Changeset - r19680:46fc084fceea
[Not reviewed]
master
0 5 0
zuu - 12 years ago 2012-10-22 18:56:21
zuu@openttd.org
(svn r24623) -Feature: Allow GameScripts to construct and prospect industries without having a sponsor
5 files changed with 27 insertions and 16 deletions:
0 comments (0 inline, 0 general)
src/command.cpp
Show inline comments
 
@@ -242,7 +242,7 @@ static const Command _command_proc_table
 

	
 
	DEF_CMD(CmdChangeServiceInt,                               0, CMDT_VEHICLE_MANAGEMENT    ), // CMD_CHANGE_SERVICE_INT
 

	
 
	DEF_CMD(CmdBuildIndustry,                                  0, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_INDUSTRY
 
	DEF_CMD(CmdBuildIndustry,                          CMD_DEITY, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_INDUSTRY
 
	DEF_CMD(CmdSetCompanyManagerFace,                          0, CMDT_OTHER_MANAGEMENT      ), // CMD_SET_COMPANY_MANAGER_FACE
 
	DEF_CMD(CmdSetCompanyColour,                               0, CMDT_OTHER_MANAGEMENT      ), // CMD_SET_COMPANY_COLOUR
 

	
src/industry_cmd.cpp
Show inline comments
 
@@ -1827,6 +1827,7 @@ static CommandCost CreateNewIndustryHelp
 
 * @param p1 various bitstuffed elements
 
 * - p1 = (bit  0 -  7) - industry type see build_industry.h and see industry.h
 
 * - p1 = (bit  8 - 15) - first layout to try
 
 * - p1 = (bit 16     ) - 0 = prospect, 1 = fund (only valid if current company is DEITY)
 
 * @param p2 seed to use for desyncfree randomisations
 
 * @param text unused
 
 * @return the cost of this operation or an error
 
@@ -1843,11 +1844,11 @@ CommandCost CmdBuildIndustry(TileIndex t
 

	
 
	/* If the setting for raw-material industries is not on, you cannot build raw-material industries.
 
	 * Raw material industries are industries that do not accept cargo (at least for now) */
 
	if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
 
	if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
 
		return CMD_ERROR;
 
	}
 

	
 
	if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, IACT_USERCREATION, 1) == 0) {
 
	if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) {
 
		return CMD_ERROR;
 
	}
 

	
 
@@ -1857,16 +1858,17 @@ CommandCost CmdBuildIndustry(TileIndex t
 
	uint32 random_var8f = randomizer.Next();
 
	int num_layouts = indspec->num_table;
 
	CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
 
	const bool deity_prospect = _current_company == OWNER_DEITY && !HasBit(p1, 16);
 

	
 
	Industry *ind = NULL;
 
	if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
 
	if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) {
 
		if (flags & DC_EXEC) {
 
			/* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
 
			Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
 
			/* Prospecting has a chance to fail, however we cannot guarantee that something can
 
			 * be built on the map, so the chance gets lower when the map is fuller, but there
 
			 * is nothing we can really do about that. */
 
			if (Random() <= indspec->prospecting_chance) {
 
			if (deity_prospect || Random() <= indspec->prospecting_chance) {
 
				for (int i = 0; i < 5000; i++) {
 
					/* We should not have more than one Random() in a function call
 
					 * because parameter evaluation order is not guaranteed in the c++ standard
 
@@ -1877,7 +1879,7 @@ CommandCost CmdBuildIndustry(TileIndex t
 
					/* Check now each layout, starting with the random one */
 
					for (int j = 0; j < num_layouts; j++) {
 
						layout = (layout + 1) % num_layouts;
 
						ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind);
 
						ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_PROSPECTCREATION, &ind);
 
						if (ret.Succeeded()) break;
 
					}
 
					if (ret.Succeeded()) break;
 
@@ -1892,7 +1894,7 @@ CommandCost CmdBuildIndustry(TileIndex t
 
		/* Check subsequently each layout, starting with the given layout in p1 */
 
		for (int i = 0; i < num_layouts; i++) {
 
			layout = (layout + 1) % num_layouts;
 
			ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind);
 
			ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind);
 
			if (ret.Succeeded()) break;
 
		}
 

	
src/script/api/game_changelog.hpp
Show inline comments
 
@@ -29,6 +29,7 @@
 
 * \li GSStation::IsAirportClosed
 
 * \li GSStation::OpenCloseAirport
 
 * \li GSController::Break
 
 * \li GSIndustryType::BuildIndustry, GSIndustryType::CanBuildIndustry, GSIndustryType::ProspectIndustry and GSIndustryType::CanProspectIndustry when outside GSCompanyMode scope
 
 *
 
 * \b 1.2.2
 
 *
src/script/api/script_industrytype.cpp
Show inline comments
 
@@ -94,7 +94,9 @@
 
{
 
	if (!IsValidIndustryType(industry_type)) return false;
 

	
 
	if (::GetIndustryProbabilityCallback(industry_type, IACT_USERCREATION, 1) == 0) return false;
 
	const bool deity = ScriptObject::GetCompany() == OWNER_DEITY;
 
	if (::GetIndustryProbabilityCallback(industry_type, deity ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) return false;
 
	if (deity) return true;
 
	if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true;
 

	
 
	/* raw_industry_construction == 1 means "Build as other industries" */
 
@@ -105,26 +107,25 @@
 
{
 
	if (!IsValidIndustryType(industry_type)) return false;
 

	
 
	if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
 
	if (::GetIndustryProbabilityCallback(industry_type, IACT_USERCREATION, 1) == 0) return false;
 
	const bool deity = ScriptObject::GetCompany() == OWNER_DEITY;
 
	if (!deity && !::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
 
	if (::GetIndustryProbabilityCallback(industry_type, deity ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) return false;
 

	
 
	/* raw_industry_construction == 2 means "prospect" */
 
	return _settings_game.construction.raw_industry_construction == 2;
 
	return deity || _settings_game.construction.raw_industry_construction == 2;
 
}
 

	
 
/* static */ bool ScriptIndustryType::BuildIndustry(IndustryType industry_type, TileIndex tile)
 
{
 
	EnforcePrecondition(false, ScriptObject::GetCompany() != OWNER_DEITY);
 
	EnforcePrecondition(false, CanBuildIndustry(industry_type));
 
	EnforcePrecondition(false, ScriptMap::IsValidTile(tile));
 

	
 
	uint32 seed = ::InteractiveRandom();
 
	return ScriptObject::DoCommand(tile, (::InteractiveRandomRange(::GetIndustrySpec(industry_type)->num_table) << 8) | industry_type, seed, CMD_BUILD_INDUSTRY);
 
	return ScriptObject::DoCommand(tile, (1 << 16) | (::InteractiveRandomRange(::GetIndustrySpec(industry_type)->num_table) << 8) | industry_type, seed, CMD_BUILD_INDUSTRY);
 
}
 

	
 
/* static */ bool ScriptIndustryType::ProspectIndustry(IndustryType industry_type)
 
{
 
	EnforcePrecondition(false, ScriptObject::GetCompany() != OWNER_DEITY);
 
	EnforcePrecondition(false, CanProspectIndustry(industry_type));
 

	
 
	uint32 seed = ::InteractiveRandom();
src/script/api/script_industrytype.hpp
Show inline comments
 
@@ -113,6 +113,9 @@ public:
 
	 * @pre IsValidIndustryType(industry_type).
 
	 * @return True if you can build this type of industry at locations of your choice.
 
	 * @note Returns false if you can only prospect this type of industry, or not build it at all.
 
	 * @game @note If no valid ScriptCompanyMode active in scope, the script can
 
	 * @game build as long as the industry type can be built. (a NewGRF can for example
 
	 * @game reject construction based on current year)
 
	 */
 
	static bool CanBuildIndustry(IndustryType industry_type);
 

	
 
@@ -123,6 +126,9 @@ public:
 
	 * @return True if you can prospect this type of industry.
 
	 * @note If the setting "Manual primary industry construction method" is set
 
	 * to either "None" or "as other industries" this function always returns false.
 
	 * @game @note If no valid ScriptCompanyMode active in scope, the script can
 
	 * @game prospect as long as the industry type can be built. (a NewGRF can for
 
	 * @game example reject construction based on current year)
 
	 */
 
	static bool CanProspectIndustry(IndustryType industry_type);
 

	
 
@@ -131,7 +137,6 @@ public:
 
	 * @param industry_type The type of the industry to build.
 
	 * @param tile The tile to build the industry on.
 
	 * @pre CanBuildIndustry(industry_type).
 
	 * @game @pre Valid ScriptCompanyMode active in scope.
 
	 * @return True if the industry was successfully build.
 
	 */
 
	static bool BuildIndustry(IndustryType industry_type, TileIndex tile);
 
@@ -141,10 +146,12 @@ public:
 
	 * an industry on a random place on the map.
 
	 * @param industry_type The type of the industry.
 
	 * @pre CanProspectIndustry(industry_type).
 
	 * @game @pre Valid ScriptCompanyMode active in scope.
 
	 * @return True if no error occurred while trying to prospect.
 
	 * @note Even if true is returned there is no guarantee a new industry is build.
 
	 * @note If true is returned the money is paid, whether a new industry was build or not.
 
	 * @game @note if no valid ScriptCompanyMode exist in scope, prospection will not fail
 
	 * @game due to the general chance that prospection may fail. However prospection can still
 
	 * @game fail if OpenTTD is unable to find a suitable location to place the industry.
 
	 */
 
	static bool ProspectIndustry(IndustryType industry_type);
 

	
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