1182 }
1183 }
1184 }
1185
1186 i->counter--;
1187
1188 /* If using an industry callback, scale the callback interval by cargo scale percentage. */
1193 }
1194 }
1195
1196 /*
1197 * All other production and special effects happen every 256 ticks, and cargo production is just scaled by the cargo scale percentage.
1198 * This keeps a slow trickle of production to avoid confusion at low scale factors when the industry seems to be doing nothing for a long period of time.
1199 */
1200 if ((i->counter % Ticks::INDUSTRY_PRODUCE_TICKS) == 0) {
1201 /* Handle non-callback cargo production. */
1203
1204 IndustryBehaviours indbehav = indsp->behaviour;
1205
1206 if (indbehav.Test(IndustryBehaviour::PlantFields)) {
1207 uint16_t cb_res = CALLBACK_FAILED;
1210 }
1211
1212 bool plant;
1213 if (cb_res != CALLBACK_FAILED) {
1215 } else {
1216 plant = Chance16(1, 8);
1217 }
1218
1219 if (plant) PlantRandomFarmField(i);
1220 }
1221 if (indbehav.Test(IndustryBehaviour::CutTrees)) {
1222 uint16_t cb_res = CALLBACK_FAILED;
1225 }
1226
1227 bool cut;
1228 if (cb_res != CALLBACK_FAILED) {
1230 } else {
1231 cut = ((i->counter % Ticks::INDUSTRY_CUT_TREE_TICKS) == 0);
1232 }
1233
1234 if (cut) ChopLumberMillTrees(i);
1235 }
1236
1238 StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
1239 }
1240}
1241
1242void OnTick_Industry()
1243{
1244 if (_industry_sound_ctr != 0) {
1245 _industry_sound_ctr++;
1246
1247 if (_industry_sound_ctr == 75) {
1248 if (_settings_client.sound.ambient) SndPlayTileFx(SND_37_LUMBER_MILL_2, _industry_sound_tile);
1249 } else if (_industry_sound_ctr == 160) {
1250 _industry_sound_ctr = 0;
1251 if (_settings_client.sound.ambient) SndPlayTileFx(SND_36_LUMBER_MILL_3, _industry_sound_tile);
1252 }
1253 }
1254
1255 if (_game_mode == GM_EDITOR) return;
1256
1257 for (Industry *i : Industry::Iterate()) {
1258 ProduceIndustryGoods(i);
1259 }
1260}
1261
1267{
1268 return CommandCost();
1269}
1270
1277{
1278 if (_settings_game.game_creation.landscape == LandscapeType::Arctic) {
1279 if (GetTileZ(tile) < HighestSnowLine() + 2) {
1280 return CommandCost(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
1281 }
1282 }
1283 return CommandCost();
1284}
1285
1293static bool CheckScaledDistanceFromEdge(TileIndex tile, uint maxdist)
1294{
1295 uint maxdist_x = maxdist;
1296 uint maxdist_y = maxdist;
1297
1298 if (Map::SizeX() > 256) maxdist_x *= Map::SizeX() / 256;
1299 if (Map::SizeY() > 256) maxdist_y *= Map::SizeY() / 256;
1300
1301 if (DistanceFromEdgeDir(tile, DIAGDIR_NE) < maxdist_x) return true;
1302 if (DistanceFromEdgeDir(tile, DIAGDIR_NW) < maxdist_y) return true;
1303 if (DistanceFromEdgeDir(tile, DIAGDIR_SW) < maxdist_x) return true;
1304 if (DistanceFromEdgeDir(tile, DIAGDIR_SE) < maxdist_y) return true;
1305
1306 return false;
1307}
1308
1315{
1316 if (_game_mode == GM_EDITOR) return CommandCost();
1317
1319
1320 return CommandCost(STR_ERROR_CAN_ONLY_BE_POSITIONED);
1321}
1322
1323extern bool _ignore_restrictions;
1324
1331{
1332 if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
1333
1334 if (TileHeight(tile) == 0 &&
1336
1337 return CommandCost(STR_ERROR_CAN_ONLY_BE_POSITIONED);
1338}
1339
1346{
1347 if (_settings_game.game_creation.landscape == LandscapeType::Arctic) {
1348 if (GetTileZ(tile) + 2 >= HighestSnowLine()) {
1349 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1350 }
1351 }
1352 return CommandCost();
1353}
1354
1361{
1362 if (GetTropicZone(tile) == TROPICZONE_DESERT) {
1363 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1364 }
1365 return CommandCost();
1366}
1367
1374{
1375 if (GetTropicZone(tile) != TROPICZONE_DESERT) {
1376 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
1377 }
1378 return CommandCost();
1379}
1380
1387{
1388 if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
1389 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
1390 }
1391 return CommandCost();
1392}
1393
1400{
1401 if (GetTileZ(tile) > 4) {
1402 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
1403 }
1404 return CommandCost();
1405}
1406
1413
1426
1437static CommandCost FindTownForIndustry(TileIndex tile, IndustryType type, Town **t)
1438{
1439 *t = ClosestTownFromTile(tile, UINT_MAX);
1440
1442
1443 for (const IndustryID &industry : Industry::industries[type]) {
1444 if (Industry::Get(industry)->town == *t) {
1445 *t = nullptr;
1446 return CommandCost(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
1447 }
1448 }
1449
1450 return CommandCost();
1451}
1452
1453bool IsSlopeRefused(Slope current, Slope refused)
1454{
1455 if (IsSteepSlope(current)) return true;
1456 if (current != SLOPE_FLAT) {
1457 if (IsSteepSlope(refused)) return true;
1458
1459 Slope t = ComplementSlope(current);
1460
1461 if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
1462 if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
1463 if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
1464 if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
1465 }
1466
1467 return false;
1468}
1469
1477static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileLayout &layout, IndustryType type)
1478{
1479 IndustryBehaviours ind_behav = GetIndustrySpec(type)->behaviour;
1480
1481 for (const IndustryTileLayoutTile &it : layout) {
1482 IndustryGfx gfx = GetTranslatedIndustryTileID(it.gfx);
1483 TileIndex cur_tile = TileAddWrap(tile, it.ti.x, it.ti.y);
1484
1485 if (!IsValidTile(cur_tile)) {
1486 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1487 }
1488
1489 if (gfx == GFX_WATERTILE_SPECIALCHECK) {
1490 if (!IsWaterTile(cur_tile) ||
1491 !IsTileFlat(cur_tile)) {
1492 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1493 }
1494 } else {
1495 CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
1496 if (ret.Failed()) return ret;
1497 if (IsBridgeAbove(cur_tile)) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1498
1499 const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
1500
1501 /* Perform land/water check if not disabled */
1502 if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) != ind_behav.Test(IndustryBehaviour::BuiltOnWater))) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1503
1504 if (ind_behav.Any({IndustryBehaviour::OnlyInTown, IndustryBehaviour::Town1200More}) || // Tile must be a house
1505 (ind_behav.Test(IndustryBehaviour::OnlyNearTown) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
1506 if (!IsTileType(cur_tile, MP_HOUSE)) {
1507 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
1508 }
1509
1510 /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
1512 ret = Command<CMD_LANDSCAPE_CLEAR>::Do({}, cur_tile);
1513 cur_company.Restore();
1514
1515 if (ret.Failed()) return ret;
1516 } else {
1517 /* Clear the tiles, but do not affect town ratings */
1519 if (ret.Failed()) return ret;
1520 }
1521 }
1522 }
1523
1524 return CommandCost();
1525}
1526
1539static CommandCost CheckIfIndustryTileSlopes(TileIndex tile, const IndustryTileLayout &layout, size_t layout_index, IndustryType type, uint16_t initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check = nullptr)
1540{
1541 bool refused_slope = false;
1542 bool custom_shape = false;
1543
1544 for (const IndustryTileLayoutTile &it : layout) {
1545 IndustryGfx gfx = GetTranslatedIndustryTileID(it.gfx);
1546 TileIndex cur_tile = TileAddWrap(tile, it.ti.x, it.ti.y);
1547 assert(IsValidTile(cur_tile)); // checked before in CheckIfIndustryTilesAreFree
1548
1549 if (gfx != GFX_WATERTILE_SPECIALCHECK) {
1550 const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
1551
1553 custom_shape = true;
1554 CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, layout_index, initial_random_bits, founder, creation_type);
1555 if (ret.Failed()) return ret;
1556 } else {
1557 Slope tileh = GetTileSlope(cur_tile);
1558 refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
1559 }
1560 }
1561 }
1562
1563 if (custom_shape_check != nullptr) *custom_shape_check = custom_shape;
1564
1565 /* It is almost impossible to have a fully flat land in TG, so what we
1566 * do is that we check if we can make the land flat later on. See
1567 * CheckIfCanLevelIndustryPlatform(). */
1568 if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
1569 return CommandCost();
1570 }
1571 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1572}
1573
1581static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, IndustryType type, const Town *t)
1582{
1583 if (GetIndustrySpec(type)->behaviour.Test(IndustryBehaviour::Town1200More) && t->cache.population < 1200) {
1584 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
1585 }
1586
1587 if (GetIndustrySpec(type)->behaviour.Test(IndustryBehaviour::OnlyNearTown) && DistanceMax(t->xy, tile) > 9) {
1588 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER);
1589 }
1590
1591 return CommandCost();
1592}
1593
1594static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
1595{
1596 /* Check if we don't leave the map */
1597 if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
1598
1599 TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
1600 for (TileIndex tile_walk : ta) {
1601 uint curh = TileHeight(tile_walk);
1602 /* Is the tile clear? */
1603 if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
1604
1605 /* Don't allow too big of a change if this is the sub-tile check */
1606 if (internal != 0 && Delta(curh, height) > 1) return false;
1607
1608 /* Different height, so the surrounding tiles of this tile
1609 * has to be correct too (in level, or almost in level)
1610 * else you get a chain-reaction of terraforming. */
1611 if (internal == 0 && curh != height) {
1612 if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
1613 return false;
1614 }
1615 }
1616 }
1617
1618 return true;
1619}
1620
1626{
1627 int max_x = 0;
1628 int max_y = 0;
1629
1630 /* Finds dimensions of largest variant of this industry */
1631 for (const IndustryTileLayoutTile &it : layout) {
1632 if (it.gfx == GFX_WATERTILE_SPECIALCHECK) continue; // watercheck tiles don't count for footprint size
1633 if (it.ti.x > max_x) max_x = it.ti.x;
1634 if (it.ti.y > max_y) max_y = it.ti.y;
1635 }
1636
1637 /* Remember level height */
1638 uint h = TileHeight(tile);
1639
1641 /* Check that all tiles in area and surrounding are clear
1642 * this determines that there are no obstructing items */
1643
1644 /* TileArea::Expand is not used here as we need to abort
1645 * instead of clamping if the bounds cannot expanded. */
1648
1649 if (TileX(ta.tile) + ta.w >= Map::MaxX() || TileY(ta.tile) + ta.h >= Map::MaxY()) return false;
1650
1651 /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
1652 * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
1654
1655 for (TileIndex tile_walk : ta) {
1656 uint curh = TileHeight(tile_walk);
1657 if (curh != h) {
1658 /* This tile needs terraforming. Check if we can do that without
1659 * damaging the surroundings too much. */
1660 if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
1661 cur_company.Restore();
1662 return false;
1663 }
1664 /* This is not 100% correct check, but the best we can do without modifying the map.
