diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -1470,7 +1470,9 @@ int32 CmdBuildIndustry(TileIndex tile, u indspec = GetIndustrySpec(p1); /* Check if the to-be built/founded industry is available for this climate. */ - if (!HASBIT(indspec->climate_availability, _opt_ptr->landscape)) return CMD_ERROR; + 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) @@ -1554,20 +1556,20 @@ void GenerateIndustries() /* Find the total amount of industries */ for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) { - int num; ind_spc = GetIndustrySpec(it); - chance = ind_spc->appear_creation[_opt.landscape]; + if (ind_spc->enabled) { + chance = ind_spc->appear_creation[_opt.landscape]; + if (chance > 0) { + /* once the chance of appearance is determind, it have to be scaled by + * the difficulty level. The "chance" in question is more an index into + * the _numof_industry_table,in fact */ + int num = _numof_industry_table[_opt.diff.number_industries][chance]; - if (chance > 0) { - /* once the chance of appearance is determind, it have to be scaled by - * the difficulty level. The "chance" in question is more an index into - * the _numof_industry_table,in fact */ - num = _numof_industry_table[_opt.diff.number_industries][chance]; - - /* These are always placed next to the coastline, so we scale by the perimeter instead. */ - num = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); - i += num; + /* These are always placed next to the coastline, so we scale by the perimeter instead. */ + num = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); + i += num; + } } } @@ -1579,8 +1581,11 @@ void GenerateIndustries() * for this landscape. * @todo : Do we really have to pass chance as un-scaled value, since we've already * processed that scaling above? No, don't think so. Will find a way. */ - chance = GetIndustrySpec(it)->appear_creation[_opt.landscape]; - if (chance > 0) PlaceInitialIndustry(it, chance); + ind_spc = GetIndustrySpec(it); + if (ind_spc->enabled) { + chance = ind_spc->appear_creation[_opt.landscape]; + if (chance > 0) PlaceInitialIndustry(it, chance); + } }; }