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(svn r26312) -Codechange: iterate the nearby tiles instead of the industry list for a conflicting industry when the number of industries is really large (MJP)
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@ -1563,7 +1563,30 @@ static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags,
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static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, int type)
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{
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const IndustrySpec *indspec = GetIndustrySpec(type);
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const Industry *i;
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const Industry *i = NULL;
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/* On a large map with many industries, it may be faster to check an area. */
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const int dmax = 14;
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if (Industry::GetNumItems() > (size_t) (dmax * dmax * 2)) {
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const int tx = TileX(tile);
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const int ty = TileY(tile);
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TileArea tile_area = TileArea(TileXY(max(0, tx - dmax), max(0, ty - dmax)), TileXY(min(MapMaxX(), tx + dmax), min(MapMaxY(), ty + dmax)));
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TILE_AREA_LOOP(atile, tile_area) {
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if (GetTileType(atile) == MP_INDUSTRY) {
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const Industry *i2 = Industry::GetByTile(atile);
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if (i == i2) continue;
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i = i2;
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if (DistanceMax(tile, i->location.tile) > dmax) continue;
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if (i->type == indspec->conflicting[0] ||
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i->type == indspec->conflicting[1] ||
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i->type == indspec->conflicting[2]) {
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return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
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}
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}
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}
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return CommandCost();
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}
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FOR_ALL_INDUSTRIES(i) {
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/* Within 14 tiles from another industry is considered close */
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if (DistanceMax(tile, i->location.tile) > 14) continue;
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