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authorzuu <zuu@openttd.org>2012-10-22 18:56:21 +0000
committerzuu <zuu@openttd.org>2012-10-22 18:56:21 +0000
commit082699482118e2a00f5c873d8820fad0e05a7ec2 (patch)
tree6774f47c9fb13d6721d17dce6f9b88e3e83001c1 /src/industry_cmd.cpp
parent59847550dc7a0e58307e548c05894e795424fa37 (diff)
downloadopenttd-082699482118e2a00f5c873d8820fad0e05a7ec2.tar.xz
(svn r24623) -Feature: Allow GameScripts to construct and prospect industries without having a sponsor
Diffstat (limited to 'src/industry_cmd.cpp')
-rw-r--r--src/industry_cmd.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index abb41e6db..ab10c7de8 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -1827,6 +1827,7 @@ static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, Do
* @param p1 various bitstuffed elements
* - p1 = (bit 0 - 7) - industry type see build_industry.h and see industry.h
* - p1 = (bit 8 - 15) - first layout to try
+ * - p1 = (bit 16 ) - 0 = prospect, 1 = fund (only valid if current company is DEITY)
* @param p2 seed to use for desyncfree randomisations
* @param text unused
* @return the cost of this operation or an error
@@ -1843,11 +1844,11 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* If the setting 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) */
- if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
+ if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
return CMD_ERROR;
}
- if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, IACT_USERCREATION, 1) == 0) {
+ if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) {
return CMD_ERROR;
}
@@ -1857,16 +1858,17 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
uint32 random_var8f = randomizer.Next();
int num_layouts = indspec->num_table;
CommandCost ret = CommandCost(STR_ERROR_SITE_UNSUITABLE);
+ const bool deity_prospect = _current_company == OWNER_DEITY && !HasBit(p1, 16);
Industry *ind = NULL;
- if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
+ if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) {
if (flags & DC_EXEC) {
/* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
/* Prospecting has a chance to fail, however we cannot guarantee that something can
* be built on the map, so the chance gets lower when the map is fuller, but there
* is nothing we can really do about that. */
- if (Random() <= indspec->prospecting_chance) {
+ if (deity_prospect || 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
@@ -1877,7 +1879,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* Check now each layout, starting with the random one */
for (int j = 0; j < num_layouts; j++) {
layout = (layout + 1) % num_layouts;
- ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), IACT_PROSPECTCREATION, &ind);
+ ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, cur_company.GetOriginalValue(), _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_PROSPECTCREATION, &ind);
if (ret.Succeeded()) break;
}
if (ret.Succeeded()) break;
@@ -1892,7 +1894,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* Check subsequently each layout, starting with the given layout in p1 */
for (int i = 0; i < num_layouts; i++) {
layout = (layout + 1) % num_layouts;
- ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, IACT_USERCREATION, &ind);
+ ret = CreateNewIndustryHelper(tile, it, flags, indspec, layout, random_var8f, random_initial_bits, _current_company, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind);
if (ret.Succeeded()) break;
}