1665 * What is missing, is if the difference in height is more than 1.. */
1666 if (std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DoCommandFlags{flags}.Reset(DoCommandFlag::Execute), tile_walk, SLOPE_N, curh <= h)).Failed()) {
1667 cur_company.Restore();
1668 return false;
1669 }
1670 }
1671 }
1672
1673 if (flags.Test(DoCommandFlag::Execute)) {
1674 /* Terraform the land under the industry */
1675 for (TileIndex tile_walk : ta) {
1676 uint curh = TileHeight(tile_walk);
1677 while (curh != h) {
1678 /* We give the terraforming for free here, because we can't calculate
1679 * exact cost in the test-round, and as we all know, that will cause
1680 * a nice assert if they don't match ;) */
1681 Command<CMD_TERRAFORM_LAND>::Do(flags, tile_walk, SLOPE_N, curh <= h);
1682 curh += (curh > h) ? -1 : 1;
1683 }
1684 }
1685 }
1686
1687 cur_company.Restore();
1688 return true;
1689}
1690
1691
1699{
1700 const IndustrySpec *indspec = GetIndustrySpec(type);
1701
1702 for (IndustryType conflicting_type : indspec->conflicting) {
1703 if (conflicting_type == IT_INVALID) continue;
1704
1705 for (const IndustryID &industry : Industry::industries[conflicting_type]) {
1706 /* Within 14 tiles from another industry is considered close */
1707 if (DistanceMax(tile, Industry::Get(industry)->location.tile) > 14) continue;
1708
1709 return CommandCost(STR_ERROR_INDUSTRY_TOO_CLOSE);
1710 }
1711 }
1712 return CommandCost();
1713}
1714
1719static void AdvertiseIndustryOpening(const Industry *ind)
1720{
1721 const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
1722 EncodedString headline;
1723 if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
1724 headline = GetEncodedString(ind_spc->new_industry_text, ind_spc->name, STR_TOWN_NAME, ind->town->index);
1725 } else {
1726 headline = GetEncodedString(ind_spc->new_industry_text, ind_spc->name, ind->town->index);
1727 }
1728 AddIndustryNewsItem(std::move(headline), NewsType::IndustryOpen, ind->index);
1729 AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
1730 Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
1731}
1732
1739{
1741 /* Industry has a neutral station. Use it and ignore any other nearby stations. */
1742 ind->stations_near.insert(ind->neutral_station);
1743 ind->neutral_station->industries_near.clear();
1745 return;
1746 }
1747
1748 ForAllStationsAroundTiles(ind->location, [ind](Station *st, TileIndex tile) {
1749 if (!IsTileType(tile, MP_INDUSTRY) || GetIndustryIndex(tile) != ind->index) return false;
1750 ind->stations_near.insert(st);
1751 st->AddIndustryToDeliver(ind, tile);
1752 return false;
1753 });
1754}
1755
1767static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileLayout &layout, size_t layout_index, Town *t, Owner founder, uint16_t initial_random_bits)
1768{
1769 const IndustrySpec *indspec = GetIndustrySpec(type);
1770
1771 i->location = TileArea(tile, 1, 1);
1772 i->type = type;
1773
1774 auto &industries = Industry::industries[type];
1775 industries.emplace(std::ranges::lower_bound(industries, i->index), i->index);
1776
1777 for (size_t index = 0; index < std::size(indspec->produced_cargo); ++index) {
1778 if (!IsValidCargoType(indspec->produced_cargo[index])) break;
1779
1780 Industry::ProducedCargo &p = i->produced.emplace_back();
1781 p.cargo = indspec->produced_cargo[index];
1782 p.rate = indspec->production_rate[index];
1783 }
1784
1785 for (size_t index = 0; index < std::size(indspec->accepts_cargo); ++index) {
1786 if (!IsValidCargoType(indspec->accepts_cargo[index])) break;
1787
1788 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1789 a.cargo = indspec->accepts_cargo[index];
1790 }
1791
1792 /* Randomize initial production if non-original economy is used and there are no production related callbacks. */
1793 if (!indspec->UsesOriginalEconomy()) {
1794 for (auto &p : i->produced) {
1795 p.rate = ClampTo<uint8_t>((RandomRange(256) + 128) * p.rate >> 8);
1796 }
1797 }
1798
1799 i->town = t;
1800 i->owner = OWNER_NONE;
1801
1802 uint16_t r = Random();
1803 i->random_colour = static_cast<Colours>(GB(r, 0, 4));
1804 i->counter = GB(r, 4, 12);
1805 i->random = initial_random_bits;
1806 i->was_cargo_delivered = false;
1808 i->founder = founder;
1809 i->ctlflags = {};
1810
1812 i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
1814
1815 /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
1816 * 0 = created prior of newindustries
1817 * else, chosen layout + 1 */
1818 i->selected_layout = (uint8_t)(layout_index + 1);
1819
1822
1824
1825 /* Call callbacks after the regular fields got initialised. */
1826
1829 if (res != CALLBACK_FAILED) {
1830 if (res < PRODLEVEL_MINIMUM || res > PRODLEVEL_MAXIMUM) {
1832 } else {
1833 i->prod_level = res;
1835 }
1836 }
1837 }
1838
1839 if (_generating_world) {
1842 for (auto &p : i->produced) {
1843 p.history[LAST_MONTH].production = ScaleByCargoScale(p.waiting * 8, false);
1844 p.waiting = 0;
1845 }
1846 }
1847
1848 for (auto &p : i->produced) {
1849 p.history[LAST_MONTH].production += ScaleByCargoScale(p.rate * 8, false);
1850 }
1851 }
1852
1854 uint16_t res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
1855 if (res != CALLBACK_FAILED) {
1856 if (GB(res, 4, 11) != 0) ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_DECIDE_COLOUR, res);
1857 i->random_colour = static_cast<Colours>(GB(res, 0, 4));
1858 }
1859 }
1860
1862 /* Clear all input cargo types */
1863 i->accepted.clear();
1864 /* Query actual types */
1866 for (uint j = 0; j < maxcargoes; j++) {
1868 if (res == CALLBACK_FAILED || GB(res, 0, 8) == UINT8_MAX) break;
1869 if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
1871 break;
1872 }
1873 CargoType cargo = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
1874 /* Industries without "unlimited" cargo types support depend on the specific order/slots of cargo types.
1875 * They need to be able to blank out specific slots without aborting the callback sequence,
1876 * and solve this by returning undefined cargo indexes. Skip these. */
1878 /* As slots are allocated as needed now, this means we do need to add a slot for the invalid cargo. */
1879 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1880 a.cargo = INVALID_CARGO;
1881 continue;
1882 }
1883 /* Verify valid cargo */
1884 if (std::ranges::find(indspec->accepts_cargo, cargo) == std::end(indspec->accepts_cargo)) {
1885 /* Cargo not in spec, error in NewGRF */
1887 break;
1888 }
1889 if (std::any_of(std::begin(i->accepted), std::begin(i->accepted) + j, [&cargo](const auto &a) { return a.cargo == cargo; })) {
1890 /* Duplicate cargo */
1892 break;
1893 }
1894 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1895 a.cargo = cargo;
1896 }
1897 }
1898
1900 /* Clear all output cargo types */
1901 i->produced.clear();
1902 /* Query actual types */
1904 for (uint j = 0; j < maxcargoes; j++) {
1906 if (res == CALLBACK_FAILED || GB(res, 0, 8) == UINT8_MAX) break;
1907 if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
1909 break;
1910 }
1911 CargoType cargo = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
1912 /* Allow older GRFs to skip slots. */
1914 /* As slots are allocated as needed now, this means we do need to add a slot for the invalid cargo. */
1915 Industry::ProducedCargo &p = i->produced.emplace_back();
1916 p.cargo = INVALID_CARGO;
1917 continue;
1918 }
1919 /* Verify valid cargo */
1920 if (std::ranges::find(indspec->produced_cargo, cargo) == std::end(indspec->produced_cargo)) {
1921 /* Cargo not in spec, error in NewGRF */
1923 break;
1924 }
1925 if (std::any_of(std::begin(i->produced), std::begin(i->produced) + j, [&cargo](const auto &p) { return p.cargo == cargo; })) {
1926 /* Duplicate cargo */
1928 break;
1929 }
1930 Industry::ProducedCargo &p = i->produced.emplace_back();
1931 p.cargo = cargo;
1932 }
1933 }
1934
1935 /* Plant the tiles */
1936
1937 for (const IndustryTileLayoutTile &it : layout) {
1938 TileIndex cur_tile = tile + ToTileIndexDiff(it.ti);
1939
1940 if (it.gfx != GFX_WATERTILE_SPECIALCHECK) {
1941 i->location.Add(cur_tile);
1942
1943 WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
1944
1946
1947 MakeIndustry(cur_tile, i->index, it.gfx, Random(), wc);
1948
1949 if (_generating_world) {
1950 SetIndustryConstructionCounter(cur_tile, 3);
1951 SetIndustryConstructionStage(cur_tile, 2);
1952 }
1953
1954 /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
1955 IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it.gfx);
1956 const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
1958 }
1959 }
1960
1962 for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
1963 }
1964 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_FORCE_REBUILD);
1966
1968}
1969
1986static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlags flags, const IndustrySpec *indspec, size_t layout_index, uint32_t random_var8f, uint16_t random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
1987{
1988 assert(layout_index < indspec->layouts.size());
1989 const IndustryTileLayout &layout = indspec->layouts[layout_index];
1990
1991 *ip = nullptr;
1992
1993 /* 1. Cheap: Built-in checks on industry level. */
1995 if (ret.Failed()) return ret;
1996
1997 Town *t = nullptr;
1998 ret = FindTownForIndustry(tile, type, &t);
1999 if (ret.Failed()) return ret;
2000 assert(t != nullptr);
2001
2002 ret = CheckIfIndustryIsAllowed(tile, type, t);
2003 if (ret.Failed()) return ret;
2004
2005 /* 2. Built-in checks on industry tiles. */
2006 std::vector<ClearedObjectArea> object_areas(_cleared_object_areas);
2007 ret = CheckIfIndustryTilesAreFree(tile, layout, type);
2008 _cleared_object_areas = object_areas;
2009 if (ret.Failed()) return ret;
2010
2011 /* 3. NewGRF-defined checks on industry level. */
2012 if (GetIndustrySpec(type)->callback_mask.Test(IndustryCallbackMask::Location)) {
2013 ret = CheckIfCallBackAllowsCreation(tile, type, layout_index, random_var8f, random_initial_bits, founder, creation_type);
2014 } else {
2015 ret = _check_new_industry_procs[indspec->check_proc](tile);
2016 }
2017 if (ret.Failed()) return ret;
2018
2019 /* 4. Expensive: NewGRF-defined checks on industry tiles. */
2020 bool custom_shape_check = false;
2021 ret = CheckIfIndustryTileSlopes(tile, layout, layout_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
2022 if (ret.Failed()) return ret;
2023
2025 !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DoCommandFlag::NoWater, layout)) {
2026 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2027 }
2028
2029 if (!Industry::CanAllocateItem()) return CommandCost(STR_ERROR_TOO_MANY_INDUSTRIES);
2030
2031 if (flags.Test(DoCommandFlag::Execute)) {
2032 *ip = new Industry(tile);
2033 if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, {DoCommandFlag::NoWater, DoCommandFlag::Execute}, layout);
2034 DoCreateNewIndustry(*ip, tile, type, layout, layout_index, t, founder, random_initial_bits);
2035 }
2036
2037 return CommandCost();
2038}
2039
2050CommandCost CmdBuildIndustry(DoCommandFlags flags, TileIndex tile, IndustryType it, uint32_t first_layout, bool fund, uint32_t seed)
2051{
2052 if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
2053
2054 const IndustrySpec *indspec = GetIndustrySpec(it);
2055
2056 /* Check if the to-be built/founded industry is available for this climate. */
2057 if (!indspec->enabled || indspec->layouts.empty()) return CMD_ERROR;
2058
2059 /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
2060 * Raw material industries are industries that do not accept cargo (at least for now) */
2061 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
2062 return CMD_ERROR;
2063 }
2064
2065 if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) {
2066 return CMD_ERROR;
2067 }
2068
2069 Randomizer randomizer;
2070 randomizer.SetSeed(seed);
2071 uint16_t random_initial_bits = GB(seed, 0, 16);
2072 uint32_t random_var8f = randomizer.Next();
2073 size_t num_layouts = indspec->layouts.size();
2074 CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
2075 const bool deity_prospect = _current_company == OWNER_DEITY && !fund;
2076
2077 Industry *ind = nullptr;
2078 if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) {
2079 if (flags.Test(DoCommandFlag::Execute)) {
2080 /* Prospecting has a chance to fail, however we cannot guarantee that something can
2081 * be built on the map, so the chance gets lower when the map is fuller, but there
2082 * is nothing we can really do about that. */
2083 bool prospect_success = deity_prospect || Random() <= indspec->prospecting_chance;
2084 if (prospect_success) {
2085 /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
2088 for (int i = 0; i < 5000; i++) {
2089 /* We should not have more than one Random() in a function call
2090 * because parameter evaluation order is not guaranteed in the c++ standard
2091 */
2092 tile = RandomTile();
2093 /* Start with a random layout */
2094 size_t layout = RandomRange((uint32_t)num_layouts);
2095 /* Check now each layout, starting with the random one */
2096 for (size_t j = 0; j < num_layouts; j++) {
2097 layout = (layout + 1) % num_layouts;
2098 ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), calltype, &ind);
2099 if (ret.Succeeded()) break;
2100 }
2101 if (ret.Succeeded()) break;
2102 }
2103 cur_company.Restore();
2104 }
2105 if (ret.Failed() && IsLocalCompany()) {
2106 if (prospect_success) {
