Changeset - r6748:819b6f72de85
[Not reviewed]
master
0 2 0
belugas - 17 years ago 2007-05-30 01:55:11
belugas@openttd.org
(svn r9983) -Codechange: Use the "enabled" property of the industry spec.
2 files changed with 20 insertions and 15 deletions:
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src/industry_cmd.cpp
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@@ -1470,7 +1470,9 @@ int32 CmdBuildIndustry(TileIndex tile, u
 
	indspec = GetIndustrySpec(p1);
 

	
 
	/* Check if the to-be built/founded industry is available for this climate. */
 
	if (!HASBIT(indspec->climate_availability, _opt_ptr->landscape)) return CMD_ERROR;
 
	if (!indspec->enabled) {
 
		return CMD_ERROR;
 
	}
 

	
 
	/* If the patch for raw-material industries is not on, you cannot build raw-material industries.
 
	 * Raw material industries are industries that do not accept cargo (at least for now)
 
@@ -1554,20 +1556,20 @@ void GenerateIndustries()
 

	
 
	/* Find the total amount of industries */
 
	for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) {
 
		int num;
 

	
 
		ind_spc = GetIndustrySpec(it);
 
		chance = ind_spc->appear_creation[_opt.landscape];
 
		if (ind_spc->enabled) {
 
			chance = ind_spc->appear_creation[_opt.landscape];
 
			if (chance > 0) {
 
				/* once the chance of appearance is determind, it have to be scaled by
 
				 * the difficulty level. The "chance" in question is more an index into
 
				 * the _numof_industry_table,in fact */
 
				int num = _numof_industry_table[_opt.diff.number_industries][chance];
 

	
 
		if (chance > 0) {
 
			/* once the chance of appearance is determind, it have to be scaled by
 
			 * the difficulty level. The "chance" in question is more an index into
 
			 * the _numof_industry_table,in fact */
 
			num = _numof_industry_table[_opt.diff.number_industries][chance];
 

	
 
			/* These are always placed next to the coastline, so we scale by the perimeter instead. */
 
			num = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
 
			i += num;
 
				/* These are always placed next to the coastline, so we scale by the perimeter instead. */
 
				num = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
 
				i += num;
 
			}
 
		}
 
	}
 

	
 
@@ -1579,8 +1581,11 @@ void GenerateIndustries()
 
		 * for this landscape.
 
		 * @todo :  Do we really have to pass chance as un-scaled value, since we've already
 
		 *          processed that scaling above? No, don't think so.  Will find a way. */
 
		chance = GetIndustrySpec(it)->appear_creation[_opt.landscape];
 
		if (chance > 0) PlaceInitialIndustry(it, chance);
 
		ind_spc = GetIndustrySpec(it);
 
		if (ind_spc->enabled) {
 
			chance = ind_spc->appear_creation[_opt.landscape];
 
			if (chance > 0) PlaceInitialIndustry(it, chance);
 
		}
 
	};
 
}
 

	
src/smallmap_gui.cpp
Show inline comments
 
@@ -146,7 +146,7 @@ void BuildIndustriesLegend()
 
	/* Add each name */
 
	for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
 
		indsp = GetIndustrySpec(i);
 
		if (HASBIT(indsp->climate_availability, _opt.landscape)) {
 
		if (indsp->enabled) {
 
			_legend_from_industries[j].legend = indsp->name;
 
			_legend_from_industries[j].colour = indsp->map_colour;
 
			_legend_from_industries[j].col_break = (j % 6) == 0;  // break is performed on the 7th item
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