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@ -1396,7 +1396,7 @@ static bool CheckIfTooCloseToIndustry(TileIndex tile, int type)
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return true;
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}
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static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, const Town *t, Owner owner)
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static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner owner)
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{
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const IndustrySpec *indspec = GetIndustrySpec(type);
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uint32 r;
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@ -1443,6 +1443,11 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
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i->construction_type = (_game_mode == GM_EDITOR) ? ICT_SCENARIO_EDITOR :
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(_generating_world ? ICT_MAP_GENERATION : ICT_NORMAL_GAMEPLAY);
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/* Adding 1 here makes it conform to specs of var44 of varaction2 for industries
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* 0 = created prior of newindustries
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* else, chosen layout + 1 */
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i->selected_layout = layout + 1;
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if (!_generating_world) i->last_month_production[0] = i->last_month_production[1] = 0;
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i->prod_level = 0x10;
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@ -1514,7 +1519,7 @@ static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint
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if (flags & DC_EXEC) {
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if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_EXEC, it, type);
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DoCreateNewIndustry(i, tile, type, it, t, OWNER_NONE);
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DoCreateNewIndustry(i, tile, type, it, itspec_index, t, OWNER_NONE);
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i_auto_delete.Detach();
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}
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@ -2017,6 +2022,7 @@ static const SaveLoad _industry_desc[] = {
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SLE_CONDVAR(Industry, construction_date, SLE_INT32, 70, SL_MAX_VERSION),
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SLE_CONDVAR(Industry, construction_type, SLE_UINT8, 70, SL_MAX_VERSION),
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SLE_CONDVAR(Industry, last_cargo_accepted_at, SLE_INT32, 70, SL_MAX_VERSION),
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SLE_CONDVAR(Industry, selected_layout, SLE_UINT8, 73, SL_MAX_VERSION),
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/* reserve extra space in savegame here. (currently 32 bytes) */
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SLE_CONDNULL(32, 2, SL_MAX_VERSION),
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