Allow changing time-keeping mode in-game

This commit is contained in:
Jonathan G Rennison
2024-02-20 18:11:03 +00:00
parent 471934e685
commit f32eef4f38
2 changed files with 7 additions and 7 deletions

View File

@@ -1252,17 +1252,17 @@ static void ChangeTimekeepingUnits(int32_t)
InvalidateWindowClassesData(WC_GAME_OPTIONS, 0);
/* It is possible to change these units in Scenario Editor. We must set the economy date appropriately. */
if (_game_mode == GM_EDITOR) {
/* It is possible to change these units in-game. We must set the economy date appropriately. */
if (_game_mode != GM_MENU) {
EconTime::Date new_economy_date;
EconTime::DateFract new_economy_date_fract;
if (EconTime::UsingWallclockUnits()) {
/* If the new mode is wallclock units, set the economy year back to 1. */
new_economy_date = EconTime::DAYS_TILL_ORIGINAL_BASE_YEAR_WALLCLOCK_MODE;
new_economy_date_fract = 0;
/* If the new mode is wallclock units, adjust the economy date to account for different month/year lengths. */
new_economy_date = EconTime::ConvertYMDToDate(EconTime::CurYear(), EconTime::CurMonth(), Clamp<EconTime::Day>(EconTime::CurDay(), 1, EconTime::DAYS_IN_ECONOMY_WALLCLOCK_MONTH));
new_economy_date_fract = EconTime::CurDateFract();
} else {
/* If the new mode is calendar units, sync the economy year with the calendar year. */
/* If the new mode is calendar units, sync the economy date with the calendar date. */
new_economy_date = CalTime::CurDate().base();
new_economy_date_fract = CalTime::CurDateFract();
}