diff options
Diffstat (limited to 'src/industry_cmd.cpp')
-rw-r--r-- | src/industry_cmd.cpp | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp index 3a0613aaa..d98bf3b83 100644 --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -70,7 +70,7 @@ void ResetIndustries() /* once performed, enable only the current climate industries */ for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) { _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET && - HasBit(_origin_industry_specs[i].climate_availability, _opt.landscape); + HasBit(_origin_industry_specs[i].climate_availability, _settings.game_creation.landscape); } memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs)); @@ -84,7 +84,7 @@ void ResetIndustries() void ResetIndustryCreationProbility(IndustryType type) { assert(type < INVALID_INDUSTRYTYPE); - _industry_specs[type].appear_creation[_opt.landscape] = 0; + _industry_specs[type].appear_creation[_settings.game_creation.landscape] = 0; } DEFINE_OLD_POOL_GENERIC(Industry, Industry) @@ -888,14 +888,14 @@ static void PlantFarmField(TileIndex tile, IndustryID industry) uint field_type; int type; - if (_opt.landscape == LT_ARCTIC) { + if (_settings.game_creation.landscape == LT_ARCTIC) { if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine()) return; } /* determine field size */ r = (Random() & 0x303) + 0x404; - if (_opt.landscape == LT_ARCTIC) r += 0x404; + if (_settings.game_creation.landscape == LT_ARCTIC) r += 0x404; size_x = GB(r, 0, 8); size_y = GB(r, 8, 8); @@ -926,7 +926,7 @@ static void PlantFarmField(TileIndex tile, IndustryID industry) END_TILE_LOOP(cur_tile, size_x, size_y, tile) type = 3; - if (_opt.landscape != LT_ARCTIC && _opt.landscape != LT_TROPIC) { + if (_settings.game_creation.landscape != LT_ARCTIC && _settings.game_creation.landscape != LT_TROPIC) { type = _plantfarmfield_type[Random() & 0xF]; } @@ -1063,7 +1063,7 @@ static bool CheckNewIndustry_NULL(TileIndex tile) static bool CheckNewIndustry_Forest(TileIndex tile) { - if (_opt.landscape == LT_ARCTIC) { + if (_settings.game_creation.landscape == LT_ARCTIC) { if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) { _error_message = STR_4831_FOREST_CAN_ONLY_BE_PLANTED; return false; @@ -1095,7 +1095,7 @@ static bool CheckNewIndustry_OilRig(TileIndex tile) static bool CheckNewIndustry_Farm(TileIndex tile) { - if (_opt.landscape == LT_ARCTIC) { + if (_settings.game_creation.landscape == LT_ARCTIC) { if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) { _error_message = STR_0239_SITE_UNSUITABLE; return false; @@ -1700,13 +1700,13 @@ static void PlaceInitialIndustry(IndustryType type, int amount) { /* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the * _numof_industry_table. newgrf can specify a big amount */ - int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_opt.diff.number_industries][amount]; + int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings.difficulty.number_industries][amount]; const IndustrySpec *ind_spc = GetIndustrySpec(type); /* These are always placed next to the coastline, so we scale by the perimeter instead. */ num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); - if (_opt.diff.number_industries != 0) { + if (_settings.difficulty.number_industries != 0) { PlayerID old_player = _current_player; _current_player = OWNER_NONE; assert(num > 0); @@ -1735,7 +1735,7 @@ void GenerateIndustries() const IndustrySpec *ind_spc; /* Find the total amount of industries */ - if (_opt.diff.number_industries > 0) { + if (_settings.difficulty.number_industries > 0) { for (it = 0; it < NUM_INDUSTRYTYPES; it++) { ind_spc = GetIndustrySpec(it); @@ -1744,12 +1744,12 @@ void GenerateIndustries() ResetIndustryCreationProbility(it); } - chance = ind_spc->appear_creation[_opt.landscape]; + chance = ind_spc->appear_creation[_settings.game_creation.landscape]; if (ind_spc->enabled && 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 = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_opt.diff.number_industries][chance]; + int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings.difficulty.number_industries][chance]; /* These are always placed next to the coastline, so we scale by the perimeter instead. */ num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); @@ -1760,7 +1760,7 @@ void GenerateIndustries() SetGeneratingWorldProgress(GWP_INDUSTRY, i); - if (_opt.diff.number_industries > 0) { + if (_settings.difficulty.number_industries > 0) { for (it = 0; it < NUM_INDUSTRYTYPES; it++) { /* Once the number of industries has been determined, let's really create them. * The test for chance allows us to try create industries that are available only @@ -1769,7 +1769,7 @@ void GenerateIndustries() * processed that scaling above? No, don't think so. Will find a way. */ ind_spc = GetIndustrySpec(it); if (ind_spc->enabled) { - chance = ind_spc->appear_creation[_opt.landscape]; + chance = ind_spc->appear_creation[_settings.game_creation.landscape]; if (chance > 0) PlaceInitialIndustry(it, chance); } } @@ -1823,7 +1823,7 @@ static void MaybeNewIndustry(void) /* Generate a list of all possible industries that can be built. */ for (j = 0; j < NUM_INDUSTRYTYPES; j++) { ind_spc = GetIndustrySpec(j); - byte chance = ind_spc->appear_ingame[_opt.landscape]; + byte chance = ind_spc->appear_ingame[_settings.game_creation.landscape]; if (!ind_spc->enabled || chance == 0) continue; @@ -1881,7 +1881,7 @@ static bool CheckIndustryCloseDownProtection(IndustryType type) const IndustrySpec *indspec = GetIndustrySpec(type); /* oil wells (or the industries with that flag set) are always allowed to closedown */ - if (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD && _opt.landscape == LT_TEMPERATE) return false; + if (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD && _settings.game_creation.landscape == LT_TEMPERATE) return false; return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1; } @@ -2072,7 +2072,7 @@ static void ChangeIndustryProduction(Industry *i, bool monthly) if (standard && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0) { /* decrease or increase */ - bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _opt.landscape == LT_TEMPERATE; + bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings.game_creation.landscape == LT_TEMPERATE; if (smooth_economy) { closeit = true; |