2107 ShowErrorMessage(GetEncodedString(STR_ERROR_CAN_T_PROSPECT_INDUSTRY), GetEncodedString(STR_ERROR_NO_SUITABLE_PLACES_FOR_PROSPECTING), WL_INFO);
2108 } else {
2109 ShowErrorMessage(GetEncodedString(STR_ERROR_CAN_T_PROSPECT_INDUSTRY), GetEncodedString(STR_ERROR_PROSPECTING_WAS_UNLUCKY), WL_INFO);
2110 }
2111 }
2112 }
2113 } else {
2114 size_t layout = first_layout;
2115 if (layout >= num_layouts) return CMD_ERROR;
2116
2117 /* Check subsequently each layout, starting with the given layout in p1 */
2118 for (size_t i = 0; i < num_layouts; i++) {
2119 layout = (layout + 1) % num_layouts;
2120 ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind);
2121 if (ret.Succeeded()) break;
2122 }
2123
2124 /* If it still failed, there's no suitable layout to build here, return the error */
2125 if (ret.Failed()) return ret;
2126 }
2127
2128 if (flags.Test(DoCommandFlag::Execute) && ind != nullptr && _game_mode != GM_EDITOR) {
2130 }
2131
2133}
2134
2143{
2144 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2145
2146 Industry *ind = Industry::GetIfValid(ind_id);
2147 if (ind == nullptr) return CMD_ERROR;
2148 if (!ctlflags.IsValid()) return CMD_ERROR;
2149
2150 if (flags.Test(DoCommandFlag::Execute)) ind->ctlflags = ctlflags;
2151
2152 return CommandCost();
2153}
2154
2164CommandCost CmdIndustrySetProduction(DoCommandFlags flags, IndustryID ind_id, uint8_t prod_level, bool show_news, const EncodedString &custom_news)
2165{
2166 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2167 if (prod_level < PRODLEVEL_MINIMUM || prod_level > PRODLEVEL_MAXIMUM) return CMD_ERROR;
2168
2169 Industry *ind = Industry::GetIfValid(ind_id);
2170 if (ind == nullptr) return CMD_ERROR;
2171
2172 if (flags.Test(DoCommandFlag::Execute)) {
2174 ind->prod_level = prod_level;
2176
2177 /* Show news message if requested. */
2178 if (show_news && prod_level != ind->prod_level) {
2179 NewsType nt;
2180 switch (WhoCanServiceIndustry(ind)) {
2181 case 0: nt = NewsType::IndustryNobody; break;
2182 case 1: nt = NewsType::IndustryOther; break;
2183 case 2: nt = NewsType::IndustryCompany; break;
2184 default: NOT_REACHED();
2185 }
2186
2187 /* Set parameters of news string */
2188 EncodedString headline;
2189 if (!custom_news.empty()) {
2190 headline = custom_news;
2191 } else {
2192 StringID str = (prod_level > ind->prod_level)
2195
2196 if (str > STR_LAST_STRINGID) {
2197 headline = GetEncodedString(str, STR_TOWN_NAME, ind->town->index, GetIndustrySpec(ind->type)->name);
2198 } else {
2199 headline = GetEncodedString(str, ind->index);
2200 }
2201 }
2202
2203 AddIndustryNewsItem(std::move(headline), nt, ind->index);
2204 }
2205 }
2206
2207 return CommandCost();
2208}
2209
2220{
2221 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2222
2223 Industry *ind = Industry::GetIfValid(ind_id);
2224 if (ind == nullptr) return CMD_ERROR;
2225
2226 if (company_id != OWNER_NONE && company_id != INVALID_OWNER && company_id != OWNER_DEITY
2227 && !Company::IsValidID(company_id)) return CMD_ERROR;
2228
2229 if (flags.Test(DoCommandFlag::Execute)) {
2230 if (consumer) {
2231 ind->exclusive_consumer = company_id;
2232 } else {
2233 ind->exclusive_supplier = company_id;
2234 }
2235 }
2236
2237
2238 return CommandCost();
2239}
2240
2249{
2250 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2251
2252 Industry *ind = Industry::GetIfValid(ind_id);
2253 if (ind == nullptr) return CMD_ERROR;
2254
2255 if (flags.Test(DoCommandFlag::Execute)) {
2256 ind->text.clear();
2257 if (!text.empty()) ind->text = text;
2259 }
2260
2261 return CommandCost();
2262}
2263
2271static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
2272{
2273 const IndustrySpec *indspec = GetIndustrySpec(type);
2274
2275 uint32_t seed = Random();
2276 uint32_t seed2 = Random();
2277 Industry *i = nullptr;
2278 size_t layout_index = RandomRange((uint32_t)indspec->layouts.size());
2279 [[maybe_unused]] CommandCost ret = CreateNewIndustryHelper(tile, type, DoCommandFlag::Execute, indspec, layout_index, seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
2280 assert(i != nullptr || ret.Failed());
2281 return i;
2282}
2283
2290static uint32_t GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
2291{
2292 const IndustrySpec *ind_spc = GetIndustrySpec(it);
2294 if (!ind_spc->enabled || ind_spc->layouts.empty() ||
2295 (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) ||
2296 (chance = GetIndustryProbabilityCallback(it, IACT_MAPGENERATION, chance)) == 0) {
2297 *force_at_least_one = false;
2298 return 0;
2299 } else {
2300 chance *= 16; // to increase precision
2301 /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
2302 * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
2303 chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? Map::ScaleBySize1D(chance) : Map::ScaleBySize(chance);
2304
2305 *force_at_least_one = (chance > 0) && !ind_spc->behaviour.Test(IndustryBehaviour::NoBuildMapCreation) && (_game_mode != GM_EDITOR);
2306 return chance;
2307 }
2308}
2309
2316static uint16_t GetIndustryGamePlayProbability(IndustryType it, uint8_t *min_number)
2317{
2319 *min_number = 0;
2320 return 0;
2321 }
2322
2323 const IndustrySpec *ind_spc = GetIndustrySpec(it);
2325 if (!ind_spc->enabled || ind_spc->layouts.empty() ||
2328 (chance = GetIndustryProbabilityCallback(it, IACT_RANDOMCREATION, chance)) == 0) {
2329 *min_number = 0;
2330 return 0;
2331 }
2332 *min_number = ind_spc->behaviour.Test(IndustryBehaviour::CanCloseLastInstance) ? 1 : 0;
2333 return chance;
2334}
2335
2341{
2342 /* Number of industries on a 256x256 map. */
2343 static const uint16_t numof_industry_table[] = {
2344 0, // none
2345 0, // minimal
2346 10, // very low
2347 25, // low
2348 55, // normal
2349 80, // high
2350 0, // custom
2351 };
2352
2353 assert(lengthof(numof_industry_table) == ID_END);
2354 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
2355
2356 if (difficulty == ID_CUSTOM) return std::min<uint>(IndustryPool::MAX_SIZE, _settings_game.game_creation.custom_industry_number);
2357
2358 return std::min<uint>(IndustryPool::MAX_SIZE, Map::ScaleBySize(numof_industry_table[difficulty]));
2359}
2360
2369static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
2370{
2371 uint tries = try_hard ? 10000u : 2000u;
2372 for (; tries > 0; tries--) {
2373 Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
2374 if (ind != nullptr) return ind;
2375 }
2376 return nullptr;
2377}
2378
2384static void PlaceInitialIndustry(IndustryType type, bool try_hard)
2385{
2387
2389 PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
2390
2391 cur_company.Restore();
2392}
2393
2399{
2400 uint total = 0;
2401 for (const auto &industries : Industry::industries) {
2402 total += static_cast<uint16_t>(std::size(industries));
2403 }
2404 return total;
2405}
2406
2407
2410{
2411 this->probability = 0;
2412 this->min_number = 0;
2413 this->target_count = 0;
2414 this->max_wait = 1;
2415 this->wait_count = 0;
2416}
2417
2420{
2422
2423 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2424 this->builddata[it].Reset();
2425 }
2426}
2427
2430{
2431 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.
2432 if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting.
2433
2434 /* To prevent running out of unused industries for the player to connect,
2435 * add a fraction of new industries each month, but only if the manager can keep up. */
2436 uint max_behind = 1 + std::min(99u, Map::ScaleBySize(3)); // At most 2 industries for small maps, and 100 at the biggest map (about 6 months industry build attempts).
2437 if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
2438 this->wanted_inds += Map::ScaleBySize(NEWINDS_PER_MONTH);
2439 }
2440}
2441
2447{
2448 if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
2449
2450 uint32_t industry_probs[NUM_INDUSTRYTYPES];
2451 bool force_at_least_one[NUM_INDUSTRYTYPES];
2452 uint32_t total_prob = 0;
2453 uint num_forced = 0;
2454
2455 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2456 industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
2457 total_prob += industry_probs[it];
2458 if (force_at_least_one[it]) num_forced++;
2459 }
2460
2461 uint total_amount = GetNumberOfIndustries();
2462 if (total_prob == 0 || total_amount < num_forced) {
2463 /* Only place the forced ones */
2464 total_amount = num_forced;
2465 }
2466
2468
2469 /* Try to build one industry per type independent of any probabilities */
2470 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2471 if (force_at_least_one[it]) {
2472 assert(total_amount > 0);
2473 total_amount--;
2474 PlaceInitialIndustry(it, true);
2475 }
2476 }
2477
2478 /* Add the remaining industries according to their probabilities */
2479 for (uint i = 0; i < total_amount; i++) {
2480 uint32_t r = RandomRange(total_prob);
2481 IndustryType it = 0;
2482 while (r >= industry_probs[it]) {
2483 r -= industry_probs[it];
2484 it++;
2485 assert(it < NUM_INDUSTRYTYPES);
2486 }
2487 assert(industry_probs[it] > 0);
2488 PlaceInitialIndustry(it, false);
2489 }
2491}
2492
2498{
2499 for (auto &p : i->produced) {
2500 if (IsValidCargoType(p.cargo)) {
2501 if (p.history[THIS_MONTH].production != 0) i->last_prod_year = TimerGameEconomy::year;
2502
2503 /* Move history from this month to last month. */
2504 std::rotate(std::rbegin(p.history), std::rbegin(p.history) + 1, std::rend(p.history));
2505 p.history[THIS_MONTH].production = 0;
2506 p.history[THIS_MONTH].transported = 0;
2507 }
2508 }
2509}
2510
2516{
2517 const IndustrySpec *indspec = GetIndustrySpec(this->type);
2518 assert(indspec->UsesOriginalEconomy());
2519
2520 /* Rates are rounded up, so e.g. oilrig always produces some passengers */
2521 for (auto &p : this->produced) {
2522 p.rate = ClampTo<uint8_t>(CeilDiv(indspec->production_rate[&p - this->produced.data()] * this->prod_level, PRODLEVEL_DEFAULT));
2523 }
2524}
2525
2526void Industry::FillCachedName() const
2527{
2528 auto tmp_params = MakeParameters(this->index);
2529 this->cached_name = GetStringWithArgs(STR_INDUSTRY_NAME, tmp_params);
2530}
2531
2532void ClearAllIndustryCachedNames()
2533{
2534 for (Industry *ind : Industry::Iterate()) {
2535 ind->cached_name.clear();
2536 }
2537}
2538
2545{
2546 uint8_t min_number;
2548 bool changed = min_number != this->min_number || probability != this->probability;
2549 this->min_number = min_number;
2550 this->probability = probability;
2551 return changed;
2552}
2553
2556{
2557 bool changed = false;
2558 uint num_planned = 0; // Number of industries planned in the industry build data.
2559 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2560 changed |= this->builddata[it].GetIndustryTypeData(it);
2561 num_planned += this->builddata[it].target_count;
2562 }
2563 uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
2564 changed |= num_planned != total_amount;
2565 if (!changed) return; // All industries are still the same, no need to re-randomize.
2566
2567 /* Initialize the target counts. */
2568 uint force_build = 0; // Number of industries that should always be available.
2569 uint32_t total_prob = 0; // Sum of probabilities.
2570 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2571 IndustryTypeBuildData *ibd = this->builddata + it;
2572 force_build += ibd->min_number;
2573 ibd->target_count = ibd->min_number;
2574 total_prob += ibd->probability;
2575 }
2576
2577 if (total_prob == 0) return; // No buildable industries.
2578
2579 /* Subtract forced industries from the number of industries available for construction. */
2580 total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
2581
2582 /* Assign number of industries that should be aimed for, by using the probability as a weight. */
2583 while (total_amount > 0) {
2584 uint32_t r = RandomRange(total_prob);
2585 IndustryType it = 0;
2586 while (r >= this->builddata[it].probability) {
2587 r -= this->builddata[it].probability;
2588 it++;
2589 assert(it < NUM_INDUSTRYTYPES);
2590 }
2591 assert(this->builddata[it].probability > 0);
2592 this->builddata[it].target_count++;
2593 total_amount--;
2594 }
2595}
2596
2601{
2602 this->SetupTargetCount();
2603
2604 int missing = 0; // Number of industries that need to be build.
2605 uint count = 0; // Number of industry types eligible for build.
2606 uint32_t total_prob = 0; // Sum of probabilities.
2607 IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
2608 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2609 int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
2610 missing += difference;
2611 if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
2612 if (difference > 0) {
2613 if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
2614 /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
2615 if (forced_build == NUM_INDUSTRYTYPES ||
2616 difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
2617 forced_build = it;
2618 }
2619 }
2620 total_prob += difference;
2621 count++;
2622 }
2623 }
2624
2625 if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
2626
2627 if (count >= 1) {
2628 /* If not forced, pick a weighted random industry to build.
2629 * For the case that count == 1, there is no need to draw a random number. */
2630 IndustryType it;
2631 if (forced_build != NUM_INDUSTRYTYPES) {
2632 it = forced_build;
2633 } else {
2634 /* Non-forced, select an industry type to build (weighted random). */
2635 uint32_t r = 0; // Initialized to silence the compiler.
