@@ -1625,75 +1625,79 @@ static Industry *CreateNewIndustryHelper
/** Build/Fund an industry
* @param tile tile where industry is built
* @param flags of operations to conduct
* @param p1 various bitstuffed elements
* - p1 = (bit 0 - 15) - industry type see build_industry.h and see industry.h
* - p1 = (bit 16 - 31) - first layout to try
* @param p2 seed to use for variable 8F
* @return index of the newly create industry, or CMD_ERROR if it failed
*/
CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
const IndustrySpec *indspec = GetIndustrySpec(GB(p1, 0, 16));
const Industry *ind = NULL;
/* Check if the to-be built/founded industry is available for this climate. */
if (!indspec->enabled) {
return CMD_ERROR;
}
/* If the patch 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 && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
if (flags & DC_EXEC) {
/* 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) {
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
tile = RandomTile();
const Industry *ind = CreateNewIndustryHelper(tile, p1, flags, indspec, RandomRange(indspec->num_table), p2);
ind = CreateNewIndustryHelper(tile, p1, flags, indspec, RandomRange(indspec->num_table), p2);
if (ind != NULL) {
SetDParam(0, indspec->name);
if (indspec->new_industry_text > STR_LAST_STRINGID) {
SetDParam(1, STR_TOWN);
SetDParam(2, ind->town->index);
} else {
SetDParam(1, ind->town->index);
AddNewsItem(indspec->new_industry_text,
NS_OPENCLOSE, ind->xy, 0);
break;
int count = indspec->num_table;
const IndustryTileTable * const *itt = indspec->table;
int num = Clamp(GB(p1, 16, 16), 0, count - 1);
_error_message = STR_0239_SITE_UNSUITABLE;
do {
if (--count < 0) return CMD_ERROR;
if (--num < 0) num = indspec->num_table - 1;
} while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, p1));
if (CreateNewIndustryHelper(tile, p1, flags, indspec, num, p2) == NULL) return CMD_ERROR;
ind = CreateNewIndustryHelper(tile, p1, flags, indspec, num, p2);
if (ind == NULL) return CMD_ERROR;
if (flags & DC_EXEC && _game_mode != GM_EDITOR && ind != NULL) {
AddNewsItem(indspec->new_industry_text, NS_OPENCLOSE, ind->xy, 0);
return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
const IndustrySpec *indspec = GetIndustrySpec(type);
uint32 seed = Random();
return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed);
Status change: