(svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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@@ -70,7 +70,7 @@ void ResetIndustries()
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/* once performed, enable only the current climate industries */
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for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
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_industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET &&
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HasBit(_origin_industry_specs[i].climate_availability, _settings.game_creation.landscape);
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HasBit(_origin_industry_specs[i].climate_availability, _settings_game.game_creation.landscape);
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}
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memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs));
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@@ -84,7 +84,7 @@ void ResetIndustries()
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void ResetIndustryCreationProbility(IndustryType type)
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{
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assert(type < INVALID_INDUSTRYTYPE);
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_industry_specs[type].appear_creation[_settings.game_creation.landscape] = 0;
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_industry_specs[type].appear_creation[_settings_game.game_creation.landscape] = 0;
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}
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DEFINE_OLD_POOL_GENERIC(Industry, Industry)
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@@ -888,14 +888,14 @@ static void PlantFarmField(TileIndex tile, IndustryID industry)
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uint field_type;
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int type;
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if (_settings.game_creation.landscape == LT_ARCTIC) {
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine())
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return;
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}
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/* determine field size */
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r = (Random() & 0x303) + 0x404;
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if (_settings.game_creation.landscape == LT_ARCTIC) r += 0x404;
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if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
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size_x = GB(r, 0, 8);
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size_y = GB(r, 8, 8);
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@@ -926,7 +926,7 @@ static void PlantFarmField(TileIndex tile, IndustryID industry)
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END_TILE_LOOP(cur_tile, size_x, size_y, tile)
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type = 3;
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if (_settings.game_creation.landscape != LT_ARCTIC && _settings.game_creation.landscape != LT_TROPIC) {
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if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
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type = _plantfarmfield_type[Random() & 0xF];
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}
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@@ -1063,7 +1063,7 @@ static bool CheckNewIndustry_NULL(TileIndex tile)
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static bool CheckNewIndustry_Forest(TileIndex tile)
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{
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if (_settings.game_creation.landscape == LT_ARCTIC) {
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) {
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_error_message = STR_4831_FOREST_CAN_ONLY_BE_PLANTED;
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return false;
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@@ -1075,7 +1075,7 @@ static bool CheckNewIndustry_Forest(TileIndex tile)
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static bool CheckNewIndustry_OilRefinery(TileIndex tile)
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{
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if (_game_mode == GM_EDITOR) return true;
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if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings.game_creation.oil_refinery_limit) return true;
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if (DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
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_error_message = STR_483B_CAN_ONLY_BE_POSITIONED;
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return false;
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@@ -1087,7 +1087,7 @@ static bool CheckNewIndustry_OilRig(TileIndex tile)
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{
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if (_game_mode == GM_EDITOR && _ignore_restrictions) return true;
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if (TileHeight(tile) == 0 &&
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DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings.game_creation.oil_refinery_limit) return true;
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DistanceFromEdge(TILE_ADDXY(tile, 1, 1)) < _settings_game.game_creation.oil_refinery_limit) return true;
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_error_message = STR_483B_CAN_ONLY_BE_POSITIONED;
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return false;
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@@ -1095,7 +1095,7 @@ static bool CheckNewIndustry_OilRig(TileIndex tile)
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static bool CheckNewIndustry_Farm(TileIndex tile)
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{
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if (_settings.game_creation.landscape == LT_ARCTIC) {
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if (_settings_game.game_creation.landscape == LT_ARCTIC) {
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if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) {
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_error_message = STR_0239_SITE_UNSUITABLE;
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return false;
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@@ -1171,7 +1171,7 @@ static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
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t = ClosestTownFromTile(tile, (uint)-1);
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if (_settings.economy.multiple_industry_per_town) return t;
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if (_settings_game.economy.multiple_industry_per_town) return t;
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FOR_ALL_INDUSTRIES(i) {
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if (i->type == (byte)type &&
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@@ -1257,7 +1257,7 @@ static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable
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/* It is almost impossible to have a fully flat land in TG, so what we
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* do is that we check if we can make the land flat later on. See
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* CheckIfCanLevelIndustryPlatform(). */
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return !refused_slope || (_settings.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
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return !refused_slope || (_settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !custom_shape && !_ignore_restrictions);
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}
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static bool CheckIfIndustryIsAllowed(TileIndex tile, int type, const Town *t)
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@@ -1387,7 +1387,7 @@ static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
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const IndustrySpec *indspec = GetIndustrySpec(type);
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const Industry *i;
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if (_settings.economy.same_industry_close && indspec->IsRawIndustry())
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if (_settings_game.economy.same_industry_close && indspec->IsRawIndustry())
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/* Allow primary industries to be placed close to any other industry */
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return true;
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@@ -1401,8 +1401,8 @@ static bool CheckIfFarEnoughFromIndustry(TileIndex tile, int type)
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indspec->accepts_cargo[0] == i->accepts_cargo[0] && (
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/* at least one of those options must be true */
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_game_mode != GM_EDITOR || // editor must not be stopped
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!_settings.economy.same_industry_close ||
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!_settings.economy.multiple_industry_per_town)) {
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!_settings_game.economy.same_industry_close ||
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!_settings_game.economy.multiple_industry_per_town)) {
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_error_message = STR_INDUSTRY_TOO_CLOSE;
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return false;
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}
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@@ -1449,7 +1449,7 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
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i->production_rate[1] = indspec->production_rate[1];
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/* don't use smooth economy for industries using production related callbacks */
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if (_settings.economy.smooth_economy &&
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if (_settings_game.economy.smooth_economy &&
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!(HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
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!(HasBit(indspec->callback_flags, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CHANGE)) // production change callbacks
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) {
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@@ -1577,7 +1577,7 @@ static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint
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if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
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}
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if (!custom_shape_check && _settings.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
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if (!custom_shape_check && _settings_game.game_creation.land_generator == LG_TERRAGENESIS && _generating_world && !_ignore_restrictions && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
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if (!CheckIfFarEnoughFromIndustry(tile, type)) return NULL;
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const Town *t = CheckMultipleIndustryInTown(tile, type);
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@@ -1621,11 +1621,11 @@ CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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/* If the patch for raw-material industries is not on, you cannot build raw-material industries.
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* Raw material industries are industries that do not accept cargo (at least for now) */
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if (_game_mode != GM_EDITOR && _settings.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
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if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
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return CMD_ERROR;
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}
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if (_game_mode != GM_EDITOR && _settings.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
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if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
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if (flags & DC_EXEC) {
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/* Prospecting has a chance to fail, however we cannot guarantee that something can
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* be built on the map, so the chance gets lower when the map is fuller, but there
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@@ -1700,13 +1700,13 @@ static void PlaceInitialIndustry(IndustryType type, int amount)
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{
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/* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the
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* _numof_industry_table. newgrf can specify a big amount */
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int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings.difficulty.number_industries][amount];
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int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings_game.difficulty.number_industries][amount];
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const IndustrySpec *ind_spc = GetIndustrySpec(type);
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/* These are always placed next to the coastline, so we scale by the perimeter instead. */
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num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
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if (_settings.difficulty.number_industries != 0) {
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if (_settings_game.difficulty.number_industries != 0) {
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PlayerID old_player = _current_player;
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_current_player = OWNER_NONE;
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assert(num > 0);
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@@ -1735,7 +1735,7 @@ void GenerateIndustries()
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const IndustrySpec *ind_spc;
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/* Find the total amount of industries */
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if (_settings.difficulty.number_industries > 0) {
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if (_settings_game.difficulty.number_industries > 0) {
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for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
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ind_spc = GetIndustrySpec(it);
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@@ -1744,12 +1744,12 @@ void GenerateIndustries()
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ResetIndustryCreationProbility(it);
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}
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chance = ind_spc->appear_creation[_settings.game_creation.landscape];
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chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
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if (ind_spc->enabled && chance > 0) {
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/* once the chance of appearance is determind, it have to be scaled by
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* the difficulty level. The "chance" in question is more an index into
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* the _numof_industry_table,in fact */
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int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings.difficulty.number_industries][chance];
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int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings_game.difficulty.number_industries][chance];
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/* These are always placed next to the coastline, so we scale by the perimeter instead. */
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num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
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@@ -1760,7 +1760,7 @@ void GenerateIndustries()
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SetGeneratingWorldProgress(GWP_INDUSTRY, i);
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if (_settings.difficulty.number_industries > 0) {
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if (_settings_game.difficulty.number_industries > 0) {
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for (it = 0; it < NUM_INDUSTRYTYPES; it++) {
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/* Once the number of industries has been determined, let's really create them.
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* The test for chance allows us to try create industries that are available only
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@@ -1769,7 +1769,7 @@ void GenerateIndustries()
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* processed that scaling above? No, don't think so. Will find a way. */
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ind_spc = GetIndustrySpec(it);
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if (ind_spc->enabled) {
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chance = ind_spc->appear_creation[_settings.game_creation.landscape];
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chance = ind_spc->appear_creation[_settings_game.game_creation.landscape];
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if (chance > 0) PlaceInitialIndustry(it, chance);
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}
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}
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@@ -1823,7 +1823,7 @@ static void MaybeNewIndustry(void)
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/* Generate a list of all possible industries that can be built. */
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for (j = 0; j < NUM_INDUSTRYTYPES; j++) {
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ind_spc = GetIndustrySpec(j);
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byte chance = ind_spc->appear_ingame[_settings.game_creation.landscape];
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byte chance = ind_spc->appear_ingame[_settings_game.game_creation.landscape];
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if (!ind_spc->enabled || chance == 0) continue;
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@@ -1881,7 +1881,7 @@ static bool CheckIndustryCloseDownProtection(IndustryType type)
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const IndustrySpec *indspec = GetIndustrySpec(type);
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/* oil wells (or the industries with that flag set) are always allowed to closedown */
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if (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD && _settings.game_creation.landscape == LT_TEMPERATE) return false;
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if (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD && _settings_game.game_creation.landscape == LT_TEMPERATE) return false;
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return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1;
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}
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@@ -2031,7 +2031,7 @@ static void ChangeIndustryProduction(Industry *i, bool monthly)
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bool standard = true;
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bool suppress_message = false;
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/* don't use smooth economy for industries using production related callbacks */
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bool smooth_economy = _settings.economy.smooth_economy &&
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bool smooth_economy = _settings_game.economy.smooth_economy &&
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!(HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_256_TICKS) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) && // production callbacks
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!(HasBit(indspec->callback_flags, CBM_IND_MONTHLYPROD_CHANGE) || HasBit(indspec->callback_flags, CBM_IND_PRODUCTION_CHANGE)); // production change callbacks
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byte div = 0;
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@@ -2072,7 +2072,7 @@ static void ChangeIndustryProduction(Industry *i, bool monthly)
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if (standard && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0) {
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/* decrease or increase */
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bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings.game_creation.landscape == LT_TEMPERATE;
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bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings_game.game_creation.landscape == LT_TEMPERATE;
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if (smooth_economy) {
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closeit = true;
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@@ -2257,7 +2257,7 @@ bool IndustrySpec::IsRawIndustry() const
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Money IndustrySpec::GetConstructionCost() const
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{
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return (_price.build_industry *
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(_settings.construction.raw_industry_construction == 1 && this->IsRawIndustry() ?
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(_settings_game.construction.raw_industry_construction == 1 && this->IsRawIndustry() ?
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this->raw_industry_cost_multiplier :
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this->cost_multiplier
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)) >> 8;
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