OpenTTD Source 20250528-master-g3aca5d62a8
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<FlatSet<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 industries.erase(this->index);
194
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.HasSpriteGroups() && 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 {
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) {
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 cargo = accepts_cargo[i];
459 if (!IsValidCargoType(cargo) || cargo_acceptance[i] <= 0) continue; // work only with valid cargoes
460
461 /* Add accepted cargo */
462 acceptance[cargo] += cargo_acceptance[i];
463
464 /* Maybe set 'always accepted' bit (if it's not set already) */
465 if (HasBit(always_accepted, cargo)) continue;
466
467 /* Test whether the industry itself accepts the cargo type */
468 if (ind->IsCargoAccepted(cargo)) continue;
469
470 /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
471 SetBit(always_accepted, cargo);
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 != AnimationStatus::NoAnimation) {
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 TriggerIndustryTileAnimation_ConstructionStageChanged(tile, false);
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) && !TriggerIndustryAnimation(Industry::GetByTile(tile), IndustryAnimationTrigger::CargoDistributed)) {
857
858 if (newgfx != INDUSTRYTILE_NOANIM) {
861 SetIndustryGfx(tile, newgfx);
863 return;
864 }
865 }
866
867 if (TriggerIndustryTileAnimation(tile, IndustryAnimationTrigger::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
1110{
1111 /* Don't process lumber mill if cargo is not set up correctly. */
1112 auto itp = std::begin(i->produced);
1113 if (itp == std::end(i->produced) || !IsValidCargoType(itp->cargo)) return;
1114
1115 /* We only want to cut trees if all tiles are completed. */
1116 for (TileIndex tile_cur : i->location) {
1117 if (i->TileBelongsToIndustry(tile_cur)) {
1118 if (!IsIndustryCompleted(tile_cur)) return;
1119 }
1120 }
1121
1122 for (auto tile : SpiralTileSequence(i->location.tile, 40)) { // 40x40 tiles to search.
1123 if (!IsTileType(tile, MP_TREES) || GetTreeGrowth(tile) < TreeGrowthStage::Grown) continue;
1124
1125 /* found a tree */
1126 _industry_sound_ctr = 1;
1127 _industry_sound_tile = tile;
1128 if (_settings_client.sound.ambient) SndPlayTileFx(SND_38_LUMBER_MILL_1, tile);
1129
1132
1133 /* Add according value to waiting cargo. */
1134 itp->waiting = ClampTo<uint16_t>(itp->waiting + ScaleByCargoScale(45, false));
1135 break;
1136 }
1137}
1138
1144static void ProduceIndustryGoodsHelper(Industry *i, bool scale)
1145{
1146 for (auto &p : i->produced) {
1147 if (!IsValidCargoType(p.cargo)) continue;
1148
1149 uint16_t amount = p.rate;
1150 if (scale) amount = ScaleByCargoScale(amount, false);
1151
1152 p.waiting = ClampTo<uint16_t>(p.waiting + amount);
1153 }
1154}
1155
1156static void ProduceIndustryGoods(Industry *i)
1157{
1158 const IndustrySpec *indsp = GetIndustrySpec(i->type);
1159
1160 /* play a sound? */
1161 if ((i->counter & 0x3F) == 0) {
1162 uint32_t r;
1163 if (Chance16R(1, 14, r) && !indsp->random_sounds.empty() && _settings_client.sound.ambient) {
1164 if (std::any_of(std::begin(i->produced), std::end(i->produced), [](const auto &p) { return p.history[LAST_MONTH].production > 0; })) {
1165 /* Play sound since last month had production */
1166 SndPlayTileFx(
1167 static_cast<SoundFx>(indsp->random_sounds[((r >> 16) * indsp->random_sounds.size()) >> 16]),
1168 i->location.tile);
1169 }
1170 }
1171 }
1172
1173 i->counter--;
1174
1175 /* If using an industry callback, scale the callback interval by cargo scale percentage. */
1180 }
1181 }
1182
1183 /*
1184 * All other production and special effects happen every 256 ticks, and cargo production is just scaled by the cargo scale percentage.
1185 * 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.
1186 */
1187 if ((i->counter % Ticks::INDUSTRY_PRODUCE_TICKS) == 0) {
1188 /* Handle non-callback cargo production. */
1190
1191 IndustryBehaviours indbehav = indsp->behaviour;
1192
1193 if (indbehav.Test(IndustryBehaviour::PlantFields)) {
1194 uint16_t cb_res = CALLBACK_FAILED;
1197 }
1198
1199 bool plant;
1200 if (cb_res != CALLBACK_FAILED) {
1202 } else {
1203 plant = Chance16(1, 8);
1204 }
1205
1206 if (plant) PlantRandomFarmField(i);
1207 }
1208 if (indbehav.Test(IndustryBehaviour::CutTrees)) {
1209 uint16_t cb_res = CALLBACK_FAILED;
1212 }
1213
1214 bool cut;
1215 if (cb_res != CALLBACK_FAILED) {
1217 } else {
1218 cut = ((i->counter % Ticks::INDUSTRY_CUT_TREE_TICKS) == 0);
1219 }
1220
1221 if (cut) ChopLumberMillTrees(i);
1222 }
1223
1225 TriggerIndustryAnimation(i, IndustryAnimationTrigger::IndustryTick);
1226 }
1227}
1228
1229void OnTick_Industry()
1230{
1231 if (_industry_sound_ctr != 0) {
1232 _industry_sound_ctr++;
1233
1234 if (_industry_sound_ctr == 75) {
1235 if (_settings_client.sound.ambient) SndPlayTileFx(SND_37_LUMBER_MILL_2, _industry_sound_tile);
1236 } else if (_industry_sound_ctr == 160) {
1237 _industry_sound_ctr = 0;
1238 if (_settings_client.sound.ambient) SndPlayTileFx(SND_36_LUMBER_MILL_3, _industry_sound_tile);
1239 }
1240 }
1241
1242 if (_game_mode == GM_EDITOR) return;
1243
1244 for (Industry *i : Industry::Iterate()) {
1245 ProduceIndustryGoods(i);
1246 }
1247}
1248
1254{
1255 return CommandCost();
1256}
1257
1264{
1265 if (_settings_game.game_creation.landscape == LandscapeType::Arctic) {
1266 if (GetTileZ(tile) < HighestSnowLine() + 2) {
1267 return CommandCost(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
1268 }
1269 }
1270 return CommandCost();
1271}
1272
1280static bool CheckScaledDistanceFromEdge(TileIndex tile, uint maxdist)
1281{
1282 uint maxdist_x = maxdist;
1283 uint maxdist_y = maxdist;
1284
1285 if (Map::SizeX() > 256) maxdist_x *= Map::SizeX() / 256;
1286 if (Map::SizeY() > 256) maxdist_y *= Map::SizeY() / 256;
1287
1288 if (DistanceFromEdgeDir(tile, DIAGDIR_NE) < maxdist_x) return true;
1289 if (DistanceFromEdgeDir(tile, DIAGDIR_NW) < maxdist_y) return true;
1290 if (DistanceFromEdgeDir(tile, DIAGDIR_SW) < maxdist_x) return true;
1291 if (DistanceFromEdgeDir(tile, DIAGDIR_SE) < maxdist_y) return true;
1292
1293 return false;
1294}
1295
1302{
1303 if (_game_mode == GM_EDITOR) return CommandCost();
1304
1306
1307 return CommandCost(STR_ERROR_CAN_ONLY_BE_POSITIONED);
1308}
1309
1310extern bool _ignore_industry_restrictions;
1311
1318{
1319 if (_game_mode == GM_EDITOR && _ignore_industry_restrictions) return CommandCost();
1320
1321 if (TileHeight(tile) == 0 &&
1323
1324 return CommandCost(STR_ERROR_CAN_ONLY_BE_POSITIONED);
1325}
1326
1333{
1334 if (_settings_game.game_creation.landscape == LandscapeType::Arctic) {
1335 if (GetTileZ(tile) + 2 >= HighestSnowLine()) {
1336 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1337 }
1338 }
1339 return CommandCost();
1340}
1341
1348{
1349 if (GetTropicZone(tile) == TROPICZONE_DESERT) {
1350 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1351 }
1352 return CommandCost();
1353}
1354
1361{
1362 if (GetTropicZone(tile) != TROPICZONE_DESERT) {
1363 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
1364 }
1365 return CommandCost();
1366}
1367
1374{
1375 if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
1376 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
1377 }
1378 return CommandCost();
1379}
1380
1387{
1388 if (GetTileZ(tile) > 4) {
1389 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
1390 }
1391 return CommandCost();
1392}
1393
1400
1413
1424static CommandCost FindTownForIndustry(TileIndex tile, IndustryType type, Town **t)
1425{
1426 *t = ClosestTownFromTile(tile, UINT_MAX);
1427
1429
1430 for (const IndustryID &industry : Industry::industries[type]) {
1431 if (Industry::Get(industry)->town == *t) {
1432 *t = nullptr;
1433 return CommandCost(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
1434 }
1435 }
1436
1437 return CommandCost();
1438}
1439
1440bool IsSlopeRefused(Slope current, Slope refused)
1441{
1442 if (IsSteepSlope(current)) return true;
1443 if (current != SLOPE_FLAT) {
1444 if (IsSteepSlope(refused)) return true;
1445
1446 Slope t = ComplementSlope(current);
1447
1448 if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
1449 if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
1450 if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
1451 if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
1452 }
1453
1454 return false;
1455}
1456
1464static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileLayout &layout, IndustryType type)
1465{
1466 IndustryBehaviours ind_behav = GetIndustrySpec(type)->behaviour;
1467
1468 for (const IndustryTileLayoutTile &it : layout) {
1469 IndustryGfx gfx = GetTranslatedIndustryTileID(it.gfx);
1470 TileIndex cur_tile = TileAddWrap(tile, it.ti.x, it.ti.y);
1471
1472 if (!IsValidTile(cur_tile)) {
1473 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1474 }
1475
1476 if (gfx == GFX_WATERTILE_SPECIALCHECK) {
1477 if (!IsWaterTile(cur_tile) ||
1478 !IsTileFlat(cur_tile)) {
1479 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1480 }
1481 } else {
1482 CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
1483 if (ret.Failed()) return ret;
1484 if (IsBridgeAbove(cur_tile)) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1485
1486 const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
1487
1488 /* Perform land/water check if not disabled */
1489 if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) != ind_behav.Test(IndustryBehaviour::BuiltOnWater))) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1490
1491 if (ind_behav.Any({IndustryBehaviour::OnlyInTown, IndustryBehaviour::Town1200More}) || // Tile must be a house
1492 (ind_behav.Test(IndustryBehaviour::OnlyNearTown) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
1493 if (!IsTileType(cur_tile, MP_HOUSE)) {
1494 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
1495 }
1496
1497 /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
1499 ret = Command<CMD_LANDSCAPE_CLEAR>::Do({}, cur_tile);
1500 cur_company.Restore();
1501
1502 if (ret.Failed()) return ret;
1503 } else {
1504 /* Clear the tiles, but do not affect town ratings */
1506 if (ret.Failed()) return ret;
1507 }
1508 }
1509 }
1510
1511 return CommandCost();
1512}
1513
1526static 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)
1527{
1528 bool refused_slope = false;
1529 bool custom_shape = false;
1530
1531 for (const IndustryTileLayoutTile &it : layout) {
1532 IndustryGfx gfx = GetTranslatedIndustryTileID(it.gfx);
1533 TileIndex cur_tile = TileAddWrap(tile, it.ti.x, it.ti.y);
1534 assert(IsValidTile(cur_tile)); // checked before in CheckIfIndustryTilesAreFree
1535
1536 if (gfx != GFX_WATERTILE_SPECIALCHECK) {
1537 const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
1538
1540 custom_shape = true;
1541 CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, layout_index, initial_random_bits, founder, creation_type);
1542 if (ret.Failed()) return ret;
1543 } else {
1544 Slope tileh = GetTileSlope(cur_tile);
1545 refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
1546 }
1547 }
1548 }
1549
1550 if (custom_shape_check != nullptr) *custom_shape_check = custom_shape;
1551
1552 /* It is almost impossible to have a fully flat land in TG, so what we
1553 * do is that we check if we can make the land flat later on. See
1554 * CheckIfCanLevelIndustryPlatform(). */
1555 if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_industry_restrictions)) {
1556 return CommandCost();
1557 }
1558 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1559}
1560
1568static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, IndustryType type, const Town *t)
1569{
1570 if (GetIndustrySpec(type)->behaviour.Test(IndustryBehaviour::Town1200More) && t->cache.population < 1200) {
1571 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
1572 }
1573
1574 if (GetIndustrySpec(type)->behaviour.Test(IndustryBehaviour::OnlyNearTown) && DistanceMax(t->xy, tile) > 9) {
1575 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER);
1576 }
1577
1578 return CommandCost();
1579}
1580
1581static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
1582{
1583 /* Check if we don't leave the map */
1584 if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
1585
1586 TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
1587 for (TileIndex tile_walk : ta) {
1588 uint curh = TileHeight(tile_walk);
1589 /* Is the tile clear? */
1590 if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
1591
1592 /* Don't allow too big of a change if this is the sub-tile check */
1593 if (internal != 0 && Delta(curh, height) > 1) return false;
1594
1595 /* Different height, so the surrounding tiles of this tile
1596 * has to be correct too (in level, or almost in level)
1597 * else you get a chain-reaction of terraforming. */
1598 if (internal == 0 && curh != height) {
1599 if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
1600 return false;
1601 }
1602 }
1603 }
1604
1605 return true;
1606}
1607
1613{
1614 int max_x = 0;
1615 int max_y = 0;
1616
1617 /* Finds dimensions of largest variant of this industry */
1618 for (const IndustryTileLayoutTile &it : layout) {
1619 if (it.gfx == GFX_WATERTILE_SPECIALCHECK) continue; // watercheck tiles don't count for footprint size
1620 if (it.ti.x > max_x) max_x = it.ti.x;
1621 if (it.ti.y > max_y) max_y = it.ti.y;
1622 }
1623
1624 /* Remember level height */
1625 uint h = TileHeight(tile);
1626
1628 /* Check that all tiles in area and surrounding are clear
1629 * this determines that there are no obstructing items */
1630
1631 /* TileArea::Expand is not used here as we need to abort
1632 * instead of clamping if the bounds cannot expanded. */
1635
1636 if (TileX(ta.tile) + ta.w >= Map::MaxX() || TileY(ta.tile) + ta.h >= Map::MaxY()) return false;
1637
1638 /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
1639 * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
1641
1642 for (TileIndex tile_walk : ta) {
1643 uint curh = TileHeight(tile_walk);
1644 if (curh != h) {
1645 /* This tile needs terraforming. Check if we can do that without
1646 * damaging the surroundings too much. */
1647 if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
1648 cur_company.Restore();
1649 return false;
1650 }
1651 /* This is not 100% correct check, but the best we can do without modifying the map.
