OpenTTD Source 20251213-master-g1091fa6071
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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
10#include "stdafx.h"
11#include "misc/history_type.hpp"
12#include "misc/history_func.hpp"
13#include "clear_map.h"
14#include "industry.h"
15#include "station_base.h"
16#include "landscape.h"
17#include "viewport_func.h"
18#include "command_func.h"
19#include "town.h"
20#include "news_func.h"
21#include "cheat_type.h"
22#include "company_base.h"
23#include "genworld.h"
24#include "tree_map.h"
25#include "newgrf_cargo.h"
26#include "newgrf_debug.h"
28#include "autoslope.h"
29#include "water.h"
30#include "strings_func.h"
31#include "window_func.h"
32#include "vehicle_func.h"
33#include "sound_func.h"
34#include "animated_tile_func.h"
35#include "effectvehicle_func.h"
36#include "effectvehicle_base.h"
37#include "ai/ai.hpp"
38#include "core/pool_func.hpp"
39#include "subsidy_func.h"
40#include "core/backup_type.hpp"
41#include "object_base.h"
42#include "game/game.hpp"
43#include "error.h"
44#include "string_func.h"
45#include "industry_cmd.h"
46#include "landscape_cmd.h"
47#include "terraform_cmd.h"
48#include "map_func.h"
49#include "timer/timer.h"
53
54#include "table/strings.h"
55#include "table/industry_land.h"
57
58#include "safeguards.h"
59
60IndustryPool _industry_pool("Industry");
62
63void ShowIndustryViewWindow(IndustryID industry);
64void BuildOilRig(TileIndex tile);
65
66static uint8_t _industry_sound_ctr;
67static TileIndex _industry_sound_tile;
68
69std::array<FlatSet<IndustryID>, NUM_INDUSTRYTYPES> Industry::industries;
70
71IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
72IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
74
75static int WhoCanServiceIndustry(Industry *ind);
76
84{
85 auto industry_insert = std::copy(std::begin(_origin_industry_specs), std::end(_origin_industry_specs), std::begin(_industry_specs));
86 std::fill(industry_insert, std::end(_industry_specs), IndustrySpec{});
87
88 /* Enable only the current climate industries */
89 for (auto it = std::begin(_industry_specs); it != industry_insert; ++it) {
90 it->enabled = it->climate_availability.Test(_settings_game.game_creation.landscape);
91 }
92
93 auto industry_tile_insert = std::copy(std::begin(_origin_industry_tile_specs), std::end(_origin_industry_tile_specs), std::begin(_industry_tile_specs));
94 std::fill(industry_tile_insert, std::end(_industry_tile_specs), IndustryTileSpec{});
95
96 /* Reset any overrides that have been set. */
97 _industile_mngr.ResetOverride();
98 _industry_mngr.ResetOverride();
99}
100
109IndustryType GetIndustryType(Tile tile)
110{
111 assert(IsTileType(tile, MP_INDUSTRY));
112
113 const Industry *ind = Industry::GetByTile(tile);
114 assert(ind != nullptr);
115 return ind->type;
116}
117
126const IndustrySpec *GetIndustrySpec(IndustryType thistype)
127{
128 assert(thistype < NUM_INDUSTRYTYPES);
129 return &_industry_specs[thistype];
130}
131
141{
142 assert(gfx < NUM_INDUSTRYTILES);
143 return &_industry_tile_specs[gfx];
144}
145
146Industry::~Industry()
147{
148 if (CleaningPool()) return;
149
150 /* Industry can also be destroyed when not fully initialized.
151 * This means that we do not have to clear tiles either.
152 * Also we must not decrement industry counts in that case. */
153 if (this->location.w == 0) return;
154
155 const bool has_neutral_station = this->neutral_station != nullptr;
156
157 for (TileIndex tile_cur : this->location) {
158 if (IsTileType(tile_cur, MP_INDUSTRY)) {
159 if (GetIndustryIndex(tile_cur) == this->index) {
160 DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur.base());
161
162 /* MakeWaterKeepingClass() can also handle 'land' */
163 MakeWaterKeepingClass(tile_cur, OWNER_NONE);
164 }
165 } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
166 DeleteOilRig(tile_cur);
167 }
168 }
169
170 if (has_neutral_station) {
171 /* Remove possible docking tiles */
172 for (TileIndex tile_cur : this->location) {
174 }
175 }
176
177 if (GetIndustrySpec(this->type)->behaviour.Test(IndustryBehaviour::PlantFields)) {
178 TileArea ta = TileArea(this->location.tile, 0, 0).Expand(21);
179
180 /* Remove the farmland and convert it to regular tiles over time. */
181 for (TileIndex tile_cur : ta) {
182 if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
183 GetIndustryIndexOfField(tile_cur) == this->index) {
184 SetIndustryIndexOfField(tile_cur, IndustryID::Invalid());
185 }
186 }
187 }
188
189 /* don't let any disaster vehicle target invalid industry */
191
192 /* Clear the persistent storage. */
193 delete this->psa;
194
196 industries.erase(this->index);
197
201 DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
202
206
207 for (Station *st : this->stations_near) {
208 st->RemoveIndustryToDeliver(this);
209 }
210}
211
217{
218 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_FORCE_REBUILD);
220}
221
222
228{
229 if (Industry::GetNumItems() == 0) return nullptr;
230 int num = RandomRange((uint16_t)Industry::GetNumItems());
231 size_t index = std::numeric_limits<size_t>::max();
232
233 while (num >= 0) {
234 num--;
235 index++;
236
237 /* Make sure we have a valid industry */
238 while (!Industry::IsValidID(index)) {
239 index++;
240 assert(index < Industry::GetPoolSize());
241 }
242 }
243
244 return Industry::Get(index);
245}
246
247
248static void IndustryDrawSugarMine(const TileInfo *ti)
249{
250 if (!IsIndustryCompleted(ti->tile)) return;
251
252 const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
253
254 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
255
256 if (d->image_2 != 0) {
257 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
258 }
259
260 if (d->image_3 != 0) {
261 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
262 _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
263 }
264}
265
266static void IndustryDrawToffeeQuarry(const TileInfo *ti)
267{
268 uint8_t x = 0;
269
270 if (IsIndustryCompleted(ti->tile)) {
271 x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
272 if (x == 0xFF) {
273 x = 0;
274 }
275 }
276
277 AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
278 AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
279}
280
281static void IndustryDrawBubbleGenerator( const TileInfo *ti)
282{
283 if (IsIndustryCompleted(ti->tile)) {
284 AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
285 }
286 AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
287}
288
289static void IndustryDrawToyFactory(const TileInfo *ti)
290{
291 const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
292
293 if (d->image_1 != 0xFF) {
294 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
295 }
296
297 if (d->image_2 != 0xFF) {
298 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
299 }
300
301 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
302 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
303}
304
305static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
306{
307 if (IsIndustryCompleted(ti->tile)) {
308 uint8_t image = GetAnimationFrame(ti->tile);
309
310 if (image != 0 && image < 7) {
311 AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
312 PAL_NONE,
313 _coal_plant_sparks[image - 1].x,
314 _coal_plant_sparks[image - 1].y
315 );
316 }
317 }
318}
319
320typedef void IndustryDrawTileProc(const TileInfo *ti);
321static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
322 IndustryDrawSugarMine,
323 IndustryDrawToffeeQuarry,
324 IndustryDrawBubbleGenerator,
325 IndustryDrawToyFactory,
326 IndustryDrawCoalPlantSparks,
327};
328
329static void DrawTile_Industry(TileInfo *ti)
330{
331 IndustryGfx gfx = GetIndustryGfx(ti->tile);
333 const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
334
335 /* Retrieve pointer to the draw industry tile struct */
336 if (gfx >= NEW_INDUSTRYTILEOFFSET) {
337 /* Draw the tile using the specialized method of newgrf industrytile.
338 * DrawNewIndustry will return false if ever the resolver could not
339 * find any sprite to display. So in this case, we will jump on the
340 * substitute gfx instead. */
341 if (indts->grf_prop.HasSpriteGroups() && DrawNewIndustryTile(ti, ind, gfx, indts)) {
342 return;
343 } else {
344 /* No sprite group (or no valid one) found, meaning no graphics associated.
345 * Use the substitute one instead */
346 if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
347 gfx = indts->grf_prop.subst_id;
348 /* And point the industrytile spec accordingly */
349 indts = GetIndustryTileSpec(gfx);
350 }
351 }
352 }
353
354 const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
357
358 SpriteID image = dits->ground.sprite;
359
360 /* DrawFoundation() modifies ti->z and ti->tileh */
362
363 /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
364 * Do not do this if the tile's WaterClass is 'land'. */
365 if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
366 DrawWaterClassGround(ti);
367 } else {
369 }
370
371 /* If industries are transparent and invisible, do not draw the upper part */
372 if (IsInvisibilitySet(TO_INDUSTRIES)) return;
373
374 /* Add industry on top of the ground? */
375 image = dits->building.sprite;
376 if (image != 0) {
378 *ti, *dits, IsTransparencySet(TO_INDUSTRIES));
379
380 if (IsTransparencySet(TO_INDUSTRIES)) return;
381 }
382
383 {
384 int proc = dits->draw_proc - 1;
385 if (proc >= 0) _industry_draw_tile_procs[proc](ti);
386 }
387}
388
389static int GetSlopePixelZ_Industry(TileIndex tile, uint, uint, bool)
390{
391 return GetTileMaxPixelZ(tile);
392}
393
394static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
395{
396 IndustryGfx gfx = GetIndustryGfx(tile);
397
398 /* For NewGRF industry tiles we might not be drawing a foundation. We need to
399 * account for this, as other structures should
400 * draw the wall of the foundation in this case.
401 */
402 if (gfx >= NEW_INDUSTRYTILEOFFSET) {
403 const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
405 uint32_t callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
406 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(indts->grf_prop.grffile, CBID_INDTILE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
407 }
408 }
409 return FlatteningFoundation(tileh);
410}
411
412static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
413{
414 IndustryGfx gfx = GetIndustryGfx(tile);
415 const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
416 const Industry *ind = Industry::GetByTile(tile);
417
418 /* Starting point for acceptance */
419 auto accepts_cargo = itspec->accepts_cargo;
420 auto cargo_acceptance = itspec->acceptance;
421
423 /* Copy all accepted cargoes from industry itself */
424 for (const auto &a : ind->accepted) {
425 auto pos = std::ranges::find(accepts_cargo, a.cargo);
426 if (pos == std::end(accepts_cargo)) {
427 /* Not found, insert */
428 pos = std::ranges::find(accepts_cargo, INVALID_CARGO);
429 if (pos == std::end(accepts_cargo)) continue; // nowhere to place, give up on this one
430 *pos = a.cargo;
431 }
432 cargo_acceptance[std::distance(std::begin(accepts_cargo), pos)] += 8;
433 }
434 }
435
437 /* Try callback for accepts list, if success override all existing accepts */
438 uint16_t res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
439 if (res != CALLBACK_FAILED) {
440 accepts_cargo.fill(INVALID_CARGO);
441 for (uint i = 0; i < INDUSTRY_ORIGINAL_NUM_INPUTS; i++) accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
442 }
443 }
444
446 /* Try callback for acceptance list, if success override all existing acceptance */
447 uint16_t res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
448 if (res != CALLBACK_FAILED) {
449 cargo_acceptance.fill(0);
450 for (uint i = 0; i < INDUSTRY_ORIGINAL_NUM_INPUTS; i++) cargo_acceptance[i] = GB(res, i * 4, 4);
451 }
452 }
453
454 for (size_t i = 0; i < std::size(itspec->accepts_cargo); i++) {
455 CargoType cargo = accepts_cargo[i];
456 if (!IsValidCargoType(cargo) || cargo_acceptance[i] <= 0) continue; // work only with valid cargoes
457
458 /* Add accepted cargo */
459 acceptance[cargo] += cargo_acceptance[i];
460
461 /* Maybe set 'always accepted' bit (if it's not set already) */
462 if (HasBit(always_accepted, cargo)) continue;
463
464 /* Test whether the industry itself accepts the cargo type */
465 if (ind->IsCargoAccepted(cargo)) continue;
466
467 /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
468 SetBit(always_accepted, cargo);
469 }
470}
471
472static void GetTileDesc_Industry(TileIndex tile, TileDesc &td)
473{
474 const Industry *i = Industry::GetByTile(tile);
475 const IndustrySpec *is = GetIndustrySpec(i->type);
476
477 td.owner[0] = i->owner;
478 td.str = is->name;
479 if (!IsIndustryCompleted(tile)) {
480 td.dparam = td.str;
481 td.str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
482 }
483
484 if (is->grf_prop.HasGrfFile()) {
486 }
487}
488
489static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlags flags)
490{
491 Industry *i = Industry::GetByTile(tile);
492 const IndustrySpec *indspec = GetIndustrySpec(i->type);
493
494 /* water can destroy industries
495 * in editor you can bulldoze industries
496 * with magic_bulldozer cheat you can destroy industries
497 * (area around OILRIG is water, so water shouldn't flood it
498 */
499 if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
501 flags.Test(DoCommandFlag::Auto) ||
504 HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
505
506 if (flags.Test(DoCommandFlag::Auto)) {
507 return CommandCostWithParam(STR_ERROR_GENERIC_OBJECT_IN_THE_WAY, indspec->name);
508 }
510 }
511
512 if (flags.Test(DoCommandFlag::Execute)) {
513 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
514 Game::NewEvent(new ScriptEventIndustryClose(i->index));
515 delete i;
516 }
518}
519
526{
527 Industry *i = Industry::GetByTile(tile);
528 const IndustrySpec *indspec = GetIndustrySpec(i->type);
529 bool moved_cargo = false;
530
531 for (auto &p : i->produced) {
532 uint cw = ClampTo<uint8_t>(p.waiting);
533 if (cw > indspec->minimal_cargo && IsValidCargoType(p.cargo)) {
534 p.waiting -= cw;
535
536 /* fluctuating economy? */
537 if (EconomyIsInRecession()) cw = (cw + 1) / 2;
538
539 p.history[THIS_MONTH].production += cw;
540
541 uint am = MoveGoodsToStation(p.cargo, cw, {i->index, SourceType::Industry}, i->stations_near, i->exclusive_consumer);
542 p.history[THIS_MONTH].transported += am;
543
544 moved_cargo |= (am != 0);
545 }
546 }
547
548 return moved_cargo;
549}
550
551static void AnimateSugarSieve(TileIndex tile)
552{
553 uint8_t m = GetAnimationFrame(tile) + 1;
554
556 switch (m & 7) {
557 case 2: SndPlayTileFx(SND_2D_SUGAR_MINE_1, tile); break;
558 case 6: SndPlayTileFx(SND_29_SUGAR_MINE_2, tile); break;
559 }
560 }
561
562 if (m >= 96) {
563 m = 0;
564 DeleteAnimatedTile(tile);
565 }
566 SetAnimationFrame(tile, m);
567
569}
570
571static void AnimateToffeeQuarry(TileIndex tile)
572{
573 uint8_t m = GetAnimationFrame(tile);
574
575 if (_industry_anim_offs_toffee[m] == 0xFF && _settings_client.sound.ambient) {
576 SndPlayTileFx(SND_30_TOFFEE_QUARRY, tile);
577 }
578
579 if (++m >= 70) {
580 m = 0;
581 DeleteAnimatedTile(tile);
582 }
583 SetAnimationFrame(tile, m);
584
586}
587
588static void AnimateBubbleCatcher(TileIndex tile)
589{
590 uint8_t m = GetAnimationFrame(tile);
591
592 if (++m >= 40) {
593 m = 0;
594 DeleteAnimatedTile(tile);
595 }
596 SetAnimationFrame(tile, m);
597
599}
600
601static void AnimatePowerPlantSparks(TileIndex tile)
602{
603 uint8_t m = GetAnimationFrame(tile);
604 if (m == 6) {
605 SetAnimationFrame(tile, 0);
606 DeleteAnimatedTile(tile);
607 } else {
608 SetAnimationFrame(tile, m + 1);
609 }
611}
612
613static void AnimateToyFactory(TileIndex tile)
614{
615 uint8_t m = GetAnimationFrame(tile) + 1;
616
617 switch (m) {
618 case 1: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2C_TOY_FACTORY_1, tile); break;
619 case 23: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2B_TOY_FACTORY_2, tile); break;
620 case 28: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2A_TOY_FACTORY_3, tile); break;
621 default:
622 if (m >= 50) {
623 int n = GetIndustryAnimationLoop(tile) + 1;
624 m = 0;
625 if (n >= 8) {
626 n = 0;
627 DeleteAnimatedTile(tile);
628 }
630 }
631 }
632
633 SetAnimationFrame(tile, m);
635}
636
637static void AnimatePlasticFountain(TileIndex tile, IndustryGfx gfx)
638{
639 gfx = (gfx < GFX_PLASTIC_FOUNTAIN_ANIMATED_8) ? gfx + 1 : GFX_PLASTIC_FOUNTAIN_ANIMATED_1;
640 SetIndustryGfx(tile, gfx);
642}
643
644static void AnimateOilWell(TileIndex tile, IndustryGfx gfx)
645{
646 bool b = Chance16(1, 7);
647 uint8_t m = GetAnimationFrame(tile) + 1;
648 if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
649 SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
651 DeleteAnimatedTile(tile);
652 } else {
653 SetAnimationFrame(tile, m);
654 SetIndustryGfx(tile, gfx);
655 }
657}
658
659static void AnimateMineTower(TileIndex tile)
660{
661 int state = TimerGameTick::counter & 0x7FF;
662
663 if ((state -= 0x400) < 0) return;
664
665 if (state < 0x1A0) {
666 if (state < 0x20 || state >= 0x180) {
667 uint8_t m = GetAnimationFrame(tile);
668 if (!(m & 0x40)) {
669 SetAnimationFrame(tile, m | 0x40);
670 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0B_MINE, tile);
671 }
672 if (state & 7) return;
673 } else {
674 if (state & 3) return;
675 }
676 uint8_t m = (GetAnimationFrame(tile) + 1) | 0x40;
677 if (m > 0xC2) m = 0xC0;
678 SetAnimationFrame(tile, m);
680 } else if (state >= 0x200 && state < 0x3A0) {
681 int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
682 if (state & i) return;
683
684 uint8_t m = (GetAnimationFrame(tile) & 0xBF) - 1;
685 if (m < 0x80) m = 0x82;
686 SetAnimationFrame(tile, m);
688 }
689}
690
691static void AnimateTile_Industry(TileIndex tile)
692{
693 IndustryGfx gfx = GetIndustryGfx(tile);
694
695 if (GetIndustryTileSpec(gfx)->animation.status != AnimationStatus::NoAnimation) {
696 AnimateNewIndustryTile(tile);
697 return;
698 }
699
700 switch (gfx) {
701 case GFX_SUGAR_MINE_SIEVE:
702 if ((TimerGameTick::counter & 1) == 0) AnimateSugarSieve(tile);
703 break;
704
705 case GFX_TOFFEE_QUARRY:
706 if ((TimerGameTick::counter & 3) == 0) AnimateToffeeQuarry(tile);
707 break;
708
709 case GFX_BUBBLE_CATCHER:
710 if ((TimerGameTick::counter & 1) == 0) AnimateBubbleCatcher(tile);
711 break;
712
713 case GFX_POWERPLANT_SPARKS:
714 if ((TimerGameTick::counter & 3) == 0) AnimatePowerPlantSparks(tile);
715 break;
716
717 case GFX_TOY_FACTORY:
718 if ((TimerGameTick::counter & 1) == 0) AnimateToyFactory(tile);
719 break;
720
721 case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
722 case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
723 case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
724 case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
725 if ((TimerGameTick::counter & 3) == 0) AnimatePlasticFountain(tile, gfx);
726 break;
727
728 case GFX_OILWELL_ANIMATED_1:
729 case GFX_OILWELL_ANIMATED_2:
730 case GFX_OILWELL_ANIMATED_3:
731 if ((TimerGameTick::counter & 7) == 0) AnimateOilWell(tile, gfx);
732 break;
733
734 case GFX_COAL_MINE_TOWER_ANIMATED:
735 case GFX_COPPER_MINE_TOWER_ANIMATED:
736 case GFX_GOLD_MINE_TOWER_ANIMATED:
737 AnimateMineTower(tile);
738 break;
739 }
740}
741
742static void CreateChimneySmoke(TileIndex tile)
743{
744 uint x = TileX(tile) * TILE_SIZE;
745 uint y = TileY(tile) * TILE_SIZE;
746 int z = GetTileMaxPixelZ(tile);
747
748 CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
749}
750
751static void MakeIndustryTileBigger(TileIndex tile)
752{
753 uint8_t cnt = GetIndustryConstructionCounter(tile) + 1;
754 if (cnt != 4) {
756 return;
757 }
758
759 uint8_t stage = GetIndustryConstructionStage(tile) + 1;
761 SetIndustryConstructionStage(tile, stage);
762 TriggerIndustryTileAnimation_ConstructionStageChanged(tile, false);
763 if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile);
764
766
767 if (!IsIndustryCompleted(tile)) return;
768
769 IndustryGfx gfx = GetIndustryGfx(tile);
770 if (gfx >= NEW_INDUSTRYTILEOFFSET) {
771 /* New industries are already animated on construction. */
772 return;
773 }
774
775 switch (gfx) {
776 case GFX_POWERPLANT_CHIMNEY:
777 CreateChimneySmoke(tile);
778 break;
779
780 case GFX_OILRIG_1: {
781 /* Do not require an industry tile to be after the first two GFX_OILRIG_1
782 * tiles (like the default oil rig). Do a proper check to ensure the
783 * tiles belong to the same industry and based on that build the oil rig's
784 * station. */
785 TileIndex other = tile + TileDiffXY(0, 1);
786
787 if (IsTileType(other, MP_INDUSTRY) &&
788 GetIndustryGfx(other) == GFX_OILRIG_1 &&
789 GetIndustryIndex(tile) == GetIndustryIndex(other)) {
790 BuildOilRig(tile);
791 }
792 break;
793 }
794
795 case GFX_TOY_FACTORY:
796 case GFX_BUBBLE_CATCHER:
797 case GFX_TOFFEE_QUARRY:
798 SetAnimationFrame(tile, 0);
800 break;
801
802 case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
803 case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
804 case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
805 case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
806 AddAnimatedTile(tile, false);
807 break;
808 }
809}
810
811static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
812{
813 static const int8_t _bubble_spawn_location[3][4] = {
814 { 11, 0, -4, -14 },
815 { -4, -10, -4, 1 },
816 { 49, 59, 60, 65 },
817 };
818
819 if (_settings_client.sound.ambient) SndPlayTileFx(SND_2E_BUBBLE_GENERATOR, tile);
820
821 int dir = Random() & 3;
822
824 TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
825 TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
826 _bubble_spawn_location[2][dir],
828 );
829
830 if (v != nullptr) v->animation_substate = dir;
831}
832
833static void TileLoop_Industry(TileIndex tile)
834{
835 if (IsTileOnWater(tile)) TileLoop_Water(tile);
836
837 /* Normally this doesn't happen, but if an industry NewGRF is removed
838 * an industry that was previously build on water can now be flooded.
839 * If this happens the tile is no longer an industry tile after
840 * returning from TileLoop_Water. */
841 if (!IsTileType(tile, MP_INDUSTRY)) return;
842
844
845 if (!IsIndustryCompleted(tile)) {
846 MakeIndustryTileBigger(tile);
847 return;
848 }
849
850 if (_game_mode == GM_EDITOR) return;
851
852 if (TransportIndustryGoods(tile) && !TriggerIndustryAnimation(Industry::GetByTile(tile), IndustryAnimationTrigger::CargoDistributed)) {
854
855 if (newgfx != INDUSTRYTILE_NOANIM) {
858 SetIndustryGfx(tile, newgfx);
860 return;
861 }
862 }
863
864 if (TriggerIndustryTileAnimation(tile, IndustryAnimationTrigger::TileLoop)) return;
865
866 IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
867 if (newgfx != INDUSTRYTILE_NOANIM) {
869 SetIndustryGfx(tile, newgfx);
871 return;
872 }
873
874 IndustryGfx gfx = GetIndustryGfx(tile);
875 switch (gfx) {
876 case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
877 case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
878 case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
879 if (!(TimerGameTick::counter & 0x400) && Chance16(1, 2)) {
880 switch (gfx) {
881 case GFX_COAL_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COAL_MINE_TOWER_ANIMATED; break;
882 case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
883 case GFX_GOLD_MINE_TOWER_NOT_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_ANIMATED; break;
884 }
885 SetIndustryGfx(tile, gfx);
886 SetAnimationFrame(tile, 0x80);
887 AddAnimatedTile(tile);
888 }
889 break;
890
891 case GFX_OILWELL_NOT_ANIMATED:
892 if (Chance16(1, 6)) {
893 SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
894 SetAnimationFrame(tile, 0);
895 AddAnimatedTile(tile);
896 }
897 break;
898
899 case GFX_COAL_MINE_TOWER_ANIMATED:
900 case GFX_COPPER_MINE_TOWER_ANIMATED:
901 case GFX_GOLD_MINE_TOWER_ANIMATED:
902 if (!(TimerGameTick::counter & 0x400)) {
903 switch (gfx) {
904 case GFX_COAL_MINE_TOWER_ANIMATED: gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED; break;
905 case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
906 case GFX_GOLD_MINE_TOWER_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED; break;
907 }
908 SetIndustryGfx(tile, gfx);
911 DeleteAnimatedTile(tile);
913 }
914 break;
915
916 case GFX_POWERPLANT_SPARKS:
917 if (Chance16(1, 3)) {
918 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0C_POWER_STATION, tile);
919 AddAnimatedTile(tile);
920 }
921 break;
922
923 case GFX_COPPER_MINE_CHIMNEY:
925 break;
926
927
928 case GFX_TOY_FACTORY: {
929 Industry *i = Industry::GetByTile(tile);
930 if (i->was_cargo_delivered) {
931 i->was_cargo_delivered = false;
933 AddAnimatedTile(tile);
934 }
935 }
936 break;
937
938 case GFX_BUBBLE_GENERATOR:
939 TileLoopIndustry_BubbleGenerator(tile);
940 break;
941
942 case GFX_TOFFEE_QUARRY:
943 AddAnimatedTile(tile);
944 break;
945
946 case GFX_SUGAR_MINE_SIEVE:
947 if (Chance16(1, 3)) AddAnimatedTile(tile);
948 break;
949 }
950}
951
952static bool ClickTile_Industry(TileIndex tile)
953{
954 ShowIndustryViewWindow(GetIndustryIndex(tile));
955 return true;
956}
957
958static TrackStatus GetTileTrackStatus_Industry(TileIndex, TransportType, uint, DiagDirection)
959{
960 return 0;
961}
962
963static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
964{
965 /* If the founder merges, the industry was created by the merged company */
966 Industry *i = Industry::GetByTile(tile);
967 if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
968
969 if (i->exclusive_supplier == old_owner) i->exclusive_supplier = new_owner;
970 if (i->exclusive_consumer == old_owner) i->exclusive_consumer = new_owner;
971}
972
979{
980 /* Check for industry tile */
981 if (!IsTileType(tile, MP_INDUSTRY)) return false;
982
983 const Industry *ind = Industry::GetByTile(tile);
984
985 /* Check for organic industry (i.e. not processing or extractive) */
987
988 /* Check for wood production */
989 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; });
990}
991
992static const uint8_t _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
993
1001static bool IsSuitableForFarmField(TileIndex tile, bool allow_fields, bool allow_rough)
1002{
1003 switch (GetTileType(tile)) {
1004 case MP_CLEAR:
1005 switch (GetClearGround(tile)) {
1006 case CLEAR_SNOW: return false;
1007 case CLEAR_DESERT: return false;
1008 case CLEAR_ROUGH: return allow_rough;
1009 case CLEAR_FIELDS: return allow_fields;
1010 default: return true;
1011 }
1012 case MP_TREES: return GetTreeGround(tile) != TREE_GROUND_SHORE && (allow_rough || GetTreeGround(tile) != TREE_GROUND_ROUGH);
1013 default: return false;
1014 }
1015}
1016
1024static void SetupFarmFieldFence(TileIndex tile, int size, uint8_t type, DiagDirection side)
1025{
1027 TileIndexDiff neighbour_diff = TileOffsByDiagDir(side);
1028
1029 do {
1030 tile = Map::WrapToMap(tile);
1031
1032 if (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS)) {
1033 TileIndex neighbour = tile + neighbour_diff;
1034 if (!IsTileType(neighbour, MP_CLEAR) || !IsClearGround(neighbour, CLEAR_FIELDS) || GetFence(neighbour, ReverseDiagDir(side)) == 0) {
1035 /* Add fence as long as neighbouring tile does not already have a fence in the same position. */
1036 uint8_t or_ = type;
1037
1038 if (or_ == 1 && Chance16(1, 7)) or_ = 2;
1039
1040 SetFence(tile, side, or_);
1041 }
1042 }
1043
1044 tile += diff;
1045 } while (--size);
1046}
1047
1048static void PlantFarmField(TileIndex tile, IndustryID industry)
1049{
1050 if (_settings_game.game_creation.landscape == LandscapeType::Arctic) {
1051 if (GetTileZ(tile) + 2 >= GetSnowLine()) return;
1052 }
1053
1054 /* determine field size */
1055 uint32_t r = (Random() & 0x303) + 0x404;
1056 if (_settings_game.game_creation.landscape == LandscapeType::Arctic) r += 0x404;
1057 uint size_x = GB(r, 0, 8);
1058 uint size_y = GB(r, 8, 8);
1059
1060 TileArea ta(tile - TileDiffXY(std::min(TileX(tile), size_x / 2), std::min(TileY(tile), size_y / 2)), size_x, size_y);
1061 ta.ClampToMap();
1062
1063 if (ta.w == 0 || ta.h == 0) return;
1064
1065 /* check the amount of bad tiles */
1066 int count = 0;
1067 for (TileIndex cur_tile : ta) {
1068 assert(cur_tile < Map::Size());
1069 count += IsSuitableForFarmField(cur_tile, false, false);
1070 }
1071 if (count * 2 < ta.w * ta.h) return;
1072
1073 /* determine type of field */
1074 r = Random();
1075 uint counter = GB(r, 5, 3);
1076 uint field_type = GB(r, 8, 8) * 9 >> 8;
1077
1078 /* make field */
1079 for (TileIndex cur_tile : ta) {
1080 assert(cur_tile < Map::Size());
1081 if (IsSuitableForFarmField(cur_tile, true, true)) {
1082 MakeField(cur_tile, field_type, industry);
1083 SetClearCounter(cur_tile, counter);
1084 MarkTileDirtyByTile(cur_tile);
1085 }
1086 }
1087
1088 int type = 3;
1089 if (_settings_game.game_creation.landscape != LandscapeType::Arctic && _settings_game.game_creation.landscape != LandscapeType::Tropic) {
1090 type = _plantfarmfield_type[Random() & 0xF];
1091 }
1092
1093 SetupFarmFieldFence(ta.tile, ta.h, type, DIAGDIR_NE);
1094 SetupFarmFieldFence(ta.tile, ta.w, type, DIAGDIR_NW);
1095 SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, DIAGDIR_SW);
1096 SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, DIAGDIR_SE);
1097}
1098
1099void PlantRandomFarmField(const Industry *i)
1100{
1101 int x = i->location.w / 2 + Random() % 31 - 16;
1102 int y = i->location.h / 2 + Random() % 31 - 16;
1103
1104 TileIndex tile = TileAddWrap(i->location.tile, x, y);
1105
1106 if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
1107}
1108
1114{
1115 /* Don't process lumber mill if cargo is not set up correctly. */
1116 auto itp = std::begin(i->produced);
1117 if (itp == std::end(i->produced) || !IsValidCargoType(itp->cargo)) return;
1118
1119 /* We only want to cut trees if all tiles are completed. */
1120 for (TileIndex tile_cur : i->location) {
1121 if (i->TileBelongsToIndustry(tile_cur)) {
1122 if (!IsIndustryCompleted(tile_cur)) return;
1123 }
1124 }
1125
1126 for (auto tile : SpiralTileSequence(i->location.tile, 40)) { // 40x40 tiles to search.
1127 if (!IsTileType(tile, MP_TREES) || GetTreeGrowth(tile) < TreeGrowthStage::Grown) continue;
1128
1129 /* found a tree */
1130 _industry_sound_ctr = 1;
1131 _industry_sound_tile = tile;
1132 if (_settings_client.sound.ambient) SndPlayTileFx(SND_38_LUMBER_MILL_1, tile);
1133
1136
1137 /* Add according value to waiting cargo. */
1138 itp->waiting = ClampTo<uint16_t>(itp->waiting + ScaleByCargoScale(45, false));
1139 break;
1140 }
1141}
1142
1148static void ProduceIndustryGoodsHelper(Industry *i, bool scale)
1149{
1150 for (auto &p : i->produced) {
1151 if (!IsValidCargoType(p.cargo)) continue;
1152
1153 uint16_t amount = p.rate;
1154 if (scale) amount = ScaleByCargoScale(amount, false);
1155
1156 p.waiting = ClampTo<uint16_t>(p.waiting + amount);
1157 }
1158}
1159
1160static void ProduceIndustryGoods(Industry *i)
1161{
1162 const IndustrySpec *indsp = GetIndustrySpec(i->type);
1163
1164 /* play a sound? */
1165 if ((i->counter & 0x3F) == 0) {
1166 uint32_t r;
1167 if (Chance16R(1, 14, r) && !indsp->random_sounds.empty() && _settings_client.sound.ambient) {
1168 if (std::any_of(std::begin(i->produced), std::end(i->produced), [](const auto &p) { return p.history[LAST_MONTH].production > 0; })) {
1169 /* Play sound since last month had production */
1170 SndPlayTileFx(
1171 static_cast<SoundFx>(indsp->random_sounds[((r >> 16) * indsp->random_sounds.size()) >> 16]),
1172 i->location.tile);
1173 }
1174 }
1175 }
1176
1177 i->counter--;
1178
1179 /* If using an industry callback, scale the callback interval by cargo scale percentage. */
1184 }
1185 }
1186
1187 /*
1188 * All other production and special effects happen every 256 ticks, and cargo production is just scaled by the cargo scale percentage.
1189 * 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.
1190 */
1191 if ((i->counter % Ticks::INDUSTRY_PRODUCE_TICKS) == 0) {
1192 /* Handle non-callback cargo production. */
1194
1195 IndustryBehaviours indbehav = indsp->behaviour;
1196
1197 if (indbehav.Test(IndustryBehaviour::PlantFields)) {
1198 uint16_t cb_res = CALLBACK_FAILED;
1201 }
1202
1203 bool plant;
1204 if (cb_res != CALLBACK_FAILED) {
1206 } else {
1207 plant = Chance16(1, 8);
1208 }
1209
1210 if (plant) PlantRandomFarmField(i);
1211 }
1212 if (indbehav.Test(IndustryBehaviour::CutTrees)) {
1213 uint16_t cb_res = CALLBACK_FAILED;
1216 }
1217
1218 bool cut;
1219 if (cb_res != CALLBACK_FAILED) {
1221 } else {
1222 cut = ((i->counter % Ticks::INDUSTRY_CUT_TREE_TICKS) == 0);
1223 }
1224
1225 if (cut) ChopLumberMillTrees(i);
1226 }
1227
1229 TriggerIndustryAnimation(i, IndustryAnimationTrigger::IndustryTick);
1230 }
1231}
1232
1233void OnTick_Industry()
1234{
1235 if (_industry_sound_ctr != 0) {
1236 _industry_sound_ctr++;
1237
1238 if (_industry_sound_ctr == 75) {
1239 if (_settings_client.sound.ambient) SndPlayTileFx(SND_37_LUMBER_MILL_2, _industry_sound_tile);
1240 } else if (_industry_sound_ctr == 160) {
1241 _industry_sound_ctr = 0;
1242 if (_settings_client.sound.ambient) SndPlayTileFx(SND_36_LUMBER_MILL_3, _industry_sound_tile);
1243 }
1244 }
1245
1246 if (_game_mode == GM_EDITOR) return;
1247
1248 for (Industry *i : Industry::Iterate()) {
1249 ProduceIndustryGoods(i);
1250
1251 if ((TimerGameTick::counter + i->index) % Ticks::DAY_TICKS == 0) {
1252 for (auto &a : i->accepted) a.accumulated_waiting += a.waiting;
1253 }
1254 }
1255}
1256
1262{
1263 return CommandCost();
1264}
1265
1272{
1273 if (_settings_game.game_creation.landscape == LandscapeType::Arctic) {
1274 if (GetTileZ(tile) < HighestSnowLine() + 2) {
1275 return CommandCost(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
1276 }
1277 }
1278 return CommandCost();
1279}
1280
1288static bool CheckScaledDistanceFromEdge(TileIndex tile, uint maxdist)
1289{
1290 uint maxdist_x = maxdist;
1291 uint maxdist_y = maxdist;
1292
1293 if (Map::SizeX() > 256) maxdist_x *= Map::SizeX() / 256;
1294 if (Map::SizeY() > 256) maxdist_y *= Map::SizeY() / 256;
1295
1296 if (DistanceFromEdgeDir(tile, DIAGDIR_NE) < maxdist_x) return true;
1297 if (DistanceFromEdgeDir(tile, DIAGDIR_NW) < maxdist_y) return true;
1298 if (DistanceFromEdgeDir(tile, DIAGDIR_SW) < maxdist_x) return true;
1299 if (DistanceFromEdgeDir(tile, DIAGDIR_SE) < maxdist_y) return true;
1300
1301 return false;
1302}
1303
1310{
1311 if (_game_mode == GM_EDITOR) return CommandCost();
1312
1314
1315 return CommandCost(STR_ERROR_CAN_ONLY_BE_POSITIONED);
1316}
1317
1318extern bool _ignore_industry_restrictions;
1319
1326{
1327 if (_game_mode == GM_EDITOR && _ignore_industry_restrictions) return CommandCost();
1328
1329 if (TileHeight(tile) == 0 &&
1331
1332 return CommandCost(STR_ERROR_CAN_ONLY_BE_POSITIONED);
1333}
1334
1341{
1342 if (_settings_game.game_creation.landscape == LandscapeType::Arctic) {
1343 if (GetTileZ(tile) + 2 >= HighestSnowLine()) {
1344 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1345 }
1346 }
1347 return CommandCost();
1348}
1349
1356{
1357 if (GetTropicZone(tile) == TROPICZONE_DESERT) {
1358 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1359 }
1360 return CommandCost();
1361}
1362
1369{
1370 if (GetTropicZone(tile) != TROPICZONE_DESERT) {
1371 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
1372 }
1373 return CommandCost();
1374}
1375
1382{
1383 if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
1384 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
1385 }
1386 return CommandCost();
1387}
1388
1395{
1396 if (GetTileZ(tile) > 4) {
1397 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
1398 }
1399 return CommandCost();
1400}
1401
1408
1421
1432static CommandCost FindTownForIndustry(TileIndex tile, IndustryType type, Town **t)
1433{
1434 *t = ClosestTownFromTile(tile, UINT_MAX);
1435
1437
1438 for (const IndustryID &industry : Industry::industries[type]) {
1439 if (Industry::Get(industry)->town == *t) {
1440 *t = nullptr;
1441 return CommandCost(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
1442 }
1443 }
1444
1445 return CommandCost();
1446}
1447
1448bool IsSlopeRefused(Slope current, Slope refused)
1449{
1450 if (IsSteepSlope(current)) return true;
1451 if (current != SLOPE_FLAT) {
1452 if (IsSteepSlope(refused)) return true;
1453
1454 Slope t = ComplementSlope(current);
1455
1456 if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
1457 if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
1458 if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
1459 if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
1460 }
1461
1462 return false;
1463}
1464
1472static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileLayout &layout, IndustryType type)
1473{
1474 IndustryBehaviours ind_behav = GetIndustrySpec(type)->behaviour;
1475
1476 for (const IndustryTileLayoutTile &it : layout) {
1477 IndustryGfx gfx = GetTranslatedIndustryTileID(it.gfx);
1478 TileIndex cur_tile = TileAddWrap(tile, it.ti.x, it.ti.y);
1479
1480 if (!IsValidTile(cur_tile)) {
1481 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1482 }
1483
1484 if (gfx == GFX_WATERTILE_SPECIALCHECK) {
1485 if (!IsWaterTile(cur_tile) ||
1486 !IsTileFlat(cur_tile)) {
1487 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1488 }
1489 } else {
1490 CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
1491 if (ret.Failed()) return ret;
1492 if (IsBridgeAbove(cur_tile)) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1493
1494 const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
1495
1496 /* Perform land/water check if not disabled */
1497 if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) != ind_behav.Test(IndustryBehaviour::BuiltOnWater))) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1498
1499 if (ind_behav.Any({IndustryBehaviour::OnlyInTown, IndustryBehaviour::Town1200More}) || // Tile must be a house
1500 (ind_behav.Test(IndustryBehaviour::OnlyNearTown) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
1501 if (!IsTileType(cur_tile, MP_HOUSE)) {
1502 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
1503 }
1504
1505 /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
1507 ret = Command<CMD_LANDSCAPE_CLEAR>::Do({}, cur_tile);
1508 cur_company.Restore();
1509
1510 if (ret.Failed()) return ret;
1511 } else {
1512 /* Clear the tiles, but do not affect town ratings */
1514 if (ret.Failed()) return ret;
1515 }
1516 }
1517 }
1518
1519 return CommandCost();
1520}
1521
1534static 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)
1535{
1536 bool refused_slope = false;
1537 bool custom_shape = false;
1538
1539 for (const IndustryTileLayoutTile &it : layout) {
1540 IndustryGfx gfx = GetTranslatedIndustryTileID(it.gfx);
1541 TileIndex cur_tile = TileAddWrap(tile, it.ti.x, it.ti.y);
1542 assert(IsValidTile(cur_tile)); // checked before in CheckIfIndustryTilesAreFree
1543
1544 if (gfx != GFX_WATERTILE_SPECIALCHECK) {
1545 const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
1546
1548 custom_shape = true;
1549 CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, layout_index, initial_random_bits, founder, creation_type);
1550 if (ret.Failed()) return ret;
1551 } else {
1552 Slope tileh = GetTileSlope(cur_tile);
1553 refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
1554 }
1555 }
1556 }
1557
1558 if (custom_shape_check != nullptr) *custom_shape_check = custom_shape;
1559
1560 /* It is almost impossible to have a fully flat land in TG, so what we
1561 * do is that we check if we can make the land flat later on. See
1562 * CheckIfCanLevelIndustryPlatform(). */
1563 if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_industry_restrictions)) {
1564 return CommandCost();
1565 }
1566 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1567}
1568
1576static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, IndustryType type, const Town *t)
1577{
1578 if (GetIndustrySpec(type)->behaviour.Test(IndustryBehaviour::Town1200More) && t->cache.population < 1200) {
1579 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
1580 }
1581
1582 if (GetIndustrySpec(type)->behaviour.Test(IndustryBehaviour::OnlyNearTown) && DistanceMax(t->xy, tile) > 9) {
1583 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER);
1584 }
1585
1586 return CommandCost();
1587}
1588
1589static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
1590{
1591 /* Check if we don't leave the map */
1592 if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
1593
1594 TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
1595 for (TileIndex tile_walk : ta) {
1596 uint curh = TileHeight(tile_walk);
1597 /* Is the tile clear? */
1598 if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
1599
1600 /* Don't allow too big of a change if this is the sub-tile check */
1601 if (internal != 0 && Delta(curh, height) > 1) return false;
1602
1603 /* Different height, so the surrounding tiles of this tile
1604 * has to be correct too (in level, or almost in level)
1605 * else you get a chain-reaction of terraforming. */
1606 if (internal == 0 && curh != height) {
1607 if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
1608 return false;
1609 }
1610 }
1611 }
1612
1613 return true;
1614}
1615
1621{
1622 int max_x = 0;
1623 int max_y = 0;
1624
1625 /* Finds dimensions of largest variant of this industry */
1626 for (const IndustryTileLayoutTile &it : layout) {
1627 if (it.gfx == GFX_WATERTILE_SPECIALCHECK) continue; // watercheck tiles don't count for footprint size
1628 if (it.ti.x > max_x) max_x = it.ti.x;
1629 if (it.ti.y > max_y) max_y = it.ti.y;
1630 }
1631
1632 /* Remember level height */
1633 uint h = TileHeight(tile);
1634
1636 /* Check that all tiles in area and surrounding are clear
1637 * this determines that there are no obstructing items */
1638
1639 /* TileArea::Expand is not used here as we need to abort
1640 * instead of clamping if the bounds cannot expanded. */
1643
1644 if (TileX(ta.tile) + ta.w >= Map::MaxX() || TileY(ta.tile) + ta.h >= Map::MaxY()) return false;
1645
1646 /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
1647 * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
1649
1650 for (TileIndex tile_walk : ta) {
1651 uint curh = TileHeight(tile_walk);
1652 if (curh != h) {
1653 /* This tile needs terraforming. Check if we can do that without
1654 * damaging the surroundings too much. */
1655 if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
1656 cur_company.Restore();
1657 return false;
1658 }
1659 /* This is not 100% correct check, but the best we can do without modifying the map.
1660 * What is missing, is if the difference in height is more than 1.. */
1661 if (std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DoCommandFlags{flags}.Reset(DoCommandFlag::Execute), tile_walk, SLOPE_N, curh <= h)).Failed()) {
1662 cur_company.Restore();
1663 return false;
1664 }
1665 }
1666 }
1667
1668 if (flags.Test(DoCommandFlag::Execute)) {
1669 /* Terraform the land under the industry */
1670 for (TileIndex tile_walk : ta) {
1671 uint curh = TileHeight(tile_walk);
1672 while (curh != h) {
1673 /* We give the terraforming for free here, because we can't calculate
1674 * exact cost in the test-round, and as we all know, that will cause
1675 * a nice assert if they don't match ;) */
1676 Command<CMD_TERRAFORM_LAND>::Do(flags, tile_walk, SLOPE_N, curh <= h);
1677 curh += (curh > h) ? -1 : 1;
1678 }
1679 }
1680 }
1681
1682 cur_company.Restore();
1683 return true;
1684}
1685
1686
1694{
1695 const IndustrySpec *indspec = GetIndustrySpec(type);
1696
1697 for (IndustryType conflicting_type : indspec->conflicting) {
1698 if (conflicting_type == IT_INVALID) continue;
1699
1700 for (const IndustryID &industry : Industry::industries[conflicting_type]) {
1701 /* Within 14 tiles from another industry is considered close */
1702 if (DistanceMax(tile, Industry::Get(industry)->location.tile) > 14) continue;
1703
1704 return CommandCost(STR_ERROR_INDUSTRY_TOO_CLOSE);
1705 }
1706 }
1707 return CommandCost();
1708}
1709
1714static void AdvertiseIndustryOpening(const Industry *ind)
1715{
1716 const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
1717 EncodedString headline;
1718 if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
1719 headline = GetEncodedString(ind_spc->new_industry_text, ind_spc->name, STR_TOWN_NAME, ind->town->index);
1720 } else {
1721 headline = GetEncodedString(ind_spc->new_industry_text, ind_spc->name, ind->town->index);
1722 }
1723 AddIndustryNewsItem(std::move(headline), NewsType::IndustryOpen, ind->index);
1724 AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
1725 Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
1726}
1727
1734{
1736 /* Industry has a neutral station. Use it and ignore any other nearby stations. */
1737 ind->stations_near.insert(ind->neutral_station);
1738 ind->neutral_station->industries_near.clear();
1740 return;
1741 }
1742
1743 ForAllStationsAroundTiles(ind->location, [ind](Station *st, TileIndex tile) {
1744 if (!IsTileType(tile, MP_INDUSTRY) || GetIndustryIndex(tile) != ind->index) return false;
1745 ind->stations_near.insert(st);
1746 st->AddIndustryToDeliver(ind, tile);
1747 return false;
1748 });
1749}
1750
1762static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileLayout &layout, size_t layout_index, Town *t, Owner founder, uint16_t initial_random_bits)
1763{
1764 const IndustrySpec *indspec = GetIndustrySpec(type);
1765
1766 i->location = TileArea(tile, 1, 1);
1767 i->type = type;
1768
1769 auto &industries = Industry::industries[type];
1770 industries.insert(i->index);
1771
1772 size_t produced_count = 0;
1773 for (size_t index = 0; index < std::size(indspec->produced_cargo); ++index) {
1774 if (IsValidCargoType(indspec->produced_cargo[index])) {
1775 produced_count = index + 1;
1776 }
1777 }
1778 for (size_t index = 0; index < produced_count; ++index) {
1779 Industry::ProducedCargo &p = i->produced.emplace_back();
1780 p.cargo = indspec->produced_cargo[index];
1781 p.rate = indspec->production_rate[index];
1782 }
1783
1784 size_t accepted_count = 0;
1785 for (size_t index = 0; index < std::size(indspec->accepts_cargo); ++index) {
1786 if (IsValidCargoType(indspec->accepts_cargo[index])) {
1787 accepted_count = index + 1;
1788 }
1789 }
1790 for (size_t index = 0; index < accepted_count; ++index) {
1791 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1792 a.cargo = indspec->accepts_cargo[index];
1793 }
1794
1795 /* Randomize initial production if non-original economy is used and there are no production related callbacks. */
1796 if (!indspec->UsesOriginalEconomy()) {
1797 for (auto &p : i->produced) {
1798 p.rate = ClampTo<uint8_t>((RandomRange(256) + 128) * p.rate >> 8);
1799 }
1800 }
1801
1802 i->town = t;
1803 i->owner = OWNER_NONE;
1804
1805 uint16_t r = Random();
1806 i->random_colour = static_cast<Colours>(GB(r, 0, 4));
1807 i->counter = GB(r, 4, 12);
1808 i->random = initial_random_bits;
1809 i->was_cargo_delivered = false;
1811 i->founder = founder;
1812 i->ctlflags = {};
1813
1815 i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
1817
1818 /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
1819 * 0 = created prior of newindustries
1820 * else, chosen layout + 1 */
1821 i->selected_layout = (uint8_t)(layout_index + 1);
1822
1825
1827
1828 /* Call callbacks after the regular fields got initialised. */
1829
1832 if (res != CALLBACK_FAILED) {
1833 if (res < PRODLEVEL_MINIMUM || res > PRODLEVEL_MAXIMUM) {
1835 } else {
1836 i->prod_level = res;
1838 }
1839 }
1840 }
1841
1842 if (_generating_world) {
1845 for (auto &p : i->produced) {
1846 if (IsValidCargoType(p.cargo)) p.history[LAST_MONTH].production = ScaleByCargoScale(p.waiting * 8, false);
1847 p.waiting = 0;
1848 }
1849 }
1850
1851 for (auto &p : i->produced) {
1852 if (IsValidCargoType(p.cargo)) p.history[LAST_MONTH].production += ScaleByCargoScale(p.rate * 8, false);
1853 }
1854
1856 }
1857
1859 uint16_t res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
1860 if (res != CALLBACK_FAILED) {
1861 if (GB(res, 4, 11) != 0) ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_DECIDE_COLOUR, res);
1862 i->random_colour = static_cast<Colours>(GB(res, 0, 4));
1863 }
1864 }
1865
1867 /* Clear all input cargo types */
1868 i->accepted.clear();
1869 /* Query actual types */
1871 for (uint j = 0; j < maxcargoes; j++) {
1873 if (res == CALLBACK_FAILED || GB(res, 0, 8) == UINT8_MAX) break;
1874 if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
1876 break;
1877 }
1878 CargoType cargo = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
1879 /* Industries without "unlimited" cargo types support depend on the specific order/slots of cargo types.
1880 * They need to be able to blank out specific slots without aborting the callback sequence,
1881 * and solve this by returning undefined cargo indexes. Skip these. */
1883 /* As slots are allocated as needed now, this means we do need to add a slot for the invalid cargo. */
1884 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1885 a.cargo = INVALID_CARGO;
1886 continue;
1887 }
1888 /* Verify valid cargo */
1889 if (std::ranges::find(indspec->accepts_cargo, cargo) == std::end(indspec->accepts_cargo)) {
1890 /* Cargo not in spec, error in NewGRF */
1892 break;
1893 }
1894 if (std::any_of(std::begin(i->accepted), std::begin(i->accepted) + j, [&cargo](const auto &a) { return a.cargo == cargo; })) {
1895 /* Duplicate cargo */
1897 break;
1898 }
1899 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1900 a.cargo = cargo;
1901 }
1902 }
1903
1905 /* Clear all output cargo types */
1906 i->produced.clear();
1907 /* Query actual types */
1909 for (uint j = 0; j < maxcargoes; j++) {
1911 if (res == CALLBACK_FAILED || GB(res, 0, 8) == UINT8_MAX) break;
1912 if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
1914 break;
1915 }
1916 CargoType cargo = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
1917 /* Allow older GRFs to skip slots. */
1919 /* As slots are allocated as needed now, this means we do need to add a slot for the invalid cargo. */
1920 Industry::ProducedCargo &p = i->produced.emplace_back();
1921 p.cargo = INVALID_CARGO;
1922 continue;
1923 }
1924 /* Verify valid cargo */
1925 if (std::ranges::find(indspec->produced_cargo, cargo) == std::end(indspec->produced_cargo)) {
1926 /* Cargo not in spec, error in NewGRF */
1928 break;
1929 }
1930 if (std::any_of(std::begin(i->produced), std::begin(i->produced) + j, [&cargo](const auto &p) { return p.cargo == cargo; })) {
1931 /* Duplicate cargo */
1933 break;
1934 }
1935 Industry::ProducedCargo &p = i->produced.emplace_back();
1936 p.cargo = cargo;
1937 }
1938 }
1939
1940 /* Plant the tiles */
1941
1942 for (const IndustryTileLayoutTile &it : layout) {
1943 TileIndex cur_tile = tile + ToTileIndexDiff(it.ti);
1944
1945 if (it.gfx != GFX_WATERTILE_SPECIALCHECK) {
1946 i->location.Add(cur_tile);
1947
1948 WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WaterClass::Invalid);
1949
1951
1952 MakeIndustry(cur_tile, i->index, it.gfx, Random(), wc);
1953
1954 if (_generating_world) {
1955 SetIndustryConstructionCounter(cur_tile, 3);
1956 SetIndustryConstructionStage(cur_tile, 2);
1957 }
1958
1959 /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
1960 IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it.gfx);
1961 const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
1962 if (its->animation.status != AnimationStatus::NoAnimation) AddAnimatedTile(cur_tile);
1963 }
1964 }
1965
1966 /* Call callbacks after all tiles have been created. */
1967 for (TileIndex cur_tile : i->location) {
1968 if (i->TileBelongsToIndustry(cur_tile)) {
1969 /* There are no shared random bits, consistent with "MakeIndustryTileBigger" in tile loop.
1970 * So, trigger tiles individually */
1971 TriggerIndustryTileAnimation_ConstructionStageChanged(cur_tile, true);
1972 }
1973 }
1974
1976 for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
1977 }
1978 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_FORCE_REBUILD);
1980
1982}
1983
2000static 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)
2001{
2002 assert(layout_index < indspec->layouts.size());
2003 const IndustryTileLayout &layout = indspec->layouts[layout_index];
2004
2005 *ip = nullptr;
2006
2007 /* 1. Cheap: Built-in checks on industry level. */
2009 if (ret.Failed()) return ret;
2010
2011 Town *t = nullptr;
2012 ret = FindTownForIndustry(tile, type, &t);
2013 if (ret.Failed()) return ret;
2014 assert(t != nullptr);
2015
2016 ret = CheckIfIndustryIsAllowed(tile, type, t);
2017 if (ret.Failed()) return ret;
2018
2019 /* 2. Built-in checks on industry tiles. */
2020 std::vector<ClearedObjectArea> object_areas(_cleared_object_areas);
2021 ret = CheckIfIndustryTilesAreFree(tile, layout, type);
2022 _cleared_object_areas = std::move(object_areas);
2023 if (ret.Failed()) return ret;
2024
2025 /* 3. NewGRF-defined checks on industry level. */
2026 if (GetIndustrySpec(type)->callback_mask.Test(IndustryCallbackMask::Location)) {
2027 ret = CheckIfCallBackAllowsCreation(tile, type, layout_index, random_var8f, random_initial_bits, founder, creation_type);
2028 } else {
2029 ret = _check_new_industry_procs[indspec->check_proc](tile);
2030 }
2031 if (ret.Failed()) return ret;
2032
2033 /* 4. Expensive: NewGRF-defined checks on industry tiles. */
2034 bool custom_shape_check = false;
2035 ret = CheckIfIndustryTileSlopes(tile, layout, layout_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
2036 if (ret.Failed()) return ret;
2037
2039 !_ignore_industry_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DoCommandFlag::NoWater, layout)) {
2040 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2041 }
2042
2043 if (!Industry::CanAllocateItem()) return CommandCost(STR_ERROR_TOO_MANY_INDUSTRIES);
2044
2045 if (flags.Test(DoCommandFlag::Execute)) {
2046 *ip = new Industry(tile);
2047 if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, {DoCommandFlag::NoWater, DoCommandFlag::Execute}, layout);
2048 DoCreateNewIndustry(*ip, tile, type, layout, layout_index, t, founder, random_initial_bits);
2049 }
2050
2051 return CommandCost();
2052}
2053
2064CommandCost CmdBuildIndustry(DoCommandFlags flags, TileIndex tile, IndustryType it, uint32_t first_layout, bool fund, uint32_t seed)
2065{
2066 if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
2067
2068 const IndustrySpec *indspec = GetIndustrySpec(it);
2069
2070 /* Check if the to-be built/founded industry is available for this climate. */
2071 if (!indspec->enabled || indspec->layouts.empty()) return CMD_ERROR;
2072
2073 /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
2074 * Raw material industries are industries that do not accept cargo (at least for now) */
2075 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
2076 return CMD_ERROR;
2077 }
2078
2079 if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) {
2080 return CMD_ERROR;
2081 }
2082
2083 Randomizer randomizer;
2084 randomizer.SetSeed(seed);
2085 uint16_t random_initial_bits = GB(seed, 0, 16);
2086 uint32_t random_var8f = randomizer.Next();
2087 size_t num_layouts = indspec->layouts.size();
2088 CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
2089 const bool deity_prospect = _current_company == OWNER_DEITY && !fund;
2090
2091 Industry *ind = nullptr;
2092 if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) {
2093 if (flags.Test(DoCommandFlag::Execute)) {
2094 /* Prospecting has a chance to fail, however we cannot guarantee that something can
2095 * be built on the map, so the chance gets lower when the map is fuller, but there
2096 * is nothing we can really do about that. */
2097 bool prospect_success = deity_prospect || Random() <= indspec->prospecting_chance;
2098 if (prospect_success) {
2099 /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
2102 for (int i = 0; i < 5000; i++) {
2103 /* We should not have more than one Random() in a function call
2104 * because parameter evaluation order is not guaranteed in the c++ standard
2105 */
2106 tile = RandomTile();
2107 /* Start with a random layout */
2108 size_t layout = RandomRange((uint32_t)num_layouts);
2109 /* Check now each layout, starting with the random one */
2110 for (size_t j = 0; j < num_layouts; j++) {
2111 layout = (layout + 1) % num_layouts;
2112 ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), calltype, &ind);
2113 if (ret.Succeeded()) break;
2114 }
2115 if (ret.Succeeded()) break;
2116 }
2117 cur_company.Restore();
2118 }
2119 if (ret.Failed() && IsLocalCompany()) {
2120 if (prospect_success) {
2121 ShowErrorMessage(GetEncodedString(STR_ERROR_CAN_T_PROSPECT_INDUSTRY), GetEncodedString(STR_ERROR_NO_SUITABLE_PLACES_FOR_PROSPECTING), WL_INFO);
2122 } else {
2123 ShowErrorMessage(GetEncodedString(STR_ERROR_CAN_T_PROSPECT_INDUSTRY), GetEncodedString(STR_ERROR_PROSPECTING_WAS_UNLUCKY), WL_INFO);
2124 }
2125 }
2126 }
2127 } else {
2128 size_t layout = first_layout;
2129 if (layout >= num_layouts) return CMD_ERROR;
2130
2131 /* Check subsequently each layout, starting with the given layout in p1 */
2132 for (size_t i = 0; i < num_layouts; i++) {
2133 layout = (layout + 1) % num_layouts;
2134 ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind);
2135 if (ret.Succeeded()) break;
2136 }
2137
2138 /* If it still failed, there's no suitable layout to build here, return the error */
2139 if (ret.Failed()) return ret;
2140 }
2141
2142 if (flags.Test(DoCommandFlag::Execute) && ind != nullptr && _game_mode != GM_EDITOR) {
2144 }
2145
2147}
2148
2157{
2158 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2159
2160 Industry *ind = Industry::GetIfValid(ind_id);
2161 if (ind == nullptr) return CMD_ERROR;
2162 if (!ctlflags.IsValid()) return CMD_ERROR;
2163
2164 if (flags.Test(DoCommandFlag::Execute)) ind->ctlflags = ctlflags;
2165
2166 return CommandCost();
2167}
2168
2178CommandCost CmdIndustrySetProduction(DoCommandFlags flags, IndustryID ind_id, uint8_t prod_level, bool show_news, const EncodedString &custom_news)
2179{
2180 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2181 if (prod_level < PRODLEVEL_MINIMUM || prod_level > PRODLEVEL_MAXIMUM) return CMD_ERROR;
2182
2183 Industry *ind = Industry::GetIfValid(ind_id);
2184 if (ind == nullptr) return CMD_ERROR;
2185
2186 if (flags.Test(DoCommandFlag::Execute)) {
2188 ind->prod_level = prod_level;
2190
2191 /* Show news message if requested. */
2192 if (show_news && prod_level != ind->prod_level) {
2193 NewsType nt;
2194 switch (WhoCanServiceIndustry(ind)) {
2195 case 0: nt = NewsType::IndustryNobody; break;
2196 case 1: nt = NewsType::IndustryOther; break;
2197 case 2: nt = NewsType::IndustryCompany; break;
2198 default: NOT_REACHED();
2199 }
2200
2201 /* Set parameters of news string */
2202 EncodedString headline;
2203 if (!custom_news.empty()) {
2204 headline = custom_news;
2205 } else {
2206 StringID str = (prod_level > ind->prod_level)
2209
2210 if (str > STR_LAST_STRINGID) {
2211 headline = GetEncodedString(str, STR_TOWN_NAME, ind->town->index, GetIndustrySpec(ind->type)->name);
2212 } else {
2213 headline = GetEncodedString(str, ind->index);
2214 }
2215 }
2216
2217 AddIndustryNewsItem(std::move(headline), nt, ind->index);
2218 }
2219 }
2220
2221 return CommandCost();
2222}
2223
2234{
2235 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2236
2237 Industry *ind = Industry::GetIfValid(ind_id);
2238 if (ind == nullptr) return CMD_ERROR;
2239
2240 if (company_id != OWNER_NONE && company_id != INVALID_OWNER && company_id != OWNER_DEITY
2241 && !Company::IsValidID(company_id)) return CMD_ERROR;
2242
2243 if (flags.Test(DoCommandFlag::Execute)) {
2244 if (consumer) {
2245 ind->exclusive_consumer = company_id;
2246 } else {
2247 ind->exclusive_supplier = company_id;
2248 }
2249 }
2250
2251
2252 return CommandCost();
2253}
2254
2263{
2264 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2265
2266 Industry *ind = Industry::GetIfValid(ind_id);
2267 if (ind == nullptr) return CMD_ERROR;
2268
2269 if (flags.Test(DoCommandFlag::Execute)) {
2270 ind->text.clear();
2271 if (!text.empty()) ind->text = text;
2273 }
2274
2275 return CommandCost();
2276}
2277
2285static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
2286{
2287 const IndustrySpec *indspec = GetIndustrySpec(type);
2288
2289 uint32_t seed = Random();
2290 uint32_t seed2 = Random();
2291 Industry *i = nullptr;
2292 size_t layout_index = RandomRange((uint32_t)indspec->layouts.size());
2293 [[maybe_unused]] CommandCost ret = CreateNewIndustryHelper(tile, type, DoCommandFlag::Execute, indspec, layout_index, seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
2294 assert(i != nullptr || ret.Failed());
2295 return i;
2296}
2297
2305static uint32_t GetScaledIndustryGenerationProbability(IndustryType it, std::optional<bool> water, bool *force_at_least_one)
2306{
2307 const IndustrySpec *ind_spc = GetIndustrySpec(it);
2308 if (water.has_value() && ind_spc->behaviour.Test(IndustryBehaviour::BuiltOnWater) != *water) return 0;
2309
2311 if (!ind_spc->enabled || ind_spc->layouts.empty() ||
2312 (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) ||
2313 (chance = GetIndustryProbabilityCallback(it, IACT_MAPGENERATION, chance)) == 0) {
2314 *force_at_least_one = false;
2315 return 0;
2316 } else {
2317 chance *= 16; // to increase precision
2318 /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
2319 * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
2320 chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? Map::ScaleBySize1D(chance) : Map::ScaleBySize(chance);
2321
2322 *force_at_least_one = (chance > 0) && !ind_spc->behaviour.Test(IndustryBehaviour::NoBuildMapCreation) && (_game_mode != GM_EDITOR);
2323 return chance;
2324 }
2325}
2326
2333static uint16_t GetIndustryGamePlayProbability(IndustryType it, uint8_t *min_number)
2334{
2336 *min_number = 0;
2337 return 0;
2338 }
2339
2340 const IndustrySpec *ind_spc = GetIndustrySpec(it);
2342 if (!ind_spc->enabled || ind_spc->layouts.empty() ||
2345 (chance = GetIndustryProbabilityCallback(it, IACT_RANDOMCREATION, chance)) == 0) {
2346 *min_number = 0;
2347 return 0;
2348 }
2349 *min_number = ind_spc->behaviour.Test(IndustryBehaviour::CanCloseLastInstance) ? 1 : 0;
2350 return chance;
2351}
2352
2358{
2359 /* Number of industries on a 256x256 map. */
2360 static const uint16_t numof_industry_table[] = {
2361 0, // none
2362 0, // minimal
2363 10, // very low
2364 25, // low
2365 55, // normal
2366 80, // high
2367 0, // custom
2368 };
2369
2370 assert(lengthof(numof_industry_table) == ID_END);
2371 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
2372
2373 if (difficulty == ID_CUSTOM) return std::min<uint>(IndustryPool::MAX_SIZE, _settings_game.game_creation.custom_industry_number);
2374
2375 return std::min<uint>(IndustryPool::MAX_SIZE, Map::ScaleBySize(numof_industry_table[difficulty]));
2376}
2377
2386static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
2387{
2388 uint tries = try_hard ? 10000u : 2000u;
2389 for (; tries > 0; tries--) {
2390 Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
2391 if (ind != nullptr) return ind;
2392 }
2393 return nullptr;
2394}
2395
2401static void PlaceInitialIndustry(IndustryType type, bool water, bool try_hard)
2402{
2404
2406 PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
2407
2408 cur_company.Restore();
2409}
2410
2416{
2417 uint total = 0;
2418 for (const auto &industries : Industry::industries) {
2419 total += static_cast<uint16_t>(std::size(industries));
2420 }
2421 return total;
2422}
2423
2424
2427{
2428 this->probability = 0;
2429 this->min_number = 0;
2430 this->target_count = 0;
2431 this->max_wait = 1;
2432 this->wait_count = 0;
2433}
2434
2437{
2439
2440 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2441 this->builddata[it].Reset();
2442 }
2443}
2444
2447{
2448 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.
