diff options
Diffstat (limited to 'src/industry_cmd.cpp')
-rw-r--r-- | src/industry_cmd.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp index 6ef93e91b..a11974e87 100644 --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -1847,7 +1847,7 @@ static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *forc uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 || !CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) || - (_game_mode != GM_EDITOR && _settings_game.difficulty.number_industries == ID_FUND_ONLY)) { + (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY)) { *force_at_least_one = false; return 0; } else { @@ -1868,7 +1868,7 @@ static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *forc */ static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number) { - if (_settings_game.difficulty.number_industries == ID_FUND_ONLY) { + if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) { *min_number = 0; return 0; } @@ -1903,7 +1903,7 @@ static uint GetNumberOfIndustries() }; assert(lengthof(numof_industry_table) == ID_END); - uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_industries : (uint)ID_VERY_LOW; + uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW; return ScaleByMapSize(numof_industry_table[difficulty]); } @@ -1994,7 +1994,7 @@ void IndustryBuildData::Reset() void IndustryBuildData::MonthlyLoop() { static const int NEWINDS_PER_MONTH = 0x38000 / (10 * 12); // lower 16 bits is a float fraction, 3.5 industries per decade, divided by 10 * 12 months. - if (_settings_game.difficulty.number_industries == ID_FUND_ONLY) return; // 'no industries' setting, + if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting, /* To prevent running out of unused industries for the player to connect, * add a fraction of new industries each month, but only if the manager can keep up. */ @@ -2010,7 +2010,7 @@ void IndustryBuildData::MonthlyLoop() */ void GenerateIndustries() { - if (_game_mode != GM_EDITOR && _settings_game.difficulty.number_industries == ID_FUND_ONLY) return; // No industries in the game. + if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game. uint32 industry_probs[NUM_INDUSTRYTYPES]; bool force_at_least_one[NUM_INDUSTRYTYPES]; |