1652 * What is missing, is if the difference in height is more than 1.. */
1653 if (std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DoCommandFlags{flags}.Reset(DoCommandFlag::Execute), tile_walk, SLOPE_N, curh <= h)).Failed()) {
1654 cur_company.Restore();
1655 return false;
1656 }
1657 }
1658 }
1659
1660 if (flags.Test(DoCommandFlag::Execute)) {
1661 /* Terraform the land under the industry */
1662 for (TileIndex tile_walk : ta) {
1663 uint curh = TileHeight(tile_walk);
1664 while (curh != h) {
1665 /* We give the terraforming for free here, because we can't calculate
1666 * exact cost in the test-round, and as we all know, that will cause
1667 * a nice assert if they don't match ;) */
1668 Command<CMD_TERRAFORM_LAND>::Do(flags, tile_walk, SLOPE_N, curh <= h);
1669 curh += (curh > h) ? -1 : 1;
1670 }
1671 }
1672 }
1673
1674 cur_company.Restore();
1675 return true;
1676}
1677
1678
1686{
1687 const IndustrySpec *indspec = GetIndustrySpec(type);
1688
1689 for (IndustryType conflicting_type : indspec->conflicting) {
1690 if (conflicting_type == IT_INVALID) continue;
1691
1692 for (const IndustryID &industry : Industry::industries[conflicting_type]) {
1693 /* Within 14 tiles from another industry is considered close */
1694 if (DistanceMax(tile, Industry::Get(industry)->location.tile) > 14) continue;
1695
1696 return CommandCost(STR_ERROR_INDUSTRY_TOO_CLOSE);
1697 }
1698 }
1699 return CommandCost();
1700}
1701
1706static void AdvertiseIndustryOpening(const Industry *ind)
1707{
1708 const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
1709 EncodedString headline;
1710 if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
1711 headline = GetEncodedString(ind_spc->new_industry_text, ind_spc->name, STR_TOWN_NAME, ind->town->index);
1712 } else {
1713 headline = GetEncodedString(ind_spc->new_industry_text, ind_spc->name, ind->town->index);
1714 }
1715 AddIndustryNewsItem(std::move(headline), NewsType::IndustryOpen, ind->index);
1716 AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
1717 Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
1718}
1719
1726{
1728 /* Industry has a neutral station. Use it and ignore any other nearby stations. */
1729 ind->stations_near.insert(ind->neutral_station);
1730 ind->neutral_station->industries_near.clear();
1732 return;
1733 }
1734
1735 ForAllStationsAroundTiles(ind->location, [ind](Station *st, TileIndex tile) {
1736 if (!IsTileType(tile, MP_INDUSTRY) || GetIndustryIndex(tile) != ind->index) return false;
1737 ind->stations_near.insert(st);
1738 st->AddIndustryToDeliver(ind, tile);
1739 return false;
1740 });
1741}
1742
1754static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileLayout &layout, size_t layout_index, Town *t, Owner founder, uint16_t initial_random_bits)
1755{
1756 const IndustrySpec *indspec = GetIndustrySpec(type);
1757
1758 i->location = TileArea(tile, 1, 1);
1759 i->type = type;
1760
1761 auto &industries = Industry::industries[type];
1762 industries.insert(i->index);
1763
1764 for (size_t index = 0; index < std::size(indspec->produced_cargo); ++index) {
1765 if (!IsValidCargoType(indspec->produced_cargo[index])) break;
1766
1767 Industry::ProducedCargo &p = i->produced.emplace_back();
1768 p.cargo = indspec->produced_cargo[index];
1769 p.rate = indspec->production_rate[index];
1770 }
1771
1772 for (size_t index = 0; index < std::size(indspec->accepts_cargo); ++index) {
1773 if (!IsValidCargoType(indspec->accepts_cargo[index])) break;
1774
1775 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1776 a.cargo = indspec->accepts_cargo[index];
1777 }
1778
1779 /* Randomize initial production if non-original economy is used and there are no production related callbacks. */
1780 if (!indspec->UsesOriginalEconomy()) {
1781 for (auto &p : i->produced) {
1782 p.rate = ClampTo<uint8_t>((RandomRange(256) + 128) * p.rate >> 8);
1783 }
1784 }
1785
1786 i->town = t;
1787 i->owner = OWNER_NONE;
1788
1789 uint16_t r = Random();
1790 i->random_colour = static_cast<Colours>(GB(r, 0, 4));
1791 i->counter = GB(r, 4, 12);
1792 i->random = initial_random_bits;
1793 i->was_cargo_delivered = false;
1795 i->founder = founder;
1796 i->ctlflags = {};
1797
1799 i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
1801
1802 /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
1803 * 0 = created prior of newindustries
1804 * else, chosen layout + 1 */
1805 i->selected_layout = (uint8_t)(layout_index + 1);
1806
1809
1811
1812 /* Call callbacks after the regular fields got initialised. */
1813
1816 if (res != CALLBACK_FAILED) {
1817 if (res < PRODLEVEL_MINIMUM || res > PRODLEVEL_MAXIMUM) {
1819 } else {
1820 i->prod_level = res;
1822 }
1823 }
1824 }
1825
1826 if (_generating_world) {
1829 for (auto &p : i->produced) {
1830 p.history[LAST_MONTH].production = ScaleByCargoScale(p.waiting * 8, false);
1831 p.waiting = 0;
1832 }
1833 }
1834
1835 for (auto &p : i->produced) {
1836 p.history[LAST_MONTH].production += ScaleByCargoScale(p.rate * 8, false);
1837 }
1838 }
1839
1841 uint16_t res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
1842 if (res != CALLBACK_FAILED) {
1843 if (GB(res, 4, 11) != 0) ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_DECIDE_COLOUR, res);
1844 i->random_colour = static_cast<Colours>(GB(res, 0, 4));
1845 }
1846 }
1847
1849 /* Clear all input cargo types */
1850 i->accepted.clear();
1851 /* Query actual types */
1853 for (uint j = 0; j < maxcargoes; j++) {
1855 if (res == CALLBACK_FAILED || GB(res, 0, 8) == UINT8_MAX) break;
1856 if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
1858 break;
1859 }
1860 CargoType cargo = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
1861 /* Industries without "unlimited" cargo types support depend on the specific order/slots of cargo types.
1862 * They need to be able to blank out specific slots without aborting the callback sequence,
1863 * and solve this by returning undefined cargo indexes. Skip these. */
1865 /* As slots are allocated as needed now, this means we do need to add a slot for the invalid cargo. */
1866 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1867 a.cargo = INVALID_CARGO;
1868 continue;
1869 }
1870 /* Verify valid cargo */
1871 if (std::ranges::find(indspec->accepts_cargo, cargo) == std::end(indspec->accepts_cargo)) {
1872 /* Cargo not in spec, error in NewGRF */
1874 break;
1875 }
1876 if (std::any_of(std::begin(i->accepted), std::begin(i->accepted) + j, [&cargo](const auto &a) { return a.cargo == cargo; })) {
1877 /* Duplicate cargo */
1879 break;
1880 }
1881 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1882 a.cargo = cargo;
1883 }
1884 }
1885
1887 /* Clear all output cargo types */
1888 i->produced.clear();
1889 /* Query actual types */
1891 for (uint j = 0; j < maxcargoes; j++) {
1893 if (res == CALLBACK_FAILED || GB(res, 0, 8) == UINT8_MAX) break;
1894 if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
1896 break;
1897 }
1898 CargoType cargo = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
1899 /* Allow older GRFs to skip slots. */
1901 /* As slots are allocated as needed now, this means we do need to add a slot for the invalid cargo. */
1902 Industry::ProducedCargo &p = i->produced.emplace_back();
1903 p.cargo = INVALID_CARGO;
1904 continue;
1905 }
1906 /* Verify valid cargo */
1907 if (std::ranges::find(indspec->produced_cargo, cargo) == std::end(indspec->produced_cargo)) {
1908 /* Cargo not in spec, error in NewGRF */
1910 break;
1911 }
1912 if (std::any_of(std::begin(i->produced), std::begin(i->produced) + j, [&cargo](const auto &p) { return p.cargo == cargo; })) {
1913 /* Duplicate cargo */
1915 break;
1916 }
1917 Industry::ProducedCargo &p = i->produced.emplace_back();
1918 p.cargo = cargo;
1919 }
1920 }
1921
1922 /* Plant the tiles */
1923
1924 for (const IndustryTileLayoutTile &it : layout) {
1925 TileIndex cur_tile = tile + ToTileIndexDiff(it.ti);
1926
1927 if (it.gfx != GFX_WATERTILE_SPECIALCHECK) {
1928 i->location.Add(cur_tile);
1929
1930 WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
1931
1933
1934 MakeIndustry(cur_tile, i->index, it.gfx, Random(), wc);
1935
1936 if (_generating_world) {
1937 SetIndustryConstructionCounter(cur_tile, 3);
1938 SetIndustryConstructionStage(cur_tile, 2);
1939 }
1940
1941 /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
1942 IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it.gfx);
1943 const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
1944 if (its->animation.status != AnimationStatus::NoAnimation) AddAnimatedTile(cur_tile);
1945 }
1946 }
1947
1948 /* Call callbacks after all tiles have been created. */
1949 for (TileIndex cur_tile : i->location) {
1950 if (i->TileBelongsToIndustry(cur_tile)) {
1951 /* There are no shared random bits, consistent with "MakeIndustryTileBigger" in tile loop.
1952 * So, trigger tiles individually */
1953 TriggerIndustryTileAnimation_ConstructionStageChanged(cur_tile, true);
1954 }
1955 }
1956
1958 for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
1959 }
1960 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_FORCE_REBUILD);
1962
1964}
1965
1982static 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)
1983{
1984 assert(layout_index < indspec->layouts.size());
1985 const IndustryTileLayout &layout = indspec->layouts[layout_index];
1986
1987 *ip = nullptr;
1988
1989 /* 1. Cheap: Built-in checks on industry level. */
1991 if (ret.Failed()) return ret;
1992
1993 Town *t = nullptr;
1994 ret = FindTownForIndustry(tile, type, &t);
1995 if (ret.Failed()) return ret;
1996 assert(t != nullptr);
1997
1998 ret = CheckIfIndustryIsAllowed(tile, type, t);
1999 if (ret.Failed()) return ret;
2000
2001 /* 2. Built-in checks on industry tiles. */
2002 std::vector<ClearedObjectArea> object_areas(_cleared_object_areas);
2003 ret = CheckIfIndustryTilesAreFree(tile, layout, type);
2004 _cleared_object_areas = std::move(object_areas);
2005 if (ret.Failed()) return ret;
2006
2007 /* 3. NewGRF-defined checks on industry level. */
2008 if (GetIndustrySpec(type)->callback_mask.Test(IndustryCallbackMask::Location)) {
2009 ret = CheckIfCallBackAllowsCreation(tile, type, layout_index, random_var8f, random_initial_bits, founder, creation_type);
2010 } else {
2011 ret = _check_new_industry_procs[indspec->check_proc](tile);
2012 }
2013 if (ret.Failed()) return ret;
2014
2015 /* 4. Expensive: NewGRF-defined checks on industry tiles. */
2016 bool custom_shape_check = false;
2017 ret = CheckIfIndustryTileSlopes(tile, layout, layout_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
2018 if (ret.Failed()) return ret;
2019
2021 !_ignore_industry_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DoCommandFlag::NoWater, layout)) {
2022 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2023 }
2024
2025 if (!Industry::CanAllocateItem()) return CommandCost(STR_ERROR_TOO_MANY_INDUSTRIES);
2026
2027 if (flags.Test(DoCommandFlag::Execute)) {
2028 *ip = new Industry(tile);
2029 if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, {DoCommandFlag::NoWater, DoCommandFlag::Execute}, layout);
2030 DoCreateNewIndustry(*ip, tile, type, layout, layout_index, t, founder, random_initial_bits);
2031 }
2032
2033 return CommandCost();
2034}
2035
2046CommandCost CmdBuildIndustry(DoCommandFlags flags, TileIndex tile, IndustryType it, uint32_t first_layout, bool fund, uint32_t seed)
2047{
2048 if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
2049
2050 const IndustrySpec *indspec = GetIndustrySpec(it);
2051
2052 /* Check if the to-be built/founded industry is available for this climate. */
2053 if (!indspec->enabled || indspec->layouts.empty()) return CMD_ERROR;
2054
2055 /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
2056 * Raw material industries are industries that do not accept cargo (at least for now) */
2057 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
2058 return CMD_ERROR;
2059 }
2060
2061 if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) {
2062 return CMD_ERROR;
2063 }
2064
2065 Randomizer randomizer;
2066 randomizer.SetSeed(seed);
2067 uint16_t random_initial_bits = GB(seed, 0, 16);
2068 uint32_t random_var8f = randomizer.Next();
2069 size_t num_layouts = indspec->layouts.size();
2070 CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
2071 const bool deity_prospect = _current_company == OWNER_DEITY && !fund;
2072
2073 Industry *ind = nullptr;
2074 if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) {
2075 if (flags.Test(DoCommandFlag::Execute)) {
2076 /* Prospecting has a chance to fail, however we cannot guarantee that something can
2077 * be built on the map, so the chance gets lower when the map is fuller, but there
2078 * is nothing we can really do about that. */
2079 bool prospect_success = deity_prospect || Random() <= indspec->prospecting_chance;
2080 if (prospect_success) {
2081 /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
2084 for (int i = 0; i < 5000; i++) {
2085 /* We should not have more than one Random() in a function call
2086 * because parameter evaluation order is not guaranteed in the c++ standard
2087 */
2088 tile = RandomTile();
2089 /* Start with a random layout */
2090 size_t layout = RandomRange((uint32_t)num_layouts);
2091 /* Check now each layout, starting with the random one */
2092 for (size_t j = 0; j < num_layouts; j++) {
2093 layout = (layout + 1) % num_layouts;
2094 ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), calltype, &ind);
2095 if (ret.Succeeded()) break;
2096 }
2097 if (ret.Succeeded()) break;
2098 }
2099 cur_company.Restore();
2100 }
2101 if (ret.Failed() && IsLocalCompany()) {
2102 if (prospect_success) {
2103 ShowErrorMessage(GetEncodedString(STR_ERROR_CAN_T_PROSPECT_INDUSTRY), GetEncodedString(STR_ERROR_NO_SUITABLE_PLACES_FOR_PROSPECTING), WL_INFO);
2104 } else {
2105 ShowErrorMessage(GetEncodedString(STR_ERROR_CAN_T_PROSPECT_INDUSTRY), GetEncodedString(STR_ERROR_PROSPECTING_WAS_UNLUCKY), WL_INFO);
2106 }
2107 }
2108 }
2109 } else {
2110 size_t layout = first_layout;
2111 if (layout >= num_layouts) return CMD_ERROR;
2112
2113 /* Check subsequently each layout, starting with the given layout in p1 */
2114 for (size_t i = 0; i < num_layouts; i++) {
2115 layout = (layout + 1) % num_layouts;
2116 ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind);
2117 if (ret.Succeeded()) break;
2118 }
2119
2120 /* If it still failed, there's no suitable layout to build here, return the error */
2121 if (ret.Failed()) return ret;
2122 }
2123
2124 if (flags.Test(DoCommandFlag::Execute) && ind != nullptr && _game_mode != GM_EDITOR) {
2126 }
2127
2129}
2130
2139{
2140 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2141
2142 Industry *ind = Industry::GetIfValid(ind_id);
2143 if (ind == nullptr) return CMD_ERROR;
2144 if (!ctlflags.IsValid()) return CMD_ERROR;
2145
2146 if (flags.Test(DoCommandFlag::Execute)) ind->ctlflags = ctlflags;
2147
2148 return CommandCost();
2149}
2150
2160CommandCost CmdIndustrySetProduction(DoCommandFlags flags, IndustryID ind_id, uint8_t prod_level, bool show_news, const EncodedString &custom_news)
2161{
2162 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2163 if (prod_level < PRODLEVEL_MINIMUM || prod_level > PRODLEVEL_MAXIMUM) return CMD_ERROR;
2164
2165 Industry *ind = Industry::GetIfValid(ind_id);
2166 if (ind == nullptr) return CMD_ERROR;
2167
2168 if (flags.Test(DoCommandFlag::Execute)) {
2170 ind->prod_level = prod_level;
2172
2173 /* Show news message if requested. */
2174 if (show_news && prod_level != ind->prod_level) {
2175 NewsType nt;
2176 switch (WhoCanServiceIndustry(ind)) {
2177 case 0: nt = NewsType::IndustryNobody; break;
2178 case 1: nt = NewsType::IndustryOther; break;
2179 case 2: nt = NewsType::IndustryCompany; break;
2180 default: NOT_REACHED();
2181 }
2182
2183 /* Set parameters of news string */
2184 EncodedString headline;
2185 if (!custom_news.empty()) {
2186 headline = custom_news;
2187 } else {
2188 StringID str = (prod_level > ind->prod_level)
2191
2192 if (str > STR_LAST_STRINGID) {
2193 headline = GetEncodedString(str, STR_TOWN_NAME, ind->town->index, GetIndustrySpec(ind->type)->name);
2194 } else {
2195 headline = GetEncodedString(str, ind->index);
2196 }
2197 }
2198
2199 AddIndustryNewsItem(std::move(headline), nt, ind->index);
2200 }
2201 }
2202
2203 return CommandCost();
2204}
2205
2216{
2217 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2218
2219 Industry *ind = Industry::GetIfValid(ind_id);
2220 if (ind == nullptr) return CMD_ERROR;
2221
2222 if (company_id != OWNER_NONE && company_id != INVALID_OWNER && company_id != OWNER_DEITY
2223 && !Company::IsValidID(company_id)) return CMD_ERROR;
2224
2225 if (flags.Test(DoCommandFlag::Execute)) {
2226 if (consumer) {
2227 ind->exclusive_consumer = company_id;
2228 } else {
2229 ind->exclusive_supplier = company_id;
2230 }
2231 }
2232
2233
2234 return CommandCost();
2235}
2236
2245{
2246 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2247
2248 Industry *ind = Industry::GetIfValid(ind_id);
2249 if (ind == nullptr) return CMD_ERROR;
2250
2251 if (flags.Test(DoCommandFlag::Execute)) {
2252 ind->text.clear();
2253 if (!text.empty()) ind->text = text;
2255 }
2256
2257 return CommandCost();
2258}
2259
2267static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
2268{
2269 const IndustrySpec *indspec = GetIndustrySpec(type);
2270
2271 uint32_t seed = Random();
2272 uint32_t seed2 = Random();
2273 Industry *i = nullptr;
2274 size_t layout_index = RandomRange((uint32_t)indspec->layouts.size());
2275 [[maybe_unused]] CommandCost ret = CreateNewIndustryHelper(tile, type, DoCommandFlag::Execute, indspec, layout_index, seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
2276 assert(i != nullptr || ret.Failed());
2277 return i;
2278}
2279
2286static uint32_t GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
2287{
2288 const IndustrySpec *ind_spc = GetIndustrySpec(it);
2290 if (!ind_spc->enabled || ind_spc->layouts.empty() ||
2291 (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) ||
2292 (chance = GetIndustryProbabilityCallback(it, IACT_MAPGENERATION, chance)) == 0) {
2293 *force_at_least_one = false;
2294 return 0;
2295 } else {
2296 chance *= 16; // to increase precision
2297 /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
2298 * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
2299 chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? Map::ScaleBySize1D(chance) : Map::ScaleBySize(chance);
2300
2301 *force_at_least_one = (chance > 0) && !ind_spc->behaviour.Test(IndustryBehaviour::NoBuildMapCreation) && (_game_mode != GM_EDITOR);
2302 return chance;
2303 }
2304}
2305
2312static uint16_t GetIndustryGamePlayProbability(IndustryType it, uint8_t *min_number)
2313{
2315 *min_number = 0;
2316 return 0;
2317 }
2318
2319 const IndustrySpec *ind_spc = GetIndustrySpec(it);
2321 if (!ind_spc->enabled || ind_spc->layouts.empty() ||
2324 (chance = GetIndustryProbabilityCallback(it, IACT_RANDOMCREATION, chance)) == 0) {
2325 *min_number = 0;
2326 return 0;
2327 }
2328 *min_number = ind_spc->behaviour.Test(IndustryBehaviour::CanCloseLastInstance) ? 1 : 0;
2329 return chance;
2330}
2331
2337{
2338 /* Number of industries on a 256x256 map. */
2339 static const uint16_t numof_industry_table[] = {
2340 0, // none
2341 0, // minimal
2342 10, // very low
2343 25, // low
2344 55, // normal
2345 80, // high
2346 0, // custom
2347 };
2348
2349 assert(lengthof(numof_industry_table) == ID_END);
2350 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
2351
2352 if (difficulty == ID_CUSTOM) return std::min<uint>(IndustryPool::MAX_SIZE, _settings_game.game_creation.custom_industry_number);
2353
2354 return std::min<uint>(IndustryPool::MAX_SIZE, Map::ScaleBySize(numof_industry_table[difficulty]));
2355}
2356
2365static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
2366{
2367 uint tries = try_hard ? 10000u : 2000u;
2368 for (; tries > 0; tries--) {
2369 Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
2370 if (ind != nullptr) return ind;
2371 }
2372 return nullptr;
2373}
2374
2380static void PlaceInitialIndustry(IndustryType type, bool try_hard)
2381{
2383
2385 PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
2386
2387 cur_company.Restore();
2388}
2389
2395{
2396 uint total = 0;
2397 for (const auto &industries : Industry::industries) {
2398 total += static_cast<uint16_t>(std::size(industries));
2399 }
2400 return total;
2401}
2402
2403
2406{
2407 this->probability = 0;
2408 this->min_number = 0;
2409 this->target_count = 0;
2410 this->max_wait = 1;
2411 this->wait_count = 0;
2412}
2413
2416{
2418
2419 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2420 this->builddata[it].Reset();
2421 }
2422}
2423
2426{
2427 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.
2428 if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting.
2429
2430 /* To prevent running out of unused industries for the player to connect,
2431 * add a fraction of new industries each month, but only if the manager can keep up. */
2432 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).
2433 if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
2434 this->wanted_inds += Map::ScaleBySize(NEWINDS_PER_MONTH);
2435 }
2436}
2437
2443{
2444 if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
2445
2446 uint32_t industry_probs[NUM_INDUSTRYTYPES];
2447 bool force_at_least_one[NUM_INDUSTRYTYPES];
2448 uint32_t total_prob = 0;
2449 uint num_forced = 0;
2450
2451 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2452 industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
2453 total_prob += industry_probs[it];
2454 if (force_at_least_one[it]) num_forced++;
2455 }
2456
2457 uint total_amount = GetNumberOfIndustries();
2458 if (total_prob == 0 || total_amount < num_forced) {
2459 /* Only place the forced ones */
2460 total_amount = num_forced;
2461 }
2462
2464
2465 /* Try to build one industry per type independent of any probabilities */
2466 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2467 if (force_at_least_one[it]) {
2468 assert(total_amount > 0);
2469 total_amount--;
2470 PlaceInitialIndustry(it, true);
2471 }
2472 }
2473
2474 /* Add the remaining industries according to their probabilities */
2475 for (uint i = 0; i < total_amount; i++) {
2476 uint32_t r = RandomRange(total_prob);
2477 IndustryType it = 0;
2478 while (r >= industry_probs[it]) {
2479 r -= industry_probs[it];
2480 it++;
2481 assert(it < NUM_INDUSTRYTYPES);
2482 }
2483 assert(industry_probs[it] > 0);
2484 PlaceInitialIndustry(it, false);
2485 }
2487}
2488
2494{
2495 for (auto &p : i->produced) {
2496 if (IsValidCargoType(p.cargo)) {
2497 if (p.history[THIS_MONTH].production != 0) i->last_prod_year = TimerGameEconomy::year;
2498
2499 /* Move history from this month to last month. */
2500 std::rotate(std::rbegin(p.history), std::rbegin(p.history) + 1, std::rend(p.history));
2501 p.history[THIS_MONTH].production = 0;
2502 p.history[THIS_MONTH].transported = 0;
2503 }
2504 }
2505}
2506
2512{
2513 const IndustrySpec *indspec = GetIndustrySpec(this->type);
2514 assert(indspec->UsesOriginalEconomy());
2515
2516 /* Rates are rounded up, so e.g. oilrig always produces some passengers */
2517 for (auto &p : this->produced) {
2518 p.rate = ClampTo<uint8_t>(CeilDiv(indspec->production_rate[&p - this->produced.data()] * this->prod_level, PRODLEVEL_DEFAULT));
2519 }
2520}
2521
2522void Industry::FillCachedName() const
2523{
2524 auto tmp_params = MakeParameters(this->index);
2525 this->cached_name = GetStringWithArgs(STR_INDUSTRY_NAME, tmp_params);
2526}
2527
2528void ClearAllIndustryCachedNames()
2529{
2530 for (Industry *ind : Industry::Iterate()) {
2531 ind->cached_name.clear();
2532 }
2533}
2534
2541{
2542 uint8_t min_number;
2544 bool changed = min_number != this->min_number || probability != this->probability;
2545 this->min_number = min_number;
2546 this->probability = probability;
2547 return changed;
2548}
2549
2552{
2553 bool changed = false;
2554 uint num_planned = 0; // Number of industries planned in the industry build data.
2555 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2556 changed |= this->builddata[it].GetIndustryTypeData(it);
2557 num_planned += this->builddata[it].target_count;
2558 }
2559 uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
2560 changed |= num_planned != total_amount;
2561 if (!changed) return; // All industries are still the same, no need to re-randomize.
2562
2563 /* Initialize the target counts. */
2564 uint force_build = 0; // Number of industries that should always be available.
2565 uint32_t total_prob = 0; // Sum of probabilities.
2566 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2567 IndustryTypeBuildData *ibd = this->builddata + it;
2568 force_build += ibd->min_number;
2569 ibd->target_count = ibd->min_number;
2570 total_prob += ibd->probability;
2571 }
2572
2573 if (total_prob == 0) return; // No buildable industries.
2574
2575 /* Subtract forced industries from the number of industries available for construction. */
2576 total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
2577
2578 /* Assign number of industries that should be aimed for, by using the probability as a weight. */
2579 while (total_amount > 0) {
2580 uint32_t r = RandomRange(total_prob);
2581 IndustryType it = 0;
2582 while (r >= this->builddata[it].probability) {
2583 r -= this->builddata[it].probability;
2584 it++;
2585 assert(it < NUM_INDUSTRYTYPES);
2586 }
2587 assert(this->builddata[it].probability > 0);
2588 this->builddata[it].target_count++;
2589 total_amount--;
2590 }
2591}
2592
2597{
2598 this->SetupTargetCount();
2599
2600 int missing = 0; // Number of industries that need to be build.
2601 uint count = 0; // Number of industry types eligible for build.
2602 uint32_t total_prob = 0; // Sum of probabilities.
2603 IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
2604 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2605 int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
2606 missing += difference;
2607 if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
2608 if (difference > 0) {
2609 if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
2610 /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
2611 if (forced_build == NUM_INDUSTRYTYPES ||
2612 difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
2613 forced_build = it;
2614 }
2615 }
2616 total_prob += difference;
2617 count++;
2618 }
2619 }
2620
2621 if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
2622
2623 if (count >= 1) {
2624 /* If not forced, pick a weighted random industry to build.
