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authorfrosch <frosch@openttd.org>2010-02-06 20:50:50 +0000
committerfrosch <frosch@openttd.org>2010-02-06 20:50:50 +0000
commit3c7dff4270f83fa8e84f23a38c94f3a4c5b26942 (patch)
tree769d1517dcbb51b68581b89265312370c6949460
parent69184fdc79d58fa82a6e4baa53dfe35e0239548e (diff)
downloadopenttd-3c7dff4270f83fa8e84f23a38c94f3a4c5b26942.tar.xz
(svn r19051) -Codechange: Variable scope.
-rw-r--r--src/industry_cmd.cpp19
1 files changed, 7 insertions, 12 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index 4ec994fb3..7738fc305 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -1802,21 +1802,16 @@ static void PlaceInitialIndustry(IndustryType type, uint amount)
* It will scale the amount of industries by map size as well as difficulty level */
void GenerateIndustries()
{
- uint i = 0;
- uint8 chance;
- IndustryType it;
- const IndustrySpec *ind_spc;
-
+ uint total_amount = 0;
uint industry_counts[NUM_INDUSTRYTYPES];
memset(industry_counts, 0, sizeof(industry_counts));
/* Find the total amount of industries */
if (_settings_game.difficulty.number_industries > 0) {
- for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
-
- ind_spc = GetIndustrySpec(it);
+ for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
+ const IndustrySpec *ind_spc = GetIndustrySpec(it);
- chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
+ uint8 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
if (ind_spc->enabled && chance > 0 && ind_spc->num_table > 0 && CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
/* 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
@@ -1826,15 +1821,15 @@ void GenerateIndustries()
/* These are always placed next to the coastline, so we scale by the perimeter instead. */
num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
industry_counts[it] = num;
- i += num;
+ total_amount += num;
}
}
}
- SetGeneratingWorldProgress(GWP_INDUSTRY, i);
+ SetGeneratingWorldProgress(GWP_INDUSTRY, total_amount);
if (_settings_game.difficulty.number_industries > 0) {
- for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
+ for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
/* Once the number of industries has been determined, let's really create them. */
if (industry_counts[it] > 0) PlaceInitialIndustry(it, industry_counts[it]);
}