OpenTTD Source: src/industry_cmd.cpp Source File

OpenTTD Source 15.0-beta1

industry_cmd.cpp
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1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10#include "stdafx.h"
11#include "clear_map.h"
12#include "industry.h"
13#include "station_base.h"
14#include "landscape.h"
15#include "viewport_func.h"
16#include "command_func.h"
17#include "town.h"
18#include "news_func.h"
19#include "cheat_type.h"
20#include "company_base.h"
21#include "genworld.h"
22#include "tree_map.h"
23#include "newgrf_cargo.h"
24#include "newgrf_debug.h"
25#include "newgrf_industrytiles.h"
26#include "autoslope.h"
27#include "water.h"
28#include "strings_internal.h"
29#include "window_func.h"
30#include "vehicle_func.h"
31#include "sound_func.h"
32#include "animated_tile_func.h"
33#include "effectvehicle_func.h"
34#include "effectvehicle_base.h"
35#include "ai/ai.hpp"
36#include "core/pool_func.hpp"
37#include "subsidy_func.h"
38#include "core/backup_type.hpp"
39#include "object_base.h"
40#include "game/game.hpp"
41#include "error.h"
42#include "string_func.h"
43#include "industry_cmd.h"
44#include "landscape_cmd.h"
45#include "terraform_cmd.h"
46#include "timer/timer.h"
47#include "timer/timer_game_calendar.h"
48#include "timer/timer_game_economy.h"
49#include "timer/timer_game_tick.h"
50
51#include "table/strings.h"
52#include "table/industry_land.h"
53#include "table/build_industry.h"
54
55#include "safeguards.h"
56
57 IndustryPool _industry_pool("Industry");
58 INSTANTIATE_POOL_METHODS(Industry)
59
60void ShowIndustryViewWindow(int industry);
61void BuildOilRig(TileIndex tile);
62
63static uint8_t _industry_sound_ctr;
64static TileIndex _industry_sound_tile;
65
66std::array<std::vector<IndustryID>, NUM_INDUSTRYTYPES> Industry::industries;
67
68 IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
69 IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
70 IndustryBuildData _industry_builder;
71
72static int WhoCanServiceIndustry(Industry *ind);
73
80 void ResetIndustries()
81{
82 auto industry_insert = std::copy(std::begin(_origin_industry_specs), std::end(_origin_industry_specs), std::begin(_industry_specs));
83 std::fill(industry_insert, std::end(_industry_specs), IndustrySpec{});
84
85 /* Enable only the current climate industries */
86 for (auto it = std::begin(_industry_specs); it != industry_insert; ++it) {
87 it->enabled = HasBit(it->climate_availability, _settings_game.game_creation.landscape);
88 }
89
90 auto industry_tile_insert = std::copy(std::begin(_origin_industry_tile_specs), std::end(_origin_industry_tile_specs), std::begin(_industry_tile_specs));
91 std::fill(industry_tile_insert, std::end(_industry_tile_specs), IndustryTileSpec{});
92
93 /* Reset any overrides that have been set. */
94 _industile_mngr.ResetOverride();
95 _industry_mngr.ResetOverride();
96}
97
106IndustryType GetIndustryType(Tile tile)
107{
108 assert(IsTileType(tile, MP_INDUSTRY));
109
110 const Industry *ind = Industry::GetByTile(tile);
111 assert(ind != nullptr);
112 return ind->type;
113}
114
123 const IndustrySpec *GetIndustrySpec(IndustryType thistype)
124{
125 assert(thistype < NUM_INDUSTRYTYPES);
126 return &_industry_specs[thistype];
127}
128
137 const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx)
138{
139 assert(gfx < INVALID_INDUSTRYTILE);
140 return &_industry_tile_specs[gfx];
141}
142
143Industry::~Industry()
144{
145 if (CleaningPool()) return;
146
147 /* Industry can also be destroyed when not fully initialized.
148 * This means that we do not have to clear tiles either.
149 * Also we must not decrement industry counts in that case. */
150 if (this->location.w == 0) return;
151
152 const bool has_neutral_station = this->neutral_station != nullptr;
153
154 for (TileIndex tile_cur : this->location) {
155 if (IsTileType(tile_cur, MP_INDUSTRY)) {
156 if (GetIndustryIndex(tile_cur) == this->index) {
157 DeleteNewGRFInspectWindow(GSF_INDUSTRYTILES, tile_cur.base());
158
159 /* MakeWaterKeepingClass() can also handle 'land' */
160 MakeWaterKeepingClass(tile_cur, OWNER_NONE);
161 }
162 } else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
163 DeleteOilRig(tile_cur);
164 }
165 }
166
167 if (has_neutral_station) {
168 /* Remove possible docking tiles */
169 for (TileIndex tile_cur : this->location) {
170 ClearDockingTilesCheckingNeighbours(tile_cur);
171 }
172 }
173
174 if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
175 TileArea ta = TileArea(this->location.tile, 0, 0).Expand(21);
176
177 /* Remove the farmland and convert it to regular tiles over time. */
178 for (TileIndex tile_cur : ta) {
179 if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
180 GetIndustryIndexOfField(tile_cur) == this->index) {
181 SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
182 }
183 }
184 }
185
186 /* don't let any disaster vehicle target invalid industry */
187 ReleaseDisastersTargetingIndustry(this->index);
188
189 /* Clear the persistent storage. */
190 delete this->psa;
191
192 auto &industries = Industry::industries[type];
193 auto it = std::ranges::lower_bound(industries, this->index);
194 industries.erase(it);
195
196 DeleteIndustryNews(this->index);
197 CloseWindowById(WC_INDUSTRY_VIEW, this->index);
198 DeleteNewGRFInspectWindow(GSF_INDUSTRIES, this->index);
199
200 DeleteSubsidyWith(SourceType::Industry, this->index);
201 CargoPacket::InvalidateAllFrom(SourceType::Industry, this->index);
202
203 for (Station *st : this->stations_near) {
204 st->RemoveIndustryToDeliver(this);
205 }
206}
207
212 void Industry::PostDestructor(size_t)
213{
214 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_FORCE_REBUILD);
215 SetWindowDirty(WC_BUILD_INDUSTRY, 0);
216}
217
218
223/* static */ Industry *Industry::GetRandom()
224{
225 if (Industry::GetNumItems() == 0) return nullptr;
226 int num = RandomRange((uint16_t)Industry::GetNumItems());
227 size_t index = MAX_UVALUE(size_t);
228
229 while (num >= 0) {
230 num--;
231 index++;
232
233 /* Make sure we have a valid industry */
234 while (!Industry::IsValidID(index)) {
235 index++;
236 assert(index < Industry::GetPoolSize());
237 }
238 }
239
240 return Industry::Get(index);
241}
242
243
244static void IndustryDrawSugarMine(const TileInfo *ti)
245{
246 if (!IsIndustryCompleted(ti->tile)) return;
247
248 const DrawIndustryAnimationStruct *d = &_draw_industry_spec1[GetAnimationFrame(ti->tile)];
249
250 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_SIEVE + d->image_1, PAL_NONE, d->x, 0);
251
252 if (d->image_2 != 0) {
253 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_CLOUDS + d->image_2 - 1, PAL_NONE, 8, 41);
254 }
255
256 if (d->image_3 != 0) {
257 AddChildSpriteScreen(SPR_IT_SUGAR_MINE_PILE + d->image_3 - 1, PAL_NONE,
258 _drawtile_proc1[d->image_3 - 1].x, _drawtile_proc1[d->image_3 - 1].y);
259 }
260}
261
262static void IndustryDrawToffeeQuarry(const TileInfo *ti)
263{
264 uint8_t x = 0;
265
266 if (IsIndustryCompleted(ti->tile)) {
267 x = _industry_anim_offs_toffee[GetAnimationFrame(ti->tile)];
268 if (x == 0xFF) {
269 x = 0;
270 }
271 }
272
273 AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_SHOVEL, PAL_NONE, 22 - x, 24 + x);
274 AddChildSpriteScreen(SPR_IT_TOFFEE_QUARRY_TOFFEE, PAL_NONE, 6, 14);
275}
276
277static void IndustryDrawBubbleGenerator( const TileInfo *ti)
278{
279 if (IsIndustryCompleted(ti->tile)) {
280 AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_BUBBLE, PAL_NONE, 5, _industry_anim_offs_bubbles[GetAnimationFrame(ti->tile)]);
281 }
282 AddChildSpriteScreen(SPR_IT_BUBBLE_GENERATOR_SPRING, PAL_NONE, 3, 67);
283}
284
285static void IndustryDrawToyFactory(const TileInfo *ti)
286{
287 const DrawIndustryAnimationStruct *d = &_industry_anim_offs_toys[GetAnimationFrame(ti->tile)];
288
289 if (d->image_1 != 0xFF) {
290 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_CLAY, PAL_NONE, d->x, 96 + d->image_1);
291 }
292
293 if (d->image_2 != 0xFF) {
294 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_ROBOT, PAL_NONE, 16 - d->image_2 * 2, 100 + d->image_2);
295 }
296
297 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP, PAL_NONE, 7, d->image_3);
298 AddChildSpriteScreen(SPR_IT_TOY_FACTORY_STAMP_HOLDER, PAL_NONE, 0, 42);
299}
300
301static void IndustryDrawCoalPlantSparks(const TileInfo *ti)
302{
303 if (IsIndustryCompleted(ti->tile)) {
304 uint8_t image = GetAnimationFrame(ti->tile);
305
306 if (image != 0 && image < 7) {
307 AddChildSpriteScreen(image + SPR_IT_POWER_PLANT_TRANSFORMERS,
308 PAL_NONE,
309 _coal_plant_sparks[image - 1].x,
310 _coal_plant_sparks[image - 1].y
311 );
312 }
313 }
314}
315
316typedef void IndustryDrawTileProc(const TileInfo *ti);
317static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = {
318 IndustryDrawSugarMine,
319 IndustryDrawToffeeQuarry,
320 IndustryDrawBubbleGenerator,
321 IndustryDrawToyFactory,
322 IndustryDrawCoalPlantSparks,
323};
324
325static void DrawTile_Industry(TileInfo *ti)
326{
327 IndustryGfx gfx = GetIndustryGfx(ti->tile);
328 Industry *ind = Industry::GetByTile(ti->tile);
329 const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
330
331 /* Retrieve pointer to the draw industry tile struct */
332 if (gfx >= NEW_INDUSTRYTILEOFFSET) {
333 /* Draw the tile using the specialized method of newgrf industrytile.
334 * DrawNewIndustry will return false if ever the resolver could not
335 * find any sprite to display. So in this case, we will jump on the
336 * substitute gfx instead. */
337 if (indts->grf_prop.spritegroup[0] != nullptr && DrawNewIndustryTile(ti, ind, gfx, indts)) {
338 return;
339 } else {
340 /* No sprite group (or no valid one) found, meaning no graphics associated.
341 * Use the substitute one instead */
342 if (indts->grf_prop.subst_id != INVALID_INDUSTRYTILE) {
343 gfx = indts->grf_prop.subst_id;
344 /* And point the industrytile spec accordingly */
345 indts = GetIndustryTileSpec(gfx);
346 }
347 }
348 }
349
350 const DrawBuildingsTileStruct *dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
351 GetAnimationFrame(ti->tile) & INDUSTRY_COMPLETED :
352 GetIndustryConstructionStage(ti->tile))];
353
354 SpriteID image = dits->ground.sprite;
355
356 /* DrawFoundation() modifies ti->z and ti->tileh */
357 if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
358
359 /* If the ground sprite is the default flat water sprite, draw also canal/river borders.
360 * Do not do this if the tile's WaterClass is 'land'. */
361 if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
362 DrawWaterClassGround(ti);
363 } else {
364 DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
365 }
366
367 /* If industries are transparent and invisible, do not draw the upper part */
368 if (IsInvisibilitySet(TO_INDUSTRIES)) return;
369
370 /* Add industry on top of the ground? */
371 image = dits->building.sprite;
372 if (image != 0) {
373 AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
374 ti->x + dits->subtile_x,
375 ti->y + dits->subtile_y,
376 dits->width,
377 dits->height,
378 dits->dz,
379 ti->z,
380 IsTransparencySet(TO_INDUSTRIES));
381
382 if (IsTransparencySet(TO_INDUSTRIES)) return;
383 }
384
385 {
386 int proc = dits->draw_proc - 1;
387 if (proc >= 0) _industry_draw_tile_procs[proc](ti);
388 }
389}
390
391static int GetSlopePixelZ_Industry(TileIndex tile, uint, uint, bool)
392{
393 return GetTileMaxPixelZ(tile);
394}
395
396static Foundation GetFoundation_Industry(TileIndex tile, Slope tileh)
397{
398 IndustryGfx gfx = GetIndustryGfx(tile);
399
400 /* For NewGRF industry tiles we might not be drawing a foundation. We need to
401 * account for this, as other structures should
402 * draw the wall of the foundation in this case.
403 */
404 if (gfx >= NEW_INDUSTRYTILEOFFSET) {
405 const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
406 if (indts->grf_prop.spritegroup[0] != nullptr && HasBit(indts->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
407 uint32_t callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, Industry::GetByTile(tile), tile);
408 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(indts->grf_prop.grffile, CBID_INDTILE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
409 }
410 }
411 return FlatteningFoundation(tileh);
412}
413
414static void AddAcceptedCargo_Industry(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
415{
416 IndustryGfx gfx = GetIndustryGfx(tile);
417 const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
418 const Industry *ind = Industry::GetByTile(tile);
419
420 /* Starting point for acceptance */
421 auto accepts_cargo = itspec->accepts_cargo;
422 auto cargo_acceptance = itspec->acceptance;
423
424 if (itspec->special_flags & INDTILE_SPECIAL_ACCEPTS_ALL_CARGO) {
425 /* Copy all accepted cargoes from industry itself */
426 for (const auto &a : ind->accepted) {
427 auto pos = std::ranges::find(accepts_cargo, a.cargo);
428 if (pos == std::end(accepts_cargo)) {
429 /* Not found, insert */
430 pos = std::ranges::find(accepts_cargo, INVALID_CARGO);
431 if (pos == std::end(accepts_cargo)) continue; // nowhere to place, give up on this one
432 *pos = a.cargo;
433 }
434 cargo_acceptance[std::distance(std::begin(accepts_cargo), pos)] += 8;
435 }
436 }
437
438 if (HasBit(itspec->callback_mask, CBM_INDT_ACCEPT_CARGO)) {
439 /* Try callback for accepts list, if success override all existing accepts */
440 uint16_t res = GetIndustryTileCallback(CBID_INDTILE_ACCEPT_CARGO, 0, 0, gfx, Industry::GetByTile(tile), tile);
441 if (res != CALLBACK_FAILED) {
442 accepts_cargo.fill(INVALID_CARGO);
443 for (uint i = 0; i < INDUSTRY_ORIGINAL_NUM_INPUTS; i++) accepts_cargo[i] = GetCargoTranslation(GB(res, i * 5, 5), itspec->grf_prop.grffile);
444 }
445 }
446
447 if (HasBit(itspec->callback_mask, CBM_INDT_CARGO_ACCEPTANCE)) {
448 /* Try callback for acceptance list, if success override all existing acceptance */
449 uint16_t res = GetIndustryTileCallback(CBID_INDTILE_CARGO_ACCEPTANCE, 0, 0, gfx, Industry::GetByTile(tile), tile);
450 if (res != CALLBACK_FAILED) {
451 cargo_acceptance.fill(0);
452 for (uint i = 0; i < INDUSTRY_ORIGINAL_NUM_INPUTS; i++) cargo_acceptance[i] = GB(res, i * 4, 4);
453 }
454 }
455
456 for (uint8_t i = 0; i < std::size(itspec->accepts_cargo); i++) {
457 CargoID a = accepts_cargo[i];
458 if (!IsValidCargoID(a) || cargo_acceptance[i] <= 0) continue; // work only with valid cargoes
459
460 /* Add accepted cargo */
461 acceptance[a] += cargo_acceptance[i];
462
463 /* Maybe set 'always accepted' bit (if it's not set already) */
464 if (HasBit(always_accepted, a)) continue;
465
466 /* Test whether the industry itself accepts the cargo type */
467 if (ind->IsCargoAccepted(a)) continue;
468
469 /* If the industry itself doesn't accept this cargo, set 'always accepted' bit */
470 SetBit(always_accepted, a);
471 }
472}
473
474static void GetTileDesc_Industry(TileIndex tile, TileDesc *td)
475{
476 const Industry *i = Industry::GetByTile(tile);
477 const IndustrySpec *is = GetIndustrySpec(i->type);
478
479 td->owner[0] = i->owner;
480 td->str = is->name;
481 if (!IsIndustryCompleted(tile)) {
482 td->dparam = td->str;
483 td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
484 }
485
486 if (is->grf_prop.HasGrfFile()) {
487 td->grf = GetGRFConfig(is->grf_prop.grfid)->GetName();
488 }
489}
490
491static CommandCost ClearTile_Industry(TileIndex tile, DoCommandFlag flags)
492{
493 Industry *i = Industry::GetByTile(tile);
494 const IndustrySpec *indspec = GetIndustrySpec(i->type);
495
496 /* water can destroy industries
497 * in editor you can bulldoze industries
498 * with magic_bulldozer cheat you can destroy industries
499 * (area around OILRIG is water, so water shouldn't flood it
500 */
501 if ((_current_company != OWNER_WATER && _game_mode != GM_EDITOR &&
502 !_cheats.magic_bulldozer.value) ||
503 ((flags & DC_AUTO) != 0) ||
504 (_current_company == OWNER_WATER &&
505 ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) ||
506 HasBit(GetIndustryTileSpec(GetIndustryGfx(tile))->slopes_refused, 5)))) {
507 SetDParam(1, indspec->name);
508 return CommandCost(flags & DC_AUTO ? STR_ERROR_GENERIC_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
509 }
510
511 if (flags & DC_EXEC) {
512 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
513 Game::NewEvent(new ScriptEventIndustryClose(i->index));
514 delete i;
515 }
516 return CommandCost(EXPENSES_CONSTRUCTION, indspec->GetRemovalCost());
517}
518
524 static bool TransportIndustryGoods(TileIndex tile)
525{
526 Industry *i = Industry::GetByTile(tile);
527 const IndustrySpec *indspec = GetIndustrySpec(i->type);
528 bool moved_cargo = false;
529
530 for (auto &p : i->produced) {
531 uint cw = ClampTo<uint8_t>(p.waiting);
532 if (cw > indspec->minimal_cargo && IsValidCargoID(p.cargo)) {
533 p.waiting -= cw;
534
535 /* fluctuating economy? */
536 if (EconomyIsInRecession()) cw = (cw + 1) / 2;
537
538 p.history[THIS_MONTH].production += cw;
539
540 uint am = MoveGoodsToStation(p.cargo, cw, SourceType::Industry, i->index, i->stations_near, i->exclusive_consumer);
541 p.history[THIS_MONTH].transported += am;
542
543 moved_cargo |= (am != 0);
544 }
545 }
546
547 return moved_cargo;
548}
549
550static void AnimateSugarSieve(TileIndex tile)
551{
552 uint8_t m = GetAnimationFrame(tile) + 1;
553
554 if (_settings_client.sound.ambient) {
555 switch (m & 7) {
556 case 2: SndPlayTileFx(SND_2D_SUGAR_MINE_1, tile); break;
557 case 6: SndPlayTileFx(SND_29_SUGAR_MINE_2, tile); break;
558 }
559 }
560
561 if (m >= 96) {
562 m = 0;
563 DeleteAnimatedTile(tile);
564 }
565 SetAnimationFrame(tile, m);
566
567 MarkTileDirtyByTile(tile);
568}
569
570static void AnimateToffeeQuarry(TileIndex tile)
571{
572 uint8_t m = GetAnimationFrame(tile);
573
574 if (_industry_anim_offs_toffee[m] == 0xFF && _settings_client.sound.ambient) {
575 SndPlayTileFx(SND_30_TOFFEE_QUARRY, tile);
576 }
577
578 if (++m >= 70) {
579 m = 0;
580 DeleteAnimatedTile(tile);
581 }
582 SetAnimationFrame(tile, m);
583
584 MarkTileDirtyByTile(tile);
585}
586
587static void AnimateBubbleCatcher(TileIndex tile)
588{
589 uint8_t m = GetAnimationFrame(tile);
590
591 if (++m >= 40) {
592 m = 0;
593 DeleteAnimatedTile(tile);
594 }
595 SetAnimationFrame(tile, m);
596
597 MarkTileDirtyByTile(tile);
598}
599
600static void AnimatePowerPlantSparks(TileIndex tile)
601{
602 uint8_t m = GetAnimationFrame(tile);
603 if (m == 6) {
604 SetAnimationFrame(tile, 0);
605 DeleteAnimatedTile(tile);
606 } else {
607 SetAnimationFrame(tile, m + 1);
608 }
609 MarkTileDirtyByTile(tile);
610}
611
612static void AnimateToyFactory(TileIndex tile)
613{
614 uint8_t m = GetAnimationFrame(tile) + 1;
615
616 switch (m) {
617 case 1: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2C_TOY_FACTORY_1, tile); break;
618 case 23: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2B_TOY_FACTORY_2, tile); break;
619 case 28: if (_settings_client.sound.ambient) SndPlayTileFx(SND_2A_TOY_FACTORY_3, tile); break;
620 default:
621 if (m >= 50) {
622 int n = GetIndustryAnimationLoop(tile) + 1;
623 m = 0;
624 if (n >= 8) {
625 n = 0;
626 DeleteAnimatedTile(tile);
627 }
628 SetIndustryAnimationLoop(tile, n);
629 }
630 }
631
632 SetAnimationFrame(tile, m);
633 MarkTileDirtyByTile(tile);
634}
635
636static void AnimatePlasticFountain(TileIndex tile, IndustryGfx gfx)
637{
638 gfx = (gfx < GFX_PLASTIC_FOUNTAIN_ANIMATED_8) ? gfx + 1 : GFX_PLASTIC_FOUNTAIN_ANIMATED_1;
639 SetIndustryGfx(tile, gfx);
640 MarkTileDirtyByTile(tile);
641}
642
643static void AnimateOilWell(TileIndex tile, IndustryGfx gfx)
644{
645 bool b = Chance16(1, 7);
646 uint8_t m = GetAnimationFrame(tile) + 1;
647 if (m == 4 && (m = 0, ++gfx) == GFX_OILWELL_ANIMATED_3 + 1 && (gfx = GFX_OILWELL_ANIMATED_1, b)) {
648 SetIndustryGfx(tile, GFX_OILWELL_NOT_ANIMATED);
649 SetIndustryConstructionStage(tile, 3);
650 DeleteAnimatedTile(tile);
651 } else {
652 SetAnimationFrame(tile, m);
653 SetIndustryGfx(tile, gfx);
654 }
655 MarkTileDirtyByTile(tile);
656}
657
658static void AnimateMineTower(TileIndex tile)
659{
660 int state = TimerGameTick::counter & 0x7FF;
661
662 if ((state -= 0x400) < 0) return;
663
664 if (state < 0x1A0) {
665 if (state < 0x20 || state >= 0x180) {
666 uint8_t m = GetAnimationFrame(tile);
667 if (!(m & 0x40)) {
668 SetAnimationFrame(tile, m | 0x40);
669 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0B_MINE, tile);
670 }
671 if (state & 7) return;
672 } else {
673 if (state & 3) return;
674 }
675 uint8_t m = (GetAnimationFrame(tile) + 1) | 0x40;
676 if (m > 0xC2) m = 0xC0;
677 SetAnimationFrame(tile, m);
678 MarkTileDirtyByTile(tile);
679 } else if (state >= 0x200 && state < 0x3A0) {
680 int i = (state < 0x220 || state >= 0x380) ? 7 : 3;
681 if (state & i) return;
682
683 uint8_t m = (GetAnimationFrame(tile) & 0xBF) - 1;
684 if (m < 0x80) m = 0x82;
685 SetAnimationFrame(tile, m);
686 MarkTileDirtyByTile(tile);
687 }
688}
689
690static void AnimateTile_Industry(TileIndex tile)
691{
692 IndustryGfx gfx = GetIndustryGfx(tile);
693
694 if (GetIndustryTileSpec(gfx)->animation.status != ANIM_STATUS_NO_ANIMATION) {
695 AnimateNewIndustryTile(tile);
696 return;
697 }
698
699 switch (gfx) {
700 case GFX_SUGAR_MINE_SIEVE:
701 if ((TimerGameTick::counter & 1) == 0) AnimateSugarSieve(tile);
702 break;
703
704 case GFX_TOFFEE_QUARY:
705 if ((TimerGameTick::counter & 3) == 0) AnimateToffeeQuarry(tile);
706 break;
707
708 case GFX_BUBBLE_CATCHER:
709 if ((TimerGameTick::counter & 1) == 0) AnimateBubbleCatcher(tile);
710 break;
711
712 case GFX_POWERPLANT_SPARKS:
713 if ((TimerGameTick::counter & 3) == 0) AnimatePowerPlantSparks(tile);
714 break;
715
716 case GFX_TOY_FACTORY:
717 if ((TimerGameTick::counter & 1) == 0) AnimateToyFactory(tile);
718 break;
719
720 case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
721 case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
722 case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
723 case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
724 if ((TimerGameTick::counter & 3) == 0) AnimatePlasticFountain(tile, gfx);
725 break;
726
727 case GFX_OILWELL_ANIMATED_1:
728 case GFX_OILWELL_ANIMATED_2:
729 case GFX_OILWELL_ANIMATED_3:
730 if ((TimerGameTick::counter & 7) == 0) AnimateOilWell(tile, gfx);
731 break;
732
733 case GFX_COAL_MINE_TOWER_ANIMATED:
734 case GFX_COPPER_MINE_TOWER_ANIMATED:
735 case GFX_GOLD_MINE_TOWER_ANIMATED:
736 AnimateMineTower(tile);
737 break;
738 }
739}
740
741static void CreateChimneySmoke(TileIndex tile)
742{
743 uint x = TileX(tile) * TILE_SIZE;
744 uint y = TileY(tile) * TILE_SIZE;
745 int z = GetTileMaxPixelZ(tile);
746
747 CreateEffectVehicle(x + 15, y + 14, z + 59, EV_CHIMNEY_SMOKE);
748}
749
750static void MakeIndustryTileBigger(TileIndex tile)
751{
752 uint8_t cnt = GetIndustryConstructionCounter(tile) + 1;
753 if (cnt != 4) {
754 SetIndustryConstructionCounter(tile, cnt);
755 return;
756 }
757
758 uint8_t stage = GetIndustryConstructionStage(tile) + 1;
759 SetIndustryConstructionCounter(tile, 0);
760 SetIndustryConstructionStage(tile, stage);
761 StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
762 if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile);
763
764 MarkTileDirtyByTile(tile);
765
766 if (!IsIndustryCompleted(tile)) return;
767
768 IndustryGfx gfx = GetIndustryGfx(tile);
769 if (gfx >= NEW_INDUSTRYTILEOFFSET) {
770 /* New industries are already animated on construction. */
771 return;
772 }
773
774 switch (gfx) {
775 case GFX_POWERPLANT_CHIMNEY:
776 CreateChimneySmoke(tile);
777 break;
778
779 case GFX_OILRIG_1: {
780 /* Do not require an industry tile to be after the first two GFX_OILRIG_1
781 * tiles (like the default oil rig). Do a proper check to ensure the
782 * tiles belong to the same industry and based on that build the oil rig's
783 * station. */
784 TileIndex other = tile + TileDiffXY(0, 1);
785
786 if (IsTileType(other, MP_INDUSTRY) &&
787 GetIndustryGfx(other) == GFX_OILRIG_1 &&
788 GetIndustryIndex(tile) == GetIndustryIndex(other)) {
789 BuildOilRig(tile);
790 }
791 break;
792 }
793
794 case GFX_TOY_FACTORY:
795 case GFX_BUBBLE_CATCHER:
796 case GFX_TOFFEE_QUARY:
797 SetAnimationFrame(tile, 0);
798 SetIndustryAnimationLoop(tile, 0);
799 break;
800
801 case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
802 case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
803 case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
804 case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
805 AddAnimatedTile(tile, false);
806 break;
807 }
808}
809
810static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
811{
812 static const int8_t _bubble_spawn_location[3][4] = {
813 { 11, 0, -4, -14 },
814 { -4, -10, -4, 1 },
815 { 49, 59, 60, 65 },
816 };
817
818 if (_settings_client.sound.ambient) SndPlayTileFx(SND_2E_BUBBLE_GENERATOR, tile);
819
820 int dir = Random() & 3;
821
822 EffectVehicle *v = CreateEffectVehicleAbove(
823 TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
824 TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
825 _bubble_spawn_location[2][dir],
826 EV_BUBBLE
827 );
828
829 if (v != nullptr) v->animation_substate = dir;
830}
831
832static void TileLoop_Industry(TileIndex tile)
833{
834 if (IsTileOnWater(tile)) TileLoop_Water(tile);
835
836 /* Normally this doesn't happen, but if an industry NewGRF is removed
837 * an industry that was previously build on water can now be flooded.
838 * If this happens the tile is no longer an industry tile after
839 * returning from TileLoop_Water. */
840 if (!IsTileType(tile, MP_INDUSTRY)) return;
841
842 TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
843
844 if (!IsIndustryCompleted(tile)) {
845 MakeIndustryTileBigger(tile);
846 return;
847 }
848
849 if (_game_mode == GM_EDITOR) return;
850
851 if (TransportIndustryGoods(tile) && !StartStopIndustryTileAnimation(Industry::GetByTile(tile), IAT_INDUSTRY_DISTRIBUTES_CARGO)) {
852 uint newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_production;
853
854 if (newgfx != INDUSTRYTILE_NOANIM) {
855 ResetIndustryConstructionStage(tile);
856 SetIndustryCompleted(tile);
857 SetIndustryGfx(tile, newgfx);
858 MarkTileDirtyByTile(tile);
859 return;
860 }
861 }
862
863 if (StartStopIndustryTileAnimation(tile, IAT_TILELOOP)) return;
864
865 IndustryGfx newgfx = GetIndustryTileSpec(GetIndustryGfx(tile))->anim_next;
866 if (newgfx != INDUSTRYTILE_NOANIM) {
867 ResetIndustryConstructionStage(tile);
868 SetIndustryGfx(tile, newgfx);
869 MarkTileDirtyByTile(tile);
870 return;
871 }
872
873 IndustryGfx gfx = GetIndustryGfx(tile);
874 switch (gfx) {
875 case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
876 case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
877 case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
878 if (!(TimerGameTick::counter & 0x400) && Chance16(1, 2)) {
879 switch (gfx) {
880 case GFX_COAL_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COAL_MINE_TOWER_ANIMATED; break;
881 case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
882 case GFX_GOLD_MINE_TOWER_NOT_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_ANIMATED; break;
883 }
884 SetIndustryGfx(tile, gfx);
885 SetAnimationFrame(tile, 0x80);
886 AddAnimatedTile(tile);
887 }
888 break;
889
890 case GFX_OILWELL_NOT_ANIMATED:
891 if (Chance16(1, 6)) {
892 SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
893 SetAnimationFrame(tile, 0);
894 AddAnimatedTile(tile);
895 }
896 break;
897
898 case GFX_COAL_MINE_TOWER_ANIMATED:
899 case GFX_COPPER_MINE_TOWER_ANIMATED:
900 case GFX_GOLD_MINE_TOWER_ANIMATED:
901 if (!(TimerGameTick::counter & 0x400)) {
902 switch (gfx) {
903 case GFX_COAL_MINE_TOWER_ANIMATED: gfx = GFX_COAL_MINE_TOWER_NOT_ANIMATED; break;
904 case GFX_COPPER_MINE_TOWER_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_NOT_ANIMATED; break;
905 case GFX_GOLD_MINE_TOWER_ANIMATED: gfx = GFX_GOLD_MINE_TOWER_NOT_ANIMATED; break;
906 }
907 SetIndustryGfx(tile, gfx);
908 SetIndustryCompleted(tile);
909 SetIndustryConstructionStage(tile, 3);
910 DeleteAnimatedTile(tile);
911 MarkTileDirtyByTile(tile);
912 }
913 break;
914
915 case GFX_POWERPLANT_SPARKS:
916 if (Chance16(1, 3)) {
917 if (_settings_client.sound.ambient) SndPlayTileFx(SND_0C_POWER_STATION, tile);
918 AddAnimatedTile(tile);
919 }
920 break;
921
922 case GFX_COPPER_MINE_CHIMNEY:
923 CreateEffectVehicleAbove(TileX(tile) * TILE_SIZE + 6, TileY(tile) * TILE_SIZE + 6, 43, EV_COPPER_MINE_SMOKE);
924 break;
925
926
927 case GFX_TOY_FACTORY: {
928 Industry *i = Industry::GetByTile(tile);
929 if (i->was_cargo_delivered) {
930 i->was_cargo_delivered = false;
931 SetIndustryAnimationLoop(tile, 0);
932 AddAnimatedTile(tile);
933 }
934 }
935 break;
936
937 case GFX_BUBBLE_GENERATOR:
938 TileLoopIndustry_BubbleGenerator(tile);
939 break;
940
941 case GFX_TOFFEE_QUARY:
942 AddAnimatedTile(tile);
943 break;
944
945 case GFX_SUGAR_MINE_SIEVE:
946 if (Chance16(1, 3)) AddAnimatedTile(tile);
947 break;
948 }
949}
950
951static bool ClickTile_Industry(TileIndex tile)
952{
953 ShowIndustryViewWindow(GetIndustryIndex(tile));
954 return true;
955}
956
957static TrackStatus GetTileTrackStatus_Industry(TileIndex, TransportType, uint, DiagDirection)
958{
959 return 0;
960}
961
962static void ChangeTileOwner_Industry(TileIndex tile, Owner old_owner, Owner new_owner)
963{
964 /* If the founder merges, the industry was created by the merged company */
965 Industry *i = Industry::GetByTile(tile);
966 if (i->founder == old_owner) i->founder = (new_owner == INVALID_OWNER) ? OWNER_NONE : new_owner;
967
968 if (i->exclusive_supplier == old_owner) i->exclusive_supplier = new_owner;
969 if (i->exclusive_consumer == old_owner) i->exclusive_consumer = new_owner;
970}
971
977 bool IsTileForestIndustry(TileIndex tile)
978{
979 /* Check for industry tile */
980 if (!IsTileType(tile, MP_INDUSTRY)) return false;
981
982 const Industry *ind = Industry::GetByTile(tile);
983
984 /* Check for organic industry (i.e. not processing or extractive) */
985 if ((GetIndustrySpec(ind->type)->life_type & INDUSTRYLIFE_ORGANIC) == 0) return false;
986
987 /* Check for wood production */
988 return std::any_of(std::begin(ind->produced), std::end(ind->produced), [](const auto &p) { return IsValidCargoID(p.cargo) && CargoSpec::Get(p.cargo)->label == CT_WOOD; });
989}
990
991static const uint8_t _plantfarmfield_type[] = {1, 1, 1, 1, 1, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6};
992
1000 static bool IsSuitableForFarmField(TileIndex tile, bool allow_fields)
1001{
1002 switch (GetTileType(tile)) {
1003 case MP_CLEAR: return !IsClearGround(tile, CLEAR_SNOW) && !IsClearGround(tile, CLEAR_DESERT) && (allow_fields || !IsClearGround(tile, CLEAR_FIELDS));
1004 case MP_TREES: return GetTreeGround(tile) != TREE_GROUND_SHORE;
1005 default: return false;
1006 }
1007}
1008
1016 static void SetupFarmFieldFence(TileIndex tile, int size, uint8_t type, DiagDirection side)
1017{
1018 TileIndexDiff diff = TileOffsByAxis(OtherAxis(DiagDirToAxis(side)));
1019 TileIndexDiff neighbour_diff = TileOffsByDiagDir(side);
1020
1021 do {
1022 tile = Map::WrapToMap(tile);
1023
1024 if (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS)) {
1025 TileIndex neighbour = tile + neighbour_diff;
1026 if (!IsTileType(neighbour, MP_CLEAR) || !IsClearGround(neighbour, CLEAR_FIELDS) || GetFence(neighbour, ReverseDiagDir(side)) == 0) {
1027 /* Add fence as long as neighbouring tile does not already have a fence in the same position. */
1028 uint8_t or_ = type;
1029
1030 if (or_ == 1 && Chance16(1, 7)) or_ = 2;
1031
1032 SetFence(tile, side, or_);
1033 }
1034 }
1035
1036 tile += diff;
1037 } while (--size);
1038}
1039
1040static void PlantFarmField(TileIndex tile, IndustryID industry)
1041{
1042 if (_settings_game.game_creation.landscape == LT_ARCTIC) {
1043 if (GetTileZ(tile) + 2 >= GetSnowLine()) return;
1044 }
1045
1046 /* determine field size */
1047 uint32_t r = (Random() & 0x303) + 0x404;
1048 if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
1049 uint size_x = GB(r, 0, 8);
1050 uint size_y = GB(r, 8, 8);
1051
1052 TileArea ta(tile - TileDiffXY(std::min(TileX(tile), size_x / 2), std::min(TileY(tile), size_y / 2)), size_x, size_y);
1053 ta.ClampToMap();
1054
1055 if (ta.w == 0 || ta.h == 0) return;
1056
1057 /* check the amount of bad tiles */
1058 int count = 0;
1059 for (TileIndex cur_tile : ta) {
1060 assert(cur_tile < Map::Size());
1061 count += IsSuitableForFarmField(cur_tile, false);
1062 }
1063 if (count * 2 < ta.w * ta.h) return;
1064
1065 /* determine type of field */
1066 r = Random();
1067 uint counter = GB(r, 5, 3);
1068 uint field_type = GB(r, 8, 8) * 9 >> 8;
1069
1070 /* make field */
1071 for (TileIndex cur_tile : ta) {
1072 assert(cur_tile < Map::Size());
1073 if (IsSuitableForFarmField(cur_tile, true)) {
1074 MakeField(cur_tile, field_type, industry);
1075 SetClearCounter(cur_tile, counter);
1076 MarkTileDirtyByTile(cur_tile);
1077 }
1078 }
1079
1080 int type = 3;
1081 if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
1082 type = _plantfarmfield_type[Random() & 0xF];
1083 }
1084
1085 SetupFarmFieldFence(ta.tile, ta.h, type, DIAGDIR_NE);
1086 SetupFarmFieldFence(ta.tile, ta.w, type, DIAGDIR_NW);
1087 SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, DIAGDIR_SW);
1088 SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, DIAGDIR_SE);
1089}
1090
1091void PlantRandomFarmField(const Industry *i)
1092{
1093 int x = i->location.w / 2 + Random() % 31 - 16;
1094 int y = i->location.h / 2 + Random() % 31 - 16;
1095
1096 TileIndex tile = TileAddWrap(i->location.tile, x, y);
1097
1098 if (tile != INVALID_TILE) PlantFarmField(tile, i->index);
1099}
1100
1106 static bool SearchLumberMillTrees(TileIndex tile, void *)
1107{
1108 if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) >= TreeGrowthStage::Grown) {
1109 /* found a tree */
1110
1111 Backup<CompanyID> cur_company(_current_company, OWNER_NONE);
1112
1113 _industry_sound_ctr = 1;
1114 _industry_sound_tile = tile;
1115 if (_settings_client.sound.ambient) SndPlayTileFx(SND_38_LUMBER_MILL_1, tile);
1116
1117 Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, tile);
1118
1119 cur_company.Restore();
1120 return true;
1121 }
1122 return false;
1123}
1124
1129 static void ChopLumberMillTrees(Industry *i)
1130{
1131 /* Don't process lumber mill if cargo is not set up correctly. */
1132 auto itp = std::begin(i->produced);
1133 if (itp == std::end(i->produced) || !IsValidCargoID(itp->cargo)) return;
1134
1135 /* We only want to cut trees if all tiles are completed. */
1136 for (TileIndex tile_cur : i->location) {
1137 if (i->TileBelongsToIndustry(tile_cur)) {
1138 if (!IsIndustryCompleted(tile_cur)) return;
1139 }
1140 }
1141
1142 TileIndex tile = i->location.tile;
1143 if (CircularTileSearch(&tile, 40, SearchLumberMillTrees, nullptr)) { // 40x40 tiles to search.
1144 itp->waiting = ClampTo<uint16_t>(itp->waiting + ScaleByCargoScale(45, false)); // Found a tree, add according value to waiting cargo.
1145 }
1146}
1147
1153 static void ProduceIndustryGoodsHelper(Industry *i, bool scale)
1154{
1155 for (auto &p : i->produced) {
1156 if (!IsValidCargoID(p.cargo)) continue;
1157
1158 uint16_t amount = p.rate;
1159 if (scale) amount = ScaleByCargoScale(amount, false);
1160
1161 p.waiting = ClampTo<uint16_t>(p.waiting + amount);
1162 }
1163}
1164
1165static void ProduceIndustryGoods(Industry *i)
1166{
1167 const IndustrySpec *indsp = GetIndustrySpec(i->type);
1168
1169 /* play a sound? */
1170 if ((i->counter & 0x3F) == 0) {
1171 uint32_t r;
1172 if (Chance16R(1, 14, r) && !indsp->random_sounds.empty() && _settings_client.sound.ambient) {
1173 if (std::any_of(std::begin(i->produced), std::end(i->produced), [](const auto &p) { return p.history[LAST_MONTH].production > 0; })) {
1174 /* Play sound since last month had production */
1175 SndPlayTileFx(
1176 static_cast<SoundFx>(indsp->random_sounds[((r >> 16) * indsp->random_sounds.size()) >> 16]),
1177 i->location.tile);
1178 }
1179 }
1180 }
1181
1182 i->counter--;
1183
1184 /* If using an industry callback, scale the callback interval by cargo scale percentage. */
1185 if (HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) {
1186 if (i->counter % ScaleByInverseCargoScale(Ticks::INDUSTRY_PRODUCE_TICKS, false) == 0) {
1187 IndustryProductionCallback(i, 1);
1188 ProduceIndustryGoodsHelper(i, false);
1189 }
1190 }
1191
1192 /*
1193 * All other production and special effects happen every 256 ticks, and cargo production is just scaled by the cargo scale percentage.
1194 * 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.
1195 */
1196 if ((i->counter % Ticks::INDUSTRY_PRODUCE_TICKS) == 0) {
1197 /* Handle non-callback cargo production. */
1198 if (!HasBit(indsp->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) ProduceIndustryGoodsHelper(i, true);
1199
1200 IndustryBehaviour indbehav = indsp->behaviour;
1201
1202 if ((indbehav & INDUSTRYBEH_PLANT_FIELDS) != 0) {
1203 uint16_t cb_res = CALLBACK_FAILED;
1204 if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
1205 cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->location.tile);
1206 }
1207
1208 bool plant;
1209 if (cb_res != CALLBACK_FAILED) {
1210 plant = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
1211 } else {
1212 plant = Chance16(1, 8);
1213 }
1214
1215 if (plant) PlantRandomFarmField(i);
1216 }
1217 if ((indbehav & INDUSTRYBEH_CUT_TREES) != 0) {
1218 uint16_t cb_res = CALLBACK_FAILED;
1219 if (HasBit(indsp->callback_mask, CBM_IND_SPECIAL_EFFECT)) {
1220 cb_res = GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 1, i, i->type, i->location.tile);
1221 }
1222
1223 bool cut;
1224 if (cb_res != CALLBACK_FAILED) {
1225 cut = ConvertBooleanCallback(indsp->grf_prop.grffile, CBID_INDUSTRY_SPECIAL_EFFECT, cb_res);
1226 } else {
1227 cut = ((i->counter % Ticks::INDUSTRY_CUT_TREE_TICKS) == 0);
1228 }
1229
1230 if (cut) ChopLumberMillTrees(i);
1231 }
1232
1233 TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
1234 StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
1235 }
1236}
1237
1238void OnTick_Industry()
1239{
1240 if (_industry_sound_ctr != 0) {
1241 _industry_sound_ctr++;
1242
1243 if (_industry_sound_ctr == 75) {
1244 if (_settings_client.sound.ambient) SndPlayTileFx(SND_37_LUMBER_MILL_2, _industry_sound_tile);
1245 } else if (_industry_sound_ctr == 160) {
1246 _industry_sound_ctr = 0;
1247 if (_settings_client.sound.ambient) SndPlayTileFx(SND_36_LUMBER_MILL_3, _industry_sound_tile);
1248 }
1249 }
1250
1251 if (_game_mode == GM_EDITOR) return;
1252
1253 for (Industry *i : Industry::Iterate()) {
1254 ProduceIndustryGoods(i);
1255 }
1256}
1257
1262 static CommandCost CheckNewIndustry_NULL(TileIndex)
1263{
1264 return CommandCost();
1265}
1266
1272 static CommandCost CheckNewIndustry_Forest(TileIndex tile)
1273{
1274 if (_settings_game.game_creation.landscape == LT_ARCTIC) {
1275 if (GetTileZ(tile) < HighestSnowLine() + 2) {
1276 return CommandCost(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED);
1277 }
1278 }
1279 return CommandCost();
1280}
1281
1289 static bool CheckScaledDistanceFromEdge(TileIndex tile, uint maxdist)
1290{
1291 uint maxdist_x = maxdist;
1292 uint maxdist_y = maxdist;
1293
1294 if (Map::SizeX() > 256) maxdist_x *= Map::SizeX() / 256;
1295 if (Map::SizeY() > 256) maxdist_y *= Map::SizeY() / 256;
1296
1297 if (DistanceFromEdgeDir(tile, DIAGDIR_NE) < maxdist_x) return true;
1298 if (DistanceFromEdgeDir(tile, DIAGDIR_NW) < maxdist_y) return true;
1299 if (DistanceFromEdgeDir(tile, DIAGDIR_SW) < maxdist_x) return true;
1300 if (DistanceFromEdgeDir(tile, DIAGDIR_SE) < maxdist_y) return true;
1301
1302 return false;
1303}
1304
1310 static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
1311{
1312 if (_game_mode == GM_EDITOR) return CommandCost();
1313
1314 if (CheckScaledDistanceFromEdge(TileAddXY(tile, 1, 1), _settings_game.game_creation.oil_refinery_limit)) return CommandCost();
1315
1316 return CommandCost(STR_ERROR_CAN_ONLY_BE_POSITIONED);
1317}
1318
1319extern bool _ignore_restrictions;
1320
1326 static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
1327{
1328 if (_game_mode == GM_EDITOR && _ignore_restrictions) return CommandCost();
1329
1330 if (TileHeight(tile) == 0 &&
1331 CheckScaledDistanceFromEdge(TileAddXY(tile, 1, 1), _settings_game.game_creation.oil_refinery_limit)) return CommandCost();
1332
1333 return CommandCost(STR_ERROR_CAN_ONLY_BE_POSITIONED);
1334}
1335
1341 static CommandCost CheckNewIndustry_Farm(TileIndex tile)
1342{
1343 if (_settings_game.game_creation.landscape == LT_ARCTIC) {
1344 if (GetTileZ(tile) + 2 >= HighestSnowLine()) {
1345 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1346 }
1347 }
1348 return CommandCost();
1349}
1350
1356 static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
1357{
1358 if (GetTropicZone(tile) == TROPICZONE_DESERT) {
1359 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1360 }
1361 return CommandCost();
1362}
1363
1369 static CommandCost CheckNewIndustry_Water(TileIndex tile)
1370{
1371 if (GetTropicZone(tile) != TROPICZONE_DESERT) {
1372 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
1373 }
1374 return CommandCost();
1375}
1376
1382 static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
1383{
1384 if (GetTropicZone(tile) != TROPICZONE_RAINFOREST) {
1385 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
1386 }
1387 return CommandCost();
1388}
1389
1395 static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
1396{
1397 if (GetTileZ(tile) > 4) {
1398 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS);
1399 }
1400 return CommandCost();
1401}
1402
1408 typedef CommandCost CheckNewIndustryProc(TileIndex tile);
1409
1411 static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
1412 CheckNewIndustry_NULL,
1413 CheckNewIndustry_Forest,
1414 CheckNewIndustry_OilRefinery,
1415 CheckNewIndustry_Farm,
1416 CheckNewIndustry_Plantation,
1417 CheckNewIndustry_Water,
1418 CheckNewIndustry_Lumbermill,
1419 CheckNewIndustry_BubbleGen,
1420 CheckNewIndustry_OilRig,
1421};
1422
1433 static CommandCost FindTownForIndustry(TileIndex tile, IndustryType type, Town **t)
1434{
1435 *t = ClosestTownFromTile(tile, UINT_MAX);
1436
1437 if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
1438
1439 for (const IndustryID &industry : Industry::industries[type]) {
1440 if (Industry::Get(industry)->town == *t) {
1441 *t = nullptr;
1442 return CommandCost(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
1443 }
1444 }
1445
1446 return CommandCost();
1447}
1448
1449bool IsSlopeRefused(Slope current, Slope refused)
1450{
1451 if (IsSteepSlope(current)) return true;
1452 if (current != SLOPE_FLAT) {
1453 if (IsSteepSlope(refused)) return true;
1454
1455 Slope t = ComplementSlope(current);
1456
1457 if ((refused & SLOPE_W) && (t & SLOPE_NW)) return true;
1458 if ((refused & SLOPE_S) && (t & SLOPE_NE)) return true;
1459 if ((refused & SLOPE_E) && (t & SLOPE_SW)) return true;
1460 if ((refused & SLOPE_N) && (t & SLOPE_SE)) return true;
1461 }
1462
1463 return false;
1464}
1465
1473 static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileLayout &layout, IndustryType type)
1474{
1475 IndustryBehaviour ind_behav = GetIndustrySpec(type)->behaviour;
1476
1477 for (const IndustryTileLayoutTile &it : layout) {
1478 IndustryGfx gfx = GetTranslatedIndustryTileID(it.gfx);
1479 TileIndex cur_tile = TileAddWrap(tile, it.ti.x, it.ti.y);
1480
1481 if (!IsValidTile(cur_tile)) {
1482 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1483 }
1484
1485 if (gfx == GFX_WATERTILE_SPECIALCHECK) {
1486 if (!IsWaterTile(cur_tile) ||
1487 !IsTileFlat(cur_tile)) {
1488 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1489 }
1490 } else {
1491 CommandCost ret = EnsureNoVehicleOnGround(cur_tile);
1492 if (ret.Failed()) return ret;
1493 if (IsBridgeAbove(cur_tile)) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1494
1495 const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
1496
1497 /* Perform land/water check if not disabled */
1498 if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1499
1500 if ((ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) || // Tile must be a house
1501 ((ind_behav & INDUSTRYBEH_ONLY_NEARTOWN) && IsTileType(cur_tile, MP_HOUSE))) { // Tile is allowed to be a house (and it is a house)
1502 if (!IsTileType(cur_tile, MP_HOUSE)) {
1503 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS);
1504 }
1505
1506 /* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
1507 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN);
1508 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_NONE, cur_tile);
1509 cur_company.Restore();
1510
1511 if (ret.Failed()) return ret;
1512 } else {
1513 /* Clear the tiles, but do not affect town ratings */
1514 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, cur_tile);
1515 if (ret.Failed()) return ret;
1516 }
1517 }
1518 }
1519
1520 return CommandCost();
1521}
1522
1535 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)
1536{
1537 bool refused_slope = false;
1538 bool custom_shape = false;
1539
1540 for (const IndustryTileLayoutTile &it : layout) {
1541 IndustryGfx gfx = GetTranslatedIndustryTileID(it.gfx);
1542 TileIndex cur_tile = TileAddWrap(tile, it.ti.x, it.ti.y);
1543 assert(IsValidTile(cur_tile)); // checked before in CheckIfIndustryTilesAreFree
1544
1545 if (gfx != GFX_WATERTILE_SPECIALCHECK) {
1546 const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
1547
1548 if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
1549 custom_shape = true;
1550 CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, layout_index, initial_random_bits, founder, creation_type);
1551 if (ret.Failed()) return ret;
1552 } else {
1553 Slope tileh = GetTileSlope(cur_tile);
1554 refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
1555 }
1556 }
1557 }
1558
1559 if (custom_shape_check != nullptr) *custom_shape_check = custom_shape;
1560
1561 /* It is almost impossible to have a fully flat land in TG, so what we
1562 * do is that we check if we can make the land flat later on. See
1563 * CheckIfCanLevelIndustryPlatform(). */
1564 if (!refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions)) {
1565 return CommandCost();
1566 }
1567 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
1568}
1569
1577 static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, IndustryType type, const Town *t)
1578{
1579 if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_TOWN1200_MORE) && t->cache.population < 1200) {
1580 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200);
1581 }
1582
1583 if ((GetIndustrySpec(type)->behaviour & INDUSTRYBEH_ONLY_NEARTOWN) && DistanceMax(t->xy, tile) > 9) {
1584 return CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER);
1585 }
1586
1587 return CommandCost();
1588}
1589
1590static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
1591{
1592 /* Check if we don't leave the map */
1593 if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
1594
1595 TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
1596 for (TileIndex tile_walk : ta) {
1597 uint curh = TileHeight(tile_walk);
1598 /* Is the tile clear? */
1599 if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
1600
1601 /* Don't allow too big of a change if this is the sub-tile check */
1602 if (internal != 0 && Delta(curh, height) > 1) return false;
1603
1604 /* Different height, so the surrounding tiles of this tile
1605 * has to be correct too (in level, or almost in level)
1606 * else you get a chain-reaction of terraforming. */
1607 if (internal == 0 && curh != height) {
1608 if (TileX(tile_walk) == 0 || TileY(tile_walk) == 0 || !CheckCanTerraformSurroundingTiles(tile_walk + TileDiffXY(-1, -1), height, internal + 1)) {
1609 return false;
1610 }
1611 }
1612 }
1613
1614 return true;
1615}
1616
1621 static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileLayout &layout)
1622{
1623 int max_x = 0;
1624 int max_y = 0;
1625
1626 /* Finds dimensions of largest variant of this industry */
1627 for (const IndustryTileLayoutTile &it : layout) {
1628 if (it.gfx == GFX_WATERTILE_SPECIALCHECK) continue; // watercheck tiles don't count for footprint size
1629 if (it.ti.x > max_x) max_x = it.ti.x;
1630 if (it.ti.y > max_y) max_y = it.ti.y;
1631 }
1632
1633 /* Remember level height */
1634 uint h = TileHeight(tile);
1635
1636 if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
1637 /* Check that all tiles in area and surrounding are clear
1638 * this determines that there are no obstructing items */
1639
1640 /* TileArea::Expand is not used here as we need to abort
1641 * instead of clamping if the bounds cannot expanded. */
1642 TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
1643 max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
1644
1645 if (TileX(ta.tile) + ta.w >= Map::MaxX() || TileY(ta.tile) + ta.h >= Map::MaxY()) return false;
1646
1647 /* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
1648 * Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
1649 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN);
1650
1651 for (TileIndex tile_walk : ta) {
1652 uint curh = TileHeight(tile_walk);
1653 if (curh != h) {
1654 /* This tile needs terraforming. Check if we can do that without
1655 * damaging the surroundings too much. */
1656 if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
1657 cur_company.Restore();
1658 return false;
1659 }
1660 /* This is not 100% correct check, but the best we can do without modifying the map.
1661 * What is missing, is if the difference in height is more than 1.. */
1662 if (std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(flags & ~DC_EXEC, tile_walk, SLOPE_N, curh <= h)).Failed()) {
1663 cur_company.Restore();
1664 return false;
1665 }
1666 }
1667 }
1668
1669 if (flags & DC_EXEC) {
1670 /* Terraform the land under the industry */
1671 for (TileIndex tile_walk : ta) {
1672 uint curh = TileHeight(tile_walk);
1673 while (curh != h) {
1674 /* We give the terraforming for free here, because we can't calculate
1675 * exact cost in the test-round, and as we all know, that will cause
1676 * a nice assert if they don't match ;) */
1677 Command<CMD_TERRAFORM_LAND>::Do(flags, tile_walk, SLOPE_N, curh <= h);
1678 curh += (curh > h) ? -1 : 1;
1679 }
1680 }
1681 }
1682
1683 cur_company.Restore();
1684 return true;
1685}
1686
1687
1694 static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, IndustryType type)
1695{
1696 const IndustrySpec *indspec = GetIndustrySpec(type);
1697
1698 for (IndustryType conflicting_type : indspec->conflicting) {
1699 if (conflicting_type == IT_INVALID) continue;
1700
1701 for (const IndustryID &industry : Industry::industries[conflicting_type]) {
1702 /* Within 14 tiles from another industry is considered close */
1703 if (DistanceMax(tile, Industry::Get(industry)->location.tile) > 14) continue;
1704
1705 return CommandCost(STR_ERROR_INDUSTRY_TOO_CLOSE);
1706 }
1707 }
1708 return CommandCost();
1709}
1710
1715 static void AdvertiseIndustryOpening(const Industry *ind)
1716{
1717 const IndustrySpec *ind_spc = GetIndustrySpec(ind->type);
1718 SetDParam(0, ind_spc->name);
1719 if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
1720 SetDParam(1, STR_TOWN_NAME);
1721 SetDParam(2, ind->town->index);
1722 } else {
1723 SetDParam(1, ind->town->index);
1724 }
1725 AddIndustryNewsItem(ind_spc->new_industry_text, NT_INDUSTRY_OPEN, ind->index);
1726 AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
1727 Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
1728}
1729
1735 static void PopulateStationsNearby(Industry *ind)
1736{
1737 if (ind->neutral_station != nullptr && !_settings_game.station.serve_neutral_industries) {
1738 /* Industry has a neutral station. Use it and ignore any other nearby stations. */
1739 ind->stations_near.insert(ind->neutral_station);
1740 ind->neutral_station->industries_near.clear();
1741 ind->neutral_station->industries_near.insert(IndustryListEntry{0, ind});
1742 return;
1743 }
1744
1745 ForAllStationsAroundTiles(ind->location, [ind](Station *st, TileIndex tile) {
1746 if (!IsTileType(tile, MP_INDUSTRY) || GetIndustryIndex(tile) != ind->index) return false;
1747 ind->stations_near.insert(st);
1748 st->AddIndustryToDeliver(ind, tile);
1749 return false;
1750 });
1751}
1752
1764 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)
1765{
1766 const IndustrySpec *indspec = GetIndustrySpec(type);
1767
1768 i->location = TileArea(tile, 1, 1);
1769 i->type = type;
1770
1771 auto &industries = Industry::industries[type];
1772 auto it = std::ranges::lower_bound(industries, i->index);
1773 it = industries.emplace(it, i->index);
1774
1775 for (size_t index = 0; index < std::size(indspec->produced_cargo); ++index) {
1776 if (!IsValidCargoID(indspec->produced_cargo[index])) break;
1777
1778 Industry::ProducedCargo &p = i->produced.emplace_back();
1779 p.cargo = indspec->produced_cargo[index];
1780 p.rate = indspec->production_rate[index];
1781 }
1782
1783 for (size_t index = 0; index < std::size(indspec->accepts_cargo); ++index) {
1784 if (!IsValidCargoID(indspec->accepts_cargo[index])) break;
1785
1786 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1787 a.cargo = indspec->accepts_cargo[index];
1788 }
1789
1790 /* Randomize inital production if non-original economy is used and there are no production related callbacks. */
1791 if (!indspec->UsesOriginalEconomy()) {
1792 for (auto &p : i->produced) {
1793 p.rate = ClampTo<uint8_t>((RandomRange(256) + 128) * p.rate >> 8);
1794 }
1795 }
1796
1797 i->town = t;
1798 i->owner = OWNER_NONE;
1799
1800 uint16_t r = Random();
1801 i->random_colour = static_cast<Colours>(GB(r, 0, 4));
1802 i->counter = GB(r, 4, 12);
1803 i->random = initial_random_bits;
1804 i->was_cargo_delivered = false;
1805 i->last_prod_year = TimerGameEconomy::year;
1806 i->founder = founder;
1807 i->ctlflags = INDCTL_NONE;
1808
1809 i->construction_date = TimerGameCalendar::date;
1810 i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
1811 (_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
1812
1813 /* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
1814 * 0 = created prior of newindustries
1815 * else, chosen layout + 1 */
1816 i->selected_layout = (uint8_t)(layout_index + 1);
1817
1818 i->exclusive_supplier = INVALID_OWNER;
1819 i->exclusive_consumer = INVALID_OWNER;
1820
1821 i->prod_level = PRODLEVEL_DEFAULT;
1822
1823 /* Call callbacks after the regular fields got initialised. */
1824
1825 if (HasBit(indspec->callback_mask, CBM_IND_PROD_CHANGE_BUILD)) {
1826 uint16_t res = GetIndustryCallback(CBID_INDUSTRY_PROD_CHANGE_BUILD, 0, Random(), i, type, INVALID_TILE);
1827 if (res != CALLBACK_FAILED) {
1828 if (res < PRODLEVEL_MINIMUM || res > PRODLEVEL_MAXIMUM) {
1829 ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_PROD_CHANGE_BUILD, res);
1830 } else {
1831 i->prod_level = res;
1832 i->RecomputeProductionMultipliers();
1833 }
1834 }
1835 }
1836
1837 if (_generating_world) {
1838 if (HasBit(indspec->callback_mask, CBM_IND_PRODUCTION_256_TICKS)) {
1839 IndustryProductionCallback(i, 1);
1840 for (auto &p : i->produced) {
1841 p.history[LAST_MONTH].production = p.waiting * 8;
1842 p.waiting = 0;
1843 }
1844 }
1845
1846 for (auto &p : i->produced) {
1847 p.history[LAST_MONTH].production += ScaleByCargoScale(p.rate * 8, false);
1848 }
1849 }
1850
1851 if (HasBit(indspec->callback_mask, CBM_IND_DECIDE_COLOUR)) {
1852 uint16_t res = GetIndustryCallback(CBID_INDUSTRY_DECIDE_COLOUR, 0, 0, i, type, INVALID_TILE);
1853 if (res != CALLBACK_FAILED) {
1854 if (GB(res, 4, 11) != 0) ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_DECIDE_COLOUR, res);
1855 i->random_colour = static_cast<Colours>(GB(res, 0, 4));
1856 }
1857 }
1858
1859 if (HasBit(indspec->callback_mask, CBM_IND_INPUT_CARGO_TYPES)) {
1860 /* Clear all input cargo types */
1861 i->accepted.clear();
1862 /* Query actual types */
1863 uint maxcargoes = (indspec->behaviour & INDUSTRYBEH_CARGOTYPES_UNLIMITED) ? INDUSTRY_NUM_INPUTS : 3;
1864 for (uint j = 0; j < maxcargoes; j++) {
1865 uint16_t res = GetIndustryCallback(CBID_INDUSTRY_INPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
1866 if (res == CALLBACK_FAILED || GB(res, 0, 8) == UINT8_MAX) break;
1867 if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
1868 ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res);
1869 break;
1870 }
1871 CargoID cargo = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
1872 /* Industries without "unlimited" cargo types support depend on the specific order/slots of cargo types.
1873 * They need to be able to blank out specific slots without aborting the callback sequence,
1874 * and solve this by returning undefined cargo indexes. Skip these. */
1875 if (!IsValidCargoID(cargo) && !(indspec->behaviour & INDUSTRYBEH_CARGOTYPES_UNLIMITED)) {
1876 /* As slots are allocated as needed now, this means we do need to add a slot for the invalid cargo. */
1877 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1878 a.cargo = INVALID_CARGO;
1879 continue;
1880 }
1881 /* Verify valid cargo */
1882 if (std::ranges::find(indspec->accepts_cargo, cargo) == std::end(indspec->accepts_cargo)) {
1883 /* Cargo not in spec, error in NewGRF */
1884 ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res);
1885 break;
1886 }
1887 if (std::any_of(std::begin(i->accepted), std::begin(i->accepted) + j, [&cargo](const auto &a) { return a.cargo == cargo; })) {
1888 /* Duplicate cargo */
1889 ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_INPUT_CARGO_TYPES, res);
1890 break;
1891 }
1892 Industry::AcceptedCargo &a = i->accepted.emplace_back();
1893 a.cargo = cargo;
1894 }
1895 }
1896
1897 if (HasBit(indspec->callback_mask, CBM_IND_OUTPUT_CARGO_TYPES)) {
1898 /* Clear all output cargo types */
1899 i->produced.clear();
1900 /* Query actual types */
1901 uint maxcargoes = (indspec->behaviour & INDUSTRYBEH_CARGOTYPES_UNLIMITED) ? INDUSTRY_NUM_OUTPUTS : 2;
1902 for (uint j = 0; j < maxcargoes; j++) {
1903 uint16_t res = GetIndustryCallback(CBID_INDUSTRY_OUTPUT_CARGO_TYPES, j, 0, i, type, INVALID_TILE);
1904 if (res == CALLBACK_FAILED || GB(res, 0, 8) == UINT8_MAX) break;
1905 if (indspec->grf_prop.grffile->grf_version >= 8 && res >= 0x100) {
1906 ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res);
1907 break;
1908 }
1909 CargoID cargo = GetCargoTranslation(GB(res, 0, 8), indspec->grf_prop.grffile);
1910 /* Allow older GRFs to skip slots. */
1911 if (!IsValidCargoID(cargo) && !(indspec->behaviour & INDUSTRYBEH_CARGOTYPES_UNLIMITED)) {
1912 /* As slots are allocated as needed now, this means we do need to add a slot for the invalid cargo. */
1913 Industry::ProducedCargo &p = i->produced.emplace_back();
1914 p.cargo = INVALID_CARGO;
1915 continue;
1916 }
1917 /* Verify valid cargo */
1918 if (std::ranges::find(indspec->produced_cargo, cargo) == std::end(indspec->produced_cargo)) {
1919 /* Cargo not in spec, error in NewGRF */
1920 ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res);
1921 break;
1922 }
1923 if (std::any_of(std::begin(i->produced), std::begin(i->produced) + j, [&cargo](const auto &p) { return p.cargo == cargo; })) {
1924 /* Duplicate cargo */
1925 ErrorUnknownCallbackResult(indspec->grf_prop.grfid, CBID_INDUSTRY_OUTPUT_CARGO_TYPES, res);
1926 break;
1927 }
1928 Industry::ProducedCargo &p = i->produced.emplace_back();
1929 p.cargo = cargo;
1930 }
1931 }
1932
1933 /* Plant the tiles */
1934
1935 for (const IndustryTileLayoutTile &it : layout) {
1936 TileIndex cur_tile = tile + ToTileIndexDiff(it.ti);
1937
1938 if (it.gfx != GFX_WATERTILE_SPECIALCHECK) {
1939 i->location.Add(cur_tile);
1940
1941 WaterClass wc = (IsWaterTile(cur_tile) ? GetWaterClass(cur_tile) : WATER_CLASS_INVALID);
1942
1943 Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, cur_tile);
1944
1945 MakeIndustry(cur_tile, i->index, it.gfx, Random(), wc);
1946
1947 if (_generating_world) {
1948 SetIndustryConstructionCounter(cur_tile, 3);
1949 SetIndustryConstructionStage(cur_tile, 2);
1950 }
1951
1952 /* it->gfx is stored in the map. But the translated ID cur_gfx is the interesting one */
1953 IndustryGfx cur_gfx = GetTranslatedIndustryTileID(it.gfx);
1954 const IndustryTileSpec *its = GetIndustryTileSpec(cur_gfx);
1955 if (its->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(cur_tile);
1956 }
1957 }
1958
1959 if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
1960 for (uint j = 0; j != 50; j++) PlantRandomFarmField(i);
1961 }
1962 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_FORCE_REBUILD);
1963 SetWindowDirty(WC_BUILD_INDUSTRY, 0);
1964
1965 if (!_generating_world) PopulateStationsNearby(i);
1966}
1967
1984 static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, size_t layout_index, uint32_t random_var8f, uint16_t random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
1985{
1986 assert(layout_index < indspec->layouts.size());
1987 const IndustryTileLayout &layout = indspec->layouts[layout_index];
1988
1989 *ip = nullptr;
1990
1991 /* 1. Cheap: Built-in checks on industry level. */
1992 CommandCost ret = CheckIfFarEnoughFromConflictingIndustry(tile, type);
1993 if (ret.Failed()) return ret;
1994
1995 Town *t = nullptr;
1996 ret = FindTownForIndustry(tile, type, &t);
1997 if (ret.Failed()) return ret;
1998 assert(t != nullptr);
1999
2000 ret = CheckIfIndustryIsAllowed(tile, type, t);
2001 if (ret.Failed()) return ret;
2002
2003 /* 2. Built-in checks on industry tiles. */
2004 std::vector<ClearedObjectArea> object_areas(_cleared_object_areas);
2005 ret = CheckIfIndustryTilesAreFree(tile, layout, type);
2006 _cleared_object_areas = object_areas;
2007 if (ret.Failed()) return ret;
2008
2009 /* 3. NewGRF-defined checks on industry level. */
2010 if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
2011 ret = CheckIfCallBackAllowsCreation(tile, type, layout_index, random_var8f, random_initial_bits, founder, creation_type);
2012 } else {
2013 ret = _check_new_industry_procs[indspec->check_proc](tile);
2014 }
2015 if (ret.Failed()) return ret;
2016
2017 /* 4. Expensive: NewGRF-defined checks on industry tiles. */
2018 bool custom_shape_check = false;
2019 ret = CheckIfIndustryTileSlopes(tile, layout, layout_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
2020 if (ret.Failed()) return ret;
2021
2022 if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
2023 !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER, layout)) {
2024 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2025 }
2026
2027 if (!Industry::CanAllocateItem()) return CommandCost(STR_ERROR_TOO_MANY_INDUSTRIES);
2028
2029 if (flags & DC_EXEC) {
2030 *ip = new Industry(tile);
2031 if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, layout);
2032 DoCreateNewIndustry(*ip, tile, type, layout, layout_index, t, founder, random_initial_bits);
2033 }
2034
2035 return CommandCost();
2036}
2037
2048 CommandCost CmdBuildIndustry(DoCommandFlag flags, TileIndex tile, IndustryType it, uint32_t first_layout, bool fund, uint32_t seed)
2049{
2050 if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
2051
2052 const IndustrySpec *indspec = GetIndustrySpec(it);
2053
2054 /* Check if the to-be built/founded industry is available for this climate. */
2055 if (!indspec->enabled || indspec->layouts.empty()) return CMD_ERROR;
2056
2057 /* If the setting for raw-material industries is not on, you cannot build raw-material industries.