2625 * For the case that count == 1, there is no need to draw a random number. */
2626 IndustryType it;
2627 if (forced_build != NUM_INDUSTRYTYPES) {
2628 it = forced_build;
2629 } else {
2630 /* Non-forced, select an industry type to build (weighted random). */
2631 uint32_t r = 0; // Initialized to silence the compiler.
2632 if (count > 1) r = RandomRange(total_prob);
2633 for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
2634 if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
2635 int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
2636 if (difference <= 0) continue; // Too many of this kind.
2637 if (count == 1) break;
2638 if (r < (uint)difference) break;
2639 r -= difference;
2640 }
2641 assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
2642 }
2643
2644 /* Try to create the industry. */
2645 const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
2646 if (ind == nullptr) {
2647 this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
2648 this->builddata[it].max_wait = std::min(1000, this->builddata[it].max_wait + 2);
2649 } else {
2651 this->builddata[it].max_wait = std::max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
2652 }
2653 }
2654
2655 /* Decrement wait counters. */
2656 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2657 if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
2658 }
2659}
2660
2669static bool CheckIndustryCloseDownProtection(IndustryType type)
2670{
2671 const IndustrySpec *indspec = GetIndustrySpec(type);
2672
2673 /* oil wells (or the industries with that flag set) are always allowed to closedown */
2674 if (indspec->behaviour.Test(IndustryBehaviour::DontIncrProd) && _settings_game.game_creation.landscape == LandscapeType::Temperate) return false;
2676}
2677
2687static void CanCargoServiceIndustry(CargoType cargo, Industry *ind, bool *c_accepts, bool *c_produces)
2688{
2689 if (!IsValidCargoType(cargo)) return;
2690
2691 /* Check for acceptance of cargo */
2692 if (ind->IsCargoAccepted(cargo) && !IndustryTemporarilyRefusesCargo(ind, cargo)) *c_accepts = true;
2693
2694 /* Check for produced cargo */
2695 if (ind->IsCargoProduced(cargo)) *c_produces = true;
2696}
2697
2712{
2713 if (ind->stations_near.empty()) return 0; // No stations found at all => nobody services
2714
2715 int result = 0;
2716 for (const Vehicle *v : Vehicle::Iterate()) {
2717 /* Is it worthwhile to try this vehicle? */
2718 if (v->owner != _local_company && result != 0) continue;
2719
2720 /* Check whether it accepts the right kind of cargo */
2721 bool c_accepts = false;
2722 bool c_produces = false;
2723 if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
2724 for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
2725 CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
2726 }
2727 } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
2728 CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
2729 } else {
2730 continue;
2731 }
2732 if (!c_accepts && !c_produces) continue; // Wrong cargo
2733
2734 /* Check orders of the vehicle.
2735 * We cannot check the first of shared orders only, since the first vehicle in such a chain
2736 * may have a different cargo type.
2737 */
2738 for (const Order &o : v->Orders()) {
2739 if (o.IsType(OT_GOTO_STATION) && !(o.GetUnloadType() & OUFB_TRANSFER)) {
2740 /* Vehicle visits a station to load or unload */
2741 Station *st = Station::Get(o.GetDestination().ToStationID());
2742 assert(st != nullptr);
2743
2744 /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
2745 if ((o.GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
2746
2747 if (ind->stations_near.find(st) != ind->stations_near.end()) {
2748 if (v->owner == _local_company) return 2; // Company services industry
2749 result = 1; // Competitor services industry
2750 }
2751 }
2752 }
2753 }
2754 return result;
2755}
2756
2764static void ReportNewsProductionChangeIndustry(Industry *ind, CargoType cargo, int percent)
2765{
2766 NewsType nt;
2767
2768 switch (WhoCanServiceIndustry(ind)) {
2769 case 0: nt = NewsType::IndustryNobody; break;
2770 case 1: nt = NewsType::IndustryOther; break;
2771 case 2: nt = NewsType::IndustryCompany; break;
2772 default: NOT_REACHED();
2773 }
2774 AddIndustryNewsItem(
2775 GetEncodedString(percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
2776 CargoSpec::Get(cargo)->name, ind->index, abs(percent)
2777 ),
2778 nt,
2779 ind->index
2780 );
2781}
2782
2783static const uint PERCENT_TRANSPORTED_60 = 153;
2784static const uint PERCENT_TRANSPORTED_80 = 204;
2785
2791static void ChangeIndustryProduction(Industry *i, bool monthly)
2792{
2793 StringID str = STR_NULL;
2794 bool closeit = false;
2795 const IndustrySpec *indspec = GetIndustrySpec(i->type);
2796 bool standard = false;
2797 bool suppress_message = false;
2798 bool recalculate_multipliers = false;
2799 /* use original economy for industries using production related callbacks */
2800 bool original_economy = indspec->UsesOriginalEconomy();
2801 uint8_t div = 0;
2802 uint8_t mul = 0;
2803 int8_t increment = 0;
2804
2806 if (callback_enabled) {
2807 std::array<int32_t, 1> regs100;
2808 uint16_t res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile, regs100);
2809 if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
2810 suppress_message = HasBit(res, 7);
2811 /* Get the custom message if any */
2812 if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grfid, GRFStringID(GB(regs100[0], 0, 16)));
2813 res = GB(res, 0, 4);
2814 switch (res) {
2815 default: NOT_REACHED();
2816 case 0x0: break; // Do nothing, but show the custom message if any
2817 case 0x1: div = 1; break; // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
2818 case 0x2: mul = 1; break; // Double industry production if it hasn't reached eight times of the original yet.
2819 case 0x3: closeit = true; break; // The industry announces imminent closure, and is physically removed from the map next month.
2820 case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
2821 case 0x5: case 0x6: case 0x7: // Divide production by 4, 8, 16
2822 case 0x8: div = res - 0x3; break; // Divide production by 32
2823 case 0x9: case 0xA: case 0xB: // Multiply production by 4, 8, 16
2824 case 0xC: mul = res - 0x7; break; // Multiply production by 32
2825 case 0xD: // decrement production
2826 case 0xE: // increment production
2827 increment = res == 0x0D ? -1 : 1;
2828 break;
2829 case 0xF: // Set production to third byte of register 0x100
2830 i->prod_level = Clamp(GB(regs100[0], 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
2831 recalculate_multipliers = true;
2832 break;
2833 }
2834 }
2835 } else {
2836 if (monthly == original_economy) return;
2837 if (!original_economy && _settings_game.economy.type == ET_FROZEN) return;
2838 if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
2839 }
2840
2841 if (standard || (!callback_enabled && indspec->life_type.Any({IndustryLifeType::Organic, IndustryLifeType::Extractive}))) {
2842 /* decrease or increase */
2843 bool only_decrease = indspec->behaviour.Test(IndustryBehaviour::DontIncrProd) && _settings_game.game_creation.landscape == LandscapeType::Temperate;
2844
2845 if (original_economy) {
2846 if (only_decrease || Chance16(1, 3)) {
2847 /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
2848 if (!only_decrease && (i->GetProduced(0).history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
2849 mul = 1; // Increase production
2850 } else {
2851 div = 1; // Decrease production
2852 }
2853 }
2854 } else if (_settings_game.economy.type == ET_SMOOTH) {
2856 for (auto &p : i->produced) {
2857 if (!IsValidCargoType(p.cargo)) continue;
2858 uint32_t r = Random();
2859 int old_prod, new_prod, percent;
2860 /* If over 60% is transported, mult is 1, else mult is -1. */
2861 int mult = (p.history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_60) ? 1 : -1;
2862
2863 new_prod = old_prod = p.rate;
2864
2865 /* For industries with only_decrease flags (temperate terrain Oil Wells),
2866 * the multiplier will always be -1 so they will only decrease. */
2867 if (only_decrease) {
2868 mult = -1;
2869 /* For normal industries, if over 60% is transported, 33% chance for decrease.