2449 if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting.
2450
2451 /* To prevent running out of unused industries for the player to connect,
2452 * add a fraction of new industries each month, but only if the manager can keep up. */
2453 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).
2454 if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
2455 this->wanted_inds += Map::ScaleBySize(NEWINDS_PER_MONTH);
2456 }
2457}
2458
2460 std::array<uint32_t, NUM_INDUSTRYTYPES> probs{};
2461 std::array<bool, NUM_INDUSTRYTYPES> force_one{};
2462 uint64_t total = 0;
2463 uint num_forced = 0;
2464};
2465
2472{
2474
2475 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2476 p.probs[it] = GetScaledIndustryGenerationProbability(it, water, &p.force_one[it]);
2477 p.total += p.probs[it];;
2478 if (p.force_one[it]) p.num_forced++;
2479 }
2480
2481 return p;
2482}
2483
2489{
2490 if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
2491
2492 /* Get the probabilities for all industries. This is done first as we need the total of
2493 * both land and water for scaling later. */
2496
2497 /* Run generation twice, for land and water industries in turn. */
2498 for (bool water = false;; water = true) {
2499 auto &p = water ? wprob : lprob;
2500
2501 /* Total number of industries scaled by land/water proportion. */
2502 uint total_amount = p.total * GetNumberOfIndustries() / (lprob.total + wprob.total);
2503
2504 /* Scale land-based industries to the land proportion, unless the player has set a custom industry count. */
2505 if (!water && _settings_game.difficulty.industry_density != ID_CUSTOM) total_amount = Map::ScaleByLandProportion(total_amount);
2506
2507 /* Ensure that forced industries are generated even if the scaled amounts are too low. */
2508 if (p.total == 0 || total_amount < p.num_forced) {
2509 /* Only place the forced ones */
2510 total_amount = p.num_forced;
2511 }
2512
2514
2515 /* Try to build one industry per type independent of any probabilities */
2516 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2517 if (p.force_one[it]) {
2518 assert(total_amount > 0);
2519 total_amount--;
2520 PlaceInitialIndustry(it, water, true);
2521 }
2522 }
2523
2524 /* Add the remaining industries according to their probabilities */
2525 for (uint i = 0; i < total_amount; i++) {
2526 uint32_t r = RandomRange(p.total);
2527 IndustryType it = 0;
2528 while (r >= p.probs[it]) {
2529 r -= p.probs[it];
2530 it++;
2531 assert(it < NUM_INDUSTRYTYPES);
2532 }
2533 assert(p.probs[it] > 0);
2534 PlaceInitialIndustry(it, water, false);
2535 }
2536
2537 if (water) break;
2538 }
2539
2541}
2542
2543template <>
2544Industry::ProducedHistory SumHistory(std::span<const Industry::ProducedHistory> history)
2545{
2546 uint32_t production = std::accumulate(std::begin(history), std::end(history), 0, [](uint32_t r, const auto &p) { return r + p.production; });
2547 uint32_t transported = std::accumulate(std::begin(history), std::end(history), 0, [](uint32_t r, const auto &p) { return r + p.transported; });
2548 auto count = std::size(history);
2549 return {.production = ClampTo<uint16_t>(production / count), .transported = ClampTo<uint16_t>(transported / count)};
2550}
2551
2552template <>
2553Industry::AcceptedHistory SumHistory(std::span<const Industry::AcceptedHistory> history)
2554{
2555 uint32_t accepted = std::accumulate(std::begin(history), std::end(history), 0, [](uint32_t r, const auto &a) { return r + a.accepted; });
2556 uint32_t waiting = std::accumulate(std::begin(history), std::end(history), 0, [](uint32_t r, const auto &a) { return r + a.waiting; });;
2557 auto count = std::size(history);
2558 return {.accepted = ClampTo<uint16_t>(accepted / count), .waiting = ClampTo<uint16_t>(waiting / count)};
2559}
2560
2566{
2567 auto month = TimerGameEconomy::month;
2568 UpdateValidHistory(i->valid_history, HISTORY_YEAR, month);
2569
2570 for (auto &p : i->produced) {
2571 if (IsValidCargoType(p.cargo)) {
2572 if (p.history[THIS_MONTH].production != 0) i->last_prod_year = TimerGameEconomy::year;
2573
2574 RotateHistory(p.history, i->valid_history, HISTORY_YEAR, month);
2575 }
2576 }
2577
2578 for (auto &a : i->accepted) {
2579 if (!IsValidCargoType(a.cargo)) continue;
2580 if (a.history == nullptr) continue;
2581
2582 (*a.history)[THIS_MONTH].waiting = GetAndResetAccumulatedAverage<uint16_t>(a.accumulated_waiting);
2583 RotateHistory(*a.history, i->valid_history, HISTORY_YEAR, month);
2584 }
2585}
2586
2592{
2593 const IndustrySpec *indspec = GetIndustrySpec(this->type);
2594 assert(indspec->UsesOriginalEconomy());
2595
2596 /* Rates are rounded up, so e.g. oilrig always produces some passengers */
2597 for (auto &p : this->produced) {
2598 p.rate = ClampTo<uint8_t>(CeilDiv(indspec->production_rate[&p - this->produced.data()] * this->prod_level, PRODLEVEL_DEFAULT));
2599 }
2600}
2601
2602void Industry::FillCachedName() const
2603{
2604 auto tmp_params = MakeParameters(this->index);
2605 this->cached_name = GetStringWithArgs(STR_INDUSTRY_NAME, tmp_params);
2606}
2607
2608void ClearAllIndustryCachedNames()
2609{
2610 for (Industry *ind : Industry::Iterate()) {
2611 ind->cached_name.clear();
2612 }
2613}
2614
2621{
2622 uint8_t min_number;
2624 bool changed = min_number != this->min_number || probability != this->probability;
2625 this->min_number = min_number;
2626 this->probability = probability;
2627 return changed;
2628}
2629
2632{
2633 bool changed = false;
2634 uint num_planned = 0; // Number of industries planned in the industry build data.
2635 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2636 changed |= this->builddata[it].GetIndustryTypeData(it);
2637 num_planned += this->builddata[it].target_count;
2638 }
2639 uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
2640 changed |= num_planned != total_amount;
2641 if (!changed) return; // All industries are still the same, no need to re-randomize.
2642
2643 /* Initialize the target counts. */
2644 uint force_build = 0; // Number of industries that should always be available.
2645 uint32_t total_prob = 0; // Sum of probabilities.
2646 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2647 IndustryTypeBuildData *ibd = this->builddata + it;
2648 force_build += ibd->min_number;
2649 ibd->target_count = ibd->min_number;
2650 total_prob += ibd->probability;
2651 }
2652
2653 if (total_prob == 0) return; // No buildable industries.
2654
2655 /* Subtract forced industries from the number of industries available for construction. */
2656 total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
2657
2658 /* Assign number of industries that should be aimed for, by using the probability as a weight. */
2659 while (total_amount > 0) {
2660 uint32_t r = RandomRange(total_prob);
2661 IndustryType it = 0;
2662 while (r >= this->builddata[it].probability) {
2663 r -= this->builddata[it].probability;
2664 it++;
2665 assert(it < NUM_INDUSTRYTYPES);
2666 }
2667 assert(this->builddata[it].probability > 0);
2668 this->builddata[it].target_count++;
2669 total_amount--;
2670 }
2671}
2672
2677{
2678 this->SetupTargetCount();
2679
2680 int missing = 0; // Number of industries that need to be build.
2681 uint count = 0; // Number of industry types eligible for build.
2682 uint32_t total_prob = 0; // Sum of probabilities.
2683 IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
2684 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2685 int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
2686 missing += difference;
2687 if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
2688 if (difference > 0) {
2689 if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
2690 /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
2691 if (forced_build == NUM_INDUSTRYTYPES ||
2692 difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
2693 forced_build = it;
2694 }
2695 }
2696 total_prob += difference;
2697 count++;
2698 }
2699 }
2700
2701 if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
2702
2703 if (count >= 1) {
2704 /* If not forced, pick a weighted random industry to build.
2705 * For the case that count == 1, there is no need to draw a random number. */
2706 IndustryType it;
2707 if (forced_build != NUM_INDUSTRYTYPES) {
2708 it = forced_build;
2709 } else {
2710 /* Non-forced, select an industry type to build (weighted random). */
2711 uint32_t r = 0; // Initialized to silence the compiler.
2712 if (count > 1) r = RandomRange(total_prob);
2713 for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
2714 if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
2715 int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
2716 if (difference <= 0) continue; // Too many of this kind.
2717 if (count == 1) break;
2718 if (r < (uint)difference) break;
2719 r -= difference;
2720 }
2721 assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
2722 }
2723
2724 /* Try to create the industry. */
2725 const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
2726 if (ind == nullptr) {
2727 this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
2728 this->builddata[it].max_wait = std::min(1000, this->builddata[it].max_wait + 2);
2729 } else {
2731 this->builddata[it].max_wait = std::max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
2732 }
2733 }
2734
2735 /* Decrement wait counters. */
2736 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2737 if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
2738 }
2739}
2740
2749static bool CheckIndustryCloseDownProtection(IndustryType type)
2750{
2751 const IndustrySpec *indspec = GetIndustrySpec(type);
2752
2753 /* oil wells (or the industries with that flag set) are always allowed to closedown */
2754 if (indspec->behaviour.Test(IndustryBehaviour::DontIncrProd) && _settings_game.game_creation.landscape == LandscapeType::Temperate) return false;
2756}
2757
2767static void CanCargoServiceIndustry(CargoType cargo, Industry *ind, bool *c_accepts, bool *c_produces)
2768{
2769 if (!IsValidCargoType(cargo)) return;
2770
2771 /* Check for acceptance of cargo */
2772 if (ind->IsCargoAccepted(cargo) && !IndustryTemporarilyRefusesCargo(ind, cargo)) *c_accepts = true;
2773
2774 /* Check for produced cargo */
2775 if (ind->IsCargoProduced(cargo)) *c_produces = true;
2776}
2777
2792{
2793 if (ind->stations_near.empty()) return 0; // No stations found at all => nobody services
2794
2795 int result = 0;
2796 for (const Vehicle *v : Vehicle::Iterate()) {
2797 /* Is it worthwhile to try this vehicle? */
2798 if (v->owner != _local_company && result != 0) continue;
2799
2800 /* Check whether it accepts the right kind of cargo */
2801 bool c_accepts = false;
2802 bool c_produces = false;
2803 if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
2804 for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
2805 CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
2806 }
2807 } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
2808 CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
2809 } else {
2810 continue;
2811 }
2812 if (!c_accepts && !c_produces) continue; // Wrong cargo
2813
2814 /* Check orders of the vehicle.
