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(svn r19049) -Codechange: Deduplicate computing number of initial industries.
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@ -1788,33 +1788,20 @@ static const byte _numof_industry_table[NB_DIFFICULTY_LEVEL][NB_NUMOFINDUSTRY] =
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* of random industries during game creation
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* @param type IndustryType of the desired industry
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* @param amount of industries that need to be built */
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static void PlaceInitialIndustry(IndustryType type, int amount)
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static void PlaceInitialIndustry(IndustryType type, uint amount)
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{
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/* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the
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* _numof_industry_table. newgrf can specify a big amount */
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int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings_game.difficulty.number_industries][amount];
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const IndustrySpec *ind_spc = GetIndustrySpec(type);
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/* These are always placed next to the coastline, so we scale by the perimeter instead. */
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num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
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if (_settings_game.difficulty.number_industries != 0) {
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CompanyID old_company = _current_company;
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_current_company = OWNER_NONE;
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assert(num > 0);
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do {
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uint i;
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for (; amount > 0; amount--) {
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IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
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for (i = 0; i < 2000; i++) {
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for (uint i = 0; i < 2000; i++) {
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if (CreateNewIndustry(RandomTile(), type) != NULL) break;
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}
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} while (--num);
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}
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_current_company = old_company;
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}
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}
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/** This function will create ramdon industries during game creation.
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@ -1826,6 +1813,9 @@ void GenerateIndustries()
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IndustryType it;
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const IndustrySpec *ind_spc;
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uint industry_counts[NUM_INDUSTRYTYPES];
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memset(industry_counts, 0, sizeof(industry_counts));
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/* Find the total amount of industries */
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if (_settings_game.difficulty.number_industries > 0) {
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for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
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@ -1841,10 +1831,11 @@ void GenerateIndustries()
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/* once the chance of appearance is determind, it have to be scaled by
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* the difficulty level. The "chance" in question is more an index into
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* the _numof_industry_table,in fact */
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int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
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uint num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
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/* These are always placed next to the coastline, so we scale by the perimeter instead. */
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num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
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industry_counts[it] = num;
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i += num;
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}
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}
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@ -1854,16 +1845,8 @@ void GenerateIndustries()
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if (_settings_game.difficulty.number_industries > 0) {
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for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
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/* Once the number of industries has been determined, let's really create them.
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* The test for chance allows us to try create industries that are available only
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* for this landscape.
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* @todo : Do we really have to pass chance as un-scaled value, since we've already
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* processed that scaling above? No, don't think so. Will find a way. */
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ind_spc = GetIndustrySpec(it);
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if (ind_spc->enabled && ind_spc->num_table > 0) {
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chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
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if (chance > 0) PlaceInitialIndustry(it, chance);
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}
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/* Once the number of industries has been determined, let's really create them. */
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if (industry_counts[it] > 0) PlaceInitialIndustry(it, industry_counts[it]);
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}
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}
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}
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