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authoralberth <alberth@openttd.org>2010-09-04 11:29:42 +0000
committeralberth <alberth@openttd.org>2010-09-04 11:29:42 +0000
commit6c34a044c818cb88cb0dd2bf373980e8e4c6c274 (patch)
tree41040f0781b6babcd6a432645246e67c57df1d8a /src
parent03f7733f8351f8ad7079b2d46e6a695453bbca35 (diff)
downloadopenttd-6c34a044c818cb88cb0dd2bf373980e8e4c6c274.tar.xz
(svn r20735) -Codechange: Introduce GetIndustryGamePlayProbability().
Diffstat (limited to 'src')
-rw-r--r--src/industry_cmd.cpp35
1 files changed, 21 insertions, 14 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index 3343f14a2..f4485e88b 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -1863,6 +1863,24 @@ static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *forc
}
}
+/**
+ * Compute the probability for constructing a new industry during game play.
+ * @param it Industry type to compute.
+ * @return Relative probability for the industry to appear.
+ */
+static uint16 GetIndustryGamePlayProbability(IndustryType it)
+{
+ 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 ||
+ ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) ||
+ ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) ||
+ !CheckIfCallBackAllowsAvailability(it, IACT_RANDOMCREATION)) {
+ return 0;
+ }
+ return chance;
+}
+
/** Number of industries on a 256x256 map */
static const byte _numof_industry_table[] = {
0, // none
@@ -1983,16 +2001,9 @@ static void MaybeNewIndustry()
uint16 probability_max = 0;
/* Generate a list of all possible industries that can be built. */
- const IndustrySpec *ind_spc;
for (IndustryType j = 0; j < NUM_INDUSTRYTYPES; j++) {
- ind_spc = GetIndustrySpec(j);
- byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
-
- if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0) continue;
-
- /* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did not fail,
- * and if appearing chance for this landscape is above 0, this industry can be chosen */
- if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
+ uint16 chance = GetIndustryGamePlayProbability(j);
+ if (chance > 0) {
probability_max += chance;
/* adds the result for this industry */
cumulative_probs[num].ind = j;
@@ -2011,11 +2022,6 @@ static void MaybeNewIndustry()
if (cumulative_probs[j].prob >= rndtype) break;
}
- ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
- /* Check if it is allowed */
- if ((ind_spc->behaviour & INDUSTRYBEH_BEFORE_1950) && _cur_year > 1950) return;
- if ((ind_spc->behaviour & INDUSTRYBEH_AFTER_1960) && _cur_year < 1960) return;
-
/* try to create 2000 times this industry */
Industry *ind; // Will receive the industry's creation pointer.
num = 2000;
@@ -2025,6 +2031,7 @@ static void MaybeNewIndustry()
if (--num == 0) return;
}
+ const IndustrySpec *ind_spc = GetIndustrySpec(cumulative_probs[j].ind);
SetDParam(0, ind_spc->name);
if (ind_spc->new_industry_text > STR_LAST_STRINGID) {
SetDParam(1, STR_TOWN_NAME);