2815 * We cannot check the first of shared orders only, since the first vehicle in such a chain
2816 * may have a different cargo type.
2817 */
2818 for (const Order &o : v->Orders()) {
2819 if (o.IsType(OT_GOTO_STATION) && o.GetUnloadType() != OrderUnloadType::Transfer) {
2820 /* Vehicle visits a station to load or unload */
2821 Station *st = Station::Get(o.GetDestination().ToStationID());
2822 assert(st != nullptr);
2823
2824 /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
2825 if (o.GetUnloadType() == OrderUnloadType::Unload && !c_accepts) break;
2826
2827 if (ind->stations_near.find(st) != ind->stations_near.end()) {
2828 if (v->owner == _local_company) return 2; // Company services industry
2829 result = 1; // Competitor services industry
2830 }
2831 }
2832 }
2833 }
2834 return result;
2835}
2836
2844static void ReportNewsProductionChangeIndustry(Industry *ind, CargoType cargo, int percent)
2845{
2846 NewsType nt;
2847
2848 switch (WhoCanServiceIndustry(ind)) {
2849 case 0: nt = NewsType::IndustryNobody; break;
2850 case 1: nt = NewsType::IndustryOther; break;
2851 case 2: nt = NewsType::IndustryCompany; break;
2852 default: NOT_REACHED();
2853 }
2854 AddIndustryNewsItem(
2855 GetEncodedString(percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
2856 CargoSpec::Get(cargo)->name, ind->index, abs(percent)
2857 ),
2858 nt,
2859 ind->index
2860 );
2861}
2862
2863static const uint PERCENT_TRANSPORTED_60 = 153;
2864static const uint PERCENT_TRANSPORTED_80 = 204;
2865
2871static void ChangeIndustryProduction(Industry *i, bool monthly)
2872{
2873 StringID str = STR_NULL;
2874 bool closeit = false;
2875 const IndustrySpec *indspec = GetIndustrySpec(i->type);
2876 bool standard = false;
2877 bool suppress_message = false;
2878 bool recalculate_multipliers = false;
2879 /* use original economy for industries using production related callbacks */
2880 bool original_economy = indspec->UsesOriginalEconomy();
2881 uint8_t div = 0;
2882 uint8_t mul = 0;
2883 int8_t increment = 0;
2884
2886 if (callback_enabled) {
2887 std::array<int32_t, 1> regs100;
2888 uint16_t res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile, regs100);
2889 if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
2890 suppress_message = HasBit(res, 7);
2891 /* Get the custom message if any */
2892 if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grfid, GRFStringID(GB(regs100[0], 0, 16)));
2893 res = GB(res, 0, 4);
2894 switch (res) {
2895 default: NOT_REACHED();
2896 case 0x0: break; // Do nothing, but show the custom message if any
2897 case 0x1: div = 1; break; // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
2898 case 0x2: mul = 1; break; // Double industry production if it hasn't reached eight times of the original yet.
2899 case 0x3: closeit = true; break; // The industry announces imminent closure, and is physically removed from the map next month.
2900 case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
2901 case 0x5: case 0x6: case 0x7: // Divide production by 4, 8, 16
2902 case 0x8: div = res - 0x3; break; // Divide production by 32
2903 case 0x9: case 0xA: case 0xB: // Multiply production by 4, 8, 16
2904 case 0xC: mul = res - 0x7; break; // Multiply production by 32
2905 case 0xD: // decrement production
2906 case 0xE: // increment production
2907 increment = res == 0x0D ? -1 : 1;
2908 break;
2909 case 0xF: // Set production to third byte of register 0x100
2910 i->prod_level = Clamp(GB(regs100[0], 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
2911 recalculate_multipliers = true;
2912 break;
2913 }
2914 }
2915 } else {
2916 if (monthly == original_economy) return;
2917 if (!original_economy && _settings_game.economy.type == ET_FROZEN) return;
2918 if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
2919 }
2920
2921 if (standard || (!callback_enabled && indspec->life_type.Any({IndustryLifeType::Organic, IndustryLifeType::Extractive}))) {
2922 /* decrease or increase */
2923 bool only_decrease = indspec->behaviour.Test(IndustryBehaviour::DontIncrProd) && _settings_game.game_creation.landscape == LandscapeType::Temperate;
2924
2925 if (original_economy) {
2926 if (only_decrease || Chance16(1, 3)) {
2927 /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
2928 if (!only_decrease && (i->GetProduced(0).history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
2929 mul = 1; // Increase production
2930 } else {
2931 div = 1; // Decrease production
2932 }
2933 }
2934 } else if (_settings_game.economy.type == ET_SMOOTH) {
2936 for (auto &p : i->produced) {
2937 if (!IsValidCargoType(p.cargo)) continue;
2938 uint32_t r = Random();
2939 int old_prod, new_prod, percent;
2940 /* If over 60% is transported, mult is 1, else mult is -1. */
2941 int mult = (p.history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_60) ? 1 : -1;
2942
2943 new_prod = old_prod = p.rate;
2944
2945 /* For industries with only_decrease flags (temperate terrain Oil Wells),
2946 * the multiplier will always be -1 so they will only decrease. */
2947 if (only_decrease) {
2948 mult = -1;
2949 /* For normal industries, if over 60% is transported, 33% chance for decrease.
2950 * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
2951 } else if (Chance16I(1, ((p.history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
2952 mult *= -1;
2953 }
2954
2955 /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
2956 * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
2957 if (Chance16I(1, 22, r >> 16)) {
2958 new_prod += mult * (std::max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
2959 }
2960
2961 /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
2962 new_prod = Clamp(new_prod, 1, 255);
2963 if (IsValidCargoType(p.cargo) && p.cargo == GetCargoTypeByLabel(CT_PASSENGERS) && !indspec->behaviour.Test(IndustryBehaviour::NoPaxProdClamp)) {
2964 new_prod = Clamp(new_prod, 0, 16);
2965 }
2966
2967 /* If override flags are set, prevent actually changing production if any was decided on */
2968 if (i->ctlflags.Test(IndustryControlFlag::NoProductionDecrease) && new_prod < old_prod) continue;
2969 if (i->ctlflags.Test(IndustryControlFlag::NoProductionIncrease) && new_prod > old_prod) continue;
2970
2971 /* Do not stop closing the industry when it has the lowest possible production rate */
2972 if (new_prod == old_prod && old_prod > 1) {
2973 closeit = false;
2974 continue;
2975 }
2976
2977 percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
2978 p.rate = new_prod;
2979
2980 /* Close the industry when it has the lowest possible production rate */
2981 if (new_prod > 1) closeit = false;
2982
2983 if (abs(percent) >= 10) {
2984 ReportNewsProductionChangeIndustry(i, p.cargo, percent);
2985 }
2986 }
2987 }
2988 }
2989
2990 /* If override flags are set, prevent actually changing production if any was decided on */
2991 if (i->ctlflags.Test(IndustryControlFlag::NoProductionDecrease) && (div > 0 || increment < 0)) return;
2992 if (i->ctlflags.Test(IndustryControlFlag::NoProductionIncrease) && (mul > 0 || increment > 0)) return;
2994 div = 0;
2995 mul = 0;
2996 increment = 0;
2997 }
2998
2999 if (!callback_enabled && indspec->life_type.Test(IndustryLifeType::Processing)) {
3000 if (TimerGameEconomy::year - i->last_prod_year >= PROCESSING_INDUSTRY_ABANDONMENT_YEARS && Chance16(1, original_economy ? 2 : 180)) {
3001 closeit = true;
3002 }
3003 }
3004
3005 /* Increase if needed */
3006 while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
3007 i->prod_level = std::min<int>(i->prod_level * 2, PRODLEVEL_MAXIMUM);
3008 recalculate_multipliers = true;
3009 if (str == STR_NULL) str = indspec->production_up_text;
3010 }
3011
3012 /* Decrease if needed */
3013 while (div-- != 0 && !closeit) {
3014 if (i->prod_level == PRODLEVEL_MINIMUM) {
3015 closeit = true;
3016 break;
3017 } else {
3018 i->prod_level = std::max<int>(i->prod_level / 2, PRODLEVEL_MINIMUM);
3019 recalculate_multipliers = true;
3020 if (str == STR_NULL) str = indspec->production_down_text;
3021 }
3022 }
3023
3024 /* Increase or Decreasing the production level if needed */
3025 if (increment != 0) {
3026 if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
3027 closeit = true;
3028 } else {
3030 recalculate_multipliers = true;
3031 }
3032 }
3033
3034 /* Recalculate production_rate
3035 * For non-smooth economy these should always be synchronized with prod_level */
3036 if (recalculate_multipliers) i->RecomputeProductionMultipliers();
3037
3038 /* Close if needed and allowed */
3042 str = indspec->closure_text;
3043 }
3044
3045 if (!suppress_message && str != STR_NULL) {
3046 NewsType nt;
3047 /* Compute news category */
3048 if (closeit) {
3050 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
3051 Game::NewEvent(new ScriptEventIndustryClose(i->index));
3052 } else {
3053 switch (WhoCanServiceIndustry(i)) {
3054 case 0: nt = NewsType::IndustryNobody; break;
3055 case 1: nt = NewsType::IndustryOther; break;
3056 case 2: nt = NewsType::IndustryCompany; break;
3057 default: NOT_REACHED();
3058 }
3059 }
3060 /* Set parameters of news string */
3061 EncodedString headline;
3062 if (str > STR_LAST_STRINGID) {
3063 headline = GetEncodedString(str, STR_TOWN_NAME, i->town->index, indspec->name);
3064 } else if (closeit) {
3065 headline = GetEncodedString(str, STR_FORMAT_INDUSTRY_NAME, i->town->index, indspec->name);
3066 } else {
3067 headline = GetEncodedString(str, i->index);
3068 }
3069 /* and report the news to the user */
3070 if (closeit) {
3071 AddTileNewsItem(std::move(headline), nt, i->location.tile + TileDiffXY(1, 1));
3072 } else {
3073 AddIndustryNewsItem(std::move(headline), nt, i->index);
3074 }
3075 }
3076}
3077
3085static const IntervalTimer<TimerGameEconomy> _economy_industries_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::INDUSTRY}, [](auto)
3086{
3088
3089 /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
3090 * the lower 16 bit are a fractional part that might accumulate over several days until it
3091 * is sufficient for an industry. */
3092 uint16_t change_loop = _economy.industry_daily_change_counter >> 16;
3093
3094 /* Reset the active part of the counter, just keeping the "fractional part" */
3095 _economy.industry_daily_change_counter &= 0xFFFF;
3096
3097 if (change_loop == 0) {
3098 return; // Nothing to do? get out
3099 }
3100
3102
3103 /* perform the required industry changes for the day */
3104
3105 uint perc = 3; // Between 3% and 9% chance of creating a new industry.
3107 perc = std::min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
3108 }
3109 for (uint16_t j = 0; j < change_loop; j++) {
3110 if (Chance16(perc, 100)) {
3112 } else {
3114 if (i != nullptr) {
3115 ChangeIndustryProduction(i, false);
3117 }
3118 }
3119 }
3120
3121 cur_company.Restore();
3122
3123 /* production-change */
3124 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);
3125});
3126
3127static const IntervalTimer<TimerGameEconomy> _economy_industries_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::INDUSTRY}, [](auto)
3128{
3130
3132
3133 for (Industry *i : Industry::Iterate()) {
3135 if (i->prod_level == PRODLEVEL_CLOSURE) {
3136 delete i;
3137 } else {
3138 ChangeIndustryProduction(i, true);
3140 }
3141 }
3142
3143 cur_company.Restore();
3144
3145 /* production-change */
3146 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);
3147});
3148
3149
3150void InitializeIndustries()
3151{
3152 Industry::industries.fill({});
3153 _industry_sound_tile = TileIndex{};
3154
3156}
3157
3160{
3161 int count = 0;
3162 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
3163 if (Industry::GetIndustryTypeCount(it) > 0) continue; // Types of existing industries can be skipped.
3164
3165 bool force_at_least_one;
3166 uint32_t chance = GetScaledIndustryGenerationProbability(it, std::nullopt, &force_at_least_one);
3167 if (chance == 0 || !force_at_least_one) continue; // Types that are not available can be skipped.
