summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authoralberth <alberth@openttd.org>2010-11-13 15:04:58 +0000
committeralberth <alberth@openttd.org>2010-11-13 15:04:58 +0000
commite861487bcb050a74058ca8c2723541c029089dd2 (patch)
treee59d0328a183e1a138f8f916c2c66b006b3b738e
parent1bf94674dfb507849bc5f6c7dffc112cdf89b308 (diff)
downloadopenttd-e861487bcb050a74058ca8c2723541c029089dd2.tar.xz
(svn r21167) -Codechange: Use IndustryBuildData::builddata instead of a local variable.
-rw-r--r--src/industry.h9
-rw-r--r--src/industry_cmd.cpp68
2 files changed, 49 insertions, 28 deletions
diff --git a/src/industry.h b/src/industry.h
index cdf9d0c78..1c1637946 100644
--- a/src/industry.h
+++ b/src/industry.h
@@ -143,10 +143,19 @@ void ReleaseDisastersTargetingIndustry(IndustryID);
#define FOR_ALL_INDUSTRIES_FROM(var, start) FOR_ALL_ITEMS_FROM(Industry, industry_index, var, start)
#define FOR_ALL_INDUSTRIES(var) FOR_ALL_INDUSTRIES_FROM(var, 0)
+/** Data for managing the number of industries of a single industry type. */
+struct IndustryTypeBuildData {
+ uint32 probability; ///< Relative probability of building this industry.
+
+ void GetIndustryTypeData(IndustryType it);
+};
+
/**
* Data for managing the number and type of industries in the game.
*/
struct IndustryBuildData {
+ IndustryTypeBuildData builddata[NUM_INDUSTRYTYPES]; ///< Industry build data for every industry type.
+
void TryBuildNewIndustry();
};
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index 6b19bc447..156d67d6d 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -1871,6 +1871,8 @@ static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *forc
*/
static uint16 GetIndustryGamePlayProbability(IndustryType it)
{
+ if (_settings_game.difficulty.number_industries == 0) return 0;
+
const IndustrySpec *ind_spc = GetIndustrySpec(it);
byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
@@ -2043,48 +2045,58 @@ void Industry::RecomputeProductionMultipliers()
this->production_rate[1] = min(CeilDiv(indspec->production_rate[1] * this->prod_level, PRODLEVEL_DEFAULT), 0xFF);
}
-/** Simple helper that will collect data for the generation of industries */
-struct ProbabilityHelper {
- uint16 prob; ///< probability
- IndustryType ind; ///< Industry id.
-};
+
+/**
+ * Set the #probability field for the industry type \a it for a running game.
+ * @param it Industry type.
+ */
+void IndustryTypeBuildData::GetIndustryTypeData(IndustryType it)
+{
+ this->probability = GetIndustryGamePlayProbability(it);
+}
/**
* Try to create a random industry, during gameplay
*/
void IndustryBuildData::TryBuildNewIndustry()
{
- uint num = 0;
- ProbabilityHelper cumulative_probs[NUM_INDUSTRYTYPES]; // probability collector
- uint16 probability_max = 0;
-
/* Generate a list of all possible industries that can be built. */
for (IndustryType j = 0; j < NUM_INDUSTRYTYPES; j++) {
- uint16 chance = GetIndustryGamePlayProbability(j);
+ this->builddata[j].GetIndustryTypeData(j);
+ }
+
+ uint count = 0; // Number of industry types eligible for build.
+ uint32 total_prob = 0; // Sum of probabilities.
+ for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
+ uint32 chance = this->builddata[it].probability;
if (chance > 0) {
- probability_max += chance;
- /* adds the result for this industry */
- cumulative_probs[num].ind = j;
- cumulative_probs[num++].prob = probability_max;
+ total_prob += chance;
+ count++;
}
}
- /* Abort if there is no industry buildable */
- if (probability_max == 0) return;
+ if (count >= 1) {
+ /* Pick a weighted random industry to build.
+ * For the case that count == 1, there is no need to draw a random number. */
+ IndustryType it;
+ /* Select an industry type to build (weighted random). */
+ uint32 r = 0; // Initialized to silence the compiler.
+ if (count > 1) r = RandomRange(total_prob);
+ for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
+ uint32 chance = this->builddata[it].probability;
+ if (chance == 0) continue;
+ if (count == 1) break;
+ if (r < chance) break;
+ r -= chance;
+ }
+ assert(it < NUM_INDUSTRYTYPES);
- /* Find a random type, with maximum being what has been evaluate above*/
- IndustryType rndtype = RandomRange(probability_max);
- IndustryType j;
- 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 the industry. */
+ const Industry *ind = PlaceIndustry(it, IACT_RANDOMCREATION, false);
+ if (ind != NULL) {
+ AdvertiseIndustryOpening(ind);
+ }
}
-
- /* try to create 2000 times this industry */
- const Industry *ind = PlaceIndustry(cumulative_probs[j].ind, IACT_RANDOMCREATION, false);
- if (ind == NULL) return;
-
- AdvertiseIndustryOpening(ind);
}
/**