2636 if (count > 1) r = RandomRange(total_prob);
2637 for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
2638 if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
2639 int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
2640 if (difference <= 0) continue; // Too many of this kind.
2641 if (count == 1) break;
2642 if (r < (uint)difference) break;
2643 r -= difference;
2644 }
2645 assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
2646 }
2647
2648 /* Try to create the industry. */
2649 const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
2650 if (ind == nullptr) {
2651 this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
2652 this->builddata[it].max_wait = std::min(1000, this->builddata[it].max_wait + 2);
2653 } else {
2655 this->builddata[it].max_wait = std::max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
2656 }
2657 }
2658
2659 /* Decrement wait counters. */
2660 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2661 if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
2662 }
2663}
2664
2673static bool CheckIndustryCloseDownProtection(IndustryType type)
2674{
2675 const IndustrySpec *indspec = GetIndustrySpec(type);
2676
2677 /* oil wells (or the industries with that flag set) are always allowed to closedown */
2678 if (indspec->behaviour.Test(IndustryBehaviour::DontIncrProd) && _settings_game.game_creation.landscape == LandscapeType::Temperate) return false;
2680}
2681
2691static void CanCargoServiceIndustry(CargoType cargo, Industry *ind, bool *c_accepts, bool *c_produces)
2692{
2693 if (!IsValidCargoType(cargo)) return;
2694
2695 /* Check for acceptance of cargo */
2696 if (ind->IsCargoAccepted(cargo) && !IndustryTemporarilyRefusesCargo(ind, cargo)) *c_accepts = true;
2697
2698 /* Check for produced cargo */
2699 if (ind->IsCargoProduced(cargo)) *c_produces = true;
2700}
2701
2716{
2717 if (ind->stations_near.empty()) return 0; // No stations found at all => nobody services
2718
2719 int result = 0;
2720 for (const Vehicle *v : Vehicle::Iterate()) {
2721 /* Is it worthwhile to try this vehicle? */
2722 if (v->owner != _local_company && result != 0) continue;
2723
2724 /* Check whether it accepts the right kind of cargo */
2725 bool c_accepts = false;
2726 bool c_produces = false;
2727 if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
2728 for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
2729 CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
2730 }
2731 } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
2732 CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
2733 } else {
2734 continue;
2735 }
2736 if (!c_accepts && !c_produces) continue; // Wrong cargo
2737
2738 /* Check orders of the vehicle.
2739 * We cannot check the first of shared orders only, since the first vehicle in such a chain
2740 * may have a different cargo type.
2741 */
2742 for (const Order *o : v->Orders()) {
2743 if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
2744 /* Vehicle visits a station to load or unload */
2745 Station *st = Station::Get(o->GetDestination().ToStationID());
2746 assert(st != nullptr);
2747
2748 /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
2749 if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
2750
2751 if (ind->stations_near.find(st) != ind->stations_near.end()) {
2752 if (v->owner == _local_company) return 2; // Company services industry
2753 result = 1; // Competitor services industry
2754 }
2755 }
2756 }
2757 }
2758 return result;
2759}
2760
2768static void ReportNewsProductionChangeIndustry(Industry *ind, CargoType type, int percent)
2769{
2770 NewsType nt;
2771
2772 switch (WhoCanServiceIndustry(ind)) {
2773 case 0: nt = NewsType::IndustryNobody; break;
2774 case 1: nt = NewsType::IndustryOther; break;
2775 case 2: nt = NewsType::IndustryCompany; break;
2776 default: NOT_REACHED();
2777 }
2778 AddIndustryNewsItem(
2779 GetEncodedString(percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
2780 CargoSpec::Get(type)->name, ind->index, abs(percent)
2781 ),
2782 nt,
2783 ind->index
2784 );
2785}
2786
2787static const uint PERCENT_TRANSPORTED_60 = 153;
2788static const uint PERCENT_TRANSPORTED_80 = 204;
2789
2795static void ChangeIndustryProduction(Industry *i, bool monthly)
2796{
2797 StringID str = STR_NULL;
2798 bool closeit = false;
2799 const IndustrySpec *indspec = GetIndustrySpec(i->type);
2800 bool standard = false;
2801 bool suppress_message = false;
2802 bool recalculate_multipliers = false;
2803 /* use original economy for industries using production related callbacks */
2804 bool original_economy = indspec->UsesOriginalEconomy();
2805 uint8_t div = 0;
2806 uint8_t mul = 0;
2807 int8_t increment = 0;
2808
2810 if (callback_enabled) {
2811 uint16_t res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
2812 if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
2813 suppress_message = HasBit(res, 7);
2814 /* Get the custom message if any */
2815 if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grfid, GRFStringID(GB(GetRegister(0x100), 0, 16)));
2816 res = GB(res, 0, 4);
2817 switch (res) {
2818 default: NOT_REACHED();
2819 case 0x0: break; // Do nothing, but show the custom message if any
2820 case 0x1: div = 1; break; // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
2821 case 0x2: mul = 1; break; // Double industry production if it hasn't reached eight times of the original yet.
2822 case 0x3: closeit = true; break; // The industry announces imminent closure, and is physically removed from the map next month.
2823 case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
2824 case 0x5: case 0x6: case 0x7: // Divide production by 4, 8, 16
2825 case 0x8: div = res - 0x3; break; // Divide production by 32
2826 case 0x9: case 0xA: case 0xB: // Multiply production by 4, 8, 16
2827 case 0xC: mul = res - 0x7; break; // Multiply production by 32
2828 case 0xD: // decrement production
2829 case 0xE: // increment production
2830 increment = res == 0x0D ? -1 : 1;
2831 break;
2832 case 0xF: // Set production to third byte of register 0x100
2833 i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
2834 recalculate_multipliers = true;
2835 break;
2836 }
2837 }
2838 } else {
2839 if (monthly == original_economy) return;
2840 if (!original_economy && _settings_game.economy.type == ET_FROZEN) return;
2841 if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
2842 }
2843
2844 if (standard || (!callback_enabled && indspec->life_type.Any({IndustryLifeType::Organic, IndustryLifeType::Extractive}))) {
2845 /* decrease or increase */
2846 bool only_decrease = indspec->behaviour.Test(IndustryBehaviour::DontIncrProd) && _settings_game.game_creation.landscape == LandscapeType::Temperate;
2847
2848 if (original_economy) {
2849 if (only_decrease || Chance16(1, 3)) {
2850 /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
2851 if (!only_decrease && (i->GetProduced(0).history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
2852 mul = 1; // Increase production
2853 } else {
2854 div = 1; // Decrease production
2855 }
2856 }
2857 } else if (_settings_game.economy.type == ET_SMOOTH) {
2859 for (auto &p : i->produced) {
2860 if (!IsValidCargoType(p.cargo)) continue;
2861 uint32_t r = Random();
2862 int old_prod, new_prod, percent;
2863 /* If over 60% is transported, mult is 1, else mult is -1. */
2864 int mult = (p.history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_60) ? 1 : -1;
2865
2866 new_prod = old_prod = p.rate;
2867
2868 /* For industries with only_decrease flags (temperate terrain Oil Wells),
2869 * the multiplier will always be -1 so they will only decrease. */
2870 if (only_decrease) {
2871 mult = -1;
2872 /* For normal industries, if over 60% is transported, 33% chance for decrease.
2873 * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
2874 } else if (Chance16I(1, ((p.history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
2875 mult *= -1;
2876 }
2877
2878 /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
2879 * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
2880 if (Chance16I(1, 22, r >> 16)) {
2881 new_prod += mult * (std::max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
2882 }
2883
2884 /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
2885 new_prod = Clamp(new_prod, 1, 255);
2886 if (IsValidCargoType(p.cargo) && p.cargo == GetCargoTypeByLabel(CT_PASSENGERS) && !indspec->behaviour.Test(IndustryBehaviour::NoPaxProdClamp)) {
2887 new_prod = Clamp(new_prod, 0, 16);
2888 }
2889
2890 /* If override flags are set, prevent actually changing production if any was decided on */
2891 if (i->ctlflags.Test(IndustryControlFlag::NoProductionDecrease) && new_prod < old_prod) continue;
2892 if (i->ctlflags.Test(IndustryControlFlag::NoProductionIncrease) && new_prod > old_prod) continue;
2893
2894 /* Do not stop closing the industry when it has the lowest possible production rate */
2895 if (new_prod == old_prod && old_prod > 1) {
2896 closeit = false;
2897 continue;
2898 }
2899
2900 percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
2901 p.rate = new_prod;
2902
2903 /* Close the industry when it has the lowest possible production rate */
2904 if (new_prod > 1) closeit = false;
2905
2906 if (abs(percent) >= 10) {
2907 ReportNewsProductionChangeIndustry(i, p.cargo, percent);
2908 }
2909 }
2910 }
2911 }
2912
2913 /* If override flags are set, prevent actually changing production if any was decided on */
2914 if (i->ctlflags.Test(IndustryControlFlag::NoProductionDecrease) && (div > 0 || increment < 0)) return;
2915 if (i->ctlflags.Test(IndustryControlFlag::NoProductionIncrease) && (mul > 0 || increment > 0)) return;
2917 div = 0;
2918 mul = 0;
2919 increment = 0;
2920 }
2921
2922 if (!callback_enabled && indspec->life_type.Test(IndustryLifeType::Processing)) {
2923 if (TimerGameEconomy::year - i->last_prod_year >= PROCESSING_INDUSTRY_ABANDONMENT_YEARS && Chance16(1, original_economy ? 2 : 180)) {
2924 closeit = true;
2925 }
2926 }
2927
2928 /* Increase if needed */
2929 while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
2930 i->prod_level = std::min<int>(i->prod_level * 2, PRODLEVEL_MAXIMUM);
2931 recalculate_multipliers = true;
2932 if (str == STR_NULL) str = indspec->production_up_text;
2933 }
2934
2935 /* Decrease if needed */
2936 while (div-- != 0 && !closeit) {
2937 if (i->prod_level == PRODLEVEL_MINIMUM) {
2938 closeit = true;
2939 break;
2940 } else {
2941 i->prod_level = std::max<int>(i->prod_level / 2, PRODLEVEL_MINIMUM);
2942 recalculate_multipliers = true;
2943 if (str == STR_NULL) str = indspec->production_down_text;
2944 }
2945 }
2946
2947 /* Increase or Decreasing the production level if needed */
2948 if (increment != 0) {
2949 if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
2950 closeit = true;
2951 } else {
2953 recalculate_multipliers = true;
2954 }
2955 }
2956
2957 /* Recalculate production_rate
2958 * For non-smooth economy these should always be synchronized with prod_level */
2959 if (recalculate_multipliers) i->RecomputeProductionMultipliers();
2960
2961 /* Close if needed and allowed */
2965 str = indspec->closure_text;
2966 }
2967
2968 if (!suppress_message && str != STR_NULL) {
2969 NewsType nt;
2970 /* Compute news category */
2971 if (closeit) {
2973 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
2974 Game::NewEvent(new ScriptEventIndustryClose(i->index));
2975 } else {
2976 switch (WhoCanServiceIndustry(i)) {
2977 case 0: nt = NewsType::IndustryNobody; break;
2978 case 1: nt = NewsType::IndustryOther; break;
2979 case 2: nt = NewsType::IndustryCompany; break;
2980 default: NOT_REACHED();
2981 }
2982 }
2983 /* Set parameters of news string */
2984 EncodedString headline;
2985 if (str > STR_LAST_STRINGID) {
2986 headline = GetEncodedString(str, STR_TOWN_NAME, i->town->index, indspec->name);
2987 } else if (closeit) {
2988 headline = GetEncodedString(str, STR_FORMAT_INDUSTRY_NAME, i->town->index, indspec->name);
2989 } else {
2990 headline = GetEncodedString(str, i->index);
2991 }
2992 /* and report the news to the user */
2993 if (closeit) {
2994 AddTileNewsItem(std::move(headline), nt, i->location.tile + TileDiffXY(1, 1));
2995 } else {
2996 AddIndustryNewsItem(std::move(headline), nt, i->index);
2997 }
2998 }
2999}
3000
3008static IntervalTimer<TimerGameEconomy> _economy_industries_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::INDUSTRY}, [](auto)
3009{
3011
3012 /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
3013 * the lower 16 bit are a fractional part that might accumulate over several days until it
3014 * is sufficient for an industry. */
3015 uint16_t change_loop = _economy.industry_daily_change_counter >> 16;
3016
3017 /* Reset the active part of the counter, just keeping the "fractional part" */
3018 _economy.industry_daily_change_counter &= 0xFFFF;
3019
3020 if (change_loop == 0) {
3021 return; // Nothing to do? get out
3022 }
3023
3025
3026 /* perform the required industry changes for the day */
3027
3028 uint perc = 3; // Between 3% and 9% chance of creating a new industry.
