diff -r 1cb1c647752f -r 1bab3df59b91 src/industry_cmd.cpp --- a/src/industry_cmd.cpp Mon Apr 09 01:14:43 2007 +0000 +++ b/src/industry_cmd.cpp Mon Apr 09 01:43:29 2007 +0000 @@ -1551,16 +1551,16 @@ {0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10}, //high }; +/** This function is the one who really do the creation work + * of random industries during game creation + * @param type IndustryType of the desired industry + * @param amount of industries that need to be built */ static void PlaceInitialIndustry(IndustryType type, int amount) { int num = _numof_industry_table[_opt.diff.number_industries][amount]; - if (type == IT_OIL_REFINERY || type == IT_OIL_RIG) { - /* These are always placed next to the coastline, so we scale by the perimeter instead. */ - num = ScaleByMapSize1D(num); - } else { - num = ScaleByMapSize(num); - } + /* These are always placed next to the coastline, so we scale by the perimeter instead. */ + num = (type == IT_OIL_REFINERY || type == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); if (_opt.diff.number_industries != 0) { PlayerID old_player = _current_player; @@ -1581,31 +1581,45 @@ } } +/** This function will create ramdon industries during game creation. + * It will scale the amount of industries by map size as well as difficulty level */ void GenerateIndustries() { - const byte *b; uint i = 0; + uint8 chance; + IndustryType it; + const IndustrySpec *ind_spc; /* Find the total amount of industries */ - b = _industry_create_table[_opt.landscape]; - do { - int num = _numof_industry_table[_opt.diff.number_industries][b[0]]; + for (it = IT_COAL_MINE; it < IT_END; it++) { + int num; - if (b[1] == IT_OIL_REFINERY || b[1] == IT_OIL_RIG) { + ind_spc = GetIndustrySpec(it); + chance = ind_spc->appear_creation[_opt.landscape]; + + if (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 */ + num = _numof_industry_table[_opt.diff.number_industries][chance]; + /* These are always placed next to the coastline, so we scale by the perimeter instead. */ - num = ScaleByMapSize1D(num); - } else { - num = ScaleByMapSize(num); + num = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); + i += num; } + } - i += num; - } while ( (b+=2)[0] != 0); SetGeneratingWorldProgress(GWP_INDUSTRY, i); - b = _industry_create_table[_opt.landscape]; - do { - PlaceInitialIndustry(b[1], b[0]); - } while ( (b+=2)[0] != 0); + for (it = IT_COAL_MINE; it < IT_END; 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. */ + chance = GetIndustrySpec(it)->appear_creation[_opt.landscape]; + if (chance > 0) PlaceInitialIndustry(it, chance); + }; } /* Change industry production or do closure */