diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -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;