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authorrubidium <rubidium@openttd.org>2008-05-29 15:13:28 +0000
committerrubidium <rubidium@openttd.org>2008-05-29 15:13:28 +0000
commit923e21129c94c36bb403e955a1f334ef34722e8b (patch)
tree59059f0a1aba0794fa770e8c9a19312e4ce300af /src/town_cmd.cpp
parent2a816fb685b373e38347f809bcdc7f2fdef0139c (diff)
downloadopenttd-923e21129c94c36bb403e955a1f334ef34722e8b.tar.xz
(svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
Diffstat (limited to 'src/town_cmd.cpp')
-rw-r--r--src/town_cmd.cpp46
1 files changed, 23 insertions, 23 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 98891028c..a8b6d9135 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -320,7 +320,7 @@ void UpdateTownVirtCoord(Town *t)
SetDParam(0, t->index);
SetDParam(1, t->population);
UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
- _settings.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
+ _settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
MarkTownSignDirty(t);
}
@@ -592,7 +592,7 @@ static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
if (callback != CALLBACK_FAILED) {
if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
- if (_settings.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
+ if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
/* The 'S' bit indicates food instead of goods */
ac[CT_FOOD] = GB(callback, 8, 4);
} else {
@@ -1251,7 +1251,7 @@ static bool GrowTown(Town *t)
/* Let the town be a ghost town
* The player wanted it in such a way. Thus there he has it. ;)
* Never reached in editor mode. */
- if (_settings.economy.town_layout == TL_NO_ROADS && _generating_world) {
+ if (_settings_game.economy.town_layout == TL_NO_ROADS && _generating_world) {
return false;
}
@@ -1363,9 +1363,9 @@ static bool CreateTownName(uint32 *townnameparts)
* the other towns may take considerable amount of time (10000 is
* too much). */
int tries = 1000;
- bool grf = (_settings.game_creation.town_name >= _nb_orig_names);
- uint32 grfid = grf ? GetGRFTownNameId(_settings.game_creation.town_name - _nb_orig_names) : 0;
- uint16 townnametype = grf ? GetGRFTownNameType(_settings.game_creation.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _settings.game_creation.town_name;
+ bool grf = (_settings_game.game_creation.town_name >= _nb_orig_names);
+ uint32 grfid = grf ? GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names) : 0;
+ uint16 townnametype = grf ? GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
assert(townnameparts != NULL);
@@ -1449,14 +1449,14 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
t->exclusive_counter = 0;
t->statues = 0;
- if (_settings.game_creation.town_name < _nb_orig_names) {
+ if (_settings_game.game_creation.town_name < _nb_orig_names) {
/* Original town name */
t->townnamegrfid = 0;
- t->townnametype = SPECSTR_TOWNNAME_START + _settings.game_creation.town_name;
+ t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
} else {
/* Newgrf town name */
- t->townnamegrfid = GetGRFTownNameId(_settings.game_creation.town_name - _nb_orig_names);
- t->townnametype = GetGRFTownNameType(_settings.game_creation.town_name - _nb_orig_names);
+ t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names);
+ t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
}
t->townnameparts = townnameparts;
@@ -1481,7 +1481,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
break;
case TSM_CITY:
- x *= _settings.economy.initial_city_size;
+ x *= _settings_game.economy.initial_city_size;
t->larger_town = true;
break;
}
@@ -1581,8 +1581,8 @@ static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, no
bool GenerateTowns()
{
uint num = 0;
- uint n = ScaleByMapSize(_num_initial_towns[_settings.difficulty.number_towns] + (Random() & 7));
- uint num_cities = _settings.economy.larger_towns == 0 ? 0 : n / _settings.economy.larger_towns;
+ uint n = ScaleByMapSize(_num_initial_towns[_settings_game.difficulty.number_towns] + (Random() & 7));
+ uint num_cities = _settings_game.economy.larger_towns == 0 ? 0 : n / _settings_game.economy.larger_towns;
SetGeneratingWorldProgress(GWP_TOWN, n);
@@ -1590,7 +1590,7 @@ bool GenerateTowns()
IncreaseGeneratingWorldProgress(GWP_TOWN);
/* try 20 times to create a random-sized town for the first loop. */
TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM;
- if (CreateRandomTown(20, mode, _settings.economy.initial_city_size) != NULL) num++;
+ if (CreateRandomTown(20, mode, _settings_game.economy.initial_city_size) != NULL) num++;
if (num_cities > 0) num_cities--;
} while (--n);
@@ -1875,8 +1875,8 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
HouseZonesBits rad = GetTownRadiusGroup(t, tile);
/* Above snow? */
- int land = _settings.game_creation.landscape;
- if (land == LT_ARCTIC && z >= _settings.game_creation.snow_line) land = -1;
+ int land = _settings_game.game_creation.landscape;
+ if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
uint bitmask = (1 << rad) + (1 << (land + 12));
@@ -2215,7 +2215,7 @@ static void TownActionFundBuildings(Town *t)
static void TownActionBuyRights(Town *t)
{
/* Check if it's allowed to by the rights */
- if (!_settings.economy.exclusive_rights) return;
+ if (!_settings_game.economy.exclusive_rights) return;
t->exclusive_counter = 12;
t->exclusivity = _current_player;
@@ -2329,7 +2329,7 @@ static void UpdateTownGrowRate(Town *t)
}
ClrBit(t->flags12, TOWN_IS_FUNDED);
- if (_settings.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
+ if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
/** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
* number of times towns are processed before a new building is built. */
@@ -2348,17 +2348,17 @@ static void UpdateTownGrowRate(Town *t)
if (n == 0 && !Chance16(1, 12)) return;
}
- if (_settings.game_creation.landscape == LT_ARCTIC) {
+ if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
return;
- } else if (_settings.game_creation.landscape == LT_TROPIC) {
+ } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
return;
}
/* Use the normal growth rate values if new buildings have been funded in
* this town and the growth rate is set to none. */
- uint growth_multiplier = _settings.economy.town_growth_rate != 0 ? _settings.economy.town_growth_rate - 1 : 1;
+ uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
m >>= growth_multiplier;
if (t->larger_town) m /= 2;
@@ -2401,7 +2401,7 @@ bool CheckIfAuthorityAllows(TileIndex tile)
{
if (!IsValidPlayer(_current_player)) return true;
- Town *t = ClosestTownFromTile(tile, _settings.economy.dist_local_authority);
+ Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
if (t == NULL) return true;
if (t->ratings[_current_player] > RATING_VERYPOOR) return true;
@@ -2520,7 +2520,7 @@ bool CheckforTownRating(uint32 flags, Town *t, byte type)
* owned by a town no removal if rating is lower than ... depends now on
* difficulty setting. Minimum town rating selected by difficulty level
*/
- int modemod = _default_rating_settings[_settings.difficulty.town_council_tolerance][type];
+ int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type];
if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
SetDParam(0, t->index);