forked from mirror/OpenTTD
(svn r10451) -Add: support for "prospecting" raw industries, i.e. you pay an amount of money and then it might (with a given chance) build a raw industry somewhere on the map.
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@@ -39,7 +39,7 @@ static void BuildIndustryWndProc(Window *w, WindowEvent *e)
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if (_thd.place_mode == 1 && _thd.window_class == WC_BUILD_INDUSTRY) {
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int ind_type = _build_industry_types[_opt_ptr->landscape][WP(w, def_d).data_1];
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SetDParam(0, (_price.build_industry >> 8) * GetIndustrySpec(ind_type)->cost_multiplier);
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SetDParam(0, (_price.build_industry >> 8) * (_patches.raw_industry_construction == 1 ? GetIndustrySpec(ind_type)->raw_industry_cost_multiplier : GetIndustrySpec(ind_type)->cost_multiplier));
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DrawStringCentered(85, w->height - 21, STR_482F_COST, 0);
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}
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break;
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@@ -274,7 +274,7 @@ static const WindowDesc * const _industry_window_desc[2][4] = {
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void ShowBuildIndustryWindow()
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{
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if (!IsValidPlayer(_current_player)) return;
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AllocateWindowDescFront(_industry_window_desc[_patches.build_rawmaterial_ind][_opt_ptr->landscape], 0);
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AllocateWindowDescFront(_industry_window_desc[(_patches.raw_industry_construction == 0) ? 0 : 1][_opt_ptr->landscape], 0);
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}
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static inline bool isProductionMinimum(const Industry *i, int pt) {
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