3030 perc = std::min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
3031 }
3032 for (uint16_t j = 0; j < change_loop; j++) {
3033 if (Chance16(perc, 100)) {
3035 } else {
3037 if (i != nullptr) {
3038 ChangeIndustryProduction(i, false);
3040 }
3041 }
3042 }
3043
3044 cur_company.Restore();
3045
3046 /* production-change */
3047 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);
3048});
3049
3050static IntervalTimer<TimerGameEconomy> _economy_industries_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::INDUSTRY}, [](auto)
3051{
3053
3055
3056 for (Industry *i : Industry::Iterate()) {
3058 if (i->prod_level == PRODLEVEL_CLOSURE) {
3059 delete i;
3060 } else {
3061 ChangeIndustryProduction(i, true);
3063 }
3064 }
3065
3066 cur_company.Restore();
3067
3068 /* production-change */
3069 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);
3070});
3071
3072
3073void InitializeIndustries()
3074{
3076 _industry_sound_tile = TileIndex{};
3077
3079}
3080
3083{
3084 int count = 0;
3085 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
3086 if (Industry::GetIndustryTypeCount(it) > 0) continue; // Types of existing industries can be skipped.
3087
3088 bool force_at_least_one;
3089 uint32_t chance = GetScaledIndustryGenerationProbability(it, &force_at_least_one);
3090 if (chance == 0 || !force_at_least_one) continue; // Types that are not available can be skipped.
3091
3092 const IndustrySpec *is = GetIndustrySpec(it);
3093 ShowErrorMessage(GetEncodedString(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES, is->name),
3094 GetEncodedString(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION), WL_WARNING);
3095
3096 count++;
3097 if (count >= 3) break; // Don't swamp the user with errors.
3098 }
3099}
3100
3109
3115{
3116 /* Lumber mills are neither raw nor processing */
3119}
3120
3126{
3127 /* Building raw industries like secondary uses different price base */
3128 return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
3129 PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
3130}
3131
3139{
3140 return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
3141}
3142
3157
3158static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
3159{
3160 if (AutoslopeEnabled()) {
3161 /* We imitate here TTDP's behaviour:
3162 * - Both new and old slope must not be steep.
3163 * - TileMaxZ must not be changed.
3164 * - Allow autoslope by default.
3165 * - Disallow autoslope if callback succeeds and returns non-zero.
3166 */
3167 Slope tileh_old = GetTileSlope(tile);
3168 /* TileMaxZ must not be changed. Slopes must not be steep. */
3169 if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3170 const IndustryGfx gfx = GetIndustryGfx(tile);
3171 const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
3172
3173 /* Call callback 3C 'disable autosloping for industry tiles'. */
3175 /* If the callback fails, allow autoslope. */
3176 uint16_t res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
3177 if (res == CALLBACK_FAILED || !ConvertBooleanCallback(itspec->grf_prop.grffile, CBID_INDTILE_AUTOSLOPE, res)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3178 } else {
3179 /* allow autoslope */
3180 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3181 }
3182 }
3183 }
3184 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
3185}
3186
3187extern const TileTypeProcs _tile_type_industry_procs = {
3188 DrawTile_Industry, // draw_tile_proc
3189 GetSlopePixelZ_Industry, // get_slope_z_proc
3190 ClearTile_Industry, // clear_tile_proc
3191 AddAcceptedCargo_Industry, // add_accepted_cargo_proc
3192 GetTileDesc_Industry, // get_tile_desc_proc
3193 GetTileTrackStatus_Industry, // get_tile_track_status_proc
3194 ClickTile_Industry, // click_tile_proc
3195 AnimateTile_Industry, // animate_tile_proc
3196 TileLoop_Industry, // tile_loop_proc
3197 ChangeTileOwner_Industry, // change_tile_owner_proc
3198 nullptr, // add_produced_cargo_proc
3199 nullptr, // vehicle_enter_tile_proc
3200 GetFoundation_Industry, // get_foundation_proc
3201 TerraformTile_Industry, // terraform_tile_proc
3202};
3203
3204bool IndustryCompare::operator() (const IndustryListEntry &lhs, const IndustryListEntry &rhs) const
3205{
3206 /* Compare by distance first and use index as a tiebreaker. */
3207 return std::tie(lhs.distance, lhs.industry->index) < std::tie(rhs.distance, rhs.industry->index);
3208}
3209
3215{
3216 auto ita = std::find_if(std::rbegin(ind->accepted), std::rend(ind->accepted), [](const auto &a) { return IsValidCargoType(a.cargo); });
3217 ind->accepted.erase(ita.base(), std::end(ind->accepted));
3218 ind->accepted.shrink_to_fit();
3219
3220 auto itp = std::find_if(std::rbegin(ind->produced), std::rend(ind->produced), [](const auto &p) { return IsValidCargoType(p.cargo); });
3221 ind->produced.erase(itp.base(), std::end(ind->produced));
3222 ind->produced.shrink_to_fit();
3223}
Base functions for all AIs.
void AddAnimatedTile(TileIndex tile, bool mark_dirty)
Add the given tile to the animated tile table (if it does not exist yet).
void DeleteAnimatedTile(TileIndex tile, bool immediate)
Stops animation on the given tile.
Tile animation!
Functions related to autoslope.
bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition autoslope.h:65
Class for backupping variables and making sure they are restored later.
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
debug_inline static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition bridge_map.h:45
Tables with default industry layouts and behaviours.
uint8_t CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:23
bool IsValidCargoType(CargoType t)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:106
static constexpr CargoLabel CT_PASSENGERS
Available types of cargo Labels may be re-used between different climates.
Definition cargo_type.h:31
Cheats _cheats
All the cheats.
Definition cheat.cpp:16
Types related to cheating.
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=CompanyID::Invalid())
Broadcast a new event to all active AIs.
Definition ai_core.cpp:263
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr bool IsValid() const
Test that the raw value of this bit set is valid.
constexpr Timpl & Set()
Set all bits.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
constexpr Timpl & Reset(Tvalue_type value)
Reset the value-th bit.
Common return value for all commands.
bool Succeeded() const
Did this command succeed?
bool Failed() const
Did this command fail?
Container for an encoded string, created by GetEncodedString.
Enum-as-bit-set wrapper.
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition timer.h:76
void ResetOverride()
Resets the override, which is used while initializing game.
static constexpr TimerGameTick::Ticks INDUSTRY_CUT_TREE_TICKS
Cycle duration for lumber mill's extra action.
static constexpr TimerGameTick::Ticks INDUSTRY_PRODUCE_TICKS
Cycle duration for industry production.
Wrapper class to abstract away the way the tiles are stored.
Definition map_func.h:25
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static Year year
Current year, starting at 0.
static TickCounter counter
Monotonic counter, in ticks, since start of game.
Map accessors for 'clear' tiles.
bool IsClearGround(Tile t, ClearGround ct)
Set the type of clear tile.
Definition clear_map.h:59
void SetFence(Tile t, DiagDirection side, uint h)
Sets the type of fence (and whether there is one) for the given border.
Definition clear_map.h:228
IndustryID GetIndustryIndexOfField(Tile t)
Get the industry (farm) that made the field.
Definition clear_map.h:183
@ CLEAR_FIELDS
3
Definition clear_map.h:23
@ CLEAR_DESERT
1,3
Definition clear_map.h:25
void SetIndustryIndexOfField(Tile t, IndustryID i)
Set the industry (farm) that made the field.
Definition clear_map.h:195
void MakeField(Tile t, uint field_type, IndustryID industry)
Make a (farm) field tile.
Definition clear_map.h:268
void SetClearCounter(Tile t, uint c)
Sets the counter used to advance to the next clear density/field type.
Definition clear_map.h:132
uint GetFence(Tile t, DiagDirection side)
Is there a fence at the given border?
Definition clear_map.h:209
bool IsSnowTile(Tile t)
Test if a tile is covered with snow.
Definition clear_map.h:35
CommandCost CommandCostWithParam(StringID str, uint64_t value)
Return an error status, with string and parameter.
Definition command.cpp:418
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Execute
execute the given command
@ NoModifyTownRating
do not change town rating
@ NoTestTownRating
town rating does not disallow you from building
@ NoWater
don't allow building on water
@ Auto
don't allow building on structures
Definition of stuff that is very close to a company, like the company struct itself.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
CompanyID _current_company
Company currently doing an action.
bool IsLocalCompany()
Is the current company the local company?
static constexpr Owner OWNER_DEITY
The object is owned by a superuser / goal script.
static constexpr Owner OWNER_TOWN
A town owns the tile, or a town is expanding.
static constexpr Owner OWNER_NONE
The tile has no ownership.
static constexpr Owner INVALID_OWNER
An invalid owner.
static constexpr Owner OWNER_WATER
The tile/execution is done by "water".
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
Axis OtherAxis(Axis a)
Select the other axis as provided.
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
DiagDirection
Enumeration for diagonal directions.
@ DIAGDIR_NE
Northeast, upper right on your monitor.
@ DIAGDIR_NW
Northwest.
@ DIAGDIR_SE
Southeast.
@ DIAGDIR_SW
Southwest.
static uint ScaleByInverseCargoScale(uint num, bool town)
Scale a number by the inverse of the cargo scale setting, e.g.
bool EconomyIsInRecession()
Is the economy in recession?
uint ScaleByCargoScale(uint num, bool town)
Scale a number by the cargo scale setting.
@ EXPENSES_CONSTRUCTION
Construction costs.
@ EXPENSES_OTHER
Other expenses.
EffectVehicle * CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
Create an effect vehicle at a particular location.
EffectVehicle * CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type)
Create an effect vehicle above a particular location.
Base class for all effect vehicles.
Functions related to effect vehicles.
@ EV_BUBBLE
Bubble of bubble generator (industry).
@ EV_CHIMNEY_SMOKE
Smoke of power plant (industry).
@ EV_COPPER_MINE_SMOKE
Smoke at copper mine.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23)
Definition enum_type.hpp:17
Functions related to errors.
@ WL_WARNING
Other information.
Definition error.h:25
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition error.h:24
void ShowErrorMessage(EncodedString &&summary_msg, int x, int y, const CommandCost &cc)
Display an error message in a window.
Base functions for all Games.
bool _generating_world
Whether we are generating the map or not.
Definition genworld.cpp:72
Functions related to world/map generation.
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
@ LG_TERRAGENESIS
TerraGenesis Perlin landscape generator.
Definition genworld.h:22
@ GWP_INDUSTRY
Generate industries.
Definition genworld.h:67
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
uint8_t HighestSnowLine()
Get the highest possible snow line height, either variable or static.
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
Base of all industries.
static constexpr uint8_t PRODLEVEL_MAXIMUM
the industry is running at full speed
Definition industry.h:36
void ReleaseDisastersTargetingIndustry(IndustryID)
Marks all disasters targeting this industry in such a way they won't call Industry::Get(v->dest_tile)...
static constexpr uint8_t PRODLEVEL_DEFAULT
default level set when the industry is created
Definition industry.h:35
static const TimerGameEconomy::Year PROCESSING_INDUSTRY_ABANDONMENT_YEARS
If a processing industry doesn't produce for this many consecutive economy years, it may close.
Definition industry.h:26
static constexpr uint8_t PRODLEVEL_MINIMUM
below this level, the industry is set to be closing
Definition industry.h:34
static constexpr uint8_t PRODLEVEL_CLOSURE
signal set to actually close the industry
Definition industry.h:33
@ ExternalProdLevel
Indicates that the production level of the industry is externally controlled.
@ NoClosure
Industry can not close regardless of production level or time since last delivery.
@ NoProductionDecrease
When industry production change is evaluated, rolls to decrease are ignored.
@ NoProductionIncrease
When industry production change is evaluated, rolls to increase are ignored.
static uint16_t GetIndustryGamePlayProbability(IndustryType it, uint8_t *min_number)
Compute the probability for constructing a new industry during game play.
static CommandCost CheckNewIndustry_Water(TileIndex tile)
Check the conditions of CHECK_WATER (Industry should be in the desert).
static uint32_t GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
Compute the appearance probability for an industry during map creation.
static CheckNewIndustryProc *const _check_new_industry_procs[CHECK_END]
Check functions for different types of industry.
static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, IndustryType type, const Town *t)
Is the industry allowed to be built at this place for the town?
const IndustrySpec * GetIndustrySpec(IndustryType thistype)
Accessor for array _industry_specs.
static bool TransportIndustryGoods(TileIndex tile)
Move produced cargo from industry to nearby stations.
CommandCost CmdIndustrySetExclusivity(DoCommandFlags flags, IndustryID ind_id, Owner company_id, bool consumer)
Change exclusive consumer or supplier for the industry.
static CommandCost CheckIfIndustryTileSlopes(TileIndex tile, const IndustryTileLayout &layout, size_t layout_index, IndustryType type, uint16_t initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check=nullptr)
Check slope requirements for industry tiles.
static uint GetCurrentTotalNumberOfIndustries()
Get total number of industries existing in the game.
static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
Check the conditions of CHECK_REFINERY (Industry should be positioned near edge of the map).
static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileLayout &layout, IndustryType type)
Are the tiles of the industry free?
