(svn r20942) -Feature [NewGRF]: make it possible to distinguish player built/randomly placed industries in the location and land slope check callbacks

This commit is contained in:
rubidium
2010-10-16 13:15:54 +00:00
parent a1b4f0b4c3
commit 0b67a7ccd5
5 changed files with 36 additions and 23 deletions

View File

@@ -458,9 +458,10 @@ uint32 IndustryLocationGetVariable(const ResolverObject *object, byte variable,
* @param seed Seed for the random generator.
* @param initial_random_bits The random bits the industry is going to have after construction.
* @param founder Industry founder
* @param creation_type The circumstances the industry is created under.
* @return Succeeded or failed command.
*/
CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed, uint16 initial_random_bits, Owner founder)
CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
@@ -480,6 +481,7 @@ CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uin
NewIndustryResolver(&object, tile, &ind, type);
object.GetVariable = IndustryLocationGetVariable;
object.callback = CBID_INDUSTRY_LOCATION;
object.callback_param2 = creation_type;
_industry_creation_random_bits = seed;
group = SpriteGroup::Resolve(GetIndustrySpec(type)->grf_prop.spritegroup[0], &object);