2058 * Raw material industries are industries that do not accept cargo (at least for now) */
2059 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
2060 return CMD_ERROR;
2061 }
2062
2063 if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) {
2064 return CMD_ERROR;
2065 }
2066
2067 Randomizer randomizer;
2068 randomizer.SetSeed(seed);
2069 uint16_t random_initial_bits = GB(seed, 0, 16);
2070 uint32_t random_var8f = randomizer.Next();
2071 size_t num_layouts = indspec->layouts.size();
2072 CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
2073 const bool deity_prospect = _current_company == OWNER_DEITY && !fund;
2074
2075 Industry *ind = nullptr;
2076 if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) {
2077 if (flags & DC_EXEC) {
2078 /* Prospecting has a chance to fail, however we cannot guarantee that something can
2079 * be built on the map, so the chance gets lower when the map is fuller, but there
2080 * is nothing we can really do about that. */
2081 bool prospect_success = deity_prospect || Random() <= indspec->prospecting_chance;
2082 if (prospect_success) {
2083 /* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
2084 IndustryAvailabilityCallType calltype = _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_PROSPECTCREATION;
2085 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN);
2086 for (int i = 0; i < 5000; i++) {
2087 /* We should not have more than one Random() in a function call
2088 * because parameter evaluation order is not guaranteed in the c++ standard
2089 */
2090 tile = RandomTile();
2091 /* Start with a random layout */
2092 size_t layout = RandomRange((uint32_t)num_layouts);
2093 /* Check now each layout, starting with the random one */
2094 for (size_t j = 0; j < num_layouts; j++) {
2095 layout = (layout + 1) % num_layouts;
2096 ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), calltype, &ind);
2097 if (ret.Succeeded()) break;
2098 }
2099 if (ret.Succeeded()) break;
2100 }
2101 cur_company.Restore();
2102 }
2103 if (ret.Failed() && IsLocalCompany()) {
2104 if (prospect_success) {
2105 ShowErrorMessage(STR_ERROR_CAN_T_PROSPECT_INDUSTRY, STR_ERROR_NO_SUITABLE_PLACES_FOR_PROSPECTING, WL_INFO);
2106 } else {
2107 ShowErrorMessage(STR_ERROR_CAN_T_PROSPECT_INDUSTRY, STR_ERROR_PROSPECTING_WAS_UNLUCKY, WL_INFO);
2108 }
2109 }
2110 }
2111 } else {
2112 size_t layout = first_layout;
2113 if (layout >= num_layouts) return CMD_ERROR;
2114
2115 /* Check subsequently each layout, starting with the given layout in p1 */
2116 for (size_t i = 0; i < num_layouts; i++) {
2117 layout = (layout + 1) % num_layouts;
2118 ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind);
2119 if (ret.Succeeded()) break;
2120 }
2121
2122 /* If it still failed, there's no suitable layout to build here, return the error */
2123 if (ret.Failed()) return ret;
2124 }
2125
2126 if ((flags & DC_EXEC) && ind != nullptr && _game_mode != GM_EDITOR) {
2127 AdvertiseIndustryOpening(ind);
2128 }
2129
2130 return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
2131}
2132
2140 CommandCost CmdIndustrySetFlags(DoCommandFlag flags, IndustryID ind_id, IndustryControlFlags ctlflags)
2141{
2142 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2143
2144 Industry *ind = Industry::GetIfValid(ind_id);
2145 if (ind == nullptr) return CMD_ERROR;
2146
2147 if (flags & DC_EXEC) ind->ctlflags = ctlflags & INDCTL_MASK;
2148
2149 return CommandCost();
2150}
2151
2161 CommandCost CmdIndustrySetProduction(DoCommandFlag flags, IndustryID ind_id, uint8_t prod_level, bool show_news, const std::string &custom_news)
2162{
2163 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2164 if (prod_level < PRODLEVEL_MINIMUM || prod_level > PRODLEVEL_MAXIMUM) return CMD_ERROR;
2165
2166 Industry *ind = Industry::GetIfValid(ind_id);
2167 if (ind == nullptr) return CMD_ERROR;
2168
2169 if (flags & DC_EXEC) {
2170 StringID str = STR_NULL;
2171 if (prod_level > ind->prod_level) {
2172 str = GetIndustrySpec(ind->type)->production_up_text;
2173 } else if (prod_level < ind->prod_level) {
2174 str = GetIndustrySpec(ind->type)->production_down_text;
2175 }
2176 if (prod_level != ind->prod_level && !custom_news.empty()) str = STR_NEWS_CUSTOM_ITEM;
2177
2178 ind->ctlflags |= INDCTL_EXTERNAL_PROD_LEVEL;
2179 ind->prod_level = prod_level;
2180 ind->RecomputeProductionMultipliers();
2181
2182 /* Show news message if requested. */
2183 if (show_news && str != STR_NULL) {
2184 NewsType nt;
2185 switch (WhoCanServiceIndustry(ind)) {
2186 case 0: nt = NT_INDUSTRY_NOBODY; break;
2187 case 1: nt = NT_INDUSTRY_OTHER; break;
2188 case 2: nt = NT_INDUSTRY_COMPANY; break;
2189 default: NOT_REACHED();
2190 }
2191
2192 /* Set parameters of news string */
2193 if (str == STR_NEWS_CUSTOM_ITEM) {
2194 SetDParamStr(0, custom_news);
2195 } else if (str > STR_LAST_STRINGID) {
2196 SetDParam(0, STR_TOWN_NAME);
2197 SetDParam(1, ind->town->index);
2198 SetDParam(2, GetIndustrySpec(ind->type)->name);
2199 } else {
2200 SetDParam(0, ind->index);
2201 }
2202 AddIndustryNewsItem(str, nt, ind->index);
2203 }
2204 }
2205
2206 return CommandCost();
2207}
2208
2218 CommandCost CmdIndustrySetExclusivity(DoCommandFlag flags, IndustryID ind_id, Owner company_id, bool consumer)
2219{
2220 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2221
2222 Industry *ind = Industry::GetIfValid(ind_id);
2223 if (ind == nullptr) return CMD_ERROR;
2224
2225 if (company_id != OWNER_NONE && company_id != INVALID_OWNER && company_id != OWNER_DEITY
2226 && !Company::IsValidID(company_id)) return CMD_ERROR;
2227
2228 if (flags & DC_EXEC) {
2229 if (consumer) {
2230 ind->exclusive_consumer = company_id;
2231 } else {
2232 ind->exclusive_supplier = company_id;
2233 }
2234 }
2235
2236
2237 return CommandCost();
2238}
2239
2247 CommandCost CmdIndustrySetText(DoCommandFlag flags, IndustryID ind_id, const std::string &text)
2248{
2249 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2250
2251 Industry *ind = Industry::GetIfValid(ind_id);
2252 if (ind == nullptr) return CMD_ERROR;
2253
2254 if (flags & DC_EXEC) {
2255 ind->text.clear();
2256 if (!text.empty()) ind->text = text;
2257 InvalidateWindowData(WC_INDUSTRY_VIEW, ind->index);
2258 }
2259
2260 return CommandCost();
2261}
2262
2270 static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
2271{
2272 const IndustrySpec *indspec = GetIndustrySpec(type);
2273
2274 uint32_t seed = Random();
2275 uint32_t seed2 = Random();
2276 Industry *i = nullptr;
2277 size_t layout_index = RandomRange((uint32_t)indspec->layouts.size());
2278 [[maybe_unused]] CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, layout_index, seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
2279 assert(i != nullptr || ret.Failed());
2280 return i;
2281}
2282
2289 static uint32_t GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
2290{
2291 const IndustrySpec *ind_spc = GetIndustrySpec(it);
2292 uint32_t chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
2293 if (!ind_spc->enabled || ind_spc->layouts.empty() ||
2294 (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) ||
2295 (chance = GetIndustryProbabilityCallback(it, IACT_MAPGENERATION, chance)) == 0) {
2296 *force_at_least_one = false;
2297 return 0;
2298 } else {
2299 chance *= 16; // to increase precision
2300 /* We want industries appearing at coast to appear less often on bigger maps, as length of coast increases slower than map area.
2301 * For simplicity we scale in both cases, though scaling the probabilities of all industries has no effect. */
2302 chance = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? Map::ScaleBySize1D(chance) : Map::ScaleBySize(chance);
2303
2304 *force_at_least_one = (chance > 0) && !(ind_spc->behaviour & INDUSTRYBEH_NOBUILT_MAPCREATION) && (_game_mode != GM_EDITOR);
2305 return chance;
2306 }
2307}
2308
2315 static uint16_t GetIndustryGamePlayProbability(IndustryType it, uint8_t *min_number)
2316{
2317 if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
2318 *min_number = 0;
2319 return 0;
2320 }
2321
2322 const IndustrySpec *ind_spc = GetIndustrySpec(it);
2323 uint8_t chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
2324 if (!ind_spc->enabled || ind_spc->layouts.empty() ||
2325 ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && TimerGameCalendar::year > 1950) ||
2326 ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && TimerGameCalendar::year < 1960) ||
2327 (chance = GetIndustryProbabilityCallback(it, IACT_RANDOMCREATION, chance)) == 0) {
2328 *min_number = 0;
2329 return 0;
2330 }
2331 *min_number = (ind_spc->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) ? 1 : 0;
2332 return chance;
2333}
2334
2339 static uint GetNumberOfIndustries()
2340{
2341 /* Number of industries on a 256x256 map. */
2342 static const uint16_t numof_industry_table[] = {
2343 0, // none
2344 0, // minimal
2345 10, // very low
2346 25, // low
2347 55, // normal
2348 80, // high
2349 0, // custom
2350 };
2351
2352 assert(lengthof(numof_industry_table) == ID_END);
2353 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
2354
2355 if (difficulty == ID_CUSTOM) return std::min<uint>(IndustryPool::MAX_SIZE, _settings_game.game_creation.custom_industry_number);
2356
2357 return std::min<uint>(IndustryPool::MAX_SIZE, Map::ScaleBySize(numof_industry_table[difficulty]));
2358}
2359
2368 static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
2369{
2370 uint tries = try_hard ? 10000u : 2000u;
2371 for (; tries > 0; tries--) {
2372 Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
2373 if (ind != nullptr) return ind;
2374 }
2375 return nullptr;
2376}
2377
2383 static void PlaceInitialIndustry(IndustryType type, bool try_hard)
2384{
2385 Backup<CompanyID> cur_company(_current_company, OWNER_NONE);
2386
2387 IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
2388 PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
2389
2390 cur_company.Restore();
2391}
2392
2397 static uint GetCurrentTotalNumberOfIndustries()
2398{
2399 uint total = 0;
2400 for (const auto &industries : Industry::industries) {
2401 total += static_cast<uint16_t>(std::size(industries));
2402 }
2403 return total;
2404}
2405
2406
2408 void IndustryTypeBuildData::Reset()
2409{
2410 this->probability = 0;
2411 this->min_number = 0;
2412 this->target_count = 0;
2413 this->max_wait = 1;
2414 this->wait_count = 0;
2415}
2416
2418 void IndustryBuildData::Reset()
2419{
2420 this->wanted_inds = GetCurrentTotalNumberOfIndustries() << 16;
2421
2422 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2423 this->builddata[it].Reset();
2424 }
2425}
2426
2428 void IndustryBuildData::EconomyMonthlyLoop()
2429{
2430 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.
2431 if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting.
2432
2433 /* To prevent running out of unused industries for the player to connect,
2434 * add a fraction of new industries each month, but only if the manager can keep up. */
2435 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).
2436 if (GetCurrentTotalNumberOfIndustries() + max_behind >= (this->wanted_inds >> 16)) {
2437 this->wanted_inds += Map::ScaleBySize(NEWINDS_PER_MONTH);
2438 }
2439}
2440
2445 void GenerateIndustries()
2446{
2447 if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
2448
2449 uint32_t industry_probs[NUM_INDUSTRYTYPES];
2450 bool force_at_least_one[NUM_INDUSTRYTYPES];
2451 uint32_t total_prob = 0;
2452 uint num_forced = 0;
2453
2454 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2455 industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
2456 total_prob += industry_probs[it];
2457 if (force_at_least_one[it]) num_forced++;
2458 }
2459
2460 uint total_amount = GetNumberOfIndustries();
2461 if (total_prob == 0 || total_amount < num_forced) {
2462 /* Only place the forced ones */
2463 total_amount = num_forced;
2464 }
2465
2466 SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
2467
2468 /* Try to build one industry per type independent of any probabilities */
2469 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2470 if (force_at_least_one[it]) {
2471 assert(total_amount > 0);
2472 total_amount--;
2473 PlaceInitialIndustry(it, true);
2474 }
2475 }
2476
2477 /* Add the remaining industries according to their probabilities */
2478 for (uint i = 0; i < total_amount; i++) {
2479 uint32_t r = RandomRange(total_prob);
2480 IndustryType it = 0;
2481 while (r >= industry_probs[it]) {
2482 r -= industry_probs[it];
2483 it++;
2484 assert(it < NUM_INDUSTRYTYPES);
2485 }
2486 assert(industry_probs[it] > 0);
2487 PlaceInitialIndustry(it, false);
2488 }
2489 _industry_builder.Reset();
2490}
2491
2496 static void UpdateIndustryStatistics(Industry *i)
2497{
2498 for (auto &p : i->produced) {
2499 if (IsValidCargoID(p.cargo)) {
2500 if (p.history[THIS_MONTH].production != 0) i->last_prod_year = TimerGameEconomy::year;
2501
2502 /* Move history from this month to last month. */
2503 std::rotate(std::rbegin(p.history), std::rbegin(p.history) + 1, std::rend(p.history));
2504 p.history[THIS_MONTH].production = 0;
2505 p.history[THIS_MONTH].transported = 0;
2506 }
2507 }
2508}
2509
2514 void Industry::RecomputeProductionMultipliers()
2515{
2516 const IndustrySpec *indspec = GetIndustrySpec(this->type);
2517 assert(indspec->UsesOriginalEconomy());
2518
2519 /* Rates are rounded up, so e.g. oilrig always produces some passengers */
2520 for (auto &p : this->produced) {
2521 p.rate = ClampTo<uint8_t>(CeilDiv(indspec->production_rate[&p - this->produced.data()] * this->prod_level, PRODLEVEL_DEFAULT));
2522 }
2523}
2524
2525void Industry::FillCachedName() const
2526{
2527 auto tmp_params = MakeParameters(this->index);
2528 this->cached_name = GetStringWithArgs(STR_INDUSTRY_NAME, tmp_params);
2529}
2530
2531void ClearAllIndustryCachedNames()
2532{
2533 for (Industry *ind : Industry::Iterate()) {
2534 ind->cached_name.clear();
2535 }
2536}
2537
2543 bool IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
2544{
2545 uint8_t min_number;
2546 uint32_t probability = GetIndustryGamePlayProbability(it, &min_number);
2547 bool changed = min_number != this->min_number || probability != this->probability;
2548 this->min_number = min_number;
2549 this->probability = probability;
2550 return changed;
2551}
2552
2554 void IndustryBuildData::SetupTargetCount()
2555{
2556 bool changed = false;
2557 uint num_planned = 0; // Number of industries planned in the industry build data.
2558 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2559 changed |= this->builddata[it].GetIndustryTypeData(it);
2560 num_planned += this->builddata[it].target_count;
2561 }
2562 uint total_amount = this->wanted_inds >> 16; // Desired total number of industries.
2563 changed |= num_planned != total_amount;
2564 if (!changed) return; // All industries are still the same, no need to re-randomize.
2565
2566 /* Initialize the target counts. */
2567 uint force_build = 0; // Number of industries that should always be available.
2568 uint32_t total_prob = 0; // Sum of probabilities.
2569 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2570 IndustryTypeBuildData *ibd = this->builddata + it;
2571 force_build += ibd->min_number;
2572 ibd->target_count = ibd->min_number;
2573 total_prob += ibd->probability;
2574 }
2575
2576 if (total_prob == 0) return; // No buildable industries.
2577
2578 /* Subtract forced industries from the number of industries available for construction. */
2579 total_amount = (total_amount <= force_build) ? 0 : total_amount - force_build;
2580
2581 /* Assign number of industries that should be aimed for, by using the probability as a weight. */
2582 while (total_amount > 0) {
2583 uint32_t r = RandomRange(total_prob);
2584 IndustryType it = 0;
2585 while (r >= this->builddata[it].probability) {
2586 r -= this->builddata[it].probability;
2587 it++;
2588 assert(it < NUM_INDUSTRYTYPES);
2589 }
2590 assert(this->builddata[it].probability > 0);
2591 this->builddata[it].target_count++;
2592 total_amount--;
2593 }
2594}
2595
2599 void IndustryBuildData::TryBuildNewIndustry()
2600{
2601 this->SetupTargetCount();
2602
2603 int missing = 0; // Number of industries that need to be build.
2604 uint count = 0; // Number of industry types eligible for build.
2605 uint32_t total_prob = 0; // Sum of probabilities.
2606 IndustryType forced_build = NUM_INDUSTRYTYPES; // Industry type that should be forcibly build.
2607 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2608 int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
2609 missing += difference;
2610 if (this->builddata[it].wait_count > 0) continue; // This type may not be built now.
2611 if (difference > 0) {
2612 if (Industry::GetIndustryTypeCount(it) == 0 && this->builddata[it].min_number > 0) {
2613 /* An industry that should exist at least once, is not available. Force it, trying the most needed one first. */
2614 if (forced_build == NUM_INDUSTRYTYPES ||
2615 difference > this->builddata[forced_build].target_count - Industry::GetIndustryTypeCount(forced_build)) {
2616 forced_build = it;
2617 }
2618 }
2619 total_prob += difference;
2620 count++;
2621 }
2622 }
2623
2624 if (EconomyIsInRecession() || (forced_build == NUM_INDUSTRYTYPES && (missing <= 0 || total_prob == 0))) count = 0; // Skip creation of an industry.
2625
2626 if (count >= 1) {
2627 /* If not forced, pick a weighted random industry to build.
2628 * For the case that count == 1, there is no need to draw a random number. */
2629 IndustryType it;
2630 if (forced_build != NUM_INDUSTRYTYPES) {
2631 it = forced_build;
2632 } else {
2633 /* Non-forced, select an industry type to build (weighted random). */
2634 uint32_t r = 0; // Initialized to silence the compiler.
2635 if (count > 1) r = RandomRange(total_prob);
2636 for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
2637 if (this->builddata[it].wait_count > 0) continue; // Type may not be built now.
2638 int difference = this->builddata[it].target_count - Industry::GetIndustryTypeCount(it);
2639 if (difference <= 0) continue; // Too many of this kind.
2640 if (count == 1) break;
2641 if (r < (uint)difference) break;
2642 r -= difference;
2643 }
2644 assert(it < NUM_INDUSTRYTYPES && this->builddata[it].target_count > Industry::GetIndustryTypeCount(it));
2645 }
2646
2647 /* Try to create the industry. */
2648 const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
2649 if (ind == nullptr) {
2650 this->builddata[it].wait_count = this->builddata[it].max_wait + 1; // Compensate for decrementing below.
2651 this->builddata[it].max_wait = std::min(1000, this->builddata[it].max_wait + 2);
2652 } else {
2653 AdvertiseIndustryOpening(ind);
2654 this->builddata[it].max_wait = std::max(this->builddata[it].max_wait / 2, 1); // Reduce waiting time of the industry type.
2655 }
2656 }
2657
2658 /* Decrement wait counters. */
2659 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
2660 if (this->builddata[it].wait_count > 0) this->builddata[it].wait_count--;
2661 }
2662}
2663
2672 static bool CheckIndustryCloseDownProtection(IndustryType type)
2673{
2674 const IndustrySpec *indspec = GetIndustrySpec(type);
2675
2676 /* oil wells (or the industries with that flag set) are always allowed to closedown */
2677 if ((indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
2678 return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && Industry::GetIndustryTypeCount(type) <= 1;
2679}
2680
2690 static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
2691{
2692 if (!IsValidCargoID(cargo)) return;
2693
2694 /* Check for acceptance of cargo */
2695 if (ind->IsCargoAccepted(cargo) && !IndustryTemporarilyRefusesCargo(ind, cargo)) *c_accepts = true;
2696
2697 /* Check for produced cargo */
2698 if (ind->IsCargoProduced(cargo)) *c_produces = true;
2699}
2700
2714 int WhoCanServiceIndustry(Industry *ind)
2715{
2716 if (ind->stations_near.empty()) return 0; // No stations found at all => nobody services
2717
2718 int result = 0;
2719 for (const Vehicle *v : Vehicle::Iterate()) {
2720 /* Is it worthwhile to try this vehicle? */
2721 if (v->owner != _local_company && result != 0) continue;
2722
2723 /* Check whether it accepts the right kind of cargo */
2724 bool c_accepts = false;
2725 bool c_produces = false;
2726 if (v->type == VEH_TRAIN && v->IsFrontEngine()) {
2727 for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
2728 CanCargoServiceIndustry(u->cargo_type, ind, &c_accepts, &c_produces);
2729 }
2730 } else if (v->type == VEH_ROAD || v->type == VEH_SHIP || v->type == VEH_AIRCRAFT) {
2731 CanCargoServiceIndustry(v->cargo_type, ind, &c_accepts, &c_produces);
2732 } else {
2733 continue;
2734 }
2735 if (!c_accepts && !c_produces) continue; // Wrong cargo
2736
2737 /* Check orders of the vehicle.
2738 * We cannot check the first of shared orders only, since the first vehicle in such a chain
2739 * may have a different cargo type.
2740 */
2741 for (const Order *o : v->Orders()) {
2742 if (o->IsType(OT_GOTO_STATION) && !(o->GetUnloadType() & OUFB_TRANSFER)) {
2743 /* Vehicle visits a station to load or unload */
2744 Station *st = Station::Get(o->GetDestination());
2745 assert(st != nullptr);
2746
2747 /* Same cargo produced by industry is dropped here => not serviced by vehicle v */
2748 if ((o->GetUnloadType() & OUFB_UNLOAD) && !c_accepts) break;
2749
2750 if (ind->stations_near.find(st) != ind->stations_near.end()) {
2751 if (v->owner == _local_company) return 2; // Company services industry
2752 result = 1; // Competitor services industry
2753 }
2754 }
2755 }
2756 }
2757 return result;
2758}
2759
2767 static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
2768{
2769 NewsType nt;
2770
2771 switch (WhoCanServiceIndustry(ind)) {
2772 case 0: nt = NT_INDUSTRY_NOBODY; break;
2773 case 1: nt = NT_INDUSTRY_OTHER; break;
2774 case 2: nt = NT_INDUSTRY_COMPANY; break;
2775 default: NOT_REACHED();
2776 }
2777 SetDParam(2, abs(percent));
2778 SetDParam(0, CargoSpec::Get(type)->name);
2779 SetDParam(1, ind->index);
2780 AddIndustryNewsItem(
2781 percent >= 0 ? STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH : STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH,
2782 nt,
2783 ind->index
2784 );
2785}
2786
2787static const uint PERCENT_TRANSPORTED_60 = 153;
2788static const uint PERCENT_TRANSPORTED_80 = 204;
2789
2795 static void ChangeIndustryProduction(Industry *i, bool monthly)
2796{
2797 StringID str = STR_NULL;
2798 bool closeit = false;
2799 const IndustrySpec *indspec = GetIndustrySpec(i->type);
2800 bool standard = false;
2801 bool suppress_message = false;
2802 bool recalculate_multipliers = false;
2803 /* use original economy for industries using production related callbacks */
2804 bool original_economy = indspec->UsesOriginalEconomy();
2805 uint8_t div = 0;
2806 uint8_t mul = 0;
2807 int8_t increment = 0;
2808
2809 bool callback_enabled = HasBit(indspec->callback_mask, monthly ? CBM_IND_MONTHLYPROD_CHANGE : CBM_IND_PRODUCTION_CHANGE);
2810 if (callback_enabled) {
2811 uint16_t res = GetIndustryCallback(monthly ? CBID_INDUSTRY_MONTHLYPROD_CHANGE : CBID_INDUSTRY_PRODUCTION_CHANGE, 0, Random(), i, i->type, i->location.tile);
2812 if (res != CALLBACK_FAILED) { // failed callback means "do nothing"
2813 suppress_message = HasBit(res, 7);
2814 /* Get the custom message if any */
2815 if (HasBit(res, 8)) str = MapGRFStringID(indspec->grf_prop.grfid, GB(GetRegister(0x100), 0, 16));
2816 res = GB(res, 0, 4);
2817 switch (res) {
2818 default: NOT_REACHED();
2819 case 0x0: break; // Do nothing, but show the custom message if any
2820 case 0x1: div = 1; break; // Halve industry production. If production reaches the quarter of the default, the industry is closed instead.
