@@ -1236,9 +1236,9 @@ static bool CheckIfIndustryTilesAreFree(
refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
}
if (ind_behav & (INDUSTRYBEH_ONLY_INTOWN | INDUSTRYBEH_TOWN1200_MORE)) {
if (ind_behav & (INDUSTRYBEH_ONLY_INTOWN)) {
if (!IsTileType(cur_tile, MP_HOUSE)) {
_error_message = STR_029D_CAN_ONLY_BE_BUILT_IN_TOWNS;
_error_message = STR_030D_CAN_ONLY_BE_BUILT_IN_TOWNS;
return false;
if (CmdFailed(DoCommand(cur_tile, 0, 0, 0, CMD_LANDSCAPE_CLEAR))) return false;
@@ -1253,7 +1253,7 @@ static bool CheckIfIndustryTilesAreFree(
/* It is almost impossible to have a fully flat land in TG, so what we
* do is that we check if we can make the land flat later on. See
* CheckIfCanLevelIndustryPlatform(). */
return !refused_slope || (_patches.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape);
return !refused_slope || (_patches.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
@@ -1558,7 +1558,7 @@ static Industry *CreateNewIndustryHelper
if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
if (!custom_shape_check && _patches.land_generator == LG_TERRAGENESIS && _generating_world && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
if (!custom_shape_check && _patches.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
if (!CheckIfTooCloseToIndustry(tile, type)) return NULL;
const Town *t = CheckMultipleIndustryInTown(tile, type);
@@ -26,30 +26,6 @@
#include "newgrf_text.h"
#include "date.h"
extern Industry *CreateNewIndustry(TileIndex tile, IndustryType type);
/**
* Search callback function for TryBuildIndustry
* @param tile to test
* @param data that is passed by the caller. In this case, the type of industry been tested
* @return the success (or not) of the operation
*/
static bool SearchTileForIndustry(TileIndex tile, uint32 data)
{
return CreateNewIndustry(tile, data) != NULL;
* Perform a 9*9 tiles circular search around a tile
* in order to find a suitable zone to create the desired industry
* @param tile to start search for
* @param type of the desired industry
static bool TryBuildIndustry(TileIndex tile, int type)
return CircularTileSearch(tile, 9, SearchTileForIndustry, type);
bool _ignore_restrictions;
/** Names of the widgets of the dynamic place industries gui */
@@ -307,7 +283,7 @@ static void BuildDynamicIndustryWndProc(
_current_player = OWNER_NONE;
_generating_world = true;
_ignore_restrictions = true;
success = TryBuildIndustry(e->we.place.tile, WP(w, fnd_d).select);
success = DoCommandP(e->we.place.tile, WP(w, fnd_d).select, InteractiveRandomRange(indsp->num_table), NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
if (!success) {
SetDParam(0, indsp->name);
ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
Status change: