summaryrefslogtreecommitdiff
path: root/src/town_cmd.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/town_cmd.cpp')
-rw-r--r--src/town_cmd.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index f6e0eadca..60bd389a4 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -324,7 +324,7 @@ void UpdateTownVirtCoord(Town *t)
SetDParam(0, t->index);
SetDParam(1, t->population);
UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
- _patches.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
+ _settings.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
MarkTownSignDirty(t);
}
@@ -1255,7 +1255,7 @@ 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 (_patches.town_layout == TL_NO_ROADS && _generating_world) {
+ if (_settings.economy.town_layout == TL_NO_ROADS && _generating_world) {
return false;
}
@@ -1485,7 +1485,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
break;
case TSM_CITY:
- x *= _patches.initial_city_size;
+ x *= _settings.economy.initial_city_size;
t->larger_town = true;
break;
}
@@ -1586,7 +1586,7 @@ bool GenerateTowns()
{
uint num = 0;
uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
- uint num_cities = _patches.larger_towns == 0 ? 0 : n / _patches.larger_towns;
+ uint num_cities = _settings.economy.larger_towns == 0 ? 0 : n / _settings.economy.larger_towns;
SetGeneratingWorldProgress(GWP_TOWN, n);
@@ -1594,7 +1594,7 @@ 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, _patches.initial_city_size) != NULL) num++;
+ if (CreateRandomTown(20, mode, _settings.economy.initial_city_size) != NULL) num++;
if (num_cities > 0) num_cities--;
} while (--n);
@@ -2219,7 +2219,7 @@ static void TownActionFundBuildings(Town *t)
static void TownActionBuyRights(Town *t)
{
/* Check if it's allowed to by the rights */
- if (!_patches.exclusive_rights) return;
+ if (!_settings.economy.exclusive_rights) return;
t->exclusive_counter = 12;
t->exclusivity = _current_player;
@@ -2333,7 +2333,7 @@ static void UpdateTownGrowRate(Town *t)
}
ClrBit(t->flags12, TOWN_IS_FUNDED);
- if (_patches.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
+ if (_settings.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. */
@@ -2362,7 +2362,7 @@ static void UpdateTownGrowRate(Town *t)
/* 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 = _patches.town_growth_rate != 0 ? _patches.town_growth_rate - 1 : 1;
+ uint growth_multiplier = _settings.economy.town_growth_rate != 0 ? _settings.economy.town_growth_rate - 1 : 1;
m >>= growth_multiplier;
if (t->larger_town) m /= 2;
@@ -2405,7 +2405,7 @@ bool CheckIfAuthorityAllows(TileIndex tile)
{
if (!IsValidPlayer(_current_player)) return true;
- Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
+ Town *t = ClosestTownFromTile(tile, _settings.economy.dist_local_authority);
if (t == NULL) return true;
if (t->ratings[_current_player] > RATING_VERYPOOR) return true;