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@@ -1662,83 +1662,81 @@ static Industry *CreateNewIndustryHelper
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return i;
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}
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/* We need to return a non-NULL pointer to tell we have created an industry.
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* However, we haven't created a real one (no DC_EXEC), so return a fake one. */
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return (Industry *)-1;
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}
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/** Build/Fund an industry
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* @param tile tile where industry is built
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* @param flags of operations to conduct
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* @param p1 various bitstuffed elements
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* - p1 = (bit 0 - 15) - industry type see build_industry.h and see industry.h
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* - p1 = (bit 16 - 31) - first layout to try
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* - p1 = (bit 0 - 7) - industry type see build_industry.h and see industry.h
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* - p1 = (bit 8 - 15) - first layout to try
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* @param p2 seed to use for variable 8F
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* @return index of the newly create industry, or CMD_ERROR if it failed
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*/
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CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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IndustryType it = GB(p1, 0, 16);
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IndustryType it = GB(p1, 0, 8);
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if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR;
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const IndustrySpec *indspec = GetIndustrySpec(it);
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const Industry *ind = NULL;
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/* Check if the to-be built/founded industry is available for this climate. */
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if (!indspec->enabled) {
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return CMD_ERROR;
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}
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if (!indspec->enabled) return CMD_ERROR;
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/* If the setting 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 (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
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return CMD_ERROR;
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}
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const Industry *ind = NULL;
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if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
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if (flags & DC_EXEC) {
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/* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
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CompanyID founder = _current_company;
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_current_company = OWNER_TOWN;
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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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/* We should not have more than one Random() in a function call
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* because parameter evaluation order is not guaranteed in the c++ standard
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*/
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tile = RandomTile();
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ind = CreateNewIndustryHelper(tile, p1, flags, indspec, RandomRange(indspec->num_table), p2, founder);
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ind = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), p2, founder);
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if (ind != NULL) {
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break;
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}
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}
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}
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_current_company = founder;
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}
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} else {
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int count = indspec->num_table;
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const IndustryTileTable * const *itt = indspec->table;
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int num = GB(p1, 16, 16);
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int num = GB(p1, 8, 8);
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if (num >= count) return CMD_ERROR;
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_error_message = STR_ERROR_SITE_UNSUITABLE;
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do {
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if (--count < 0) return CMD_ERROR;
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if (--num < 0) num = indspec->num_table - 1;
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} while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, p1));
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} while (!CheckIfIndustryTilesAreFree(tile, itt[num], num, it));
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ind = CreateNewIndustryHelper(tile, p1, flags, indspec, num, p2, _current_company);
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ind = CreateNewIndustryHelper(tile, it, flags, indspec, num, p2, _current_company);
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if (ind == NULL) return CMD_ERROR;
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}
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if ((flags & DC_EXEC) && _game_mode != GM_EDITOR && ind != NULL) {
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SetDParam(0, indspec->name);
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if (indspec->new_industry_text > STR_LAST_STRINGID) {
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SetDParam(1, STR_TOWN_NAME);
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SetDParam(2, ind->town->index);
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} else {
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SetDParam(1, ind->town->index);
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}
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AddIndustryNewsItem(indspec->new_industry_text, NS_INDUSTRY_OPEN, ind->index);
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