File diff r16230:032df4c5f973 → r16231:76e02ca8f4e5
src/industry_cmd.cpp
Show inline comments
 
@@ -1308,17 +1308,18 @@ bool IsSlopeRefused(Slope current, Slope
 
 * Are the tiles of the industry free?
 
 * @param tile                     Position to check.
 
 * @param it                       Industry tiles table.
 
 * @param itspec_index             The index of the itsepc to build/fund
 
 * @param type                     Type of the industry.
 
 * @param initial_random_bits      The random bits the industry is going to have after construction.
 
 * @param founder Industry founder
 
 * @param founder                  Industry founder
 
 * @param creation_type            The circumstances the industry is created under.
 
 * @param [out] custom_shape_check Perform custom check for the site.
 
 * @return Failed or succeeded command.
 
 */
 
static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, Owner founder, bool *custom_shape_check = NULL)
 
static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type, bool *custom_shape_check = NULL)
 
{
 
	bool refused_slope = false;
 
	bool custom_shape = false;
 

	
 
	do {
 
		IndustryGfx gfx = GetTranslatedIndustryTileID(it->gfx);
 
@@ -1344,13 +1345,13 @@ static CommandCost CheckIfIndustryTilesA
 

	
 
			/* Perform land/water check if not disabled */
 
			if (!HasBit(its->slopes_refused, 5) && ((HasTileWaterClass(cur_tile) && IsTileOnWater(cur_tile)) == !(ind_behav & INDUSTRYBEH_BUILT_ONWATER))) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
 

	
 
			if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
 
				custom_shape = true;
 
				CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder);
 
				CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits, founder, creation_type);
 
				if (ret.Failed()) return ret;
 
			} else {
 
				Slope tileh = GetTileSlope(cur_tile, NULL);
 
				refused_slope |= IsSlopeRefused(tileh, its->slopes_refused);
 
			}
 

	
 
@@ -1670,32 +1671,33 @@ static void DoCreateNewIndustry(Industry
 
 * @param flags of operations to conduct
 
 * @param indspec pointer to industry specifications
 
 * @param itspec_index the index of the itsepc to build/fund
 
 * @param seed random seed (possibly) used by industries
 
 * @param initial_random_bits The random bits the industry is going to have after construction.
 
 * @param founder Founder of the industry
 
 * @param creation_type The circumstances the industry is created under.
 
 * @param [out] ip Pointer to store newly created industry.
 
 * @return Succeeded or failed command.
 
 *
 
 * @post \c *ip contains the newly created industry if all checks are successful and the \a flags request actual creation, else it contains \c NULL afterwards.
 
 */
 
static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, Industry **ip)
 
static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, IndustryAvailabilityCallType creation_type, Industry **ip)
 
{
 
	assert(itspec_index < indspec->num_table);
 
	const IndustryTileTable *it = indspec->table[itspec_index];
 
	bool custom_shape_check = false;
 

	
 
	*ip = NULL;
 

	
 
	SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
 
	CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, &custom_shape_check);
 
	CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, founder, creation_type, &custom_shape_check);
 
	_cleared_object_areas = object_areas;
 
	if (ret.Failed()) return ret;
 

	
 
	if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
 
		ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder);
 
		ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits, founder, creation_type);
 
	} else {
 
		ret = _check_new_industry_procs[indspec->check_proc](tile);
 
	}
 
	if (ret.Failed()) return ret;
 

	
 
	if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world &&
 
@@ -1772,13 +1774,13 @@ CommandCost CmdBuildIndustry(TileIndex t
 
			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();
 
					CommandCost ret = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), random_var8f, random_initial_bits, cur_company.GetOriginalValue(), &ind);
 
					CommandCost ret = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind);
 
					if (ret.Succeeded()) break;
 
				}
 
			}
 
			cur_company.Restore();
 
		}
 
	} else {
 
@@ -1789,17 +1791,17 @@ CommandCost CmdBuildIndustry(TileIndex t
 

	
 
		CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
 
		SmallVector<ClearedObjectArea, 1> object_areas(_cleared_object_areas);
 
		do {
 
			if (--count < 0) return ret;
 
			if (--num < 0) num = indspec->num_table - 1;
 
			ret = CheckIfIndustryTilesAreFree(tile, itt[num], num, it, random_initial_bits, _current_company);
 
			ret = CheckIfIndustryTilesAreFree(tile, itt[num], num, it, random_initial_bits, _current_company, IACT_USERCREATION);
 
			_cleared_object_areas = object_areas;
 
		} while (ret.Failed());
 

	
 
		ret = CreateNewIndustryHelper(tile, it, flags, indspec, num, random_var8f, random_initial_bits, _current_company, &ind);
 
		ret = CreateNewIndustryHelper(tile, it, flags, indspec, num, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind);
 
		if (ret.Failed()) return ret;
 
	}
 

	
 
	if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) {
 
		/* Created a new industry in-game, advertise the event. */
 
		SetDParam(0, indspec->name);
 
@@ -1814,20 +1816,27 @@ CommandCost CmdBuildIndustry(TileIndex t
 
	}
 

	
 
	return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost());
 
}
 

	
 

	
 
static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
 
/**
 
 * Create a new industry of random layout.
 
 * @param tile The location to build the industry.
 
 * @param type The industry type to build.
 
 * @param creation_type The circumstances the industry is created under.
 
 * @return the created industry or NULL if it failed.
 
 */
 
static Industry *CreateNewIndustry(TileIndex tile, IndustryType type, IndustryAvailabilityCallType creation_type)
 
{
 
	const IndustrySpec *indspec = GetIndustrySpec(type);
 

	
 
	uint32 seed = Random();
 
	uint32 seed2 = Random();
 
	Industry *i = NULL;
 
	CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, &i);
 
	CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, creation_type, &i);
 
	assert(i != NULL || ret.Failed());
 
	return i;
 
}
 

	
 
/**
 
 * Compute the appearance probability for an industry during map creation.
 
@@ -1915,17 +1924,17 @@ static void AdvertiseIndustryOpening(Ind
 
 * Since there is no feedback why placement fails, there is no other option
 
 * than to try a few times before concluding it does not work.
 
 * @param type     Industry type of the desired industry.
 
 * @param try_hard Try very hard to find a place. (Used to place at least one industry per type.)
 
 * @return Pointer to created industry, or \c NULL if creation failed.
 
 */
 
static Industry *PlaceIndustry(IndustryType type, bool try_hard)
 
static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType creation_type, bool try_hard)
 
{
 
	uint tries = try_hard ? 10000u : 2000u;
 
	for (; tries > 0; tries--) {
 
		Industry *ind = CreateNewIndustry(RandomTile(), type);
 
		Industry *ind = CreateNewIndustry(RandomTile(), type, creation_type);
 
		if (ind != NULL) return ind;
 
	}
 
	return NULL;
 
}
 

	
 
/**
 
@@ -1935,13 +1944,13 @@ static Industry *PlaceIndustry(IndustryT
 
 */
 
static void PlaceInitialIndustry(IndustryType type, bool try_hard)
 
{
 
	Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
 

	
 
	IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
 
	PlaceIndustry(type, try_hard);
 
	PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
 

	
 
	cur_company.Restore();
 
}
 

	
 
/**
 
 * This function will create random industries during game creation.
 
@@ -2067,13 +2076,13 @@ static void MaybeNewIndustry()
 
	for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
 
		/* and choose the index of the industry that matches as close as possible this random type */
 
		if (cumulative_probs[j].prob >= rndtype) break;
 
	}
 

	
 
	/* try to create 2000 times this industry */
 
	Industry *ind = PlaceIndustry(cumulative_probs[j].ind, false);
 
	Industry *ind = PlaceIndustry(cumulative_probs[j].ind, IACT_RANDOMCREATION, false);
 
	if (ind == NULL) return;
 

	
 
	AdvertiseIndustryOpening(ind);
 
}
 

	
 
/**