Changeset - r17251:1a6731d06266
[Not reviewed]
master
0 7 0
alberth - 13 years ago 2011-02-06 18:26:50
alberth@openttd.org
(svn r22001) -Codechange: Rename difficulty.number_industries to difficulty.industry_density.
7 files changed with 20 insertions and 20 deletions:
0 comments (0 inline, 0 general)
src/genworld_gui.cpp
Show inline comments
 
@@ -390,7 +390,7 @@ struct GenerateLandscapeWindow : public 
 
				}
 
				break;
 

	
 
			case GLAND_INDUSTRY_PULLDOWN:   SetDParam(0, _game_mode == GM_EDITOR ? STR_DISASTERS_OFF : _num_inds[_settings_newgame.difficulty.number_industries]); break;
 
			case GLAND_INDUSTRY_PULLDOWN:   SetDParam(0, _game_mode == GM_EDITOR ? STR_DISASTERS_OFF : _num_inds[_settings_newgame.difficulty.industry_density]); break;
 
			case GLAND_LANDSCAPE_PULLDOWN:  SetDParam(0, _landscape[_settings_newgame.game_creation.land_generator]); break;
 
			case GLAND_TREE_PULLDOWN:       SetDParam(0, _tree_placer[_settings_newgame.game_creation.tree_placer]); break;
 
			case GLAND_TERRAIN_PULLDOWN:    SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
 
@@ -586,7 +586,7 @@ struct GenerateLandscapeWindow : public 
 
				break;
 

	
 
			case GLAND_INDUSTRY_PULLDOWN: // Number of industries
 
				ShowDropDownMenu(this, _num_inds, _settings_newgame.difficulty.number_industries, GLAND_INDUSTRY_PULLDOWN, 0, 0);
 
				ShowDropDownMenu(this, _num_inds, _settings_newgame.difficulty.industry_density, GLAND_INDUSTRY_PULLDOWN, 0, 0);
 
				break;
 

	
 
			case GLAND_RANDOM_BUTTON: // Random seed
 
@@ -761,7 +761,7 @@ struct GenerateLandscapeWindow : public 
 
				break;
 

	
 
			case GLAND_INDUSTRY_PULLDOWN:
 
				IConsoleSetSetting("difficulty.number_industries", index);
 
				IConsoleSetSetting("difficulty.industry_density", index);
 
				break;
 

	
 
			case GLAND_TERRAIN_PULLDOWN: {
src/industry_cmd.cpp
Show inline comments
 
@@ -1847,7 +1847,7 @@ static uint32 GetScaledIndustryGeneratio
 
	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 GetScaledIndustryGeneratio
 
 */
 
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];
src/industry_gui.cpp
Show inline comments
 
@@ -602,7 +602,7 @@ public:
 
		this->SetupArrays();
 

	
 
		const IndustrySpec *indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type);
 
		if (indsp == NULL) this->enabled[this->selected_index] = _settings_game.difficulty.number_industries != ID_FUND_ONLY;
 
		if (indsp == NULL) this->enabled[this->selected_index] = _settings_game.difficulty.industry_density != ID_FUND_ONLY;
 
		this->SetButtons();
 
	}
 
};
src/saveload/afterload.cpp
Show inline comments
 
@@ -1448,10 +1448,10 @@ bool AfterLoadGame()
 
	}
 

	
 
	if (IsSavegameVersionBefore(58)) {
 
		/* Setting difficulty number_industries other than zero get bumped to +1
 
		 * since a new option (very low at position1) has been added */
 
		if (_settings_game.difficulty.number_industries > 0) {
 
			_settings_game.difficulty.number_industries++;
 
		/* Setting difficulty industry_density other than zero get bumped to +1
 
		 * since a new option (very low at position 1) has been added */
 
		if (_settings_game.difficulty.industry_density > 0) {
 
			_settings_game.difficulty.industry_density++;
 
		}
 

	
 
		/* Same goes for number of towns, although no test is needed, just an increment */
 
@@ -2563,10 +2563,10 @@ bool AfterLoadGame()
 
	}
 

	
 
	if (IsSavegameVersionBefore(160)) {
 
		/* Setting difficulty number_industries other than zero get bumped to +1
 
		 * since a new option (very low at position1) has been added */
 
		if (_settings_game.difficulty.number_industries > 0) {
 
			_settings_game.difficulty.number_industries++;
 
		/* Setting difficulty industry_density other than zero get bumped to +1
 
		 * since a new option (minimal at position 1) has been added */
 
		if (_settings_game.difficulty.industry_density > 0) {
 
			_settings_game.difficulty.industry_density++;
 
		}
 
	}
 

	
src/saveload/oldloader_sl.cpp
Show inline comments
 
@@ -1444,7 +1444,7 @@ static const OldChunks game_difficulty_c
 
	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, max_no_competitors ),
 
	OCL_NULL( 2), // competitor_start_time
 
	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, number_towns ),
 
	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, number_industries ),
 
	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, industry_density ),
 
	OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, DifficultySettings, max_loan ),
 
	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, initial_interest ),
 
	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, vehicle_costs ),
src/settings_type.h
Show inline comments
 
@@ -35,7 +35,7 @@ enum IndustryDensity {
 
struct DifficultySettings {
 
	byte   max_no_competitors;               ///< the number of competitors (AIs)
 
	byte   number_towns;                     ///< the amount of towns
 
	byte   number_industries;                ///< The industry density. @see IndustryDensity
 
	byte   industry_density;                 ///< The industry density. @see IndustryDensity
 
	uint32 max_loan;                         ///< the maximum initial loan
 
	byte   initial_interest;                 ///< amount of interest (to pay over the loan)
 
	byte   vehicle_costs;                    ///< amount of money spent on vehicle running cost
src/table/settings.h
Show inline comments
 
@@ -348,7 +348,7 @@ const SettingDesc _settings[] = {
 
	 SDT_CONDVAR(GameSettings, difficulty.max_no_competitors,        SLE_UINT8, 97, SL_MAX_VERSION, 0, 0,     0,0,MAX_COMPANIES-1,1,STR_NULL,                                  MaxNoAIsChange),
 
	SDT_CONDNULL(                                                            1, 97, 109),
 
	 SDT_CONDVAR(GameSettings, difficulty.number_towns,              SLE_UINT8, 97, SL_MAX_VERSION, 0,NG,     2,     0,      4,  1, STR_NUM_VERY_LOW,                          DifficultyChange),
 
	 SDT_CONDVAR(GameSettings, difficulty.number_industries,         SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, ID_END-1,  0,ID_END-1, 1, STR_FUNDING_ONLY,                          DifficultyChange),
 
	 SDT_CONDVAR(GameSettings, difficulty.industry_density,          SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, ID_END-1,  0,ID_END-1, 1, STR_FUNDING_ONLY,                          DifficultyChange),
 
	 SDT_CONDVAR(GameSettings, difficulty.max_loan,                 SLE_UINT32, 97, SL_MAX_VERSION, 0,NS|CR,300000,100000,500000,50000,STR_NULL,                               DifficultyChange),
 
	 SDT_CONDVAR(GameSettings, difficulty.initial_interest,          SLE_UINT8, 97, SL_MAX_VERSION, 0,NS,     2,     2,      4,  1, STR_NULL,                                  DifficultyChange),
 
	 SDT_CONDVAR(GameSettings, difficulty.vehicle_costs,             SLE_UINT8, 97, SL_MAX_VERSION, 0,NS,     0,     0,      2,  1, STR_SEA_LEVEL_LOW,                         DifficultyChange),
0 comments (0 inline, 0 general)