2821 case 0x2: mul = 1; break; // Double industry production if it hasn't reached eight times of the original yet.
2822 case 0x3: closeit = true; break; // The industry announces imminent closure, and is physically removed from the map next month.
2823 case 0x4: standard = true; break; // Do the standard random production change as if this industry was a primary one.
2824 case 0x5: case 0x6: case 0x7: // Divide production by 4, 8, 16
2825 case 0x8: div = res - 0x3; break; // Divide production by 32
2826 case 0x9: case 0xA: case 0xB: // Multiply production by 4, 8, 16
2827 case 0xC: mul = res - 0x7; break; // Multiply production by 32
2828 case 0xD: // decrement production
2829 case 0xE: // increment production
2830 increment = res == 0x0D ? -1 : 1;
2831 break;
2832 case 0xF: // Set production to third byte of register 0x100
2833 i->prod_level = Clamp(GB(GetRegister(0x100), 16, 8), PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
2834 recalculate_multipliers = true;
2835 break;
2836 }
2837 }
2838 } else {
2839 if (monthly == original_economy) return;
2840 if (!original_economy && _settings_game.economy.type == ET_FROZEN) return;
2841 if (indspec->life_type == INDUSTRYLIFE_BLACK_HOLE) return;
2842 }
2843
2844 if (standard || (!callback_enabled && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0)) {
2845 /* decrease or increase */
2846 bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
2847
2848 if (original_economy) {
2849 if (only_decrease || Chance16(1, 3)) {
2850 /* If more than 60% transported, 66% chance of increase, else 33% chance of increase */
2851 if (!only_decrease && (i->GetProduced(0).history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
2852 mul = 1; // Increase production
2853 } else {
2854 div = 1; // Decrease production
2855 }
2856 }
2857 } else if (_settings_game.economy.type == ET_SMOOTH) {
2858 closeit = !(i->ctlflags & (INDCTL_NO_CLOSURE | INDCTL_NO_PRODUCTION_DECREASE));
2859 for (auto &p : i->produced) {
2860 if (!IsValidCargoID(p.cargo)) continue;
2861 uint32_t r = Random();
2862 int old_prod, new_prod, percent;
2863 /* If over 60% is transported, mult is 1, else mult is -1. */
2864 int mult = (p.history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_60) ? 1 : -1;
2865
2866 new_prod = old_prod = p.rate;
2867
2868 /* For industries with only_decrease flags (temperate terrain Oil Wells),
2869 * the multiplier will always be -1 so they will only decrease. */
2870 if (only_decrease) {
2871 mult = -1;
2872 /* For normal industries, if over 60% is transported, 33% chance for decrease.
2873 * Bonus for very high station ratings (over 80%): 16% chance for decrease. */
2874 } else if (Chance16I(1, ((p.history[LAST_MONTH].PctTransported() > PERCENT_TRANSPORTED_80) ? 6 : 3), r)) {
2875 mult *= -1;
2876 }
2877
2878 /* 4.5% chance for 3-23% (or 1 unit for very low productions) production change,
2879 * determined by mult value. If mult = 1 prod. increases, else (-1) it decreases. */
2880 if (Chance16I(1, 22, r >> 16)) {
2881 new_prod += mult * (std::max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
2882 }
2883
2884 /* Prevent production to overflow or Oil Rig passengers to be over-"produced" */
2885 new_prod = Clamp(new_prod, 1, 255);
2886 if (IsValidCargoID(p.cargo) && p.cargo == GetCargoIDByLabel(CT_PASSENGERS) && !(indspec->behaviour & INDUSTRYBEH_NO_PAX_PROD_CLAMP)) {
2887 new_prod = Clamp(new_prod, 0, 16);
2888 }
2889
2890 /* If override flags are set, prevent actually changing production if any was decided on */
2891 if ((i->ctlflags & INDCTL_NO_PRODUCTION_DECREASE) && new_prod < old_prod) continue;
2892 if ((i->ctlflags & INDCTL_NO_PRODUCTION_INCREASE) && new_prod > old_prod) continue;
2893
2894 /* Do not stop closing the industry when it has the lowest possible production rate */
2895 if (new_prod == old_prod && old_prod > 1) {
2896 closeit = false;
2897 continue;
2898 }
2899
2900 percent = (old_prod == 0) ? 100 : (new_prod * 100 / old_prod - 100);
2901 p.rate = new_prod;
2902
2903 /* Close the industry when it has the lowest possible production rate */
2904 if (new_prod > 1) closeit = false;
2905
2906 if (abs(percent) >= 10) {
2907 ReportNewsProductionChangeIndustry(i, p.cargo, percent);
2908 }
2909 }
2910 }
2911 }
2912
2913 /* If override flags are set, prevent actually changing production if any was decided on */
2914 if ((i->ctlflags & INDCTL_NO_PRODUCTION_DECREASE) && (div > 0 || increment < 0)) return;
2915 if ((i->ctlflags & INDCTL_NO_PRODUCTION_INCREASE) && (mul > 0 || increment > 0)) return;
2916 if (i->ctlflags & INDCTL_EXTERNAL_PROD_LEVEL) {
2917 div = 0;
2918 mul = 0;
2919 increment = 0;
2920 }
2921
2922 if (!callback_enabled && (indspec->life_type & INDUSTRYLIFE_PROCESSING)) {
2923 if (TimerGameEconomy::year - i->last_prod_year >= PROCESSING_INDUSTRY_ABANDONMENT_YEARS && Chance16(1, original_economy ? 2 : 180)) {
2924 closeit = true;
2925 }
2926 }
2927
2928 /* Increase if needed */
2929 while (mul-- != 0 && i->prod_level < PRODLEVEL_MAXIMUM) {
2930 i->prod_level = std::min<int>(i->prod_level * 2, PRODLEVEL_MAXIMUM);
2931 recalculate_multipliers = true;
2932 if (str == STR_NULL) str = indspec->production_up_text;
2933 }
2934
2935 /* Decrease if needed */
2936 while (div-- != 0 && !closeit) {
2937 if (i->prod_level == PRODLEVEL_MINIMUM) {
2938 closeit = true;
2939 break;
2940 } else {
2941 i->prod_level = std::max<int>(i->prod_level / 2, PRODLEVEL_MINIMUM);
2942 recalculate_multipliers = true;
2943 if (str == STR_NULL) str = indspec->production_down_text;
2944 }
2945 }
2946
2947 /* Increase or Decreasing the production level if needed */
2948 if (increment != 0) {
2949 if (increment < 0 && i->prod_level == PRODLEVEL_MINIMUM) {
2950 closeit = true;
2951 } else {
2952 i->prod_level = ClampU(i->prod_level + increment, PRODLEVEL_MINIMUM, PRODLEVEL_MAXIMUM);
2953 recalculate_multipliers = true;
2954 }
2955 }
2956
2957 /* Recalculate production_rate
2958 * For non-smooth economy these should always be synchronized with prod_level */
2959 if (recalculate_multipliers) i->RecomputeProductionMultipliers();
2960
2961 /* Close if needed and allowed */
2962 if (closeit && !CheckIndustryCloseDownProtection(i->type) && !(i->ctlflags & INDCTL_NO_CLOSURE)) {
2963 i->prod_level = PRODLEVEL_CLOSURE;
2964 SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
2965 str = indspec->closure_text;
2966 }
2967
2968 if (!suppress_message && str != STR_NULL) {
2969 NewsType nt;
2970 /* Compute news category */
2971 if (closeit) {
2972 nt = NT_INDUSTRY_CLOSE;
2973 AI::BroadcastNewEvent(new ScriptEventIndustryClose(i->index));
2974 Game::NewEvent(new ScriptEventIndustryClose(i->index));
2975 } else {
2976 switch (WhoCanServiceIndustry(i)) {
2977 case 0: nt = NT_INDUSTRY_NOBODY; break;
2978 case 1: nt = NT_INDUSTRY_OTHER; break;
2979 case 2: nt = NT_INDUSTRY_COMPANY; break;
2980 default: NOT_REACHED();
2981 }
2982 }
2983 /* Set parameters of news string */
2984 if (str > STR_LAST_STRINGID) {
2985 SetDParam(0, STR_TOWN_NAME);
2986 SetDParam(1, i->town->index);
2987 SetDParam(2, indspec->name);
2988 } else if (closeit) {
2989 SetDParam(0, STR_FORMAT_INDUSTRY_NAME);
2990 SetDParam(1, i->town->index);
2991 SetDParam(2, indspec->name);
2992 } else {
2993 SetDParam(0, i->index);
2994 }
2995 /* and report the news to the user */
2996 if (closeit) {
2997 AddTileNewsItem(str, nt, i->location.tile + TileDiffXY(1, 1));
2998 } else {
2999 AddIndustryNewsItem(str, nt, i->index);
3000 }
3001 }
3002}
3003
3011 static IntervalTimer<TimerGameEconomy> _economy_industries_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::INDUSTRY}, [](auto)
3012{
3013 _economy.industry_daily_change_counter += _economy.industry_daily_increment;
3014
3015 /* Bits 16-31 of industry_construction_counter contain the number of industries to change/create today,
3016 * the lower 16 bit are a fractional part that might accumulate over several days until it
3017 * is sufficient for an industry. */
3018 uint16_t change_loop = _economy.industry_daily_change_counter >> 16;
3019
3020 /* Reset the active part of the counter, just keeping the "fractional part" */
3021 _economy.industry_daily_change_counter &= 0xFFFF;
3022
3023 if (change_loop == 0) {
3024 return; // Nothing to do? get out
3025 }
3026
3027 Backup<CompanyID> cur_company(_current_company, OWNER_NONE);
3028
3029 /* perform the required industry changes for the day */
3030
3031 uint perc = 3; // Between 3% and 9% chance of creating a new industry.
3032 if ((_industry_builder.wanted_inds >> 16) > GetCurrentTotalNumberOfIndustries()) {
3033 perc = std::min(9u, perc + (_industry_builder.wanted_inds >> 16) - GetCurrentTotalNumberOfIndustries());
3034 }
3035 for (uint16_t j = 0; j < change_loop; j++) {
3036 if (Chance16(perc, 100)) {
3037 _industry_builder.TryBuildNewIndustry();
3038 } else {
3039 Industry *i = Industry::GetRandom();
3040 if (i != nullptr) {
3041 ChangeIndustryProduction(i, false);
3042 SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
3043 }
3044 }
3045 }
3046
3047 cur_company.Restore();
3048
3049 /* production-change */
3050 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);
3051});
3052
3053static IntervalTimer<TimerGameEconomy> _economy_industries_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::INDUSTRY}, [](auto)
3054{
3055 Backup<CompanyID> cur_company(_current_company, OWNER_NONE);
3056
3057 _industry_builder.EconomyMonthlyLoop();
3058
3059 for (Industry *i : Industry::Iterate()) {
3060 UpdateIndustryStatistics(i);
3061 if (i->prod_level == PRODLEVEL_CLOSURE) {
3062 delete i;
3063 } else {
3064 ChangeIndustryProduction(i, true);
3065 SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
3066 }
3067 }
3068
3069 cur_company.Restore();
3070
3071 /* production-change */
3072 InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);
3073});
3074
3075
3076void InitializeIndustries()
3077{
3078 Industry::industries = {};
3079 _industry_sound_tile = 0;
3080
3081 _industry_builder.Reset();
3082}
3083
3085 void CheckIndustries()
3086{
3087 int count = 0;
3088 for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
3089 if (Industry::GetIndustryTypeCount(it) > 0) continue; // Types of existing industries can be skipped.
3090
3091 bool force_at_least_one;
3092 uint32_t chance = GetScaledIndustryGenerationProbability(it, &force_at_least_one);
3093 if (chance == 0 || !force_at_least_one) continue; // Types that are not available can be skipped.
3094
3095 const IndustrySpec *is = GetIndustrySpec(it);
3096 SetDParam(0, is->name);
3097 ShowErrorMessage(STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES, STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION, WL_WARNING);
3098
3099 count++;
3100 if (count >= 3) break; // Don't swamp the user with errors.
3101 }
3102}
3103
3108 bool IndustrySpec::IsRawIndustry() const
3109{
3110 return (this->life_type & (INDUSTRYLIFE_EXTRACTIVE | INDUSTRYLIFE_ORGANIC)) != 0;
3111}
3112
3117 bool IndustrySpec::IsProcessingIndustry() const
3118{
3119 /* Lumber mills are neither raw nor processing */
3120 return (this->life_type & INDUSTRYLIFE_PROCESSING) != 0 &&
3121 (this->behaviour & INDUSTRYBEH_CUT_TREES) == 0;
3122}
3123
3128 Money IndustrySpec::GetConstructionCost() const
3129{
3130 /* Building raw industries like secondary uses different price base */
3131 return (_price[(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry()) ?
3132 PR_BUILD_INDUSTRY_RAW : PR_BUILD_INDUSTRY] * this->cost_multiplier) >> 8;
3133}
3134
3141 Money IndustrySpec::GetRemovalCost() const
3142{
3143 return (_price[PR_CLEAR_INDUSTRY] * this->removal_cost_multiplier) >> 8;
3144}
3145
3150 bool IndustrySpec::UsesOriginalEconomy() const
3151{
3152 return _settings_game.economy.type == ET_ORIGINAL ||
3153 HasBit(this->callback_mask, CBM_IND_PRODUCTION_256_TICKS) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || // production callbacks
3154 HasBit(this->callback_mask, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(this->callback_mask, CBM_IND_PRODUCTION_CHANGE) || HasBit(this->callback_mask, CBM_IND_PROD_CHANGE_BUILD); // production change callbacks
3155}
3156
3157static CommandCost TerraformTile_Industry(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3158{
3159 if (AutoslopeEnabled()) {
3160 /* We imitate here TTDP's behaviour:
3161 * - Both new and old slope must not be steep.
3162 * - TileMaxZ must not be changed.
3163 * - Allow autoslope by default.
3164 * - Disallow autoslope if callback succeeds and returns non-zero.
3165 */
3166 Slope tileh_old = GetTileSlope(tile);
3167 /* TileMaxZ must not be changed. Slopes must not be steep. */
3168 if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3169 const IndustryGfx gfx = GetIndustryGfx(tile);
3170 const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
3171
3172 /* Call callback 3C 'disable autosloping for industry tiles'. */
3173 if (HasBit(itspec->callback_mask, CBM_INDT_AUTOSLOPE)) {
3174 /* If the callback fails, allow autoslope. */
3175 uint16_t res = GetIndustryTileCallback(CBID_INDTILE_AUTOSLOPE, 0, 0, gfx, Industry::GetByTile(tile), tile);
3176 if (res == CALLBACK_FAILED || !ConvertBooleanCallback(itspec->grf_prop.grffile, CBID_INDTILE_AUTOSLOPE, res)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3177 } else {
3178 /* allow autoslope */
3179 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3180 }
3181 }
3182 }
3183 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
3184}
3185
3186extern const TileTypeProcs _tile_type_industry_procs = {
3187 DrawTile_Industry, // draw_tile_proc
3188 GetSlopePixelZ_Industry, // get_slope_z_proc
3189 ClearTile_Industry, // clear_tile_proc
3190 AddAcceptedCargo_Industry, // add_accepted_cargo_proc
3191 GetTileDesc_Industry, // get_tile_desc_proc
3192 GetTileTrackStatus_Industry, // get_tile_track_status_proc
3193 ClickTile_Industry, // click_tile_proc
3194 AnimateTile_Industry, // animate_tile_proc
3195 TileLoop_Industry, // tile_loop_proc
3196 ChangeTileOwner_Industry, // change_tile_owner_proc
3197 nullptr, // add_produced_cargo_proc
3198 nullptr, // vehicle_enter_tile_proc
3199 GetFoundation_Industry, // get_foundation_proc
3200 TerraformTile_Industry, // terraform_tile_proc
3201};
3202
3203bool IndustryCompare::operator() (const IndustryListEntry &lhs, const IndustryListEntry &rhs) const
3204{
3205 /* Compare by distance first and use index as a tiebreaker. */
3206 return std::tie(lhs.distance, lhs.industry->index) < std::tie(rhs.distance, rhs.industry->index);
3207}
3208
3213 void TrimIndustryAcceptedProduced(Industry *ind)
3214{
3215 auto ita = std::find_if(std::rbegin(ind->accepted), std::rend(ind->accepted), [](const auto &a) { return IsValidCargoID(a.cargo); });
3216 ind->accepted.erase(ita.base(), std::end(ind->accepted));
3217 ind->accepted.shrink_to_fit();
3218
3219 auto itp = std::find_if(std::rbegin(ind->produced), std::rend(ind->produced), [](const auto &p) { return IsValidCargoID(p.cargo); });
3220 ind->produced.erase(itp.base(), std::end(ind->produced));
3221 ind->produced.shrink_to_fit();
3222}
ai.hpp
Base functions for all AIs.
AddAnimatedTile
void AddAnimatedTile(TileIndex tile, bool mark_dirty)
Add the given tile to the animated tile table (if it does not exist yet).
Definition animated_tile.cpp:56
DeleteAnimatedTile
void DeleteAnimatedTile(TileIndex tile, bool immediate)
Stops animation on the given tile.
Definition animated_tile.cpp:27
animated_tile_func.h
Tile animation!
autoslope.h
Functions related to autoslope.
AutoslopeEnabled
bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition autoslope.h:65
backup_type.hpp
Class for backupping variables and making sure they are restored later.
HasBit
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
Definition bitmath_func.hpp:103
SetBit
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
Definition bitmath_func.hpp:121
GB
debug_inline static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
Definition bitmath_func.hpp:32
IsBridgeAbove
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition bridge_map.h:45
build_industry.h
Tables with default industry layouts and behaviours.
CargoID
uint8_t CargoID
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:22
IsValidCargoID
bool IsValidCargoID(CargoID t)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:107
CT_PASSENGERS
static constexpr CargoLabel CT_PASSENGERS
Available types of cargo Labels may be re-used between different climates.
Definition cargo_type.h:30
SourceType::Industry
@ Industry
Source/destination is an industry.
_cheats
Cheats _cheats
All the cheats.
Definition cheat.cpp:16
cheat_type.h
Types related to cheating.
AI::BroadcastNewEvent
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=MAX_COMPANIES)
Broadcast a new event to all active AIs.
Definition ai_core.cpp:263
CommandCost
Common return value for all commands.
Definition command_type.h:23
CommandCost::Succeeded
bool Succeeded() const
Did this command succeed?
Definition command_type.h:162
CommandCost::Failed
bool Failed() const
Did this command fail?
Definition command_type.h:171
Game::NewEvent
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
Definition game_core.cpp:146
IntervalTimer
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition timer.h:76
OverflowSafeInt< int64_t >
OverrideManagerBase::ResetOverride
void ResetOverride()
Resets the override, which is used while initializing game.
Definition newgrf_commons.cpp:78
Ticks::INDUSTRY_CUT_TREE_TICKS
static constexpr TimerGameTick::Ticks INDUSTRY_CUT_TREE_TICKS
Cycle duration for lumber mill's extra action.
Definition timer_game_tick.h:84
Ticks::INDUSTRY_PRODUCE_TICKS
static constexpr TimerGameTick::Ticks INDUSTRY_PRODUCE_TICKS
Cycle duration for industry production.
Definition timer_game_tick.h:82
Tile
Wrapper class to abstract away the way the tiles are stored.
Definition map_func.h:25
TimerGameCalendar::date
static Date date
Current date in days (day counter).
Definition timer_game_calendar.h:33
TimerGameCalendar::year
static Year year
Current year, starting at 0.
Definition timer_game_calendar.h:31
TimerGameEconomy::year
static Year year
Current year, starting at 0.
Definition timer_game_economy.h:36
TimerGameTick::counter
static TickCounter counter
Monotonic counter, in ticks, since start of game.
Definition timer_game_tick.h:60
clear_map.h
Map accessors for 'clear' tiles.
IsClearGround
bool IsClearGround(Tile t, ClearGround ct)
Set the type of clear tile.
Definition clear_map.h:71
CLEAR_FIELDS
@ CLEAR_FIELDS
3
Definition clear_map.h:23
CLEAR_DESERT
@ CLEAR_DESERT
1,3
Definition clear_map.h:25
CLEAR_SNOW
@ CLEAR_SNOW
0-3
Definition clear_map.h:24
SetFence
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:240
GetIndustryIndexOfField
IndustryID GetIndustryIndexOfField(Tile t)
Get the industry (farm) that made the field.
Definition clear_map.h:195
SetIndustryIndexOfField
void SetIndustryIndexOfField(Tile t, IndustryID i)
Set the industry (farm) that made the field.
Definition clear_map.h:207
MakeField
void MakeField(Tile t, uint field_type, IndustryID industry)
Make a (farm) field tile.
Definition clear_map.h:280
SetClearCounter
void SetClearCounter(Tile t, uint c)
Sets the counter used to advance to the next clear density/field type.
Definition clear_map.h:144
GetFence
uint GetFence(Tile t, DiagDirection side)
Is there a fence at the given border?
Definition clear_map.h:221
command_func.h
Functions related to commands.
CMD_ERROR
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
Definition command_func.h:28
DoCommandFlag
DoCommandFlag
List of flags for a command.
Definition command_type.h:374
DC_NONE
@ DC_NONE
no flag is set
Definition command_type.h:375
DC_NO_TEST_TOWN_RATING
@ DC_NO_TEST_TOWN_RATING
town rating does not disallow you from building
Definition command_type.h:381
DC_AUTO
@ DC_AUTO
don't allow building on structures
Definition command_type.h:377
DC_NO_WATER
@ DC_NO_WATER
don't allow building on water
Definition command_type.h:379
DC_NO_MODIFY_TOWN_RATING
@ DC_NO_MODIFY_TOWN_RATING
do not change town rating
Definition command_type.h:386
DC_EXEC
@ DC_EXEC
execute the given command
Definition command_type.h:376
company_base.h
Definition of stuff that is very close to a company, like the company struct itself.
_local_company
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
Definition company_cmd.cpp:52
_current_company
CompanyID _current_company
Company currently doing an action.
Definition company_cmd.cpp:53
IsLocalCompany
bool IsLocalCompany()
Is the current company the local company?
Definition company_func.h:47
Owner
Owner
Enum for all companies/owners.
Definition company_type.h:18
INVALID_OWNER
@ INVALID_OWNER
An invalid owner.
Definition company_type.h:29
OWNER_DEITY
@ OWNER_DEITY
The object is owned by a superuser / goal script.
Definition company_type.h:27
OWNER_NONE
@ OWNER_NONE
The tile has no ownership.
Definition company_type.h:25
OWNER_WATER
@ OWNER_WATER
The tile/execution is done by "water".
Definition company_type.h:26
OWNER_TOWN
@ OWNER_TOWN
A town owns the tile, or a town is expanding.
Definition company_type.h:24
ReverseDiagDir
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
Definition direction_func.h:118
OtherAxis
Axis OtherAxis(Axis a)
Select the other axis as provided.
Definition direction_func.h:197
DiagDirToAxis
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
Definition direction_func.h:214
DiagDirection
DiagDirection
Enumeration for diagonal directions.
Definition direction_type.h:73
DIAGDIR_NE
@ DIAGDIR_NE
Northeast, upper right on your monitor.
Definition direction_type.h:75
DIAGDIR_NW
@ DIAGDIR_NW
Northwest.
Definition direction_type.h:78
DIAGDIR_SE
@ DIAGDIR_SE
Southeast.
Definition direction_type.h:76
DIAGDIR_SW
@ DIAGDIR_SW
Southwest.
Definition direction_type.h:77
ScaleByInverseCargoScale
static uint ScaleByInverseCargoScale(uint num, bool town)
Scale a number by the inverse of the cargo scale setting, e.g.
Definition economy_func.h:60
EconomyIsInRecession
bool EconomyIsInRecession()
Is the economy in recession?
Definition economy_func.h:49
ScaleByCargoScale
uint ScaleByCargoScale(uint num, bool town)
Scale a number by the cargo scale setting.
Definition economy_func.h:77
EXPENSES_CONSTRUCTION
@ EXPENSES_CONSTRUCTION
Construction costs.
Definition economy_type.h:173
EXPENSES_OTHER
@ EXPENSES_OTHER
Other expenses.
Definition economy_type.h:185
CreateEffectVehicle
EffectVehicle * CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
Create an effect vehicle at a particular location.
Definition effectvehicle.cpp:566
CreateEffectVehicleAbove
EffectVehicle * CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type)
Create an effect vehicle above a particular location.
Definition effectvehicle.cpp:594
effectvehicle_base.h
Base class for all effect vehicles.
effectvehicle_func.h
Functions related to effect vehicles.
EV_BUBBLE
@ EV_BUBBLE
Bubble of bubble generator (industry).
Definition effectvehicle_func.h:26
EV_CHIMNEY_SMOKE
@ EV_CHIMNEY_SMOKE
Smoke of power plant (industry).
Definition effectvehicle_func.h:17
EV_COPPER_MINE_SMOKE
@ EV_COPPER_MINE_SMOKE
Smoke at copper mine.
Definition effectvehicle_func.h:28
error.h
Functions related to errors.
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
Definition error_gui.cpp:367
WL_WARNING
@ WL_WARNING
Other information.
Definition error.h:25
WL_INFO
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition error.h:24
game.hpp
Base functions for all Games.
_generating_world
bool _generating_world
Whether we are generating the map or not.
Definition genworld.cpp:67
genworld.h
Functions related to world/map generation.
IncreaseGeneratingWorldProgress
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Definition genworld_gui.cpp:1547
GWP_INDUSTRY
@ GWP_INDUSTRY
Generate industries.
Definition genworld.h:75
SetGeneratingWorldProgress
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
Definition genworld_gui.cpp:1533
LG_TERRAGENESIS
@ LG_TERRAGENESIS
TerraGenesis Perlin landscape generator.
Definition genworld.h:21
SpriteID
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:18
GetSnowLine
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
Definition landscape.cpp:609
HighestSnowLine
uint8_t HighestSnowLine()
Get the highest possible snow line height, either variable or static.
Definition landscape.cpp:622
MarkTileDirtyByTile
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
Definition viewport.cpp:2057
industry.h
Base of all industries.
IndustryControlFlags
IndustryControlFlags
Flags to control/override the behaviour of an industry.
Definition industry.h:42
INDCTL_EXTERNAL_PROD_LEVEL
@ INDCTL_EXTERNAL_PROD_LEVEL
Indicates that the production level of the industry is externally controlled.
Definition industry.h:54
INDCTL_NONE
@ INDCTL_NONE
No flags in effect.
Definition industry.h:44
INDCTL_NO_CLOSURE
@ INDCTL_NO_CLOSURE
Industry can not close regardless of production level or time since last delivery.
Definition industry.h:52
INDCTL_NO_PRODUCTION_DECREASE
@ INDCTL_NO_PRODUCTION_DECREASE
When industry production change is evaluated, rolls to decrease are ignored.
Definition industry.h:46
INDCTL_MASK
@ INDCTL_MASK
Mask of all flags set.
Definition industry.h:56
INDCTL_NO_PRODUCTION_INCREASE
@ INDCTL_NO_PRODUCTION_INCREASE
When industry production change is evaluated, rolls to increase are ignored.
Definition industry.h:48
PRODLEVEL_MAXIMUM
static constexpr uint8_t PRODLEVEL_MAXIMUM
the industry is running at full speed
Definition industry.h:36
ReleaseDisastersTargetingIndustry
void ReleaseDisastersTargetingIndustry(IndustryID)
Marks all disasters targeting this industry in such a way they won't call Industry::Get(v->dest_tile)...
Definition disaster_vehicle.cpp:966
PRODLEVEL_DEFAULT
static constexpr uint8_t PRODLEVEL_DEFAULT
default level set when the industry is created
Definition industry.h:35
PROCESSING_INDUSTRY_ABANDONMENT_YEARS
static const TimerGameEconomy::Year PROCESSING_INDUSTRY_ABANDONMENT_YEARS
If a processing industry doesn't produce for this many consecutive economy years, it may close.
Definition industry.h:26
PRODLEVEL_MINIMUM
static constexpr uint8_t PRODLEVEL_MINIMUM
below this level, the industry is set to be closing
Definition industry.h:34
PRODLEVEL_CLOSURE
static constexpr uint8_t PRODLEVEL_CLOSURE
signal set to actually close the industry
Definition industry.h:33
CmdIndustrySetText
CommandCost CmdIndustrySetText(DoCommandFlag flags, IndustryID ind_id, const std::string &text)
Change additional industry text.
Definition industry_cmd.cpp:2247
GetIndustryGamePlayProbability
static uint16_t GetIndustryGamePlayProbability(IndustryType it, uint8_t *min_number)
Compute the probability for constructing a new industry during game play.
Definition industry_cmd.cpp:2315
ReportNewsProductionChangeIndustry
static void ReportNewsProductionChangeIndustry(Industry *ind, CargoID type, int percent)
Report news that industry production has changed significantly.
Definition industry_cmd.cpp:2767
CheckNewIndustry_Water
static CommandCost CheckNewIndustry_Water(TileIndex tile)
Check the conditions of CHECK_WATER (Industry should be in the desert).
Definition industry_cmd.cpp:1369
GetScaledIndustryGenerationProbability
static uint32_t GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
Compute the appearance probability for an industry during map creation.
Definition industry_cmd.cpp:2289
_check_new_industry_procs
static CheckNewIndustryProc *const _check_new_industry_procs[CHECK_END]
Check functions for different types of industry.
Definition industry_cmd.cpp:1411
CheckIfIndustryIsAllowed
static CommandCost CheckIfIndustryIsAllowed(TileIndex tile, IndustryType type, const Town *t)
Is the industry allowed to be built at this place for the town?
Definition industry_cmd.cpp:1577
GetIndustrySpec
const IndustrySpec * GetIndustrySpec(IndustryType thistype)
Accessor for array _industry_specs.
Definition industry_cmd.cpp:123
TransportIndustryGoods
static bool TransportIndustryGoods(TileIndex tile)
Move produced cargo from industry to nearby stations.
Definition industry_cmd.cpp:524
CheckIfIndustryTileSlopes
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.
Definition industry_cmd.cpp:1535
GetCurrentTotalNumberOfIndustries
static uint GetCurrentTotalNumberOfIndustries()
Get total number of industries existing in the game.
Definition industry_cmd.cpp:2397
CheckNewIndustry_OilRefinery
static CommandCost CheckNewIndustry_OilRefinery(TileIndex tile)
Check the conditions of CHECK_REFINERY (Industry should be positioned near edge of the map).
Definition industry_cmd.cpp:1310
CheckIfIndustryTilesAreFree
static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileLayout &layout, IndustryType type)
Are the tiles of the industry free?
Definition industry_cmd.cpp:1473
PlaceInitialIndustry
static void PlaceInitialIndustry(IndustryType type, bool try_hard)
Try to build a industry on the map.
Definition industry_cmd.cpp:2383
CheckNewIndustry_BubbleGen
static CommandCost CheckNewIndustry_BubbleGen(TileIndex tile)
Check the conditions of CHECK_BUBBLEGEN (Industry should be in low land).
Definition industry_cmd.cpp:1395
CheckNewIndustry_Farm
static CommandCost CheckNewIndustry_Farm(TileIndex tile)
Check the conditions of CHECK_FARM (Industry should be below snow-line in arctic).
Definition industry_cmd.cpp:1341
AdvertiseIndustryOpening
static void AdvertiseIndustryOpening(const Industry *ind)
Advertise about a new industry opening.
Definition industry_cmd.cpp:1715
ChopLumberMillTrees
static void ChopLumberMillTrees(Industry *i)
Perform a circular search around the Lumber Mill in order to find trees to cut.
Definition industry_cmd.cpp:1129
CheckScaledDistanceFromEdge
static bool CheckScaledDistanceFromEdge(TileIndex tile, uint maxdist)
Check if a tile is within a distance from map edges, scaled by map dimensions independently.
Definition industry_cmd.cpp:1289
SearchLumberMillTrees
static bool SearchLumberMillTrees(TileIndex tile, void *)
Search callback function for ChopLumberMillTrees.
Definition industry_cmd.cpp:1106
CmdIndustrySetExclusivity
CommandCost CmdIndustrySetExclusivity(DoCommandFlag flags, IndustryID ind_id, Owner company_id, bool consumer)
Change exclusive consumer or supplier for the industry.
Definition industry_cmd.cpp:2218
IsTileForestIndustry
bool IsTileForestIndustry(TileIndex tile)
Check whether the tile is a forest.
Definition industry_cmd.cpp:977
GetIndustryTileSpec
const IndustryTileSpec * GetIndustryTileSpec(IndustryGfx gfx)
Accessor for array _industry_tile_specs.
Definition industry_cmd.cpp:137
GenerateIndustries
void GenerateIndustries()
This function will create random industries during game creation.
Definition industry_cmd.cpp:2445
ProduceIndustryGoodsHelper
static void ProduceIndustryGoodsHelper(Industry *i, bool scale)
Helper for ProduceIndustryGoods that scales and produces cargos.
Definition industry_cmd.cpp:1153
_industry_builder
IndustryBuildData _industry_builder
In-game manager of industries.
Definition industry_cmd.cpp:70
PlaceIndustry
static Industry * PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
Try to place the industry in the game.
Definition industry_cmd.cpp:2368
CmdBuildIndustry
CommandCost CmdBuildIndustry(DoCommandFlag flags, TileIndex tile, IndustryType it, uint32_t first_layout, bool fund, uint32_t seed)
Build/Fund an industry.
Definition industry_cmd.cpp:2048
CheckNewIndustry_Plantation
static CommandCost CheckNewIndustry_Plantation(TileIndex tile)
Check the conditions of CHECK_PLANTATION (Industry should NOT be in the desert).
Definition industry_cmd.cpp:1356
CanCargoServiceIndustry
static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accepts, bool *c_produces)
Can given cargo type be accepted or produced by the industry?
Definition industry_cmd.cpp:2690
CheckIndustries
void CheckIndustries()
Verify whether the generated industries are complete, and warn the user if not.
Definition industry_cmd.cpp:3085
CheckIfCanLevelIndustryPlatform
static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags, const IndustryTileLayout &layout)
This function tries to flatten out the land below an industry, without damaging the surroundings too ...
Definition industry_cmd.cpp:1621
PopulateStationsNearby
static void PopulateStationsNearby(Industry *ind)
Populate an industry's list of nearby stations, and if it accepts any cargo, also add the industry to...
Definition industry_cmd.cpp:1735
CheckNewIndustry_Forest
static CommandCost CheckNewIndustry_Forest(TileIndex tile)
Check the conditions of CHECK_FOREST (Industry should be build above snow-line in arctic climate).
Definition industry_cmd.cpp:1272
DoCreateNewIndustry
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.
Definition industry_cmd.cpp:1764
CmdIndustrySetProduction
CommandCost CmdIndustrySetProduction(DoCommandFlag flags, IndustryID ind_id, uint8_t prod_level, bool show_news, const std::string &custom_news)
Set industry production.
Definition industry_cmd.cpp:2161
CheckNewIndustryProc
CommandCost CheckNewIndustryProc(TileIndex tile)
Industrytype check function signature.
Definition industry_cmd.cpp:1408
WhoCanServiceIndustry
static int WhoCanServiceIndustry(Industry *ind)
Compute who can service the industry.
Definition industry_cmd.cpp:2714
ResetIndustries
void ResetIndustries()
This function initialize the spec arrays of both industry and industry tiles.
Definition industry_cmd.cpp:80
CheckIfFarEnoughFromConflictingIndustry
static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, IndustryType type)
Check that the new industry is far enough from conflicting industries.
Definition industry_cmd.cpp:1694
IsSuitableForFarmField
static bool IsSuitableForFarmField(TileIndex tile, bool allow_fields)
Check whether the tile can be replaced by a farm field.
Definition industry_cmd.cpp:1000
CheckNewIndustry_OilRig
static CommandCost CheckNewIndustry_OilRig(TileIndex tile)
Check the conditions of CHECK_OIL_RIG (Industries at sea should be positioned near edge of the map).
Definition industry_cmd.cpp:1326
TrimIndustryAcceptedProduced
void TrimIndustryAcceptedProduced(Industry *ind)
Remove unused industry accepted/produced slots – entries after the last slot with valid cargo.
Definition industry_cmd.cpp:3213
GetNumberOfIndustries
static uint GetNumberOfIndustries()
Get wanted number of industries on the map.
Definition industry_cmd.cpp:2339
CheckIndustryCloseDownProtection
static bool CheckIndustryCloseDownProtection(IndustryType type)
Protects an industry from closure if the appropriate flags and conditions are met INDUSTRYBEH_CANCLOS...
Definition industry_cmd.cpp:2672
CreateNewIndustryHelper
static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag 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.
Definition industry_cmd.cpp:1984
SetupFarmFieldFence
static void SetupFarmFieldFence(TileIndex tile, int size, uint8_t type, DiagDirection side)
Build farm field fence.
Definition industry_cmd.cpp:1016
CmdIndustrySetFlags
CommandCost CmdIndustrySetFlags(DoCommandFlag flags, IndustryID ind_id, IndustryControlFlags ctlflags)
Set industry control flags.
Definition industry_cmd.cpp:2140
_economy_industries_daily
static IntervalTimer< TimerGameEconomy > _economy_industries_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::INDUSTRY}, [](auto) { _economy.industry_daily_change_counter+=_economy.industry_daily_increment;uint16_t change_loop=_economy.industry_daily_change_counter > > 16;_economy.industry_daily_change_counter &=0xFFFF;if(change_loop==0) { return;} Backup< CompanyID > cur_company(_current_company, OWNER_NONE);uint perc=3;if((_industry_builder.wanted_inds > > 16) > GetCurrentTotalNumberOfIndustries()) { perc=std::min(9u, perc+(_industry_builder.wanted_inds > > 16) - GetCurrentTotalNumberOfIndustries());} for(uint16_t j=0;j< change_loop;j++) { if(Chance16(perc, 100)) { _industry_builder.TryBuildNewIndustry();} else { Industry *i=Industry::GetRandom();if(i !=nullptr) { ChangeIndustryProduction(i, false);SetWindowDirty(WC_INDUSTRY_VIEW, i->index);} } } cur_company.Restore();InvalidateWindowData(WC_INDUSTRY_DIRECTORY, 0, IDIWD_PRODUCTION_CHANGE);})
Every economy day handler for the industry changes Taking the original map size of 256*256,...
GetIndustryType
IndustryType GetIndustryType(Tile tile)
Retrieve the type for this industry.
Definition industry_cmd.cpp:106
UpdateIndustryStatistics
static void UpdateIndustryStatistics(Industry *i)
Monthly update of industry statistics.
Definition industry_cmd.cpp:2496
FindTownForIndustry
static CommandCost FindTownForIndustry(TileIndex tile, IndustryType type, Town **t)
Find a town for the industry, while checking for multiple industries in the same town.
Definition industry_cmd.cpp:1433
CheckNewIndustry_NULL
static CommandCost CheckNewIndustry_NULL(TileIndex)
Check the conditions of CHECK_NOTHING (Always succeeds).
Definition industry_cmd.cpp:1262
CreateNewIndustry
static Industry * CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
Create a new industry of random layout.
Definition industry_cmd.cpp:2270
ChangeIndustryProduction
static void ChangeIndustryProduction(Industry *i, bool monthly)
Change industry production or do closure.
Definition industry_cmd.cpp:2795
CheckNewIndustry_Lumbermill
static CommandCost CheckNewIndustry_Lumbermill(TileIndex tile)
Check the conditions of CHECK_LUMBERMILL (Industry should be in the rain forest).
Definition industry_cmd.cpp:1382
industry_cmd.h
Command definitions related to industries.
industry_land.h
Information about the behaviour of the default industry tiles.
_coal_plant_sparks
static const DrawIndustryCoordinates _coal_plant_sparks[]
Movement of the sparks , only used for Power Station.
Definition industry_land.h:948
_industry_draw_tile_data
static const DrawBuildingsTileStruct _industry_draw_tile_data[NEW_INDUSTRYTILEOFFSET *4]
Structure for industry tiles drawing.
Definition industry_land.h:51
SetIndustryCompleted
void SetIndustryCompleted(Tile tile)
Set if the industry that owns the tile as under construction or not.
Definition industry_map.h:88
GFX_WATERTILE_SPECIALCHECK
@ GFX_WATERTILE_SPECIALCHECK
not really a tile, but rather a very special check
Definition industry_map.h:54
SetIndustryGfx
void SetIndustryGfx(Tile t, IndustryGfx gfx)
Set the industry graphics ID for the given industry tile.
Definition industry_map.h:149
ResetIndustryConstructionStage
void ResetIndustryConstructionStage(Tile tile)
Reset the construction stage counter of the industry, as well as the completion bit.
Definition industry_map.h:187
SetIndustryConstructionCounter
void SetIndustryConstructionCounter(Tile tile, uint8_t value)
Sets this industry tile's construction counter value.
Definition industry_map.h:174
GetIndustryGfx
IndustryGfx GetIndustryGfx(Tile t)
Get the industry graphics ID for the given industry tile.
Definition industry_map.h:137
IsIndustryCompleted
bool IsIndustryCompleted(Tile t)
Is this industry tile fully built?
Definition industry_map.h:75
GetIndustryIndex
IndustryID GetIndustryIndex(Tile t)
Get the industry ID of the given tile.
Definition industry_map.h:63
GetIndustryConstructionCounter
uint8_t GetIndustryConstructionCounter(Tile tile)
Returns this industry tile's construction counter value.
Definition industry_map.h:162
MakeIndustry
void MakeIndustry(Tile t, IndustryID index, IndustryGfx gfx, uint8_t random, WaterClass wc)
Make the given tile an industry tile.
Definition industry_map.h:278
SetIndustryAnimationLoop
void SetIndustryAnimationLoop(Tile tile, uint8_t count)
Set the animation loop number.
Definition industry_map.h:211
SetIndustryConstructionStage
void SetIndustryConstructionStage(Tile tile, uint8_t value)
Sets the industry construction stage of the specified tile.
Definition industry_map.h:112
GetIndustryAnimationLoop
uint8_t GetIndustryAnimationLoop(Tile tile)
Get the animation loop number.
Definition industry_map.h:199
GetIndustryConstructionStage
uint8_t GetIndustryConstructionStage(Tile tile)
Returns the industry construction stage of the specified tile.
Definition industry_map.h:100
NEW_INDUSTRYTILEOFFSET
static const IndustryGfx NEW_INDUSTRYTILEOFFSET
original number of tiles
Definition industry_type.h:32
INDUSTRYTILE_NOANIM
static const IndustryGfx INDUSTRYTILE_NOANIM
flag to mark industry tiles as having no animation
Definition industry_type.h:31
INDUSTRY_ORIGINAL_NUM_INPUTS
static const int INDUSTRY_ORIGINAL_NUM_INPUTS
Original number of accepted cargo types.
Definition industry_type.h:40
INDUSTRY_NUM_OUTPUTS
static const int INDUSTRY_NUM_OUTPUTS
Number of cargo types an industry can produce.
Definition industry_type.h:39
INDUSTRY_NUM_INPUTS
static const int INDUSTRY_NUM_INPUTS
Number of cargo types an industry can accept.
Definition industry_type.h:38
NUM_INDUSTRYTYPES
static const IndustryType NUM_INDUSTRYTYPES
total number of industry types, new and old; limited to 240 because we need some special ids like INV...
Definition industry_type.h:26
INVALID_INDUSTRYTILE
static const IndustryGfx INVALID_INDUSTRYTILE
one above amount is considered invalid
Definition industry_type.h:34
NUM_INDUSTRYTILES
static const IndustryGfx NUM_INDUSTRYTILES
total number of industry tiles, new and old
Definition industry_type.h:33
INDUSTRY_COMPLETED
static const int INDUSTRY_COMPLETED
final stage of industry construction.
Definition industry_type.h:36
INDUSTRYLIFE_EXTRACTIVE
@ INDUSTRYLIFE_EXTRACTIVE
Like mines.
Definition industrytype.h:24
INDUSTRYLIFE_BLACK_HOLE
@ INDUSTRYLIFE_BLACK_HOLE
Like power plants and banks.
Definition industrytype.h:23
INDUSTRYLIFE_PROCESSING
@ INDUSTRYLIFE_PROCESSING
Like factories.
Definition industrytype.h:26
INDUSTRYLIFE_ORGANIC
@ INDUSTRYLIFE_ORGANIC
Like forests.
Definition industrytype.h:25
ICT_MAP_GENERATION
@ ICT_MAP_GENERATION
during random map creation
Definition industrytype.h:50
ICT_NORMAL_GAMEPLAY
@ ICT_NORMAL_GAMEPLAY
either by user or random creation process
Definition industrytype.h:49
ICT_SCENARIO_EDITOR
@ ICT_SCENARIO_EDITOR
while editing a scenario
Definition industrytype.h:51
CHECK_REFINERY
@ CHECK_REFINERY
Industry should be positioned near edge of the map.
Definition industrytype.h:36
CHECK_END
@ CHECK_END
End marker of the industry check procedures.
Definition industrytype.h:43
CHECK_OIL_RIG
@ CHECK_OIL_RIG
Industries at sea should be positioned near edge of the map.
Definition industrytype.h:42
GetTranslatedIndustryTileID
IndustryGfx GetTranslatedIndustryTileID(IndustryGfx gfx)
Do industry gfx ID translation for NewGRFs.
Definition industrytype.h:189
IndustryTileLayout
std::vector< IndustryTileLayoutTile > IndustryTileLayout
A complete tile layout for an industry is a list of tiles.
Definition industrytype.h:96
IndustryBehaviour
IndustryBehaviour
Various industry behaviours mostly to represent original TTD specialities.
Definition industrytype.h:55
INDUSTRYBEH_DONT_INCR_PROD
@ INDUSTRYBEH_DONT_INCR_PROD
do not increase production (oil wells) in the temperate climate
Definition industrytype.h:64
INDUSTRYBEH_PLANT_ON_BUILT
@ INDUSTRYBEH_PLANT_ON_BUILT
Fields are planted around when built (all farms)
Definition industrytype.h:63
INDUSTRYBEH_CARGOTYPES_UNLIMITED
@ INDUSTRYBEH_CARGOTYPES_UNLIMITED
Allow produced/accepted cargoes callbacks to supply more than 2 and 3 types.
Definition industrytype.h:76
INDUSTRYBEH_NO_PAX_PROD_CLAMP
@ INDUSTRYBEH_NO_PAX_PROD_CLAMP
Do not clamp production of passengers. (smooth economy only)
Definition industrytype.h:77
INDUSTRYBEH_AFTER_1960
@ INDUSTRYBEH_AFTER_1960
can only be built after 1960 (oil rigs)
Definition industrytype.h:66
INDUSTRYBEH_CUT_TREES
@ INDUSTRYBEH_CUT_TREES
cuts trees and produce first output cargo from them (lumber mill)
Definition industrytype.h:58
INDUSTRYBEH_BUILT_ONWATER
@ INDUSTRYBEH_BUILT_ONWATER
is built on water (oil rig)
Definition industrytype.h:59
INDUSTRYBEH_PLANT_FIELDS
@ INDUSTRYBEH_PLANT_FIELDS
periodically plants fields around itself (temp and arctic farms)
Definition industrytype.h:57
INDUSTRYBEH_CANCLOSE_LASTINSTANCE
@ INDUSTRYBEH_CANCLOSE_LASTINSTANCE
Allow closing down the last instance of this type.
Definition industrytype.h:75
INDUSTRYBEH_ONLY_NEARTOWN
@ INDUSTRYBEH_ONLY_NEARTOWN
is always built near towns (toy shop)
Definition industrytype.h:62
INDUSTRYBEH_TOWN1200_MORE
@ INDUSTRYBEH_TOWN1200_MORE
can only be built in towns larger than 1200 inhabitants (temperate bank)
Definition industrytype.h:60
INDUSTRYBEH_ONLY_INTOWN
@ INDUSTRYBEH_ONLY_INTOWN
can only be built in towns (arctic/tropic banks, water tower)
Definition industrytype.h:61
INDUSTRYBEH_BEFORE_1950
@ INDUSTRYBEH_BEFORE_1950
can only be built before 1950 (oil wells)
Definition industrytype.h:65
INDUSTRYBEH_NOBUILT_MAPCREATION
@ INDUSTRYBEH_NOBUILT_MAPCREATION
Do not force one instance of this type to appear on map generation.
Definition industrytype.h:74
INDTILE_SPECIAL_ACCEPTS_ALL_CARGO
@ INDTILE_SPECIAL_ACCEPTS_ALL_CARGO
Tile always accepts all cargoes the associated industry accepts.
Definition industrytype.h:85
DrawFoundation
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
Definition landscape.cpp:425
landscape.h
Functions related to OTTD's landscape.
landscape_cmd.h
Command definitions related to landscape (slopes etc.).
CircularTileSearch
bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, void *user_data)
Function performing a search around a center tile and going outward, thus in circle.
Definition map.cpp:247
DistanceMax
uint DistanceMax(TileIndex t0, TileIndex t1)
Gets the biggest distance component (x or y) between the two given tiles.
Definition map.cpp:178
DistanceFromEdgeDir
uint DistanceFromEdgeDir(TileIndex tile, DiagDirection dir)
Gets the distance to the edge of the map in given direction.
Definition map.cpp:223
TileAddWrap
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:97
TileAddXY
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:467
ToTileIndexDiff
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition map_func.h:440
TileDiffXY
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:389
TileOffsByAxis
TileIndexDiff TileOffsByAxis(Axis axis)
Convert an Axis to a TileIndexDiff.
Definition map_func.h:552
RandomTile
#define RandomTile()
Get a valid random tile.
Definition map_func.h:661
TileY
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:425
TileX
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:415
TileOffsByDiagDir
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:567
TileIndexDiff
int32_t TileIndexDiff
An offset value between two tiles.
Definition map_type.h:23
abs
constexpr T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition math_func.hpp:23
CeilDiv
constexpr uint CeilDiv(uint a, uint b)
Computes ceil(a / b) for non-negative a and b.
Definition math_func.hpp:320
Delta
constexpr T Delta(const T a, const T b)
Returns the (absolute) difference between two (scalar) variables.
Definition math_func.hpp:234
Clamp
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
ClampU
constexpr uint ClampU(const uint a, const uint min, const uint max)
Clamp an unsigned integer between an interval.
Definition math_func.hpp:150
MapGRFStringID
StringID MapGRFStringID(uint32_t grfid, StringID str)
Used when setting an object's property to map to the GRF's strings while taking in consideration the ...
Definition newgrf.cpp:560
IAT_TILELOOP
@ IAT_TILELOOP
Trigger in the periodic tile loop.
Definition newgrf_animation_type.h:39
IAT_CONSTRUCTION_STATE_CHANGE
@ IAT_CONSTRUCTION_STATE_CHANGE
Trigger whenever the construction state changes.
Definition newgrf_animation_type.h:38
IAT_INDUSTRY_DISTRIBUTES_CARGO
@ IAT_INDUSTRY_DISTRIBUTES_CARGO
Trigger when cargo is distributed.
Definition newgrf_animation_type.h:42
IAT_INDUSTRY_TICK
@ IAT_INDUSTRY_TICK
Trigger every tick.
Definition newgrf_animation_type.h:40
ANIM_STATUS_NO_ANIMATION
static const uint8_t ANIM_STATUS_NO_ANIMATION
There is no animation.
Definition newgrf_animation_type.h:15
CBM_INDT_ACCEPT_CARGO
@ CBM_INDT_ACCEPT_CARGO
decides accepted types
Definition newgrf_callbacks.h:395
CBM_INDT_AUTOSLOPE
@ CBM_INDT_AUTOSLOPE
decides allowance of autosloping
Definition newgrf_callbacks.h:398
CBM_INDT_CARGO_ACCEPTANCE
@ CBM_INDT_CARGO_ACCEPTANCE
decides amount of cargo acceptance
Definition newgrf_callbacks.h:394
CBM_INDT_SHAPE_CHECK
@ CBM_INDT_SHAPE_CHECK
decides slope suitability
Definition newgrf_callbacks.h:396
CBM_INDT_DRAW_FOUNDATIONS
@ CBM_INDT_DRAW_FOUNDATIONS
decides if default foundations need to be drawn
Definition newgrf_callbacks.h:397
CBM_IND_PROD_CHANGE_BUILD
@ CBM_IND_PROD_CHANGE_BUILD
initialise production level on construction
Definition newgrf_callbacks.h:385
CBM_IND_PRODUCTION_CHANGE
@ CBM_IND_PRODUCTION_CHANGE
controls random production change
Definition newgrf_callbacks.h:375
CBM_IND_LOCATION
@ CBM_IND_LOCATION
check industry construction on given area
Definition newgrf_callbacks.h:374
CBM_IND_DECIDE_COLOUR
@ CBM_IND_DECIDE_COLOUR
give a custom colour to newly build industries
Definition newgrf_callbacks.h:382
CBM_IND_SPECIAL_EFFECT
@ CBM_IND_SPECIAL_EFFECT
control special effects
Definition newgrf_callbacks.h:380
CBM_IND_INPUT_CARGO_TYPES
@ CBM_IND_INPUT_CARGO_TYPES
customize the cargoes the industry requires
Definition newgrf_callbacks.h:383
CBM_IND_MONTHLYPROD_CHANGE
@ CBM_IND_MONTHLYPROD_CHANGE
controls monthly random production change
Definition newgrf_callbacks.h:376
CBM_IND_PRODUCTION_CARGO_ARRIVAL
@ CBM_IND_PRODUCTION_CARGO_ARRIVAL
call production callback when cargo arrives at the industry
Definition newgrf_callbacks.h:372
CBM_IND_OUTPUT_CARGO_TYPES
@ CBM_IND_OUTPUT_CARGO_TYPES
customize the cargoes the industry produces
Definition newgrf_callbacks.h:384
CBM_IND_PRODUCTION_256_TICKS
@ CBM_IND_PRODUCTION_256_TICKS
call production callback every 256 ticks
Definition newgrf_callbacks.h:373
CBID_INDUSTRY_OUTPUT_CARGO_TYPES
@ CBID_INDUSTRY_OUTPUT_CARGO_TYPES
Customize the output cargo types of a newly build industry.
Definition newgrf_callbacks.h:221
CBID_INDUSTRY_SPECIAL_EFFECT
@ CBID_INDUSTRY_SPECIAL_EFFECT
Called to determine industry special effects.
Definition newgrf_callbacks.h:174
CBID_INDTILE_AUTOSLOPE
@ CBID_INDTILE_AUTOSLOPE
Called to determine if industry can alter the ground below industry tile.
Definition newgrf_callbacks.h:177
CBID_INDUSTRY_DECIDE_COLOUR
@ CBID_INDUSTRY_DECIDE_COLOUR
Called to determine the colour of an industry.
Definition newgrf_callbacks.h:215
CBID_INDTILE_DRAW_FOUNDATIONS
@ CBID_INDTILE_DRAW_FOUNDATIONS
Called to determine the type (if any) of foundation to draw for industry tile.
Definition newgrf_callbacks.h:135
CBID_INDUSTRY_PRODUCTION_CHANGE
@ CBID_INDUSTRY_PRODUCTION_CHANGE
Called on production changes, so it can be adjusted.
Definition newgrf_callbacks.h:111
CBID_INDUSTRY_MONTHLYPROD_CHANGE
@ CBID_INDUSTRY_MONTHLYPROD_CHANGE
Called monthly on production changes, so it can be adjusted more frequently.
Definition newgrf_callbacks.h:153
CBID_INDUSTRY_PROD_CHANGE_BUILD
@ CBID_INDUSTRY_PROD_CHANGE_BUILD
Called when industry is built to set initial production level.
Definition newgrf_callbacks.h:278
CBID_INDTILE_CARGO_ACCEPTANCE
@ CBID_INDTILE_CARGO_ACCEPTANCE
Called to query the cargo acceptance of the industry tile.
Definition newgrf_callbacks.h:117
CBID_INDTILE_ACCEPT_CARGO
@ CBID_INDTILE_ACCEPT_CARGO
Called to determine which cargoes an industry should accept.
Definition newgrf_callbacks.h:120
CBID_INDUSTRY_INPUT_CARGO_TYPES
@ CBID_INDUSTRY_INPUT_CARGO_TYPES
Customize the input cargo types of a newly build industry.
Definition newgrf_callbacks.h:218
CALLBACK_FAILED
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
Definition newgrf_callbacks.h:427
GetCargoTranslation
CargoID GetCargoTranslation(uint8_t cargo, const GRFFile *grffile, bool usebit)
Translate a GRF-local cargo slot/bitnum into a CargoID.
Definition newgrf_cargo.cpp:80
newgrf_cargo.h
Cargo support for NewGRFs.
ErrorUnknownCallbackResult
void ErrorUnknownCallbackResult(uint32_t grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
Definition newgrf_commons.cpp:505
ConvertBooleanCallback
bool ConvertBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
Definition newgrf_commons.cpp:535
GetGRFConfig
GRFConfig * GetGRFConfig(uint32_t grfid, uint32_t mask)
Retrieve a NewGRF from the current config by its grfid.
Definition newgrf_config.cpp:696
newgrf_debug.h
Functions/types related to NewGRF debugging.
DeleteNewGRFInspectWindow
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
Definition newgrf_debug_gui.cpp:729
CheckIfCallBackAllowsCreation
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.
Definition newgrf_industries.cpp:540
IndustryTemporarilyRefusesCargo
bool IndustryTemporarilyRefusesCargo(Industry *ind, CargoID cargo_type)
Check whether an industry temporarily refuses to accept a certain cargo.
Definition newgrf_industries.cpp:684
IndustryProductionCallback
void IndustryProductionCallback(Industry *ind, int reason)
Get the industry production callback and apply it to the industry.
Definition newgrf_industries.cpp:604
GetIndustryProbabilityCallback
uint32_t GetIndustryProbabilityCallback(IndustryType type, IndustryAvailabilityCallType creation_type, uint32_t default_prob)
Check with callback CBID_INDUSTRY_PROBABILITY whether the industry can be built.
Definition newgrf_industries.cpp:571
GetIndustryCallback
uint16_t GetIndustryCallback(CallbackID callback, uint32_t param1, uint32_t param2, Industry *industry, IndustryType type, TileIndex tile)
Perform an industry callback.
Definition newgrf_industries.cpp:523
IndustryAvailabilityCallType
IndustryAvailabilityCallType
From where has callback CBID_INDUSTRY_PROBABILITY been called.
Definition newgrf_industries.h:81
IACT_USERCREATION
@ IACT_USERCREATION
from the Fund/build window
Definition newgrf_industries.h:84
IACT_RANDOMCREATION
@ IACT_RANDOMCREATION
during creation of random ingame industry
Definition newgrf_industries.h:83
IACT_MAPGENERATION
@ IACT_MAPGENERATION
during random map generation
Definition newgrf_industries.h:82
IACT_PROSPECTCREATION
@ IACT_PROSPECTCREATION
from the Fund/build using prospecting
Definition newgrf_industries.h:85
TriggerIndustry
void TriggerIndustry(Industry *ind, IndustryTileTrigger trigger)
Trigger a random trigger for all industry tiles.
Definition newgrf_industrytiles.cpp:372
PerformIndustryTileSlopeCheck
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.
Definition newgrf_industrytiles.cpp:230
TriggerIndustryTile
void TriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger)
Trigger a random trigger for a single industry tile.
Definition newgrf_industrytiles.cpp:359
newgrf_industrytiles.h
NewGRF handling of industry tiles.
INDTILE_TRIGGER_TILE_LOOP
@ INDTILE_TRIGGER_TILE_LOOP
The tile of the industry has been triggered during the tileloop.
Definition newgrf_industrytiles.h:71
INDUSTRY_TRIGGER_INDUSTRY_TICK
@ INDUSTRY_TRIGGER_INDUSTRY_TICK
The industry has been triggered via its tick.
Definition newgrf_industrytiles.h:72
GetRegister
uint32_t GetRegister(uint i)
Gets the value of a so-called newgrf "register".
Definition newgrf_spritegroup.h:29
news_func.h
Functions related to news.
DeleteIndustryNews
void DeleteIndustryNews(IndustryID iid)
Remove news regarding given industry.
Definition news_gui.cpp:1021
NewsType
NewsType
Type of news.
Definition news_type.h:23
NT_INDUSTRY_NOBODY
@ NT_INDUSTRY_NOBODY
Other industry production changes.
Definition news_type.h:34
NT_INDUSTRY_COMPANY
@ NT_INDUSTRY_COMPANY
Production changes of industry serviced by local company.
Definition news_type.h:32
NT_INDUSTRY_OPEN
@ NT_INDUSTRY_OPEN
Opening of industries.
Definition news_type.h:29
NT_INDUSTRY_CLOSE
@ NT_INDUSTRY_CLOSE
Closing of industries.
Definition news_type.h:30
NT_INDUSTRY_OTHER
@ NT_INDUSTRY_OTHER
Production changes of industry serviced by competitor(s)
Definition news_type.h:33
object_base.h
Base for all objects.
OUFB_TRANSFER
@ OUFB_TRANSFER
Transfer all cargo onto the platform.
Definition order_type.h:55
OUFB_UNLOAD
@ OUFB_UNLOAD
Force unloading all cargo onto the platform, possibly not getting paid.
Definition order_type.h:54
pool_func.hpp
Some methods of Pool are placed here in order to reduce compilation time and binary size.
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition pool_func.hpp:237
RandomRange
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.
Definition random_func.hpp:88
Chance16I
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.
Definition random_func.hpp:118
Chance16
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.
Definition random_func.hpp:134
Chance16R
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.
Definition random_func.hpp:154
safeguards.h
A number of safeguards to prevent using unsafe methods.
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:57
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:56
ID_CUSTOM
@ ID_CUSTOM
Custom number of industries.
Definition settings_type.h:62
ID_VERY_LOW
@ ID_VERY_LOW
Very few industries at game start.
Definition settings_type.h:57
ID_END
@ ID_END
Number of industry density settings.
Definition settings_type.h:64
ID_FUND_ONLY
@ ID_FUND_ONLY
The game does not build industries.
Definition settings_type.h:55
GetSlopeMaxZ
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
IsSteepSlope
static constexpr bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition slope_func.h:36
FlatteningFoundation
Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition slope_func.h:369
ComplementSlope
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition slope_func.h:76
Slope
Slope
Enumeration for the slope-type.
Definition slope_type.h:48
SLOPE_W
@ SLOPE_W
the west corner of the tile is raised
Definition slope_type.h:50
SLOPE_E
@ SLOPE_E
the east corner of the tile is raised
Definition slope_type.h:52
SLOPE_S
@ SLOPE_S
the south corner of the tile is raised
Definition slope_type.h:51
SLOPE_N
@ SLOPE_N
the north corner of the tile is raised
Definition slope_type.h:53
SLOPE_SW
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:56
SLOPE_FLAT
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:49
SLOPE_NE
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:58
SLOPE_SE
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:57
SLOPE_NW
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:55
Foundation
Foundation
Enumeration for Foundations.
Definition slope_type.h:93
FOUNDATION_LEVELED
@ FOUNDATION_LEVELED
The tile is leveled up to a flat slope.
Definition slope_type.h:95
FOUNDATION_NONE
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition slope_type.h:94
sound_func.h
Functions related to sound.
SoundFx
SoundFx
Sound effects from baseset.
Definition sound_type.h:45
SND_30_TOFFEE_QUARRY
@ SND_30_TOFFEE_QUARRY
48 == 0x30 Industry animation: toffee quarry: drill
Definition sound_type.h:95
SND_2E_BUBBLE_GENERATOR
@ SND_2E_BUBBLE_GENERATOR
46 == 0x2E Industry animation: bubble generator (1): generate bubble
Definition sound_type.h:93
SND_2D_SUGAR_MINE_1
@ SND_2D_SUGAR_MINE_1
45 == 0x2D Industry animation: sugar mine (1): shaking sieve
Definition sound_type.h:92
SND_2B_TOY_FACTORY_2
@ SND_2B_TOY_FACTORY_2
43 == 0x2B Industry animation: toy factory (2): stamp product
Definition sound_type.h:90
SND_38_LUMBER_MILL_1
@ SND_38_LUMBER_MILL_1
56 == 0x38 Industry animation: lumber mill (1): chainsaw
Definition sound_type.h:103
SND_29_SUGAR_MINE_2
@ SND_29_SUGAR_MINE_2
41 == 0x29 Industry animation: sugar mine (2): shaking sieve
Definition sound_type.h:88
SND_2C_TOY_FACTORY_1
@ SND_2C_TOY_FACTORY_1
44 == 0x2C Industry animation: toy factory (1): conveyor belt
Definition sound_type.h:91
SND_37_LUMBER_MILL_2
@ SND_37_LUMBER_MILL_2
55 == 0x37 Industry animation: lumber mill (2): falling tree
Definition sound_type.h:102
SND_0C_POWER_STATION
@ SND_0C_POWER_STATION
10 == 0x0A Industry animation: power station: spark
Definition sound_type.h:57
SND_0B_MINE
@ SND_0B_MINE
9 == 0x09 Industry animation: coal/copper/gold mine: headgear
Definition sound_type.h:56
SND_36_LUMBER_MILL_3
@ SND_36_LUMBER_MILL_3
54 == 0x36 Industry animation: lumber mill (3): crashing tree
Definition sound_type.h:101
SND_2A_TOY_FACTORY_3
@ SND_2A_TOY_FACTORY_3
42 == 0x2A Industry animation: toy factory (3): eject product
Definition sound_type.h:89
SpriteLayoutPaletteTransform
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:149
GroundSpritePaletteTransform
PaletteID GroundSpritePaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal)
Applies PALETTE_MODIFIER_COLOUR to a palette entry of a ground sprite.
Definition sprite.h:168
station_base.h
Base classes/functions for stations.
ForAllStationsAroundTiles
void ForAllStationsAroundTiles(const TileArea &ta, Func func)
Call a function on all stations that have any part of the requested area within their catchment.
Definition station_base.h:564
ClearDockingTilesCheckingNeighbours
void ClearDockingTilesCheckingNeighbours(TileIndex tile)
Clear docking tile status from tiles around a removed dock, if the tile has no neighbours which would...
Definition station_cmd.cpp:2898
IsOilRig
bool IsOilRig(Tile t)
Is tile t part of an oilrig?
Definition station_map.h:368
stdafx.h
Definition of base types and functions in a cross-platform compatible way.
MAX_UVALUE
#define MAX_UVALUE(type)
The largest value that can be entered in a variable.
Definition stdafx.h:343
lengthof
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:280
string_func.h
Functions related to low-level strings.
GetStringWithArgs
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:257
SetDParam
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
Definition strings.cpp:104
SetDParamStr
void SetDParamStr(size_t n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition strings.cpp:371
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition strings_type.h:16
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition strings_type.h:17
AnimationInfo::status
uint8_t status
Status; 0: no looping, 1: looping, 0xFF: no animation.
Definition newgrf_animation_type.h:20
Backup
Class to backup a specific variable and restore it later.
Definition backup_type.hpp:21
Backup::GetOriginalValue
const T & GetOriginalValue() const
Returns the backupped value.
Definition backup_type.hpp:70
Backup::Restore
void Restore()
Restore the variable.
Definition backup_type.hpp:110
BaseVehicle::type
VehicleType type
Type of vehicle.
Definition vehicle_type.h:51
CargoArray
Class for storing amounts of cargo.
Definition cargo_type.h:114
CargoPacket::InvalidateAllFrom
static void InvalidateAllFrom(SourceType src_type, SourceID src)
Invalidates (sets source_id to INVALID_SOURCE) all cargo packets from given source.
Definition cargopacket.cpp:137
CargoSpec::Get
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo ID.
Definition cargotype.h:139
Cheat::value
bool value
tells if the bool cheat is active or not
Definition cheat_type.h:18
Cheats::magic_bulldozer
Cheat magic_bulldozer
dynamite industries, objects
Definition cheat_type.h:27
ClientSettings::sound
SoundSettings sound
sound effect settings
Definition settings_type.h:613
CommandHelper
Definition command_func.h:83
ConstructionSettings::raw_industry_construction
uint8_t raw_industry_construction
type of (raw) industry construction (none, "normal", prospecting)
Definition settings_type.h:393
ConstructionSettings::industry_platform
uint8_t industry_platform
the amount of flat land around an industry
Definition settings_type.h:394
DifficultySettings::industry_density
uint8_t industry_density
The industry density.
Definition settings_type.h:102
DrawBuildingsTileStruct
This structure is the same for both Industries and Houses.
Definition sprite.h:67
DrawIndustryAnimationStruct
This is used to gather some data about animation drawing in the industry code Image_1-2-3 are in fact...
Definition industry_land.h:18
DrawIndustryAnimationStruct::image_1
uint8_t image_1
image offset 1
Definition industry_land.h:20
DrawIndustryAnimationStruct::image_3
uint8_t image_3
image offset 3
Definition industry_land.h:22
DrawIndustryAnimationStruct::image_2
uint8_t image_2
image offset 2
Definition industry_land.h:21
DrawIndustryAnimationStruct::x
int x
coordinate x of the first image offset
Definition industry_land.h:19
EconomySettings::type
EconomyType type
economy type (original/smooth/frozen)
Definition settings_type.h:516
EconomySettings::multiple_industry_per_town
bool multiple_industry_per_town
allow many industries of the same type per town
Definition settings_type.h:524
Economy::industry_daily_change_counter
uint32_t industry_daily_change_counter
Bits 31-16 are number of industry to be performed, 15-0 are fractional collected daily.
Definition economy_type.h:49
Economy::industry_daily_increment
uint32_t industry_daily_increment
The value which will increment industry_daily_change_counter. Computed value. NOSAVE.
Definition economy_type.h:50
EffectVehicle
A special vehicle is one of the following:
Definition effectvehicle_base.h:24
EffectVehicle::animation_substate
uint8_t animation_substate
Sub state to time the change of the graphics/behaviour.
Definition effectvehicle_base.h:26
GRFConfig::GetName
const char * GetName() const
Get the name of this grf.
Definition newgrf_config.cpp:92
GRFFilePropsBase::HasGrfFile
bool HasGrfFile() const
Test if this entity was introduced by NewGRF.
Definition newgrf_commons.h:320
GRFFilePropsBase::grfid
uint32_t grfid
grfid that introduced this entity.
