File diff r9353:bc33456736f9 → r9354:358e967da2ca
src/town_cmd.cpp
Show inline comments
 
@@ -324,7 +324,7 @@ void UpdateTownVirtCoord(Town *t)
 
	SetDParam(0, t->index);
 
	SetDParam(1, t->population);
 
	UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
 
		_patches.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
 
		_settings.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
 
	MarkTownSignDirty(t);
 
}
 

	
 
@@ -1255,7 +1255,7 @@ static bool GrowTown(Town *t)
 
	/* Let the town be a ghost town
 
	 * The player wanted it in such a way. Thus there he has it. ;)
 
	 * Never reached in editor mode. */
 
	if (_patches.town_layout == TL_NO_ROADS && _generating_world) {
 
	if (_settings.economy.town_layout == TL_NO_ROADS && _generating_world) {
 
		return false;
 
	}
 

	
 
@@ -1485,7 +1485,7 @@ static void DoCreateTown(Town *t, TileIn
 
			break;
 

	
 
		case TSM_CITY:
 
			x *= _patches.initial_city_size;
 
			x *= _settings.economy.initial_city_size;
 
			t->larger_town = true;
 
			break;
 
	}
 
@@ -1586,7 +1586,7 @@ 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;
 
	uint num_cities = _settings.economy.larger_towns == 0 ? 0 : n / _settings.economy.larger_towns;
 

	
 
	SetGeneratingWorldProgress(GWP_TOWN, n);
 

	
 
@@ -1594,7 +1594,7 @@ bool GenerateTowns()
 
		IncreaseGeneratingWorldProgress(GWP_TOWN);
 
		/* try 20 times to create a random-sized town for the first loop. */
 
		TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM;
 
		if (CreateRandomTown(20, mode, _patches.initial_city_size) != NULL) num++;
 
		if (CreateRandomTown(20, mode, _settings.economy.initial_city_size) != NULL) num++;
 
		if (num_cities > 0) num_cities--;
 
	} while (--n);
 

	
 
@@ -2219,7 +2219,7 @@ static void TownActionFundBuildings(Town
 
static void TownActionBuyRights(Town *t)
 
{
 
	/* Check if it's allowed to by the rights */
 
	if (!_patches.exclusive_rights) return;
 
	if (!_settings.economy.exclusive_rights) return;
 

	
 
	t->exclusive_counter = 12;
 
	t->exclusivity = _current_player;
 
@@ -2333,7 +2333,7 @@ static void UpdateTownGrowRate(Town *t)
 
	}
 

	
 
	ClrBit(t->flags12, TOWN_IS_FUNDED);
 
	if (_patches.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
 
	if (_settings.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
 

	
 
	/** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
 
	 * number of times towns are processed before a new building is built. */
 
@@ -2362,7 +2362,7 @@ static void UpdateTownGrowRate(Town *t)
 

	
 
	/* Use the normal growth rate values if new buildings have been funded in
 
	 * this town and the growth rate is set to none. */
 
	uint growth_multiplier = _patches.town_growth_rate != 0 ? _patches.town_growth_rate - 1 : 1;
 
	uint growth_multiplier = _settings.economy.town_growth_rate != 0 ? _settings.economy.town_growth_rate - 1 : 1;
 

	
 
	m >>= growth_multiplier;
 
	if (t->larger_town) m /= 2;
 
@@ -2405,7 +2405,7 @@ bool CheckIfAuthorityAllows(TileIndex ti
 
{
 
	if (!IsValidPlayer(_current_player)) return true;
 

	
 
	Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
 
	Town *t = ClosestTownFromTile(tile, _settings.economy.dist_local_authority);
 
	if (t == NULL) return true;
 

	
 
	if (t->ratings[_current_player] > RATING_VERYPOOR) return true;