(svn r19476) -Codechange: simplify the 'is conflicting industry nearby' check a bit

pull/155/head
yexo 14 years ago
parent baedea5dd4
commit d72dfea800

@ -1527,19 +1527,19 @@ static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags,
static CommandCost CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
const Industry *i;
if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry()) {
/* Allow primary industries to be placed close to any other industry */
return CommandCost();
}
const Industry *i;
FOR_ALL_INDUSTRIES(i) {
/* Within 14 tiles from another industry is considered close */
bool in_low_distance = DistanceMax(tile, i->location.tile) <= 14;
if (DistanceMax(tile, i->location.tile) > 14) continue;
/* check if an industry that accepts the same goods is nearby */
if (in_low_distance &&
!indspec->IsRawIndustry() && // not a primary industry?
if (!indspec->IsRawIndustry() && // not a primary industry?
indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
/* at least one of those options must be true */
_game_mode != GM_EDITOR || // editor must not be stopped
@ -1549,10 +1549,9 @@ static CommandCost CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
}
/* check if there are any conflicting industry types around */
if ((i->type == indspec->conflicting[0] ||
if (i->type == indspec->conflicting[0] ||
i->type == indspec->conflicting[1] ||
i->type == indspec->conflicting[2]) &&
in_low_distance) {
i->type == indspec->conflicting[2]) {
return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
}
}

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