diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -1075,7 +1075,7 @@ static bool CheckNewIndustry_Forest(Tile static bool CheckNewIndustry_OilRefinery(TileIndex tile) { if (_game_mode == GM_EDITOR) return true; - if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _patches.oil_refinery_limit) return true; + if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings.game_creation.oil_refinery_limit) return true; _error_message = STR_483B_CAN_ONLY_BE_POSITIONED; return false; @@ -1087,7 +1087,7 @@ static bool CheckNewIndustry_OilRig(Tile { if (_game_mode == GM_EDITOR && _ignore_restrictions) return true; if (TileHeight(tile) == 0 && - DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _patches.oil_refinery_limit) return true; + DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings.game_creation.oil_refinery_limit) return true; _error_message = STR_483B_CAN_ONLY_BE_POSITIONED; return false; @@ -1171,7 +1171,7 @@ static const Town *CheckMultipleIndustry t = ClosestTownFromTile(tile, (uint)-1); - if (_patches.multiple_industry_per_town) return t; + if (_settings.economy.multiple_industry_per_town) return t; FOR_ALL_INDUSTRIES(i) { if (i->type == (byte)type && @@ -1257,7 +1257,7 @@ static bool CheckIfIndustryTilesAreFree( /* It is almost impossible to have a fully flat land in TG, so what we * do is that we check if we can make the land flat later on. See * CheckIfCanLevelIndustryPlatform(). */ - return !refused_slope || (_patches.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions); + return !refused_slope || (_settings.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions); } static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t) @@ -1387,7 +1387,7 @@ static bool CheckIfFarEnoughFromIndustry const IndustrySpec *indspec = GetIndustrySpec(type); const Industry *i; - if (_patches.same_industry_close && indspec->IsRawIndustry()) + if (_settings.economy.same_industry_close && indspec->IsRawIndustry()) /* Allow primary industries to be placed close to any other industry */ return true; @@ -1401,8 +1401,8 @@ static bool CheckIfFarEnoughFromIndustry indspec->accepts_cargo[0] == i->accepts_cargo[0] && ( /* at least one of those options must be true */ _game_mode != GM_EDITOR || // editor must not be stopped - !_patches.same_industry_close || - !_patches.multiple_industry_per_town)) { + !_settings.economy.same_industry_close || + !_settings.economy.multiple_industry_per_town)) { _error_message = STR_INDUSTRY_TOO_CLOSE; return false; } @@ -1449,7 +1449,7 @@ static void DoCreateNewIndustry(Industry i->production_rate[1] = indspec->production_rate[1]; /* don't use smooth economy for industries using production related callbacks */ - if (_patches.smooth_economy && + if (_settings.economy.smooth_economy && !(HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks !(HasBit(indspec->callback_flags, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CHANGE)) // production change callbacks ) { @@ -1577,7 +1577,7 @@ static Industry *CreateNewIndustryHelper if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL; } - if (!custom_shape_check && _patches.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL; + if (!custom_shape_check && _settings.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL; if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL; const Town *t = CheckMultipleIndustryInTown(tile, type); @@ -1621,11 +1621,11 @@ CommandCost CmdBuildIndustry(TileIndex t /* 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) */ - if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 0 && indspec->IsRawIndustry()) { + if (_game_mode != GM_EDITOR && _settings.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) { return CMD_ERROR; } - if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indspec->IsRawIndustry()) { + if (_game_mode != GM_EDITOR && _settings.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) { if (flags & DC_EXEC) { /* Prospecting has a chance to fail, however we cannot guarantee that something can * be built on the map, so the chance gets lower when the map is fuller, but there @@ -2031,7 +2031,7 @@ static void ChangeIndustryProduction(Ind bool standard = true; bool suppress_message = false; /* don't use smooth economy for industries using production related callbacks */ - bool smooth_economy = _patches.smooth_economy && + bool smooth_economy = _settings.economy.smooth_economy && !(HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks !(HasBit(indspec->callback_flags, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CHANGE)); // production change callbacks byte div = 0; @@ -2257,7 +2257,7 @@ bool IndustrySpec::IsRawIndustry() const Money IndustrySpec::GetConstructionCost() const { return (_price.build_industry * - (_patches.raw_industry_construction == 1 && this->IsRawIndustry() ? + (_settings.construction.raw_industry_construction == 1 && this->IsRawIndustry() ? this->raw_industry_cost_multiplier : this->cost_multiplier )) >> 8;