CommandCost CmdIndustrySetProduction(DoCommandFlags flags, IndustryID ind_id, uint8_t prod_level, bool show_news, const EncodedString &custom_news)
Set industry production.
static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlags flags, const IndustryTileLayout &layout)
This function tries to flatten out the land below an industry, without damaging the surroundings too ...
static void PlaceInitialIndustry(IndustryType type, bool try_hard)
Try to build a industry on the map.
static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
Check the conditions of CHECK_BUBBLEGEN (Industry should be in low land).
static CommandCost CheckNewIndustry_Farm(TileIndex tile)
Check the conditions of CHECK_FARM (Industry should be below snow-line in arctic).
static void AdvertiseIndustryOpening(const Industry *ind)
Advertise about a new industry opening.
static void ChopLumberMillTrees(Industry *i)
Perform a circular search around the Lumber Mill in order to find trees to cut.
static bool CheckScaledDistanceFromEdge(TileIndex tile, uint maxdist)
Check if a tile is within a distance from map edges, scaled by map dimensions independently.
static bool SearchLumberMillTrees(TileIndex tile, void *)
Search callback function for ChopLumberMillTrees.
bool IsTileForestIndustry(TileIndex tile)
Check whether the tile is a forest.
const IndustryTileSpec * GetIndustryTileSpec(IndustryGfx gfx)
Accessor for array _industry_tile_specs.
static void CanCargoServiceIndustry(CargoType cargo, Industry *ind, bool *c_accepts, bool *c_produces)
Can given cargo type be accepted or produced by the industry?
void GenerateIndustries()
This function will create random industries during game creation.
static void ProduceIndustryGoodsHelper(Industry *i, bool scale)
Helper for ProduceIndustryGoods that scales and produces cargos.
static void ReportNewsProductionChangeIndustry(Industry *ind, CargoType type, int percent)
Report news that industry production has changed significantly.
IndustryBuildData _industry_builder
In-game manager of industries.
static Industry * PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
Try to place the industry in the game.
static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
Check the conditions of CHECK_PLANTATION (Industry should NOT be in the desert).
void CheckIndustries()
Verify whether the generated industries are complete, and warn the user if not.
static void PopulateStationsNearby(Industry *ind)
Populate an industry's list of nearby stations, and if it accepts any cargo, also add the industry to...
static CommandCost CheckNewIndustry_Forest(TileIndex tile)
Check the conditions of CHECK_FOREST (Industry should be build above snow-line in arctic climate).
static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileLayout &layout, size_t layout_index, Town *t, Owner founder, uint16_t initial_random_bits)
Put an industry on the map.
CommandCost CheckNewIndustryProc(TileIndex tile)
Industrytype check function signature.
static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlags flags, const IndustrySpec *indspec, size_t layout_index, uint32_t random_var8f, uint16_t random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
Helper function for Build/Fund an industry.
static int WhoCanServiceIndustry(Industry *ind)
Compute who can service the industry.
void ResetIndustries()
This function initialize the spec arrays of both industry and industry tiles.
static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, IndustryType type)
Check that the new industry is far enough from conflicting industries.
static bool IsSuitableForFarmField(TileIndex tile, bool allow_fields)
Check whether the tile can be replaced by a farm field.
static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
Check the conditions of CHECK_OIL_RIG (Industries at sea should be positioned near edge of the map).
void TrimIndustryAcceptedProduced(Industry *ind)
Remove unused industry accepted/produced slots – entries after the last slot with valid cargo.
static uint GetNumberOfIndustries()
Get wanted number of industries on the map.
CommandCost CmdBuildIndustry(DoCommandFlags flags, TileIndex tile, IndustryType it, uint32_t first_layout, bool fund, uint32_t seed)
Build/Fund an industry.
static bool CheckIndustryCloseDownProtection(IndustryType type)
Protects an industry from closure if the appropriate flags and conditions are met CanCloseLastInstanc...
static void SetupFarmFieldFence(TileIndex tile, int size, uint8_t type, DiagDirection side)
Build farm field fence.
CommandCost CmdIndustrySetFlags(DoCommandFlags flags, IndustryID ind_id, IndustryControlFlags ctlflags)
Set industry control flags.
static IntervalTimer< TimerGameEconomy > _economy_industries_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::INDUSTRY}, [](auto) { _economy.industry_daily_change_counter+=_economy.industry_daily_increment;uint16_t change_loop=_economy.industry_daily_change_counter > > 16;_economy.industry_daily_change_counter &=0xFFFF;if(change_loop==0) { return;} Backup< CompanyID > cur_company(_current_company, OWNER_NONE);uint perc=3;if((_industry_builder.wanted_inds > > 16) > GetCurrentTotalNumberOfIndustries()) { perc=std::min(9u, perc+(_industry_builder.wanted_inds > > 16) - GetCurrentTotalNumberOfIndustries());} for(uint16_t j=0;j< change_loop;j++) { if(Chance16(perc, 100)) { _industry_builder.TryBuildNewIndustry();} else { Industry *i=Industry::GetRandom();if(i !=nullptr) { ChangeIndustryProduction(i, false);SetWindowDirty(WC_INDUSTRY_VIEW, i->index);} } } cur_company.Restore();InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);})
Every economy day handler for the industry changes Taking the original map size of 256*256,...
IndustryType GetIndustryType(Tile tile)
Retrieve the type for this industry.
static void UpdateIndustryStatistics(Industry *i)
Monthly update of industry statistics.
static CommandCost FindTownForIndustry(TileIndex tile, IndustryType type, Town **t)
Find a town for the industry, while checking for multiple industries in the same town.
static CommandCost CheckNewIndustry_NULL(TileIndex)
Check the conditions of CHECK_NOTHING (Always succeeds).
static Industry * CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
Create a new industry of random layout.
static void ChangeIndustryProduction(Industry *i, bool monthly)
Change industry production or do closure.
static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
Check the conditions of CHECK_LUMBERMILL (Industry should be in the rainforest).
CommandCost CmdIndustrySetText(DoCommandFlags flags, IndustryID ind_id, const EncodedString &text)
Change additional industry text.
Command definitions related to industries.
Information about the behaviour of the default industry tiles.
static const DrawIndustryCoordinates _coal_plant_sparks[]
Movement of the sparks , only used for Power Station.
static const DrawBuildingsTileStruct _industry_draw_tile_data[NEW_INDUSTRYTILEOFFSET *4]
Structure for industry tiles drawing.
void SetIndustryCompleted(Tile tile)
Set if the industry that owns the tile as under construction or not.
void SetIndustryGfx(Tile t, IndustryGfx gfx)
Set the industry graphics ID for the given industry tile.
void ResetIndustryConstructionStage(Tile tile)
Reset the construction stage counter of the industry, as well as the completion bit.
void SetIndustryConstructionCounter(Tile tile, uint8_t value)
Sets this industry tile's construction counter value.
IndustryGfx GetIndustryGfx(Tile t)
Get the industry graphics ID for the given industry tile.
bool IsIndustryCompleted(Tile t)
Is this industry tile fully built?
IndustryID GetIndustryIndex(Tile t)
Get the industry ID of the given tile.
uint8_t GetIndustryConstructionCounter(Tile tile)
Returns this industry tile's construction counter value.
void MakeIndustry(Tile t, IndustryID index, IndustryGfx gfx, uint8_t random, WaterClass wc)
Make the given tile an industry tile.
void SetIndustryAnimationLoop(Tile tile, uint8_t count)
Set the animation loop number.
@ GFX_WATERTILE_SPECIALCHECK
not really a tile, but rather a very special check
void SetIndustryConstructionStage(Tile tile, uint8_t value)
Sets the industry construction stage of the specified tile.
uint8_t GetIndustryAnimationLoop(Tile tile)
Get the animation loop number.
uint8_t GetIndustryConstructionStage(Tile tile)
Returns the industry construction stage of the specified tile.
static const IndustryGfx NEW_INDUSTRYTILEOFFSET
original number of tiles
static const IndustryGfx INDUSTRYTILE_NOANIM
flag to mark industry tiles as having no animation
static const int INDUSTRY_ORIGINAL_NUM_INPUTS
Original number of accepted cargo types.
static const int INDUSTRY_NUM_OUTPUTS
Number of cargo types an industry can produce.
static const int INDUSTRY_NUM_INPUTS
Number of cargo types an industry can accept.
static const IndustryType NUM_INDUSTRYTYPES
total number of industry types, new and old; limited to 240 because we need some special ids like IT_...
static const IndustryGfx INVALID_INDUSTRYTILE
one above amount is considered invalid
static const IndustryGfx NUM_INDUSTRYTILES
total number of industry tiles, new and old
static const int INDUSTRY_COMPLETED
final stage of industry construction.
@ NoBuildMapCreation
Do not force one instance of this type to appear on map generation.
@ CutTrees
cuts trees and produce first output cargo from them (lumber mill)
@ PlantOnBuild
Fields are planted around when built (all farms)
@ Before1950
can only be built before 1950 (oil wells)
@ BuiltOnWater
is built on water (oil rig)
@ DontIncrProd
do not increase production (oil wells) in the temperate climate
@ CargoTypesUnlimited
Allow produced/accepted cargoes callbacks to supply more than 2 and 3 types.
@ After1960
can only be built after 1960 (oil rigs)
@ PlantFields
periodically plants fields around itself (temp and arctic farms)
@ Town1200More
can only be built in towns larger than 1200 inhabitants (temperate bank)
@ NoPaxProdClamp
Do not clamp production of passengers. (smooth economy only)
@ CanCloseLastInstance
Allow closing down the last instance of this type.
@ OnlyNearTown
is always built near towns (toy shop)
@ AcceptsAllCargo
Tile always accepts all cargoes the associated industry accepts.
@ Processing
Like factories.
@ Organic
Like forests.
@ Extractive
Like mines.
IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx)
Do industry gfx ID translation for NewGRFs.
std::vector< IndustryTileLayoutTile > IndustryTileLayout
A complete tile layout for an industry is a list of tiles.
@ CHECK_REFINERY
Industry should be positioned near edge of the map.
@ CHECK_END
End marker of the industry check procedures.
@ CHECK_OIL_RIG
Industries at sea should be positioned near edge of the map.
@ ICT_MAP_GENERATION
during random map creation
@ ICT_NORMAL_GAMEPLAY
either by user or random creation process
@ ICT_SCENARIO_EDITOR
while editing a scenario
static constexpr IndustryLifeTypes INDUSTRYLIFE_BLACK_HOLE
Like power plants and banks.
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
Functions related to OTTD's landscape.
Command definitions related to landscape (slopes etc.).
@ Random
Randomise borders.
bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, void *user_data)
Function performing a search around a center tile and going outward, thus in circle.
Definition map.cpp:243
uint DistanceMax(TileIndex t0, TileIndex t1)
Gets the biggest distance component (x or y) between the two given tiles.
Definition map.cpp:174
uint DistanceFromEdgeDir(TileIndex tile, DiagDirection dir)
Gets the distance to the edge of the map in given direction.
Definition map.cpp:219
TileIndex TileAddWrap(TileIndex tile, int addx, int addy)
This function checks if we add addx/addy to tile, if we do wrap around the edges.
Definition map.cpp:93
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:469
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition map_func.h:439
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:388
TileIndexDiff TileOffsByAxis(Axis axis)
Convert an Axis to a TileIndexDiff.
Definition map_func.h:554
#define RandomTile()
Get a valid random tile.
Definition map_func.h:663
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:424
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:414
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:569
int32_t TileIndexDiff
An offset value between two tiles.
Definition map_type.h:23
constexpr T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition math_func.hpp:23
constexpr uint CeilDiv(uint a, uint b)
Computes ceil(a / b) for non-negative a and b.
constexpr T Delta(const T a, const T b)
Returns the (absolute) difference between two (scalar) variables.
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
constexpr uint ClampU(const uint a, const uint min, const uint max)
Clamp an unsigned integer between an interval.
StringID MapGRFStringID(uint32_t grfid, GRFStringID str)
Used when setting an object's property to map to the GRF's strings while taking in consideration the ...
Definition newgrf.cpp:563
@ IAT_TILELOOP
Trigger in the periodic tile loop.
@ IAT_CONSTRUCTION_STATE_CHANGE
Trigger whenever the construction state changes.
@ IAT_INDUSTRY_DISTRIBUTES_CARGO
Trigger when cargo is distributed.
@ IAT_INDUSTRY_TICK
Trigger every tick.
static const uint8_t ANIM_STATUS_NO_ANIMATION
There is no animation.
@ InputCargoTypes
customize the cargoes the industry requires
@ ProductionChange
controls random production change
@ DecideColour
give a custom colour to newly build industries
@ SpecialEffect
control special effects
@ ProdChangeBuild
initialise production level on construction
@ Production256Ticks
call production callback every 256 ticks
@ Location
check industry construction on given area
@ MonthlyProdChange
controls monthly random production change
@ ProductionCargoArrival
call production callback when cargo arrives at the industry
@ OutputCargoTypes
customize the cargoes the industry produces
@ CBID_INDUSTRY_OUTPUT_CARGO_TYPES
Customize the output cargo types of a newly build industry.
@ CBID_INDUSTRY_SPECIAL_EFFECT
Called to determine industry special effects.
@ CBID_INDTILE_AUTOSLOPE
Called to determine if industry can alter the ground below industry tile.
@ CBID_INDUSTRY_DECIDE_COLOUR
Called to determine the colour of an industry.
@ CBID_INDTILE_DRAW_FOUNDATIONS
Called to determine the type (if any) of foundation to draw for industry tile.
@ CBID_INDUSTRY_PRODUCTION_CHANGE
Called on production changes, so it can be adjusted.
@ CBID_INDUSTRY_MONTHLYPROD_CHANGE
Called monthly on production changes, so it can be adjusted more frequently.
@ CBID_INDUSTRY_PROD_CHANGE_BUILD
Called when industry is built to set initial production level.
@ CBID_INDTILE_CARGO_ACCEPTANCE
Called to query the cargo acceptance of the industry tile.
@ CBID_INDTILE_ACCEPT_CARGO
Called to determine which cargoes an industry should accept.
@ CBID_INDUSTRY_INPUT_CARGO_TYPES
Customize the input cargo types of a newly build industry.
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
@ ShapeCheck
decides slope suitability
@ AcceptCargo
decides accepted types
@ CargoAcceptance
decides amount of cargo acceptance
@ DrawFoundations
decides if default foundations need to be drawn
@ Autoslope
decides allowance of autosloping
CargoType GetCargoTranslation(uint8_t cargo, const GRFFile *grffile, bool usebit)
Translate a GRF-local cargo slot/bitnum into a CargoType.
Cargo support for NewGRFs.
void ErrorUnknownCallbackResult(uint32_t grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
bool ConvertBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
GRFConfig * GetGRFConfig(uint32_t grfid, uint32_t mask)
Retrieve a NewGRF from the current config by its grfid.
Functions/types related to NewGRF debugging.
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, size_t layout, uint32_t seed, uint16_t initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type)
Check that the industry callback allows creation of the industry.
void IndustryProductionCallback(Industry *ind, int reason)
Get the industry production callback and apply it to the industry.
uint32_t GetIndustryProbabilityCallback(IndustryType type, IndustryAvailabilityCallType creation_type, uint32_t default_prob)
Check with callback CBID_INDUSTRY_PROBABILITY whether the industry can be built.
uint16_t GetIndustryCallback(CallbackID callback, uint32_t param1, uint32_t param2, Industry *industry, IndustryType type, TileIndex tile)
Perform an industry callback.
bool IndustryTemporarilyRefusesCargo(Industry *ind, CargoType cargo_type)
Check whether an industry temporarily refuses to accept a certain cargo.
IndustryAvailabilityCallType
From where has callback CBID_INDUSTRY_PROBABILITY been called.
@ IACT_USERCREATION
from the Fund/build window
@ IACT_RANDOMCREATION
during creation of random ingame industry
@ IACT_MAPGENERATION
during random map generation
@ IACT_PROSPECTCREATION
from the Fund/build using prospecting
void TriggerIndustry(Industry *ind, IndustryTileTrigger trigger)
Trigger a random trigger for all industry tiles.
CommandCost PerformIndustryTileSlopeCheck(TileIndex ind_base_tile, TileIndex ind_tile, const IndustryTileSpec *its, IndustryType type, IndustryGfx gfx, size_t layout_index, uint16_t initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type)
Check the slope of a tile of a new industry.
void TriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger)
Trigger a random trigger for a single industry tile.
NewGRF handling of industry tiles.
@ INDTILE_TRIGGER_TILE_LOOP
The tile of the industry has been triggered during the tileloop.
@ INDUSTRY_TRIGGER_INDUSTRY_TICK
The industry has been triggered via its tick.
uint32_t GetRegister(uint i)
Gets the value of a so-called newgrf "register".
Functions related to news.
void DeleteIndustryNews(IndustryID iid)
Remove news regarding given industry.
NewsType
Type of news.
Definition news_type.h:28
@ IndustryCompany
Production changes of industry serviced by local company.
@ IndustryClose
Closing of industries.
@ IndustryOpen
Opening of industries.
@ IndustryNobody
Other industry production changes.
@ IndustryOther
Production changes of industry serviced by competitor(s)
Base for all objects.
@ OUFB_TRANSFER
Transfer all cargo onto the platform.
Definition order_type.h:71
@ OUFB_UNLOAD
Force unloading all cargo onto the platform, possibly not getting paid.
Definition order_type.h:70
Some methods of Pool are placed here in order to reduce compilation time and binary size.
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
uint32_t RandomRange(uint32_t limit, const std::source_location location=std::source_location::current())
Pick a random number between 0 and limit - 1, inclusive.
bool Chance16I(const uint32_t a, const uint32_t b, const uint32_t r)
Checks if a given randomize-number is below a given probability.
bool Chance16(const uint32_t a, const uint32_t b, const std::source_location location=std::source_location::current())
Flips a coin with given probability.
bool Chance16R(const uint32_t a, const uint32_t b, uint32_t &r, const std::source_location location=std::source_location::current())
Flips a coin with a given probability and saves the randomize-number in a variable.
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:58
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:57
@ ID_CUSTOM
Custom number of industries.
@ ID_VERY_LOW
Very few industries at game start.
@ ID_END
Number of industry density settings.
@ ID_FUND_ONLY
The game does not build industries.
static constexpr int GetSlopeMaxZ(Slope s)
Returns the height of the highest corner of a slope relative to TileZ (= minimal height)
Definition slope_func.h:160
static constexpr bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition slope_func.h:36
Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition slope_func.h:369
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition slope_func.h:76
Slope
Enumeration for the slope-type.
Definition slope_type.h:48
@ SLOPE_W
the west corner of the tile is raised
Definition slope_type.h:50
@ SLOPE_E
the east corner of the tile is raised
Definition slope_type.h:52
@ SLOPE_S
the south corner of the tile is raised
Definition slope_type.h:51
@ SLOPE_N
the north corner of the tile is raised
Definition slope_type.h:53
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:56
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:49
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:58
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:57
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:55
Foundation
Enumeration for Foundations.
Definition slope_type.h:93
@ FOUNDATION_LEVELED
The tile is leveled up to a flat slope.
Definition slope_type.h:95
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition slope_type.h:94
Functions related to sound.
SoundFx
Sound effects from baseset.
Definition sound_type.h:45
@ SND_30_TOFFEE_QUARRY
48 == 0x30 Industry animation: toffee quarry: drill
Definition sound_type.h:95
@ SND_2E_BUBBLE_GENERATOR
46 == 0x2E Industry animation: bubble generator (1): generate bubble
Definition sound_type.h:93
@ SND_2D_SUGAR_MINE_1
45 == 0x2D Industry animation: sugar mine (1): shaking sieve
Definition sound_type.h:92
@ SND_2B_TOY_FACTORY_2
43 == 0x2B Industry animation: toy factory (2): stamp product
Definition sound_type.h:90
@ SND_38_LUMBER_MILL_1
56 == 0x38 Industry animation: lumber mill (1): chainsaw
Definition sound_type.h:103
@ SND_29_SUGAR_MINE_2
41 == 0x29 Industry animation: sugar mine (2): shaking sieve
Definition sound_type.h:88
@ SND_2C_TOY_FACTORY_1
44 == 0x2C Industry animation: toy factory (1): conveyor belt
Definition sound_type.h:91
@ SND_37_LUMBER_MILL_2
55 == 0x37 Industry animation: lumber mill (2): falling tree
Definition sound_type.h:102
@ SND_0C_POWER_STATION
10 == 0x0A Industry animation: power station: spark
Definition sound_type.h:57
@ SND_0B_MINE
9 == 0x09 Industry animation: coal/copper/gold mine: headgear
Definition sound_type.h:56
@ SND_36_LUMBER_MILL_3
54 == 0x36 Industry animation: lumber mill (3): crashing tree
Definition sound_type.h:101
@ SND_2A_TOY_FACTORY_3
42 == 0x2A Industry animation: toy factory (3): eject product
Definition sound_type.h:89
@ Industry
Source/destination is an industry.
PaletteID SpriteLayoutPaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal)
Applies PALETTE_MODIFIER_TRANSPARENT and PALETTE_MODIFIER_COLOUR to a palette entry of a sprite layou...
Definition sprite.h:155
PaletteID GroundSpritePaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal)
Applies PALETTE_MODIFIER_COLOUR to a palette entry of a ground sprite.
Definition sprite.h:174
Base classes/functions for stations.
void ForAllStationsAroundTiles(const TileArea &ta, Func func)
Call a function on all stations that have any part of the requested area within their catchment.
void ClearDockingTilesCheckingNeighbours(TileIndex tile)
Clear docking tile status from tiles around a removed dock, if the tile has no neighbours which would...
bool IsOilRig(Tile t)
Is tile t part of an oilrig?
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:277
Functions related to low-level strings.
void GetStringWithArgs(StringBuilder &builder, StringID string, StringParameters &args, uint case_index, bool game_script)
Get a parsed string with most special stringcodes replaced by the string parameters.
Definition strings.cpp:338
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
Functions related to OTTD's strings.
auto MakeParameters(Args &&... args)
Helper to create the StringParameters with its own buffer with the given parameter values.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
uint8_t status
Status; 0: no looping, 1: looping, 0xFF: no animation.
Class to backup a specific variable and restore it later.
const T & GetOriginalValue() const
Returns the backupped value.
void Restore()
Restore the variable.
VehicleType type
Type of vehicle.
Class for storing amounts of cargo.
Definition cargo_type.h:113
static void InvalidateAllFrom(Source src)
Invalidates (sets source_id to INVALID_SOURCE) all cargo packets from given source.
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo type.
Definition cargotype.h:137
StringID name
Name of this type of cargo.
Definition cargotype.h:91
bool value
tells if the bool cheat is active or not
Definition cheat_type.h:18
Cheat magic_bulldozer
dynamite industries, objects
Definition cheat_type.h:27
SoundSettings sound
sound effect settings
uint8_t raw_industry_construction
type of (raw) industry construction (none, "normal", prospecting)
uint8_t industry_platform
the amount of flat land around an industry
uint8_t industry_density
The industry density.
This structure is the same for both Industries and Houses.
Definition sprite.h:76
This is used to gather some data about animation drawing in the industry code Image_1-2-3 are in fact...
uint8_t image_1
image offset 1
uint8_t image_3
image offset 3
uint8_t image_2
image offset 2
int x
coordinate x of the first image offset
EconomyType type
economy type (original/smooth/frozen)
bool multiple_industry_per_town
allow many industries of the same type per town
uint32_t industry_daily_change_counter
Bits 31-16 are number of industry to be performed, 15-0 are fractional collected daily.
uint32_t industry_daily_increment
The value which will increment industry_daily_change_counter. Computed value. NOSAVE.
A special vehicle is one of the following:
uint8_t animation_substate
Sub state to time the change of the graphics/behaviour.
const struct SpriteGroup * GetSpriteGroup(size_t index=0) const
Get the SpriteGroup at the specified index.
const char * GetName() const
Get the name of this grf.
const struct GRFFile * grffile
grf file that introduced this entity
uint32_t grfid
grfid that introduced this entity.
bool HasGrfFile() const
Test if this entity was introduced by NewGRF.
uint16_t custom_industry_number
manually entered number of industries
LandscapeType landscape
the landscape we're currently in
uint8_t oil_refinery_limit
distance oil refineries allowed from map edge
uint8_t land_generator
the landscape generator
EconomySettings economy
settings to change the economy
ConstructionSettings construction
construction of things in-game
DifficultySettings difficulty
settings related to the difficulty
GameCreationSettings game_creation
settings used during the creation of a game (map)
StationSettings station
settings related to station management
Data for managing the number and type of industries in the game.
Definition industry.h:290
void Reset()
Completely reset the industry build data.
void EconomyMonthlyLoop()
Monthly update of industry build data.
uint32_t wanted_inds
Number of wanted industries (bits 31-16), and a fraction (bits 15-0).
Definition industry.h:292
void SetupTargetCount()
Decide how many industries of each type are needed.
void TryBuildNewIndustry()
Try to create a random industry, during gameplay.
IndustryTypeBuildData builddata[NUM_INDUSTRYTYPES]
Industry build data for every industry type.
Definition industry.h:291
Defines the data structure for constructing industry.
IndustryCallbackMasks callback_mask
Bitmask of industry callbacks that have to be called.
bool IsProcessingIndustry() const
Is an industry with the spec a processing industry?
std::vector< uint8_t > random_sounds
Random sounds;.
Money GetRemovalCost() const
Get the cost for removing this industry Take note that the cost will always be zero for non-grf indus...
std::array< CargoType, INDUSTRY_NUM_INPUTS > accepts_cargo
16 accepted cargoes.
uint8_t appear_creation[NUM_LANDSCAPE]
Probability of appearance during map creation.
bool UsesOriginalEconomy() const
Determines whether this industrytype uses standard/newgrf production changes.
uint8_t minimal_cargo
minimum amount of cargo transported to the stations.
uint32_t removal_cost_multiplier
Base removal cost multiplier.
uint32_t prospecting_chance
Chance prospecting succeeds.
