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@ -1490,26 +1490,29 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
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* @param type of industry to build
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* @param flags of operations to conduct
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* @param indspec pointer to industry specifications
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* @param it pointer to list of tile type to build
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* @param itspec_index the index of the itsepc to build/fund
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* @return the pointer of the newly created industry, or NULL if it failed
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*/
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static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint32 flags, const IndustrySpec *indspec, const IndustryTileTable *it)
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static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint32 flags, const IndustrySpec *indspec, uint itspec_index)
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{
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const Town *t;
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Industry *i;
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const IndustryTileTable *it = indspec->table[itspec_index];
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if (HASBIT(GetIndustrySpec(type)->callback_flags, CBM_IND_LOCATION)) {
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if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index)) return NULL;
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/* TODO: what with things like quarries and other stuff that must not be on level ground? */
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}
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if (!CheckIfIndustryTilesAreFree(tile, it, type)) return NULL;
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if (_patches.land_generator == LG_TERRAGENESIS && _generating_world && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
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if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
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if (!CheckIfTooCloseToIndustry(tile, type)) return NULL;
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t = CheckMultipleIndustryInTown(tile, type);
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const Town *t = CheckMultipleIndustryInTown(tile, type);
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if (t == NULL) return NULL;
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if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
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if (!CheckSuitableIndustryPos(tile)) return NULL;
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i = AllocateIndustry();
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Industry *i = AllocateIndustry();
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if (i == NULL) return NULL;
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if (flags & DC_EXEC) {
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@ -1545,19 +1548,19 @@ CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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/* If the patch for raw-material industries is not on, you cannot build raw-material industries.
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* Raw material industries are industries that do not accept cargo (at least for now) */
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if (_patches.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
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if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
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return CMD_ERROR;
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}
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if (_patches.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
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if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
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if (flags & DC_EXEC) {
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/* Prospecting has a chance to fail, however we cannot guarantee that something can
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* be built on the map, so the chance gets lower when the map is fuller, but there
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* is nothing we can really do about that. */
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if (Random() <= indspec->prospecting_chance) {
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for (int i = 0; i < 5000; i++) {
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const IndustryTileTable *it = indspec->table[RandomRange(indspec->num_table)];
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const Industry *ind = CreateNewIndustryHelper(RandomTile(), p1, flags, indspec, it);
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uint tilespec_index = RandomRange(indspec->num_table);
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const Industry *ind = CreateNewIndustryHelper(RandomTile(), p1, flags, indspec, tilespec_index);
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if (ind != NULL) {
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SetDParam(0, indspec->name);
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SetDParam(1, ind->town->index);
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@ -1577,7 +1580,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (--num < 0) return_cmd_error(STR_0239_SITE_UNSUITABLE);
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} while (!CheckIfIndustryTilesAreFree(tile, it = itt[num], p1));
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if (CreateNewIndustryHelper(tile, p1, flags, indspec, it) == NULL) return CMD_ERROR;
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if (CreateNewIndustryHelper(tile, p1, flags, indspec, num) == NULL) return CMD_ERROR;
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}
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return CommandCost(indspec->GetConstructionCost());
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@ -1587,9 +1590,8 @@ CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
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{
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const IndustrySpec *indspec = GetIndustrySpec(type);
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const IndustryTileTable *it = indspec->table[RandomRange(indspec->num_table)];
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return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, it);
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return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table));
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}
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static const byte _numof_industry_table[5][11] = {
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