3168
3169 const IndustrySpec *is = GetIndustrySpec(it);
3170 ShowErrorMessage(GetEncodedString(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES, is->name),
3171 GetEncodedString(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION), WL_WARNING);
3172
3173 count++;
3174 if (count >= 3) break; // Don't swamp the user with errors.
3175 }
3176}
3177
3186
3192{
3193 /* Lumber mills are neither raw nor processing */
3196}
3197
3203{
3204 /* Building raw industries like secondary uses different price base */
3205 return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
3206 PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
3207}
3208
3216{
3217 return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
3218}
3219
3234
3235static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
3236{
3237 if (AutoslopeEnabled()) {
3238 /* We imitate here TTDP's behaviour:
3239 * - Both new and old slope must not be steep.
3240 * - TileMaxZ must not be changed.
3241 * - Allow autoslope by default.
3242 * - Disallow autoslope if callback succeeds and returns non-zero.
3243 */
3244 Slope tileh_old = GetTileSlope(tile);
3245 /* TileMaxZ must not be changed. Slopes must not be steep. */
3246 if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3247 const IndustryGfx gfx = GetIndustryGfx(tile);
3248 const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
3249
3250 /* Call callback 3C 'disable autosloping for industry tiles'. */
3252 /* If the callback fails, allow autoslope. */
3253 uint16_t res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
3254 if (res == CALLBACK_FAILED || !ConvertBooleanCallback(itspec->grf_prop.grffile, CBID_INDTILE_AUTOSLOPE, res)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3255 } else {
3256 /* allow autoslope */
3257 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3258 }
3259 }
3260 }
3261 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
3262}
3263
3264extern const TileTypeProcs _tile_type_industry_procs = {
3265 DrawTile_Industry, // draw_tile_proc
3266 GetSlopePixelZ_Industry, // get_slope_z_proc
3267 ClearTile_Industry, // clear_tile_proc
3268 AddAcceptedCargo_Industry, // add_accepted_cargo_proc
3269 GetTileDesc_Industry, // get_tile_desc_proc
3270 GetTileTrackStatus_Industry, // get_tile_track_status_proc
3271 ClickTile_Industry, // click_tile_proc
3272 AnimateTile_Industry, // animate_tile_proc
3273 TileLoop_Industry, // tile_loop_proc
3274 ChangeTileOwner_Industry, // change_tile_owner_proc
3275 nullptr, // add_produced_cargo_proc
3276 nullptr, // vehicle_enter_tile_proc
3277 GetFoundation_Industry, // get_foundation_proc
3278 TerraformTile_Industry, // terraform_tile_proc
3279 nullptr, // check_build_above_proc
3280};
3281
3282bool IndustryCompare::operator() (const IndustryListEntry &lhs, const IndustryListEntry &rhs) const
3283{
3284 /* Compare by distance first and use index as a tiebreaker. */
3285 return std::tie(lhs.distance, lhs.industry->index) < std::tie(rhs.distance, rhs.industry->index);
3286}
3287
3293{
3294 auto ita = std::find_if(std::rbegin(ind->accepted), std::rend(ind->accepted), [](const auto &a) { return IsValidCargoType(a.cargo); });
3295 ind->accepted.erase(ita.base(), std::end(ind->accepted));
3296 ind->accepted.shrink_to_fit();
3297
3298 auto itp = std::find_if(std::rbegin(ind->produced), std::rend(ind->produced), [](const auto &p) { return IsValidCargoType(p.cargo); });
3299 ind->produced.erase(itp.base(), std::end(ind->produced));
3300 ind->produced.shrink_to_fit();
3301}
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.
static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
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:21
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:104
static constexpr CargoLabel CT_PASSENGERS
Available types of cargo Labels may be re-used between different climates.
Definition cargo_type.h:29
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 DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
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 Month month
Current month (0..11).
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
@ CLEAR_SNOW
0-3 (Not stored in map.)
Definition clear_map.h:24
@ CLEAR_ROUGH
3
Definition clear_map.h:21
ClearGround GetClearGround(Tile t)
Get the type of clear tile.
Definition clear_map.h:47
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
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.
@ Auto
don't allow building on structures
@ NoModifyTownRating
do not change town rating
@ NoWater
don't allow building on water
@ Execute
execute the given command
@ NoTestTownRating
town rating does not disallow you from building
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_LAND_INDUSTRY
Generate industries.
Definition genworld.h:67
@ GWP_WATER_INDUSTRY
Generate industries.
Definition genworld.h:68
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.
void UpdateValidHistory(ValidHistoryMask &valid_history, const HistoryRange &hr, uint cur_month)
Update mask of valid records for a historical data.
Definition history.cpp:25
Functions for storing historical data.
void RotateHistory(HistoryData< T > &history, ValidHistoryMask valid_history, const HistoryRange &hr, uint cur_month)
Rotate historical data.
Types for storing historical data.
Base of all industries.
static constexpr uint8_t PRODLEVEL_MAXIMUM
the industry is running at full speed
Definition industry.h:38
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:37
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:28
static constexpr uint8_t PRODLEVEL_MINIMUM
below this level, the industry is set to be closing
Definition industry.h:36
static constexpr uint8_t PRODLEVEL_CLOSURE
signal set to actually close the industry
Definition industry.h:35
@ 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 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 IndustryGenerationProbabilities GetScaledProbabilities(bool water)
Get scaled industry generation probabilities.
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 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 uint32_t GetScaledIndustryGenerationProbability(IndustryType it, std::optional< bool > water, bool *force_at_least_one)
Compute the appearance probability for an industry during map creation.
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 bool IsSuitableForFarmField(TileIndex tile, bool allow_fields, bool allow_rough)
Check whether the tile can be replaced by a farm field.
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 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 void PlaceInitialIndustry(IndustryType type, bool water, bool try_hard)
Try to build a industry on the map.
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:190
uint DistanceFromEdgeDir(TileIndex tile, DiagDirection dir)
Gets the distance to the edge of the map in given direction.
Definition map.cpp:235
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:109
Functions related to maps.
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:482
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition map_func.h:452
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:401
TileIndexDiff TileOffsByAxis(Axis axis)
Convert an Axis to a TileIndexDiff.
Definition map_func.h:567
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:437
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:427
#define RandomTile()
Get a valid random tile.
Definition map_func.h:664
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:582
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:29
@ 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.
@ Transfer
Transfer all cargo onto the platform.
@ Unload
Force unloading all cargo onto the platform, possibly not getting paid.
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:188
PaletteID SpriteLayoutPaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal)
Applies PALETTE_MODIFIER_TRANSPARENT and PALETTE_MODIFIER_COLOUR to a palette entry of a sprite layou...
Definition sprite.h:155
PaletteID GroundSpritePaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal)
Applies PALETTE_MODIFIER_COLOUR to a palette entry of a ground sprite.
Definition sprite.h:174
Base classes/functions for stations.
void ForAllStationsAroundTiles(const TileArea &ta, Func func)
Call a function on all stations that have any part of the requested area within their catchment.
void ClearDockingTilesCheckingNeighbours(TileIndex tile)
Clear docking tile status from tiles around a removed dock, if the tile has no neighbours which would...
bool IsOilRig(Tile t)
Is tile t part of an oilrig?
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h: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:336
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
Functions related to OTTD's strings.
auto MakeParameters(Args &&... args)
Helper to create the StringParameters with its own buffer with the given parameter values.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
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:111
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:81
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:306
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:308
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:307
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:291
uint32_t probability
Relative probability of building this industry.
Definition industry.h:292
uint16_t target_count
Desired number of industries of this type.
Definition industry.h:294
uint8_t min_number
Smallest number of industries that should exist (either 0 or 1).
Definition industry.h:293
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:296
uint16_t max_wait
Starting number of turns to wait (copied to wait_count).
Definition industry.h:295
CargoType cargo
Cargo type.
Definition industry.h:86
CargoType cargo
Cargo type.
Definition industry.h:74
HistoryData< ProducedHistory > history
History of cargo produced and transported for this month and 24 previous months.
Definition industry.h:77
uint8_t rate
Production rate.
Definition industry.h:76
Defines the internal data of a functional industry.
Definition industry.h:62
static Industry * GetRandom()
Return a random valid industry.
IndustryType type
type of industry.
Definition industry.h:115
Owner exclusive_supplier
Which company has exclusive rights to deliver cargo (INVALID_OWNER = anyone)
Definition industry.h:130
TimerGameCalendar::Date construction_date
Date of the construction of the industry.
Definition industry.h:127
IndustryControlFlags ctlflags
flags overriding standard behaviours
Definition industry.h:120
bool IsCargoAccepted() const
Test if this industry accepts any cargo.
Definition industry.h:223
PersistentStorage * psa
Persistent storage for NewGRF industries.
Definition industry.h:136
uint8_t prod_level
general production level
Definition industry.h:112
Colours random_colour
randomized colour of the industry, for display purpose
Definition industry.h:117
void RecomputeProductionMultipliers()
Recompute #production_rate for current prod_level.
EncodedString text
General text with additional information.
Definition industry.h:132
uint8_t construction_type
Way the industry was constructed (.
Definition industry.h:128
std::string cached_name
NOSAVE: Cache of the resolved name of the industry.
Definition industry.h:124
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:158
ValidHistoryMask valid_history
Mask of valid history records.
Definition industry.h:109
TimerGameEconomy::Year last_prod_year
last economy year of production
Definition industry.h:118
ProducedCargoes produced
produced cargo slots
Definition industry.h:110
uint16_t random
Random value used for randomisation of all kinds of things.
Definition industry.h:134
static void PostDestructor(size_t index)
Invalidating some stuff after removing item from the pool.
Town * town
Nearest town.
Definition industry.h:107
Owner founder
Founder of the industry.
Definition industry.h:126
uint8_t selected_layout
Which tile layout was used when creating the industry.
Definition industry.h:129
AcceptedCargoes accepted
accepted cargo slots
Definition industry.h:111
static uint16_t GetIndustryTypeCount(IndustryType type)
Get the count of industries for this type.
Definition industry.h:264
Owner owner
owner of the industry. Which SHOULD always be (imho) OWNER_NONE
Definition industry.h:116
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:251
TileArea location
Location of the industry.
Definition industry.h:106
Station * neutral_station
Associated neutral station.
Definition industry.h:108
StationList stations_near
NOSAVE: List of nearby stations.
Definition industry.h:123
bool IsCargoProduced() const
Test if this industry produces any cargo.
Definition industry.h:229
Owner exclusive_consumer
Which company has exclusive rights to take cargo (INVALID_OWNER = anyone)
Definition industry.h:131
uint16_t counter
used for animation and/or production (if available cargo)
Definition industry.h:113
uint8_t was_cargo_delivered
flag that indicate this has been the closest industry chosen for cargo delivery by a station....
Definition industry.h:119
bool TileBelongsToIndustry(TileIndex tile) const
Check if a given tile belongs to this industry.
Definition industry.h:148
static std::array< FlatSet< IndustryID >, NUM_INDUSTRYTYPES > industries
List of industries of each type.
Definition industry.h:276
static uint SizeX()
Get the size of the map along the X.
Definition map_func.h:272
static TileIndex WrapToMap(TileIndex tile)
'Wraps' the given "tile" so it is within the map.
Definition map_func.h:329
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:340
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:281
static uint ScaleByLandProportion(uint n)
Scales the given value by the number of water tiles.
Definition map_func.h:318
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:353
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition map_func.h:308
static uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition map_func.h:299
static uint Size()
Get the size of the map.
Definition map_func.h:290
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:36
std::optional< std::string > grf
newGRF used for the tile contents
Definition tile_cmd.h:47
StringID str
Description of the tile.
Definition tile_cmd.h:37
std::array< Owner, 4 > owner
Name of the owner(s)
Definition tile_cmd.h:39
uint64_t dparam
Parameter of the str string.
Definition tile_cmd.h:38
Tile information, used while rendering the tile.
Definition tile_cmd.h:30
Slope tileh
Slope of the tile.
Definition tile_cmd.h:31
TileIndex tile
Tile index.
Definition tile_cmd.h:32
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:152
uint32_t population
Current population of people.
Definition town.h:53
Town data structure.
Definition town.h:63
TileIndex xy
town center tile
Definition town.h:64
TownCache cache
Container for all cacheable data.
Definition town.h:66
Vehicle data structure.
CargoType cargo_type
type of cargo this vehicle is carrying
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
static bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
static uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition tile_map.h:312
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
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
static TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
@ 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
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ 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
@ TREE_GROUND_ROUGH
some rough tile
Definition tree_map.h:54
@ 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 z, const SpriteBounds &bounds, bool transparent, 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:824
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:138
WaterClass
classes of water (for WaterTileType::Clear water tile type).
Definition water_map.h:39
@ Invalid
Used for industry tiles on land (also for oilrig if newgrf says so).
bool HasTileWaterClass(Tile t)
Checks whether the tile has an waterclass associated.
Definition water_map.h:103
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition water_map.h:114
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition water_map.h:192
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:1193
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:3294
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3176
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: