changeset 17261:2d2cbb8602d2 draft

(svn r22001) -Codechange: Rename difficulty.number_industries to difficulty.industry_density.
author alberth <alberth@openttd.org>
date Sun, 06 Feb 2011 18:26:50 +0000
parents 279b6d94357f
children c5371301bd52
files src/genworld_gui.cpp src/industry_cmd.cpp src/industry_gui.cpp src/saveload/afterload.cpp src/saveload/oldloader_sl.cpp src/settings_type.h src/table/settings.h
diffstat 7 files changed, 20 insertions(+), 20 deletions(-) [+]
line wrap: on
line diff
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -390,7 +390,7 @@
 				}
 				break;
 
-			case GLAND_INDUSTRY_PULLDOWN:   SetDParam(0, _game_mode == GM_EDITOR ? STR_DISASTERS_OFF : _num_inds[_settings_newgame.difficulty.number_industries]); break;
+			case GLAND_INDUSTRY_PULLDOWN:   SetDParam(0, _game_mode == GM_EDITOR ? STR_DISASTERS_OFF : _num_inds[_settings_newgame.difficulty.industry_density]); break;
 			case GLAND_LANDSCAPE_PULLDOWN:  SetDParam(0, _landscape[_settings_newgame.game_creation.land_generator]); break;
 			case GLAND_TREE_PULLDOWN:       SetDParam(0, _tree_placer[_settings_newgame.game_creation.tree_placer]); break;
 			case GLAND_TERRAIN_PULLDOWN:    SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
@@ -586,7 +586,7 @@
 				break;
 
 			case GLAND_INDUSTRY_PULLDOWN: // Number of industries
-				ShowDropDownMenu(this, _num_inds, _settings_newgame.difficulty.number_industries, GLAND_INDUSTRY_PULLDOWN, 0, 0);
+				ShowDropDownMenu(this, _num_inds, _settings_newgame.difficulty.industry_density, GLAND_INDUSTRY_PULLDOWN, 0, 0);
 				break;
 
 			case GLAND_RANDOM_BUTTON: // Random seed
@@ -761,7 +761,7 @@
 				break;
 
 			case GLAND_INDUSTRY_PULLDOWN:
-				IConsoleSetSetting("difficulty.number_industries", index);
+				IConsoleSetSetting("difficulty.industry_density", index);
 				break;
 
 			case GLAND_TERRAIN_PULLDOWN: {
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -1847,7 +1847,7 @@
 	uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
 	if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
 			!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) ||
-			(_game_mode != GM_EDITOR && _settings_game.difficulty.number_industries == ID_FUND_ONLY)) {
+			(_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY)) {
 		*force_at_least_one = false;
 		return 0;
 	} else {
@@ -1868,7 +1868,7 @@
  */
 static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number)
 {
-	if (_settings_game.difficulty.number_industries == ID_FUND_ONLY) {
+	if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) {
 		*min_number = 0;
 		return 0;
 	}
@@ -1903,7 +1903,7 @@
 	};
 
 	assert(lengthof(numof_industry_table) == ID_END);
-	uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_industries : (uint)ID_VERY_LOW;
+	uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
 	return ScaleByMapSize(numof_industry_table[difficulty]);
 }
 
@@ -1994,7 +1994,7 @@
 void IndustryBuildData::MonthlyLoop()
 {
 	static const int NEWINDS_PER_MONTH = 0x38000 / (10 * 12); // lower 16 bits is a float fraction, 3.5 industries per decade, divided by 10 * 12 months.
-	if (_settings_game.difficulty.number_industries == ID_FUND_ONLY) return; // 'no industries' setting,
+	if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting,
 
 	/* To prevent running out of unused industries for the player to connect,
 	 * add a fraction of new industries each month, but only if the manager can keep up. */
@@ -2010,7 +2010,7 @@
  */
 void GenerateIndustries()
 {
-	if (_game_mode != GM_EDITOR && _settings_game.difficulty.number_industries == ID_FUND_ONLY) return; // No industries in the game.
+	if (_game_mode != GM_EDITOR && _settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // No industries in the game.
 
 	uint32 industry_probs[NUM_INDUSTRYTYPES];
 	bool force_at_least_one[NUM_INDUSTRYTYPES];
--- a/src/industry_gui.cpp
+++ b/src/industry_gui.cpp
@@ -602,7 +602,7 @@
 		this->SetupArrays();
 
 		const IndustrySpec *indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type);
-		if (indsp == NULL) this->enabled[this->selected_index] = _settings_game.difficulty.number_industries != ID_FUND_ONLY;
+		if (indsp == NULL) this->enabled[this->selected_index] = _settings_game.difficulty.industry_density != ID_FUND_ONLY;
 		this->SetButtons();
 	}
 };
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -1448,10 +1448,10 @@
 	}
 
 	if (IsSavegameVersionBefore(58)) {
-		/* Setting difficulty number_industries other than zero get bumped to +1
-		 * since a new option (very low at position1) has been added */
-		if (_settings_game.difficulty.number_industries > 0) {
-			_settings_game.difficulty.number_industries++;
+		/* Setting difficulty industry_density other than zero get bumped to +1
+		 * since a new option (very low at position 1) has been added */
+		if (_settings_game.difficulty.industry_density > 0) {
+			_settings_game.difficulty.industry_density++;
 		}
 
 		/* Same goes for number of towns, although no test is needed, just an increment */
@@ -2563,10 +2563,10 @@
 	}
 
 	if (IsSavegameVersionBefore(160)) {
-		/* Setting difficulty number_industries other than zero get bumped to +1
-		 * since a new option (very low at position1) has been added */
-		if (_settings_game.difficulty.number_industries > 0) {
-			_settings_game.difficulty.number_industries++;
+		/* Setting difficulty industry_density other than zero get bumped to +1
+		 * since a new option (minimal at position 1) has been added */
+		if (_settings_game.difficulty.industry_density > 0) {
+			_settings_game.difficulty.industry_density++;
 		}
 	}
 
--- a/src/saveload/oldloader_sl.cpp
+++ b/src/saveload/oldloader_sl.cpp
@@ -1444,7 +1444,7 @@
 	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, max_no_competitors ),
 	OCL_NULL( 2), // competitor_start_time
 	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, number_towns ),
-	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, number_industries ),
+	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, industry_density ),
 	OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, DifficultySettings, max_loan ),
 	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, initial_interest ),
 	OCL_SVAR( OC_FILE_U16 |  OC_VAR_U8, DifficultySettings, vehicle_costs ),
--- a/src/settings_type.h
+++ b/src/settings_type.h
@@ -35,7 +35,7 @@
 struct DifficultySettings {
 	byte   max_no_competitors;               ///< the number of competitors (AIs)
 	byte   number_towns;                     ///< the amount of towns
-	byte   number_industries;                ///< The industry density. @see IndustryDensity
+	byte   industry_density;                 ///< The industry density. @see IndustryDensity
 	uint32 max_loan;                         ///< the maximum initial loan
 	byte   initial_interest;                 ///< amount of interest (to pay over the loan)
 	byte   vehicle_costs;                    ///< amount of money spent on vehicle running cost
--- a/src/table/settings.h
+++ b/src/table/settings.h
@@ -348,7 +348,7 @@
 	 SDT_CONDVAR(GameSettings, difficulty.max_no_competitors,        SLE_UINT8, 97, SL_MAX_VERSION, 0, 0,     0,0,MAX_COMPANIES-1,1,STR_NULL,                                  MaxNoAIsChange),
 	SDT_CONDNULL(                                                            1, 97, 109),
 	 SDT_CONDVAR(GameSettings, difficulty.number_towns,              SLE_UINT8, 97, SL_MAX_VERSION, 0,NG,     2,     0,      4,  1, STR_NUM_VERY_LOW,                          DifficultyChange),
-	 SDT_CONDVAR(GameSettings, difficulty.number_industries,         SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, ID_END-1,  0,ID_END-1, 1, STR_FUNDING_ONLY,                          DifficultyChange),
+	 SDT_CONDVAR(GameSettings, difficulty.industry_density,          SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, ID_END-1,  0,ID_END-1, 1, STR_FUNDING_ONLY,                          DifficultyChange),
 	 SDT_CONDVAR(GameSettings, difficulty.max_loan,                 SLE_UINT32, 97, SL_MAX_VERSION, 0,NS|CR,300000,100000,500000,50000,STR_NULL,                               DifficultyChange),
 	 SDT_CONDVAR(GameSettings, difficulty.initial_interest,          SLE_UINT8, 97, SL_MAX_VERSION, 0,NS,     2,     2,      4,  1, STR_NULL,                                  DifficultyChange),
 	 SDT_CONDVAR(GameSettings, difficulty.vehicle_costs,             SLE_UINT8, 97, SL_MAX_VERSION, 0,NS,     0,     0,      2,  1, STR_SEA_LEVEL_LOW,                         DifficultyChange),