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author | belugas <belugas@openttd.org> | 2007-05-30 01:55:11 +0000 |
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committer | belugas <belugas@openttd.org> | 2007-05-30 01:55:11 +0000 |
commit | 0a3ebbbc224b0f8af0b8ee89db8a80fe68bee5d4 (patch) | |
tree | 5fe368163f446abb6118598ad522adbfc688f8f1 | |
parent | eecf582cc4e2883573eafefeb81a3fce03b4c624 (diff) | |
download | openttd-0a3ebbbc224b0f8af0b8ee89db8a80fe68bee5d4.tar.xz |
(svn r9983) -Codechange: Use the "enabled" property of the industry spec.
-rw-r--r-- | src/industry_cmd.cpp | 35 | ||||
-rw-r--r-- | src/smallmap_gui.cpp | 2 |
2 files changed, 21 insertions, 16 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp index ed4cd1c27..2cf72a1fd 100644 --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -1470,7 +1470,9 @@ int32 CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) indspec = GetIndustrySpec(p1); /* Check if the to-be built/founded industry is available for this climate. */ - if (!HASBIT(indspec->climate_availability, _opt_ptr->landscape)) return CMD_ERROR; + if (!indspec->enabled) { + return CMD_ERROR; + } /* If the patch for raw-material industries is not on, you cannot build raw-material industries. * Raw material industries are industries that do not accept cargo (at least for now) @@ -1554,20 +1556,20 @@ void GenerateIndustries() /* Find the total amount of industries */ for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) { - int num; 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 = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); - i += num; + if (ind_spc->enabled) { + 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 */ + int 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 = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); + i += num; + } } } @@ -1579,8 +1581,11 @@ void GenerateIndustries() * 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); + ind_spc = GetIndustrySpec(it); + if (ind_spc->enabled) { + chance = ind_spc->appear_creation[_opt.landscape]; + if (chance > 0) PlaceInitialIndustry(it, chance); + } }; } diff --git a/src/smallmap_gui.cpp b/src/smallmap_gui.cpp index e0a13991f..10452b5cf 100644 --- a/src/smallmap_gui.cpp +++ b/src/smallmap_gui.cpp @@ -146,7 +146,7 @@ void BuildIndustriesLegend() /* Add each name */ for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) { indsp = GetIndustrySpec(i); - if (HASBIT(indsp->climate_availability, _opt.landscape)) { + if (indsp->enabled) { _legend_from_industries[j].legend = indsp->name; _legend_from_industries[j].colour = indsp->map_colour; _legend_from_industries[j].col_break = (j % 6) == 0; // break is performed on the 7th item |