StringID production_up_text
Message appearing when the industry's production is increasing.
StringID name
Displayed name of the industry.
uint8_t cost_multiplier
Base construction cost multiplier.
bool IsRawIndustry() const
Is an industry with the spec a raw industry?
IndustryType conflicting[3]
Industries this industry cannot be close to.
uint8_t appear_ingame[NUM_LANDSCAPE]
Probability of appearance in game.
GRFFileProps grf_prop
properties related to the grf file
StringID production_down_text
Message appearing when the industry's production is decreasing.
IndustryBehaviours behaviour
How this industry will behave, and how others entities can use it.
StringID closure_text
Message appearing when the industry closes.
StringID new_industry_text
Message appearing when the industry is built.
std::vector< IndustryTileLayout > layouts
List of possible tile layouts for the industry.
bool enabled
entity still available (by default true).newgrf can disable it, though
Money GetConstructionCost() const
Get the cost for constructing this industry.
IndustryLifeTypes life_type
This is also known as Industry production flag, in newgrf specs.
uint8_t check_proc
Index to a procedure to check for conflicting circumstances.
Definition of one tile in an industry tile layout.
Defines the data structure of each individual tile of an industry.
uint8_t anim_next
Next frame in an animation.
IndustryTileSpecialFlags special_flags
Bitmask of extra flags used by the tile.
GRFFileProps grf_prop
properties related to the grf file
Slope slopes_refused
slope pattern on which this tile cannot be built
AnimationInfo animation
Information about the animation (is it looping, how many loops etc)
std::array< int8_t, INDUSTRY_NUM_INPUTS > acceptance
Level of acceptance per cargo type (signed, may be negative!)
bool anim_state
When true, the tile has to be drawn using the animation state instead of the construction state.
IndustryTileCallbackMasks callback_mask
Bitmask of industry tile callbacks that have to be called.
std::array< CargoType, INDUSTRY_NUM_INPUTS > accepts_cargo
Cargo accepted by this tile.
uint8_t anim_production
Animation frame to start when goods are produced.
Data for managing the number of industries of a single industry type.
Definition industry.h:275
uint32_t probability
Relative probability of building this industry.
Definition industry.h:276
uint16_t target_count
Desired number of industries of this type.
Definition industry.h:278
uint8_t min_number
Smallest number of industries that should exist (either 0 or 1).
Definition industry.h:277
void Reset()
Reset the entry.
bool GetIndustryTypeData(IndustryType it)
Set the probability and min_number fields for the industry type it for a running game.
uint16_t wait_count
Number of turns to wait before trying to build again.
Definition industry.h:280
uint16_t max_wait
Starting number of turns to wait (copied to wait_count).
Definition industry.h:279
CargoType cargo
Cargo type.
Definition industry.h:83
std::array< ProducedHistory, 25 > history
History of cargo produced and transported for this month and 24 previous months.
Definition industry.h:79
CargoType cargo
Cargo type.
Definition industry.h:76
uint8_t rate
Production rate.
Definition industry.h:78
Defines the internal data of a functional industry.
Definition industry.h:63
static Industry * GetRandom()
Return a random valid industry.
IndustryType type
type of industry.
Definition industry.h:99
Owner exclusive_supplier
Which company has exclusive rights to deliver cargo (INVALID_OWNER = anyone)
Definition industry.h:114
TimerGameCalendar::Date construction_date
Date of the construction of the industry.
Definition industry.h:111
IndustryControlFlags ctlflags
flags overriding standard behaviours
Definition industry.h:104
bool IsCargoAccepted() const
Test if this industry accepts any cargo.
Definition industry.h:207
PersistentStorage * psa
Persistent storage for NewGRF industries.
Definition industry.h:120
uint8_t prod_level
general production level
Definition industry.h:96
Colours random_colour
randomized colour of the industry, for display purpose
Definition industry.h:101
void RecomputeProductionMultipliers()
Recompute #production_rate for current prod_level.
EncodedString text
General text with additional information.
Definition industry.h:116
uint8_t construction_type
Way the industry was constructed (.
Definition industry.h:112
std::string cached_name
NOSAVE: Cache of the resolved name of the industry.
Definition industry.h:108
const ProducedCargo & GetProduced(size_t slot) const
Safely get a produced cargo slot, or an empty data if the slot does not exist.
Definition industry.h:142
TimerGameEconomy::Year last_prod_year
last economy year of production
Definition industry.h:102
ProducedCargoes produced
produced cargo slots
Definition industry.h:94
uint16_t random
Random value used for randomisation of all kinds of things.
Definition industry.h:118
static void PostDestructor(size_t index)
Invalidating some stuff after removing item from the pool.
Town * town
Nearest town.
Definition industry.h:92
Owner founder
Founder of the industry.
Definition industry.h:110
uint8_t selected_layout
Which tile layout was used when creating the industry.
Definition industry.h:113
AcceptedCargoes accepted
accepted cargo slots
Definition industry.h:95
static uint16_t GetIndustryTypeCount(IndustryType type)
Get the count of industries for this type.
Definition industry.h:248
Owner owner
owner of the industry. Which SHOULD always be (imho) OWNER_NONE
Definition industry.h:100
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:235
static std::array< std::vector< IndustryID >, NUM_INDUSTRYTYPES > industries
List of industries of each type.
Definition industry.h:260
TileArea location
Location of the industry.
Definition industry.h:91
Station * neutral_station
Associated neutral station.
Definition industry.h:93
StationList stations_near
NOSAVE: List of nearby stations.
Definition industry.h:107
bool IsCargoProduced() const
Test if this industry produces any cargo.
Definition industry.h:213
Owner exclusive_consumer
Which company has exclusive rights to take cargo (INVALID_OWNER = anyone)
Definition industry.h:115
uint16_t counter
used for animation and/or production (if available cargo)
Definition industry.h:97
uint8_t was_cargo_delivered
flag that indicate this has been the closest industry chosen for cargo delivery by a station....
Definition industry.h:103
bool TileBelongsToIndustry(TileIndex tile) const
Check if a given tile belongs to this industry.
Definition industry.h:132
static TileIndex WrapToMap(TileIndex tile)
'Wraps' the given "tile" so it is within the map.
Definition map_func.h:316
static uint ScaleBySize(uint n)
Scales the given value by the map size, where the given value is for a 256 by 256 map.
Definition map_func.h:327
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:278
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition map_func.h:269
static uint ScaleBySize1D(uint n)
Scales the given value by the maps circumference, where the given value is for a 256 by 256 map.
Definition map_func.h:340
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition map_func.h:305
static debug_inline uint Size()
Get the size of the map.
Definition map_func.h:287
static debug_inline uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition map_func.h:296
Represents the covered area of e.g.
void ClampToMap()
Clamp the tile area to map borders.
Definition tilearea.cpp:142
uint16_t w
The width of the area.
void Add(TileIndex to_add)
Add a single tile to a tile area; enlarge if needed.
Definition tilearea.cpp:43
TileIndex tile
The base tile of the area.
uint16_t h
The height of the area.
OrthogonalTileArea & Expand(int rad)
Expand a tile area by rad tiles in each direction, keeping within map bounds.
Definition tilearea.cpp:123
SpriteID sprite
The 'real' sprite.
Definition gfx_type.h:23
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition gfx_type.h:24
Templated helper to make a PoolID a single POD value.
Definition pool_type.hpp:43
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
static size_t GetPoolSize()
Returns first unused index.
static Titem * Get(auto index)
Returns Titem with given index.
static size_t GetNumItems()
Returns number of valid items in the pool.
Tindex index
Index of this pool item.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static bool IsValidID(auto index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static bool CleaningPool()
Returns current state of pool cleaning - yes or no.
static Titem * GetIfValid(auto index)
Returns Titem with given index.
Base class for all pools.
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Structure to encapsulate the pseudo random number generators.
void SetSeed(uint32_t seed)
(Re)set the state of the random number generator.
uint32_t Next()
Generate the next pseudo random number.
bool ambient
Play ambient, industry and town sounds.
A location from where cargo can come from (or go to).
Definition source_type.h:32
static Station * Get(auto index)
Gets station with given index.
T * Next() const
Get next vehicle in the chain.
bool serve_neutral_industries
company stations can serve industries with attached neutral stations
Station data structure.
IndustryList industries_near
Cached list of industries near the station that can accept cargo,.
Tile description for the 'land area information' tool.
Definition tile_cmd.h:52
StringID str
Description of the tile.
Definition tile_cmd.h:53
std::array< Owner, 4 > owner
Name of the owner(s)
Definition tile_cmd.h:55
uint64_t dparam
Parameter of the str string.
Definition tile_cmd.h:54
const char * grf
newGRF used for the tile contents
Definition tile_cmd.h:63
Tile information, used while rendering the tile.
Definition tile_cmd.h:43
int z
Height.
Definition tile_cmd.h:48
int x
X position of the tile in unit coordinates.
Definition tile_cmd.h:44
Slope tileh
Slope of the tile.
Definition tile_cmd.h:46
TileIndex tile
Tile index.
Definition tile_cmd.h:47
int y
Y position of the tile in unit coordinates.
Definition tile_cmd.h:45
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:159
uint32_t population
Current population of people.
Definition town.h:42
Town data structure.
Definition town.h:52
TileIndex xy
town center tile
Definition town.h:53
TownCache cache
Container for all cacheable data.
Definition town.h:55
Vehicle data structure.
CargoType cargo_type
type of cargo this vehicle is carrying
debug_inline bool IsFrontEngine() const
Check if the vehicle is a front engine.
IterateWrapper Orders() const
Returns an iterable ensemble of orders of a vehicle.
Owner owner
Which company owns the vehicle?
void DeleteSubsidyWith(Source source)
Delete the subsidies associated with a given cargo source type and id.
Definition subsidy.cpp:119
Functions related to subsidies.
Command definitions related to terraforming.
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition tile_map.cpp:95
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:136
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:116
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition tile_map.h:312
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
uint8_t GetAnimationFrame(Tile t)
Get the current animation frame.
Definition tile_map.h:250
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition tile_map.h:161
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition tile_map.h:238
void SetAnimationFrame(Tile t, uint8_t frame)
Set a new animation frame.
Definition tile_map.h:262
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
static debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
static const uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ TROPICZONE_RAINFOREST
Rainforest tile.
Definition tile_type.h:79
@ TROPICZONE_DESERT
Tile is desert.
Definition tile_type.h:78
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:95
@ MP_TREES
Tile got trees.
Definition tile_type.h:52
@ MP_STATION
A tile of a station.
Definition tile_type.h:53
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:48
@ MP_HOUSE
A house by a town.
Definition tile_type.h:51
@ MP_INDUSTRY
Part of an industry.
Definition tile_type.h:56
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition tile_type.h:55
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition of Interval and OneShot timers.
Definition of the game-calendar-timer.
Definition of the game-economy-timer.
Definition of the tick-based game-timer.
Base of the town class.
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren't in the game menu (there's never transpar...
@ TO_INDUSTRIES
industries
TransportType
Available types of transport.
Map accessors for tree tiles.
TreeGrowthStage GetTreeGrowth(Tile t)
Returns the tree growth stage.
Definition tree_map.h:195
TreeGround GetTreeGround(Tile t)
Returns the groundtype for tree tiles.
Definition tree_map.h:102
@ TREE_GROUND_SHORE
shore
Definition tree_map.h:56
@ Grown
Fully grown tree.
CommandCost EnsureNoVehicleOnGround(TileIndex tile)
Ensure there is no vehicle at the ground at the given position.
Definition vehicle.cpp:543
Functions related to vehicles.
@ VEH_ROAD
Road vehicle type.
@ VEH_AIRCRAFT
Aircraft vehicle type.
@ VEH_SHIP
Ship vehicle type.
@ VEH_TRAIN
Train vehicle type.
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:673
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale, bool relative)
Add a child sprite to a parent sprite.
Definition viewport.cpp:829
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
Draws a ground sprite for the current tile.
Definition viewport.cpp:589
Functions related to (drawing on) viewports.
Functions related to water (management)
void TileLoop_Water(TileIndex tile)
Let a water tile floods its diagonal adjoining tiles called from tunnelbridge_cmd,...
bool IsTileOnWater(Tile t)
Tests if the tile was built on water.
Definition water_map.h:136
WaterClass
classes of water (for WATER_TILE_CLEAR water tile type).
Definition water_map.h:39
@ WATER_CLASS_INVALID
Used for industry tiles on land (also for oilrig if newgrf says so).
Definition water_map.h:43
bool HasTileWaterClass(Tile t)
Checks whether the tile has an waterclass associated.
Definition water_map.h:101
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition water_map.h:112
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition water_map.h:190
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
Definition window.cpp:1143
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition window.cpp:3224
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3106
Window functions not directly related to making/drawing windows.
@ WC_INDUSTRY_DIRECTORY
Industry directory; Window numbers:
@ WC_INDUSTRY_VIEW
Industry view; Window numbers:
@ WC_BUILD_INDUSTRY
Build industry; Window numbers: