@@ -210,14 +210,14 @@ static void GenerateLandscapeWndProc(Win
static const StringID elevations[] = {STR_682A_VERY_FLAT, STR_682B_FLAT, STR_682C_HILLY, STR_682D_MOUNTAINOUS, INVALID_STRING_ID};
static const StringID sea_lakes[] = {STR_VERY_LOW, STR_6820_LOW, STR_6821_MEDIUM, STR_6822_HIGH, INVALID_STRING_ID};
static const StringID smoothness[] = {STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_SMOOTH, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_ROUGH, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_VERY_ROUGH, INVALID_STRING_ID};
static const StringID tree_placer[] = {STR_CONFIG_PATCHES_TREE_PLACER_NONE, STR_CONFIG_PATCHES_TREE_PLACER_ORIGINAL, STR_CONFIG_PATCHES_TREE_PLACER_IMPROVED, INVALID_STRING_ID};
static const StringID rotation[] = {STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID};
static const StringID landscape[] = {STR_CONFIG_PATCHES_LAND_GENERATOR_ORIGINAL, STR_CONFIG_PATCHES_LAND_GENERATOR_TERRA_GENESIS, INVALID_STRING_ID};
static const StringID num_towns[] = {STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID};
static const StringID num_inds[] = {STR_26816_NONE, STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID};
static const StringID num_towns[] = {STR_NUM_VERY_LOW, STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID};
static const StringID num_inds[] = {STR_26816_NONE, STR_NUM_VERY_LOW, STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID};
/* Data used for the generate seed edit box */
static querystr_d _genseed_query;
static char _genseed_buffer[11];
glwp_modes mode = (glwp_modes)w->window_number;
@@ -1538,15 +1538,16 @@ Industry *CreateNewIndustry(TileIndex ti
const IndustrySpec *indspec = GetIndustrySpec(type);
const IndustryTileTable *it = indspec->table[RandomRange(indspec->num_table)];
return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, it);
}
static const byte _numof_industry_table[4][12] = {
static const byte _numof_industry_table[5][12] = {
/* difficulty settings for number of industries */
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, //none
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, //very low
{0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5}, //low
{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10}, //normal
{0, 2, 3, 4, 6, 7, 8, 9, 10, 10, 10}, //high
};
/** This function is the one who really do the creation work
@@ -2035,12 +2035,13 @@ STR_6813_ECONOMY
STR_6814_TRAIN_REVERSING :{LTBLUE}Train reversing: {ORANGE}{STRING}
STR_6815_DISASTERS :{LTBLUE}Disasters: {ORANGE}{STRING}
STR_16816_CITY_APPROVAL :{LTBLUE}City council's attitude towards area restructuring: {ORANGE}{STRING}
############ range for difficulty settings ends
STR_26816_NONE :None
STR_NUM_VERY_LOW :Very low
STR_6816_LOW :Low
STR_6817_NORMAL :Normal
STR_6818_HIGH :High
STR_6819 :{BLACK}{SMALLLEFTARROW}
STR_681A :{BLACK}{SMALLRIGHTARROW}
STR_681B_VERY_SLOW :Very Slow
@@ -1935,12 +1935,23 @@ bool AfterLoadGame()
v->current_order.type == OT_LOADING) { // loading
GetStation(v->last_station_visited)->loading_vehicles.push_back(v);
if (CheckSavegameVersion(58)) {
/* patch difficulty number_industries other then zero get bumped to +1
* since a new option (very low at position1) has been added */
if (_opt.diff.number_industries > 0) {
_opt.diff.number_industries++;
/* Same goes for number of towns, although no test is needed, just an increment */
_opt.diff.number_towns++;
return true;
/** Reload all NewGRF files during a running game. This is a cut-down
* version of AfterLoadGame().
* XXX - We need to reset the vehicle position hash because with a non-empty
@@ -26,13 +26,13 @@
#include "saveload.h"
#include "network/network.h"
#include "variables.h"
#include <setjmp.h>
#include <list>
extern const uint16 SAVEGAME_VERSION = 57;
extern const uint16 SAVEGAME_VERSION = 58;
uint16 _sl_version; ///< the major savegame version identifier
byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
typedef void WriterProc(uint len);
typedef uint ReaderProc();
@@ -306,14 +306,14 @@ struct GameSettingData {
StringID str;
static const GameSettingData _game_setting_info[] = {
{ 0, 7, 1, STR_NULL},
{ 0, 3, 1, STR_6830_IMMEDIATE},
{ 0, 2, 1, STR_6816_LOW},
{ 0, 3, 1, STR_26816_NONE},
{ 0, 3, 1, STR_NUM_VERY_LOW},
{ 0, 4, 1, STR_26816_NONE},
{100, 500, 50, STR_NULL},
{ 2, 4, 1, STR_NULL},
{ 0, 2, 1, STR_6820_LOW},
{ 0, 4, 1, STR_681B_VERY_SLOW},
{ 0, 2, 1, STR_6823_NONE},
@@ -327,14 +327,14 @@ static const GameSettingData _game_setti
{ 0, 2, 1, STR_6839_PERMISSIVE},
/*
* A: competitors
* B: start time in months / 3
* C: town count (2 = high, 0 = low)
* D: industry count (3 = high, 0 = none)
* C: town count (2 = high, 0 = very low)
* D: industry count (4 = high, 0 = none)
* E: inital loan / 1000 (in GBP)
* F: interest rate
* G: running costs (0 = low, 2 = high)
* H: construction speed of competitors (0 = very slow, 4 = very fast)
* I: intelligence (0-2)
* J: breakdowns (0 = off, 2 = normal)
@@ -346,15 +346,15 @@ static const GameSettingData _game_setti
* P: Train reversing (0 = end of line + stations, 1 = end of line)
* Q: disasters
* R: area restructuring (0 = permissive, 2 = hostile)
*/
static const int16 _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /*
A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R*/
{2, 2, 1, 3, 300, 2, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 0}, ///< easy
{4, 1, 1, 2, 150, 3, 1, 3, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1}, ///< medium
{7, 0, 2, 2, 100, 4, 1, 3, 2, 2, 0, 2, 3, 2, 1, 1, 1, 2}, ///< hard
{2, 2, 1, 4, 300, 2, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 0}, ///< easy
{4, 1, 1, 3, 150, 3, 1, 3, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1}, ///< medium
{7, 0, 0, 2, 100, 4, 1, 3, 2, 2, 0, 2, 3, 2, 1, 1, 1, 2}, ///< hard
void SetDifficultyLevel(int mode, GameOptions *gm_opt)
{
int i;
assert(mode <= 3);
@@ -1248,13 +1248,13 @@ Town *CreateRandomTown(uint attempts, To
DoCreateTown(t, tile, townnameparts, mode, size);
return t;
} while (--attempts);
return NULL;
static const byte _num_initial_towns[3] = {11, 23, 46};
static const byte _num_initial_towns[4] = {5, 11, 23, 46};
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;
Status change: