/** * Build/Fund an industry * @param tile tile where industry is built * @param flags of operations to conduct * @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 */ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { IndustryType it = GB(p1, 0, 8); if (it >= NUM_INDUSTRYTYPES) return CMD_ERROR; const IndustrySpec *indspec = GetIndustrySpec(it); /* Check if the to-be built/founded industry is available for this climate. */ if (!indspec->enabled || indspec->num_table == 0) return CMD_ERROR; /* 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 && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) { return CMD_ERROR; } if (_game_mode != GM_EDITOR && GetIndustryProbabilityCallback(it, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, 1) == 0) { return CMD_ERROR; } Randomizer randomizer; randomizer.SetSeed(p2); uint16 random_initial_bits = GB(p2, 0, 16); 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 (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 not built on water are built as OWNER_TOWN to not e.g. be build on owned land of the founder */ Owner prospector = OWNER_TOWN; if ((indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) && _current_company < MAX_COMPANIES) prospector = _current_company; Backup cur_company(_current_company, prospector, 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 (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 */ tile = RandomTile(); /* Start with a random layout */ int layout = RandomRange(num_layouts); /* 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(), _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_PROSPECTCREATION, &ind); if (ret.Succeeded()) break; } if (ret.Succeeded()) break; } } cur_company.Restore(); } } else { int layout = GB(p1, 8, 8); if (layout >= num_layouts) return CMD_ERROR; /* 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, _current_company == OWNER_DEITY ? IACT_RANDOMCREATION : IACT_USERCREATION, &ind); if (ret.Succeeded()) break; } /* If it still failed, there's no suitable layout to build here, return the error */ if (ret.Failed()) return ret; } if ((flags & DC_EXEC) && ind != NULL && _game_mode != GM_EDITOR) { AdvertiseIndustryOpening(ind); } return CommandCost(EXPENSES_OTHER, indspec->GetConstructionCost()); }