Definition newgrf_commons.h:312
GRFFilePropsBase::grffile
const struct GRFFile * grffile
grf file that introduced this entity
Definition newgrf_commons.h:313
GRFFilePropsBase::spritegroup
std::array< const struct SpriteGroup *, Tcnt > spritegroup
pointers to the different sprites of the entity
Definition newgrf_commons.h:314
GameCreationSettings::custom_industry_number
uint16_t custom_industry_number
manually entered number of industries
Definition settings_type.h:371
GameCreationSettings::oil_refinery_limit
uint8_t oil_refinery_limit
distance oil refineries allowed from map edge
Definition settings_type.h:358
GameCreationSettings::land_generator
uint8_t land_generator
the landscape generator
Definition settings_type.h:357
GameCreationSettings::landscape
uint8_t landscape
the landscape we're currently in
Definition settings_type.h:368
GameSettings::economy
EconomySettings economy
settings to change the economy
Definition settings_type.h:602
GameSettings::construction
ConstructionSettings construction
construction of things in-game
Definition settings_type.h:594
GameSettings::difficulty
DifficultySettings difficulty
settings related to the difficulty
Definition settings_type.h:592
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition settings_type.h:593
GameSettings::station
StationSettings station
settings related to station management
Definition settings_type.h:604
IndustryBuildData
Data for managing the number and type of industries in the game.
Definition industry.h:293
IndustryBuildData::Reset
void Reset()
Completely reset the industry build data.
Definition industry_cmd.cpp:2418
IndustryBuildData::EconomyMonthlyLoop
void EconomyMonthlyLoop()
Monthly update of industry build data.
Definition industry_cmd.cpp:2428
IndustryBuildData::wanted_inds
uint32_t wanted_inds
Number of wanted industries (bits 31-16), and a fraction (bits 15-0).
Definition industry.h:295
IndustryBuildData::SetupTargetCount
void SetupTargetCount()
Decide how many industries of each type are needed.
Definition industry_cmd.cpp:2554
IndustryBuildData::TryBuildNewIndustry
void TryBuildNewIndustry()
Try to create a random industry, during gameplay.
Definition industry_cmd.cpp:2599
IndustryBuildData::builddata
IndustryTypeBuildData builddata[NUM_INDUSTRYTYPES]
Industry build data for every industry type.
Definition industry.h:294
IndustryListEntry
Definition station_base.h:425
IndustrySpec
Defines the data structure for constructing industry.
Definition industrytype.h:101
IndustrySpec::IsProcessingIndustry
bool IsProcessingIndustry() const
Is an industry with the spec a processing industry?
Definition industry_cmd.cpp:3117
IndustrySpec::random_sounds
std::vector< uint8_t > random_sounds
Random sounds;.
Definition industrytype.h:133
IndustrySpec::callback_mask
uint16_t callback_mask
Bitmask of industry callbacks that have to be called.
Definition industrytype.h:130
IndustrySpec::GetRemovalCost
Money GetRemovalCost() const
Get the cost for removing this industry Take note that the cost will always be zero for non-grf indus...
Definition industry_cmd.cpp:3141
IndustrySpec::appear_creation
uint8_t appear_creation[NUM_LANDSCAPE]
Probability of appearance during map creation.
Definition industrytype.h:128
IndustrySpec::accepts_cargo
std::array< CargoID, INDUSTRY_NUM_INPUTS > accepts_cargo
16 accepted cargoes.
Definition industrytype.h:115
IndustrySpec::UsesOriginalEconomy
bool UsesOriginalEconomy() const
Determines whether this industrytype uses standard/newgrf production changes.
Definition industry_cmd.cpp:3150
IndustrySpec::minimal_cargo
uint8_t minimal_cargo
minimum amount of cargo transported to the stations.
Definition industrytype.h:114
IndustrySpec::removal_cost_multiplier
uint32_t removal_cost_multiplier
Base removal cost multiplier.
Definition industrytype.h:104
IndustrySpec::prospecting_chance
uint32_t prospecting_chance
Chance prospecting succeeds.
Definition industrytype.h:105
IndustrySpec::production_up_text
StringID production_up_text
Message appearing when the industry's production is increasing.
Definition industrytype.h:124
IndustrySpec::name
StringID name
Displayed name of the industry.
Definition industrytype.h:121
IndustrySpec::cost_multiplier
uint8_t cost_multiplier
Base construction cost multiplier.
Definition industrytype.h:103
IndustrySpec::behaviour
IndustryBehaviour behaviour
How this industry will behave, and how others entities can use it.
Definition industrytype.h:119
IndustrySpec::IsRawIndustry
bool IsRawIndustry() const
Is an industry with the spec a raw industry?
Definition industry_cmd.cpp:3108
IndustrySpec::conflicting
IndustryType conflicting[3]
Industries this industry cannot be close to.
Definition industrytype.h:106
IndustrySpec::appear_ingame
uint8_t appear_ingame[NUM_LANDSCAPE]
Probability of appearance in game.
Definition industrytype.h:127
IndustrySpec::grf_prop
GRFFileProps grf_prop
properties related to the grf file
Definition industrytype.h:132
IndustrySpec::production_down_text
StringID production_down_text
Message appearing when the industry's production is decreasing.
Definition industrytype.h:125
IndustrySpec::life_type
IndustryLifeType life_type
This is also known as Industry production flag, in newgrf specs.
Definition industrytype.h:117
IndustrySpec::closure_text
StringID closure_text
Message appearing when the industry closes.
Definition industrytype.h:123
IndustrySpec::new_industry_text
StringID new_industry_text
Message appearing when the industry is built.
Definition industrytype.h:122
IndustrySpec::layouts
std::vector< IndustryTileLayout > layouts
List of possible tile layouts for the industry.
Definition industrytype.h:102
IndustrySpec::enabled
bool enabled
entity still available (by default true).newgrf can disable it, though
Definition industrytype.h:131
IndustrySpec::GetConstructionCost
Money GetConstructionCost() const
Get the cost for constructing this industry.
Definition industry_cmd.cpp:3128
IndustrySpec::check_proc
uint8_t check_proc
Index to a procedure to check for conflicting circumstances.
Definition industrytype.h:107
IndustryTileLayoutTile
Definition of one tile in an industry tile layout.
Definition industrytype.h:90
IndustryTileSpec
Defines the data structure of each individual tile of an industry.
Definition industrytype.h:149
IndustryTileSpec::anim_next
uint8_t anim_next
Next frame in an animation.
Definition industrytype.h:154
IndustryTileSpec::special_flags
IndustryTileSpecialFlags special_flags
Bitmask of extra flags used by the tile.
Definition industrytype.h:163
IndustryTileSpec::accepts_cargo
std::array< CargoID, INDUSTRY_NUM_INPUTS > accepts_cargo
Cargo accepted by this tile.
Definition industrytype.h:150
IndustryTileSpec::grf_prop
GRFFileProps grf_prop
properties related to the grf file
Definition industrytype.h:165
IndustryTileSpec::slopes_refused
Slope slopes_refused
slope pattern on which this tile cannot be built
Definition industrytype.h:152
IndustryTileSpec::animation
AnimationInfo animation
Information about the animation (is it looping, how many loops etc)
Definition industrytype.h:162
IndustryTileSpec::acceptance
std::array< int8_t, INDUSTRY_NUM_INPUTS > acceptance
Level of acceptance per cargo type (signed, may be negative!)
Definition industrytype.h:151
IndustryTileSpec::callback_mask
uint8_t callback_mask
Bitmask of industry tile callbacks that have to be called.
Definition industrytype.h:161
IndustryTileSpec::anim_state
bool anim_state
When true, the tile has to be drawn using the animation state instead of the construction state.
Definition industrytype.h:159
IndustryTileSpec::anim_production
uint8_t anim_production
Animation frame to start when goods are produced.
Definition industrytype.h:153
IndustryTypeBuildData
Data for managing the number of industries of a single industry type.
Definition industry.h:278
IndustryTypeBuildData::probability
uint32_t probability
Relative probability of building this industry.
Definition industry.h:279
IndustryTypeBuildData::target_count
uint16_t target_count
Desired number of industries of this type.
Definition industry.h:281
IndustryTypeBuildData::min_number
uint8_t min_number
Smallest number of industries that should exist (either 0 or 1).
Definition industry.h:280
IndustryTypeBuildData::Reset
void Reset()
Reset the entry.
Definition industry_cmd.cpp:2408
IndustryTypeBuildData::GetIndustryTypeData
bool GetIndustryTypeData(IndustryType it)
Set the probability and min_number fields for the industry type it for a running game.
Definition industry_cmd.cpp:2543
IndustryTypeBuildData::wait_count
uint16_t wait_count
Number of turns to wait before trying to build again.
Definition industry.h:283
IndustryTypeBuildData::max_wait
uint16_t max_wait
Starting number of turns to wait (copied to wait_count).
Definition industry.h:282
Industry::AcceptedCargo
Definition industry.h:85
Industry::AcceptedCargo::cargo
CargoID cargo
Cargo type.
Definition industry.h:86
Industry::ProducedCargo
Definition industry.h:78
Industry::ProducedCargo::cargo
CargoID cargo
Cargo type.
Definition industry.h:79
Industry::ProducedCargo::history
std::array< ProducedHistory, 25 > history
History of cargo produced and transported for this month and 24 previous months.
Definition industry.h:82
Industry::ProducedCargo::rate
uint8_t rate
Production rate.
Definition industry.h:81
Industry
Defines the internal data of a functional industry.
Definition industry.h:66
Industry::GetRandom
static Industry * GetRandom()
Return a random valid industry.
Definition industry_cmd.cpp:223
Industry::type
IndustryType type
type of industry.
Definition industry.h:102
Industry::exclusive_supplier
Owner exclusive_supplier
Which company has exclusive rights to deliver cargo (INVALID_OWNER = anyone)
Definition industry.h:117
Industry::construction_date
TimerGameCalendar::Date construction_date
Date of the construction of the industry.
Definition industry.h:114
Industry::ctlflags
IndustryControlFlags ctlflags
flags overriding standard behaviours
Definition industry.h:107
Industry::IsCargoAccepted
bool IsCargoAccepted() const
Test if this industry accepts any cargo.
Definition industry.h:210
Industry::psa
PersistentStorage * psa
Persistent storage for NewGRF industries.
Definition industry.h:123
Industry::prod_level
uint8_t prod_level
general production level
Definition industry.h:99
Industry::random_colour
Colours random_colour
randomized colour of the industry, for display purpose
Definition industry.h:104
Industry::RecomputeProductionMultipliers
void RecomputeProductionMultipliers()
Recompute #production_rate for current prod_level.
Definition industry_cmd.cpp:2514
Industry::construction_type
uint8_t construction_type
Way the industry was constructed (.
Definition industry.h:115
Industry::cached_name
std::string cached_name
NOSAVE: Cache of the resolved name of the industry.
Definition industry.h:111
Industry::GetProduced
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:145
Industry::last_prod_year
TimerGameEconomy::Year last_prod_year
last economy year of production
Definition industry.h:105
Industry::produced
ProducedCargoes produced
produced cargo slots
Definition industry.h:97
Industry::random
uint16_t random
Random value used for randomisation of all kinds of things.
Definition industry.h:121
Industry::PostDestructor
static void PostDestructor(size_t index)
Invalidating some stuff after removing item from the pool.
Definition industry_cmd.cpp:212
Industry::town
Town * town
Nearest town.
Definition industry.h:95
Industry::founder
Owner founder
Founder of the industry.
Definition industry.h:113
Industry::selected_layout
uint8_t selected_layout
Which tile layout was used when creating the industry.
Definition industry.h:116
Industry::accepted
AcceptedCargoes accepted
accepted cargo slots
Definition industry.h:98
Industry::GetIndustryTypeCount
static uint16_t GetIndustryTypeCount(IndustryType type)
Get the count of industries for this type.
Definition industry.h:251
Industry::text
std::string text
General text with additional information.
Definition industry.h:119
Industry::owner
Owner owner
owner of the industry. Which SHOULD always be (imho) OWNER_NONE
Definition industry.h:103
Industry::GetByTile
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:238
Industry::industries
static std::array< std::vector< IndustryID >, NUM_INDUSTRYTYPES > industries
List of industries of each type.
Definition industry.h:263
Industry::location
TileArea location
Location of the industry.
Definition industry.h:94
Industry::neutral_station
Station * neutral_station
Associated neutral station.
Definition industry.h:96
Industry::stations_near
StationList stations_near
NOSAVE: List of nearby stations.
Definition industry.h:110
Industry::IsCargoProduced
bool IsCargoProduced() const
Test if this industry produces any cargo.
Definition industry.h:216
Industry::exclusive_consumer
Owner exclusive_consumer
Which company has exclusive rights to take cargo (INVALID_OWNER = anyone)
Definition industry.h:118
Industry::counter
uint16_t counter
used for animation and/or production (if available cargo)
Definition industry.h:100
Industry::was_cargo_delivered
uint8_t was_cargo_delivered
flag that indicate this has been the closest industry chosen for cargo delivery by a station....
Definition industry.h:106
Industry::TileBelongsToIndustry
bool TileBelongsToIndustry(TileIndex tile) const
Check if a given tile belongs to this industry.
Definition industry.h:135
Map::WrapToMap
static TileIndex WrapToMap(TileIndex tile)
'Wraps' the given "tile" so it is within the map.
Definition map_func.h:317
Map::ScaleBySize
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:328
Map::SizeY
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:279
Map::SizeX
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition map_func.h:270
Map::ScaleBySize1D
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:341
Map::MaxY
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition map_func.h:306
Map::Size
static debug_inline uint Size()
Get the size of the map.
Definition map_func.h:288
Map::MaxX
static debug_inline uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition map_func.h:297
Order
Definition order_base.h:36
OrthogonalTileArea
Represents the covered area of e.g.
Definition tilearea_type.h:18
OrthogonalTileArea::ClampToMap
void ClampToMap()
Clamp the tile area to map borders.
Definition tilearea.cpp:142
OrthogonalTileArea::w
uint16_t w
The width of the area.
Definition tilearea_type.h:20
OrthogonalTileArea::Add
void Add(TileIndex to_add)
Add a single tile to a tile area; enlarge if needed.
Definition tilearea.cpp:43
OrthogonalTileArea::tile
TileIndex tile
The base tile of the area.
Definition tilearea_type.h:19
OrthogonalTileArea::h
uint16_t h
The height of the area.
Definition tilearea_type.h:21
OrthogonalTileArea::Expand
OrthogonalTileArea & Expand(int rad)
Expand a tile area by rad tiles in each direction, keeping within map bounds.
Definition tilearea.cpp:123
PalSpriteID::sprite
SpriteID sprite
The 'real' sprite.
Definition gfx_type.h:24
PalSpriteID::pal
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition gfx_type.h:25
Pool::PoolItem<&_industry_pool >::GetPoolSize
static size_t GetPoolSize()
Returns first unused index.
Definition pool_type.hpp:360
Pool::PoolItem<&_industry_pool >::index
Tindex index
Index of this pool item.
Definition pool_type.hpp:238
Pool::PoolItem<&_industry_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition pool_type.hpp:369
Pool::PoolItem<&_industry_pool >::CleaningPool
static bool CleaningPool()
Returns current state of pool cleaning - yes or no.
Definition pool_type.hpp:318
Pool::PoolItem<&_industry_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition pool_type.hpp:328
Pool::PoolItem<&_vehicle_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition pool_type.hpp:388
Pool::PoolItem<&_industry_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition pool_type.hpp:350
Pool::PoolItem<&_industry_pool >::CanAllocateItem
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition pool_type.hpp:309
Pool::PoolItem<&_industry_pool >::Get
static Titem * Get(size_t index)
Returns Titem with given index.
Definition pool_type.hpp:339
Pool
Base class for all pools.
Definition pool_type.hpp:80
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition pool_type.hpp:84
Randomizer
Structure to encapsulate the pseudo random number generators.
Definition random_func.hpp:27
Randomizer::SetSeed
void SetSeed(uint32_t seed)
(Re)set the state of the random number generator.
Definition random_func.cpp:56
Randomizer::Next
uint32_t Next()
Generate the next pseudo random number.
Definition random_func.cpp:43
SoundSettings::ambient
bool ambient
Play ambient, industry and town sounds.
Definition settings_type.h:252
SpecializedStation< Station, false >::Get
static Station * Get(size_t index)
Gets station with given index.
Definition base_station_base.h:254
SpecializedVehicle::Next
T * Next() const
Get next vehicle in the chain.
Definition vehicle_base.h:1130
StationSettings::serve_neutral_industries
bool serve_neutral_industries
company stations can serve industries with attached neutral stations
Definition settings_type.h:566
Station
Station data structure.
Definition station_base.h:439
Station::industries_near
IndustryList industries_near
Cached list of industries near the station that can accept cargo,.
Definition station_base.h:471
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > >
TileDesc
Tile description for the 'land area information' tool.
Definition tile_cmd.h:52
TileDesc::str
StringID str
Description of the tile.
Definition tile_cmd.h:53
TileDesc::dparam
uint64_t dparam
Parameter of the str string.
Definition tile_cmd.h:54
TileDesc::grf
const char * grf
newGRF used for the tile contents
Definition tile_cmd.h:63
TileDesc::owner
Owner owner[4]
Name of the owner(s)
Definition tile_cmd.h:55
TileInfo
Tile information, used while rendering the tile.
Definition tile_cmd.h:43
TileInfo::z
int z
Height.
Definition tile_cmd.h:48
TileInfo::x
int x
X position of the tile in unit coordinates.
Definition tile_cmd.h:44
TileInfo::tileh
Slope tileh
Slope of the tile.
Definition tile_cmd.h:46
TileInfo::tile
TileIndex tile
Tile index.
Definition tile_cmd.h:47
TileInfo::y
int y
Y position of the tile in unit coordinates.
Definition tile_cmd.h:45
TileTypeProcs
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:158
TownCache::population
uint32_t population
Current population of people.
Definition town.h:44
Town
Town data structure.
Definition town.h:54
Town::xy
TileIndex xy
town center tile
Definition town.h:55
Town::cache
TownCache cache
Container for all cacheable data.
Definition town.h:57
Vehicle
Vehicle data structure.
Definition vehicle_base.h:244
Vehicle::IsFrontEngine
debug_inline bool IsFrontEngine() const
Check if the vehicle is a front engine.
Definition vehicle_base.h:945
Vehicle::cargo_type
CargoID cargo_type
type of cargo this vehicle is carrying
Definition vehicle_base.h:342
Vehicle::Orders
IterateWrapper Orders() const
Returns an iterable ensemble of orders of a vehicle.
Definition vehicle_base.h:1084
Vehicle::owner
Owner owner
Which company owns the vehicle?
Definition vehicle_base.h:309
DeleteSubsidyWith
void DeleteSubsidyWith(SourceType type, SourceID index)
Delete the subsidies associated with a given cargo source type and id.
Definition subsidy.cpp:151
subsidy_func.h
Functions related to subsidies.
terraform_cmd.h
Command definitions related to terraforming.
IsTileFlat
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition tile_map.cpp:95
GetTileMaxZ
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:136
GetTileZ
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:116
GetTileMaxPixelZ
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition tile_map.h:312
GetTileType
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
GetAnimationFrame
uint8_t GetAnimationFrame(Tile t)
Get the current animation frame.
Definition tile_map.h:250
IsValidTile
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition tile_map.h:161
GetTropicZone
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition tile_map.h:238
SetAnimationFrame
void SetAnimationFrame(Tile t, uint8_t frame)
Set a new animation frame.
Definition tile_map.h:262
IsTileType
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
GetTileSlope
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
TileHeight
static debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
TROPICZONE_RAINFOREST
@ TROPICZONE_RAINFOREST
Rainforest tile.
Definition tile_type.h:79
TROPICZONE_DESERT
@ TROPICZONE_DESERT
Tile is desert.
Definition tile_type.h:78
TILE_SIZE
static const uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
INVALID_TILE
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:95
MP_TREES
@ MP_TREES
Tile got trees.
Definition tile_type.h:52
MP_STATION
@ MP_STATION
A tile of a station.
Definition tile_type.h:53
MP_CLEAR
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:48
MP_HOUSE
@ MP_HOUSE
A house by a town.
Definition tile_type.h:51
MP_INDUSTRY
@ MP_INDUSTRY
Part of an industry.
Definition tile_type.h:56
MP_VOID
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition tile_type.h:55
TileArea
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition tilearea_type.h:102
timer.h
Definition of Interval and OneShot timers.
timer_game_calendar.h
Definition of the game-calendar-timer.
timer_game_economy.h
Definition of the game-economy-timer.
timer_game_tick.h
Definition of the tick-based game-timer.
town.h
Base of the town class.
ClosestTownFromTile
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
Definition town_cmd.cpp:3896
TO_INDUSTRIES
@ TO_INDUSTRIES
industries
Definition transparency.h:26
IsTransparencySet
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...
Definition transparency.h:48
IsInvisibilitySet
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...
Definition transparency.h:59
TransportType
TransportType
Available types of transport.
Definition transport_type.h:19
tree_map.h
Map accessors for tree tiles.
GetTreeGrowth
TreeGrowthStage GetTreeGrowth(Tile t)
Returns the tree growth stage.
Definition tree_map.h:195
GetTreeGround
TreeGround GetTreeGround(Tile t)
Returns the groundtype for tree tiles.
Definition tree_map.h:102
TreeGrowthStage::Grown
@ Grown
Fully grown tree.
TREE_GROUND_SHORE
@ TREE_GROUND_SHORE
shore
Definition tree_map.h:56
EnsureNoVehicleOnGround
CommandCost EnsureNoVehicleOnGround(TileIndex tile)
Ensure there is no vehicle at the ground at the given position.
Definition vehicle.cpp:546
vehicle_func.h
Functions related to vehicles.
VEH_ROAD
@ VEH_ROAD
Road vehicle type.
Definition vehicle_type.h:25
VEH_AIRCRAFT
@ VEH_AIRCRAFT
Aircraft vehicle type.
Definition vehicle_type.h:27
VEH_SHIP
@ VEH_SHIP
Ship vehicle type.
Definition vehicle_type.h:26
VEH_TRAIN
@ VEH_TRAIN
Train vehicle type.
Definition vehicle_type.h:24
AddSortableSpriteToDraw
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:671
AddChildSpriteScreen
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:827
DrawGroundSprite
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:587
viewport_func.h
Functions related to (drawing on) viewports.
water.h
Functions related to water (management)
TileLoop_Water
void TileLoop_Water(TileIndex tile)
Let a water tile floods its diagonal adjoining tiles called from tunnelbridge_cmd,...
Definition water_cmd.cpp:1245
IsTileOnWater
bool IsTileOnWater(Tile t)
Tests if the tile was built on water.
Definition water_map.h:136
WaterClass
WaterClass
classes of water (for WATER_TILE_CLEAR water tile type).
Definition water_map.h:39
WATER_CLASS_INVALID
@ WATER_CLASS_INVALID
Used for industry tiles on land (also for oilrig if newgrf says so).
Definition water_map.h:43
HasTileWaterClass
bool HasTileWaterClass(Tile t)
Checks whether the tile has an waterclass associated.
Definition water_map.h:101
GetWaterClass
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition water_map.h:112
IsWaterTile
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition water_map.h:190
CloseWindowById
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:1140
InvalidateWindowData
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:3219
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3101
window_func.h
Window functions not directly related to making/drawing windows.
WC_INDUSTRY_DIRECTORY
@ WC_INDUSTRY_DIRECTORY
Industry directory; Window numbers:
Definition window_type.h:266
WC_INDUSTRY_VIEW
@ WC_INDUSTRY_VIEW
Industry view; Window numbers:
Definition window_type.h:363
WC_BUILD_INDUSTRY
@ WC_BUILD_INDUSTRY
Build industry; Window numbers:
Definition window_type.h:441