forked from mirror/OpenTTD
(svn r13251) -Codechange: rename _patches to _settings as that is more logic.
-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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@@ -324,7 +324,7 @@ void UpdateTownVirtCoord(Town *t)
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SetDParam(0, t->index);
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SetDParam(1, t->population);
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UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
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_patches.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
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_settings.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
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MarkTownSignDirty(t);
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}
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@@ -1255,7 +1255,7 @@ static bool GrowTown(Town *t)
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/* Let the town be a ghost town
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* The player wanted it in such a way. Thus there he has it. ;)
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* Never reached in editor mode. */
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if (_patches.town_layout == TL_NO_ROADS && _generating_world) {
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if (_settings.economy.town_layout == TL_NO_ROADS && _generating_world) {
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return false;
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}
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@@ -1485,7 +1485,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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break;
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case TSM_CITY:
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x *= _patches.initial_city_size;
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x *= _settings.economy.initial_city_size;
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t->larger_town = true;
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break;
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}
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@@ -1586,7 +1586,7 @@ bool GenerateTowns()
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{
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uint num = 0;
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uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
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uint num_cities = _patches.larger_towns == 0 ? 0 : n / _patches.larger_towns;
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uint num_cities = _settings.economy.larger_towns == 0 ? 0 : n / _settings.economy.larger_towns;
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SetGeneratingWorldProgress(GWP_TOWN, n);
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@@ -1594,7 +1594,7 @@ bool GenerateTowns()
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IncreaseGeneratingWorldProgress(GWP_TOWN);
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/* try 20 times to create a random-sized town for the first loop. */
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TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM;
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if (CreateRandomTown(20, mode, _patches.initial_city_size) != NULL) num++;
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if (CreateRandomTown(20, mode, _settings.economy.initial_city_size) != NULL) num++;
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if (num_cities > 0) num_cities--;
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} while (--n);
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@@ -2219,7 +2219,7 @@ static void TownActionFundBuildings(Town *t)
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static void TownActionBuyRights(Town *t)
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{
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/* Check if it's allowed to by the rights */
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if (!_patches.exclusive_rights) return;
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if (!_settings.economy.exclusive_rights) return;
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t->exclusive_counter = 12;
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t->exclusivity = _current_player;
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@@ -2333,7 +2333,7 @@ static void UpdateTownGrowRate(Town *t)
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}
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ClrBit(t->flags12, TOWN_IS_FUNDED);
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if (_patches.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
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if (_settings.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
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/** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
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* number of times towns are processed before a new building is built. */
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@@ -2362,7 +2362,7 @@ static void UpdateTownGrowRate(Town *t)
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/* Use the normal growth rate values if new buildings have been funded in
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* this town and the growth rate is set to none. */
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uint growth_multiplier = _patches.town_growth_rate != 0 ? _patches.town_growth_rate - 1 : 1;
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uint growth_multiplier = _settings.economy.town_growth_rate != 0 ? _settings.economy.town_growth_rate - 1 : 1;
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m >>= growth_multiplier;
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if (t->larger_town) m /= 2;
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@@ -2405,7 +2405,7 @@ bool CheckIfAuthorityAllows(TileIndex tile)
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{
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if (!IsValidPlayer(_current_player)) return true;
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Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
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Town *t = ClosestTownFromTile(tile, _settings.economy.dist_local_authority);
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if (t == NULL) return true;
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if (t->ratings[_current_player] > RATING_VERYPOOR) return true;
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