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(svn r9579) -Codechange: Cleanup of industry_cmd (Step-11). Use industry's spec appear_creation during random map creation.
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@ -1551,16 +1551,16 @@ static const byte _numof_industry_table[4][12] = {
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{0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10}, //high
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};
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/** This function is the one who really do the creation work
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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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{
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int num = _numof_industry_table[_opt.diff.number_industries][amount];
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if (type == IT_OIL_REFINERY || type == IT_OIL_RIG) {
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/* These are always placed next to the coastline, so we scale by the perimeter instead. */
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num = ScaleByMapSize1D(num);
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} else {
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num = ScaleByMapSize(num);
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}
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/* These are always placed next to the coastline, so we scale by the perimeter instead. */
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num = (type == IT_OIL_REFINERY || type == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
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if (_opt.diff.number_industries != 0) {
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PlayerID old_player = _current_player;
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@ -1581,31 +1581,45 @@ static void PlaceInitialIndustry(IndustryType type, int amount)
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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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* It will scale the amount of industries by map size as well as difficulty level */
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void GenerateIndustries()
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{
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const byte *b;
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uint i = 0;
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uint8 chance;
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IndustryType it;
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const IndustrySpec *ind_spc;
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/* Find the total amount of industries */
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b = _industry_create_table[_opt.landscape];
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do {
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int num = _numof_industry_table[_opt.diff.number_industries][b[0]];
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for (it = IT_COAL_MINE; it < IT_END; it++) {
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int num;
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ind_spc = GetIndustrySpec(it);
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chance = ind_spc->appear_creation[_opt.landscape];
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if (chance > 0) {
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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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num = _numof_industry_table[_opt.diff.number_industries][chance];
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if (b[1] == IT_OIL_REFINERY || b[1] == IT_OIL_RIG) {
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/* These are always placed next to the coastline, so we scale by the perimeter instead. */
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num = ScaleByMapSize1D(num);
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} else {
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num = ScaleByMapSize(num);
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num = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
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i += num;
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}
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}
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i += num;
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} while ( (b+=2)[0] != 0);
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SetGeneratingWorldProgress(GWP_INDUSTRY, i);
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b = _industry_create_table[_opt.landscape];
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do {
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PlaceInitialIndustry(b[1], b[0]);
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} while ( (b+=2)[0] != 0);
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for (it = IT_COAL_MINE; it < IT_END; 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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chance = GetIndustrySpec(it)->appear_creation[_opt.landscape];
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if (chance > 0) PlaceInitialIndustry(it, chance);
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};
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}
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/* Change industry production or do closure */
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@ -1418,75 +1418,6 @@ static const IndustrySpec _industry_specs[] = {
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};
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#undef MK
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static const byte _industry_create_table_0[] = {
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4, 4,
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5, 3,
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5, 2,
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8, 0,
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5, 1,
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4, 11,
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5, 18,
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9, 9,
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5, 8,
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5, 6,
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0
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};
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static const byte _industry_create_table_1[] = {
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4, 4,
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5, 3,
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5, 14,
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8, 0,
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5, 1,
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5, 11,
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5, 13,
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9, 9,
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4, 15,
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5, 7,
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6, 16,
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0
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};
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static const byte _industry_create_table_2[] = {
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4, 4,
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5, 11,
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5, 16,
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4, 13,
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4, 17,
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4, 10,
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4, 19,
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4, 20,
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4, 21,
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8, 22,
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4, 13,
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4, 23,
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2, 24,
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0
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};
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static const byte _industry_create_table_3[] = {
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5, 26,
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5, 27,
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4, 28,
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5, 29,
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4, 30,
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5, 31,
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5, 32,
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4, 33,
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5, 34,
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5, 35,
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4, 36,
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0
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};
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static const byte * const _industry_create_table[4] = {
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_industry_create_table_0,
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_industry_create_table_1,
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_industry_create_table_2,
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_industry_create_table_3,
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};
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/** Writes the properties of a industry tile into the IndustryTileSpec struct.
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* @param c1 first type of cargo accepted for this tile
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* @param c2 second cargo
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