2870 * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
2871 } else if (Chance16I(1, ((p.history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
2872 mult *= -1;
2873 }
2874
2875 /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
2876 * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
2877 if (Chance16I(1, 22, r >> 16)) {
2878 new_prod += mult * (std::max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
2879 }
2880
2881 /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
2882 new_prod = Clamp(new_prod, 1, 255);
2883 if (IsValidCargoType(p.cargo) && p.cargo == GetCargoTypeByLabel(CT_PASSENGERS) && !indspec->behaviour.Test(IndustryBehaviour::NoPaxProdClamp)) {
2884 new_prod = Clamp(new_prod, 0, 16);
2885 }
2886
2887 /* If override flags are set, prevent actually changing production if any was decided on */
2888 if (i->ctlflags.Test(IndustryControlFlag::NoProductionDecrease) && new_prod < old_prod) continue;
2889 if (i->ctlflags.Test(IndustryControlFlag::NoProductionIncrease) && new_prod > old_prod) continue;
2890
2891 /* Do not stop closing the industry when it has the lowest possible production rate */
2892 if (new_prod == old_prod && old_prod > 1) {
2893 closeit = false;
2894 continue;
2895 }
2896
2897 percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
2898 p.rate = new_prod;
2899
2900 /* Close the industry when it has the lowest possible production rate */
2901 if (new_prod > 1) closeit = false;
2902
2903 if (abs(percent) >= 10) {
2904 ReportNewsProductionChangeIndustry(i, p.cargo, percent);
2905 }
2906 }
2907 }
2908 }
2909
2910 /* If override flags are set, prevent actually changing production if any was decided on */
2911 if (i->ctlflags.Test(IndustryControlFlag::NoProductionDecrease) && (div > 0 || increment < 0)) return;
2912 if (i->ctlflags.Test(IndustryControlFlag::NoProductionIncrease) && (mul > 0 || increment > 0)) return;
2914 div = 0;
2915 mul = 0;
2916 increment = 0;
2917 }
2918
2919 if (!callback_enabled && indspec->life_type.Test(IndustryLifeType::Processing)) {
2920 if (TimerGameEconomy::year - i->last_prod_year >= PROCESSING_INDUSTRY_ABANDONMENT_YEARS && Chance16(1, original_economy ? 2 : 180)) {
2921 closeit = true;
2922 }
2923 }
2924
2925 /* Increase if needed */
2926 while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
2927 i->prod_level = std::min<int>(i->prod_level * 2, PRODLEVEL_MAXIMUM);
2928 recalculate_multipliers = true;
2929 if (str == STR_NULL) str = indspec->production_up_text;
2930 }
2931
2932 /* Decrease if needed */
2933 while (div-- != 0 && !closeit) {
2934 if (i->prod_level == PRODLEVEL_MINIMUM) {
2935 closeit = true;
2936 break;
2937 } else {
2938 i->prod_level = std::max<int>(i->prod_level / 2, PRODLEVEL_MINIMUM);
2939 recalculate_multipliers = true;
2940 if (str == STR_NULL) str = indspec->production_down_text;
2941 }
2942 }
2943
2944 /* Increase or Decreasing the production level if needed */
2945 if (increment != 0) {
2946 if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
2947 closeit = true;
2948 } else {
2950 recalculate_multipliers = true;
2951 }
2952 }
2953
2954 /* Recalculate production_rate
2955 * For non-smooth economy these should always be synchronized with prod_level */
2956 if (recalculate_multipliers) i->RecomputeProductionMultipliers();
2957
2958 /* Close if needed and allowed */
2962 str = indspec->closure_text;
2963 }
2964
2965 if (!suppress_message && str != STR_NULL) {
2966 NewsType nt;
2967 /* Compute news category */
2968 if (closeit) {
2970 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
2971 Game::NewEvent(new ScriptEventIndustryClose(i->index));
2972 } else {
2973 switch (WhoCanServiceIndustry(i)) {
2974 case 0: nt = NewsType::IndustryNobody; break;
2975 case 1: nt = NewsType::IndustryOther; break;
2976 case 2: nt = NewsType::IndustryCompany; break;
2977 default: NOT_REACHED();
2978 }
2979 }
2980 /* Set parameters of news string */
2981 EncodedString headline;
2982 if (str > STR_LAST_STRINGID) {
2983 headline = GetEncodedString(str, STR_TOWN_NAME, i->town->index, indspec->name);
2984 } else if (closeit) {
2985 headline = GetEncodedString(str, STR_FORMAT_INDUSTRY_NAME, i->town->index, indspec->name);
2986 } else {
2987 headline = GetEncodedString(str, i->index);
2988 }
2989 /* and report the news to the user */
2990 if (closeit) {
2991 AddTileNewsItem(std::move(headline), nt, i->location.tile + TileDiffXY(1, 1));
2992 } else {
2993 AddIndustryNewsItem(std::move(headline), nt, i->index);
2994 }
2995 }
2996}
2997
3005static const IntervalTimer<TimerGameEconomy> _economy_industries_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::INDUSTRY}, [](auto)
3006{
3008
3009 /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
3010 * the lower 16 bit are a fractional part that might accumulate over several days until it
3011 * is sufficient for an industry. */
3012 uint16_t change_loop = _economy.industry_daily_change_counter >> 16;
3013
3014 /* Reset the active part of the counter, just keeping the "fractional part" */
3015 _economy.industry_daily_change_counter &= 0xFFFF;
3016
3017 if (change_loop == 0) {
3018 return; // Nothing to do? get out
3019 }
3020
3022
3023 /* perform the required industry changes for the day */
3024
3025 uint perc = 3; // Between 3% and 9% chance of creating a new industry.
3027 perc = std::min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
3028 }
3029 for (uint16_t j = 0; j < change_loop; j++) {
3030 if (Chance16(perc, 100)) {
3032 } else {
3034 if (i != nullptr) {
3035 ChangeIndustryProduction(i, false);
3037 }
3038 }
3039 }
3040
3041 cur_company.Restore();
3042
3043 /* production-change */
3044 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);
3045});
3046
3047static const IntervalTimer<TimerGameEconomy> _economy_industries_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::INDUSTRY}, [](auto)
3048{
3050
3052
3053 for (Industry *i : Industry::Iterate()) {
3055 if (i->prod_level == PRODLEVEL_CLOSURE) {
3056 delete i;
3057 } else {
3058 ChangeIndustryProduction(i, true);
3060 }
3061 }
3062
3063 cur_company.Restore();
3064
3065 /* production-change */
3066 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);
3067});
3068
3069
3070void InitializeIndustries()
3071{
3072 Industry::industries.fill({});
3073 _industry_sound_tile = TileIndex{};
3074
3076}
3077
3080{
3081 int count = 0;
3082 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
3083 if (Industry::GetIndustryTypeCount(it) > 0) continue; // Types of existing industries can be skipped.
3084
3085 bool force_at_least_one;
3086 uint32_t chance = GetScaledIndustryGenerationProbability(it, &force_at_least_one);
3087 if (chance == 0 || !force_at_least_one) continue; // Types that are not available can be skipped.
3088
3089 const IndustrySpec *is = GetIndustrySpec(it);
3090 ShowErrorMessage(GetEncodedString(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES, is->name),
3091 GetEncodedString(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION), WL_WARNING);
3092
3093 count++;
3094 if (count >= 3) break; // Don't swamp the user with errors.
3095 }
3096}
3097
3106
3112{
3113 /* Lumber mills are neither raw nor processing */
3116}
3117
3123{
3124 /* Building raw industries like secondary uses different price base */
3125 return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
3126 PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
3127}
3128
3136{
3137 return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
3138}
3139
3154
3155static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
3156{
3157 if (AutoslopeEnabled()) {
3158 /* We imitate here TTDP's behaviour:
3159 * - Both new and old slope must not be steep.
3160 * - TileMaxZ must not be changed.
3161 * - Allow autoslope by default.
3162 * - Disallow autoslope if callback succeeds and returns non-zero.
3163 */
3164 Slope tileh_old = GetTileSlope(tile);
3165 /* TileMaxZ must not be changed. Slopes must not be steep. */
3166 if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3167 const IndustryGfx gfx = GetIndustryGfx(tile);
3168 const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
3169
3170 /* Call callback 3C 'disable autosloping for industry tiles'. */
3172 /* If the callback fails, allow autoslope. */
3173 uint16_t res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
3174 if (res == CALLBACK_FAILED || !ConvertBooleanCallback(itspec->grf_prop.grffile, CBID_INDTILE_AUTOSLOPE, res)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3175 } else {
3176 /* allow autoslope */
3177 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3178 }
3179 }
3180 }
3181 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
3182}
3183
3184extern const TileTypeProcs _tile_type_industry_procs = {
3185 DrawTile_Industry, // draw_tile_proc
3186 GetSlopePixelZ_Industry, // get_slope_z_proc
3187 ClearTile_Industry, // clear_tile_proc
3188 AddAcceptedCargo_Industry, // add_accepted_cargo_proc
3189 GetTileDesc_Industry, // get_tile_desc_proc
3190 GetTileTrackStatus_Industry, // get_tile_track_status_proc
3191 ClickTile_Industry, // click_tile_proc
3192 AnimateTile_Industry, // animate_tile_proc
3193 TileLoop_Industry, // tile_loop_proc
3194 ChangeTileOwner_Industry, // change_tile_owner_proc
3195 nullptr, // add_produced_cargo_proc
3196 nullptr, // vehicle_enter_tile_proc
3197 GetFoundation_Industry, // get_foundation_proc
3198 TerraformTile_Industry, // terraform_tile_proc
3199};
3200
3201bool IndustryCompare::operator() (const IndustryListEntry &lhs, const IndustryListEntry &rhs) const
3202{
3203 /* Compare by distance first and use index as a tiebreaker. */
3204 return std::tie(lhs.distance, lhs.industry->index) < std::tie(rhs.distance, rhs.industry->index);
3205}
3206
3212{
3213 auto ita = std::find_if(std::rbegin(ind->accepted), std::rend(ind->accepted), [](const auto &a) { return IsValidCargoType(a.cargo); });
3214 ind->accepted.erase(ita.base(), std::end(ind->accepted));
3215 ind->accepted.shrink_to_fit();
3216
3217 auto itp = std::find_if(std::rbegin(ind->produced), std::rend(ind->produced), [](const auto &p) { return IsValidCargoType(p.cargo); });
3218 ind->produced.erase(itp.base(), std::end(ind->produced));
3219 ind->produced.shrink_to_fit();
3220}
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 cargo)
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:255
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Timpl & Reset()
Reset all bits.
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.
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.
Generate TileIndices around a center tile or tile area, with increasing distance.
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:417
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, 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:74
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:37
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:36
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:27
static constexpr uint8_t PRODLEVEL_MINIMUM
below this level, the industry is set to be closing
Definition industry.h:35
static constexpr uint8_t PRODLEVEL_CLOSURE
signal set to actually close the industry
Definition industry.h:34
@ 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 void ReportNewsProductionChangeIndustry(Industry *ind, CargoType cargo, int percent)
Report news that industry production has changed significantly.
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.
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 const 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,...
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.
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
@ IndustryTick
The industry has been triggered via its tick.
@ TileLoop
The tile of the industry has been triggered during the tileloop.
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
@ CargoDistributed
Trigger when cargo is distributed.
@ IndustryTick
Trigger every tick.
@ TileLoop
Trigger in the periodic tile loop.
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.
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:651
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 ...
@ NoAnimation
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.
uint16_t GetIndustryCallback(CallbackID callback, uint32_t param1, uint32_t param2, Industry *industry, IndustryType type, TileIndex tile, std::span< int32_t > regs100)
Perform an industry callback.
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.
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 TriggerIndustryTileRandomisation(TileIndex tile, IndustryRandomTrigger trigger)
Trigger a random trigger for a single industry tile.
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 TriggerIndustryRandomisation(Industry *ind, IndustryRandomTrigger trigger)
Trigger a random trigger for all industry tiles.
NewGRF handling of industry tiles.
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:70
@ OUFB_UNLOAD
Force unloading all cargo onto the platform, possibly not getting paid.
Definition order_type.h:69
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:61
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
@ 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.
static PaletteID GetColourPalette(Colours colour)
Get recolour palette for a colour.
Definition sprite.h:184
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:151
PaletteID GroundSpritePaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal)
Applies PALETTE_MODIFIER_COLOUR to a palette entry of a ground sprite.
Definition sprite.h:170
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:271
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:327
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:91
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)
Class to backup a specific variable and restore it upon destruction of this object to prevent stack v...
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:72
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.
std::string 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:291
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:293
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:292
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.
SubstituteGRFFileProps grf_prop
properties related to the grf file
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.
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.
Slope slopes_refused
slope pattern on which this tile cannot be built
AnimationInfo< IndustryAnimationTriggers > 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!)
SubstituteGRFFileProps grf_prop
properties related to the grf file
bool anim_state
When true, the tile has to be drawn using the animation state instead of the construction stage.
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:276
uint32_t probability
Relative probability of building this industry.
Definition industry.h:277
uint16_t target_count
Desired number of industries of this type.
Definition industry.h:279
uint8_t min_number
Smallest number of industries that should exist (either 0 or 1).
Definition industry.h:278
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:281
uint16_t max_wait
Starting number of turns to wait (copied to wait_count).
Definition industry.h:280
CargoType cargo
Cargo type.
Definition industry.h:84
std::array< ProducedHistory, 25 > history
History of cargo produced and transported for this month and 24 previous months.
Definition industry.h:80
CargoType cargo
Cargo type.
Definition industry.h:77
uint8_t rate
Production rate.
Definition industry.h:79
Defines the internal data of a functional industry.
Definition industry.h:64
static Industry * GetRandom()
Return a random valid industry.
IndustryType type
type of industry.
Definition industry.h:100
Owner exclusive_supplier
Which company has exclusive rights to deliver cargo (INVALID_OWNER = anyone)
Definition industry.h:115
TimerGameCalendar::Date construction_date
Date of the construction of the industry.
Definition industry.h:112
IndustryControlFlags ctlflags
flags overriding standard behaviours
Definition industry.h:105
bool IsCargoAccepted() const
Test if this industry accepts any cargo.
Definition industry.h:208
PersistentStorage * psa
Persistent storage for NewGRF industries.
Definition industry.h:121
uint8_t prod_level
general production level
Definition industry.h:97
Colours random_colour
randomized colour of the industry, for display purpose
Definition industry.h:102
void RecomputeProductionMultipliers()
Recompute #production_rate for current prod_level.
EncodedString text
General text with additional information.
Definition industry.h:117
uint8_t construction_type
Way the industry was constructed (.
Definition industry.h:113
std::string cached_name
NOSAVE: Cache of the resolved name of the industry.
Definition industry.h:109
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:143
TimerGameEconomy::Year last_prod_year
last economy year of production
Definition industry.h:103
ProducedCargoes produced
produced cargo slots
Definition industry.h:95
uint16_t random
Random value used for randomisation of all kinds of things.
Definition industry.h:119
static void PostDestructor(size_t index)
Invalidating some stuff after removing item from the pool.
Town * town
Nearest town.
Definition industry.h:93
Owner founder
Founder of the industry.
Definition industry.h:111
uint8_t selected_layout
Which tile layout was used when creating the industry.
Definition industry.h:114
AcceptedCargoes accepted
accepted cargo slots
Definition industry.h:96
static uint16_t GetIndustryTypeCount(IndustryType type)
Get the count of industries for this type.
Definition industry.h:249
Owner owner
owner of the industry. Which SHOULD always be (imho) OWNER_NONE
Definition industry.h:101
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:236
TileArea location
Location of the industry.
Definition industry.h:92
Station * neutral_station
Associated neutral station.
Definition industry.h:94
StationList stations_near
NOSAVE: List of nearby stations.
Definition industry.h:108
bool IsCargoProduced() const
Test if this industry produces any cargo.
Definition industry.h:214
Owner exclusive_consumer
Which company has exclusive rights to take cargo (INVALID_OWNER = anyone)
Definition industry.h:116
uint16_t counter
used for animation and/or production (if available cargo)
Definition industry.h:98
uint8_t was_cargo_delivered
flag that indicate this has been the closest industry chosen for cargo delivery by a station....
Definition industry.h:104
bool TileBelongsToIndustry(TileIndex tile) const
Check if a given tile belongs to this industry.
Definition industry.h:133
static std::array< FlatSet< IndustryID >, NUM_INDUSTRYTYPES > industries
List of industries of each type.
Definition industry.h:261
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 HasSpriteGroups() const
Check whether the entity has sprite groups.
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:38
std::optional< std::string > grf
newGRF used for the tile contents
Definition tile_cmd.h:49
StringID str
Description of the tile.
Definition tile_cmd.h:39
std::array< Owner, 4 > owner
Name of the owner(s)
Definition tile_cmd.h:41
uint64_t dparam
Parameter of the str string.
Definition tile_cmd.h:40
Tile information, used while rendering the tile.
Definition tile_cmd.h:29
int z
Height.
Definition tile_cmd.h:34
int x
X position of the tile in unit coordinates.
Definition tile_cmd.h:30
Slope tileh
Slope of the tile.
Definition tile_cmd.h:32
TileIndex tile
Tile index.
Definition tile_cmd.h:33
int y
Y position of the tile in unit coordinates.
Definition tile_cmd.h:31
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:144
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.
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:527
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:663
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:819
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:579
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:1182
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:3265
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3147
Window functions not directly related to making/drawing windows.
@ WC_INDUSTRY_DIRECTORY
Industry directory; Window numbers:
@ WC_INDUSTRY_PRODUCTION
Industry production history graph; Window numbers:
@ WC_INDUSTRY_VIEW
Industry view; Window numbers:
@ WC_BUILD_INDUSTRY
Build industry; Window numbers: