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-rw-r--r--src/industry_cmd.cpp50
1 files changed, 32 insertions, 18 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index da8196486..d4ade135b 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -68,6 +68,12 @@ void ResetIndustries()
memcpy(&_industry_tile_specs, &_origin_industry_tile_specs, sizeof(_origin_industry_tile_specs));
}
+void ResetIndustryCreationProbility(IndustryType type)
+{
+ assert(type < INVALID_INDUSTRYTYPE);
+ _industry_specs[type].appear_creation[_opt.landscape] = 0;
+}
+
/**
* Called if a new block is added to the industry-pool
*/
@@ -1666,16 +1672,21 @@ void GenerateIndustries()
const IndustrySpec *ind_spc;
/* Find the total amount of industries */
- for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) {
+ if (_opt.diff.number_industries > 0) {
+ for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) {
+
+ ind_spc = GetIndustrySpec(it);
+
+ if (!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION)) {
+ ResetIndustryCreationProbility(it);
+ }
- ind_spc = GetIndustrySpec(it);
- if (ind_spc->enabled) {
chance = ind_spc->appear_creation[_opt.landscape];
- if (chance > 0) {
+ if (ind_spc->enabled) && 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];
+ int num = (chance < 11) ? chance : _numof_industry_table[_opt.diff.number_industries][chance];
/* 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);
@@ -1686,18 +1697,20 @@ void GenerateIndustries()
SetGeneratingWorldProgress(GWP_INDUSTRY, i);
- for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) {
- /* Once the number of industries has been determined, let's really create them.
- * The test for chance allows us to try create industries that are available only
- * 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. */
- ind_spc = GetIndustrySpec(it);
- if (ind_spc->enabled) {
- chance = ind_spc->appear_creation[_opt.landscape];
- if (chance > 0) PlaceInitialIndustry(it, chance);
+ if (_opt.diff.number_industries > 0) {
+ for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) {
+ /* Once the number of industries has been determined, let's really create them.
+ * The test for chance allows us to try create industries that are available only
+ * 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. */
+ ind_spc = GetIndustrySpec(it);
+ if (ind_spc->enabled) {
+ chance = ind_spc->appear_creation[_opt.landscape];
+ if (chance > 0) PlaceInitialIndustry(it, chance);
+ }
}
- };
+ }
}
/* Change industry production or do closure */
@@ -1824,8 +1837,9 @@ static void MaybeNewIndustry(void)
for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
byte chance = GetIndustrySpec(j)->appear_ingame[_opt.landscape];
- /* if appearing chance for this landscape is above 0, this industry can be chosen */
- if (chance != 0) {
+ /* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
+ * and if appearing chance for this landscape is above 0, this industry can be chosen */
+ if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION) && chance != 0) {
probability_max += chance;
/* adds the result for this industry */
cumulative_probs[num].ind = j;