(svn r9983) -Codechange: Use the "enabled" property of the industry spec.

pull/155/head
belugas 17 years ago
parent eecf582cc4
commit 0a3ebbbc22

@ -1470,7 +1470,9 @@ int32 CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
indspec = GetIndustrySpec(p1);
/* Check if the to-be built/founded industry is available for this climate. */
if (!HASBIT(indspec->climate_availability, _opt_ptr->landscape)) return CMD_ERROR;
if (!indspec->enabled) {
return CMD_ERROR;
}
/* If the patch for raw-material industries is not on, you cannot build raw-material industries.
* Raw material industries are industries that do not accept cargo (at least for now)
@ -1554,20 +1556,20 @@ void GenerateIndustries()
/* Find the total amount of industries */
for (it = IT_COAL_MINE; it < NUM_INDUSTRYTYPES; it++) {
int num;
ind_spc = GetIndustrySpec(it);
chance = ind_spc->appear_creation[_opt.landscape];
if (chance > 0) {
/* once the chance of appearance is determind, it have to be scaled by
* the difficulty level. The "chance" in question is more an index into
* the _numof_industry_table,in fact */
num = _numof_industry_table[_opt.diff.number_industries][chance];
/* These are always placed next to the coastline, so we scale by the perimeter instead. */
num = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
i += num;
if (ind_spc->enabled) {
chance = ind_spc->appear_creation[_opt.landscape];
if (chance > 0) {
/* once the chance of appearance is determind, it have to be scaled by
* the difficulty level. The "chance" in question is more an index into
* the _numof_industry_table,in fact */
int num = _numof_industry_table[_opt.diff.number_industries][chance];
/* These are always placed next to the coastline, so we scale by the perimeter instead. */
num = (it == IT_OIL_REFINERY || it == IT_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num);
i += num;
}
}
}
@ -1579,8 +1581,11 @@ void GenerateIndustries()
* for this landscape.
* @todo : Do we really have to pass chance as un-scaled value, since we've already
* processed that scaling above? No, don't think so. Will find a way. */
chance = GetIndustrySpec(it)->appear_creation[_opt.landscape];
if (chance > 0) PlaceInitialIndustry(it, chance);
ind_spc = GetIndustrySpec(it);
if (ind_spc->enabled) {
chance = ind_spc->appear_creation[_opt.landscape];
if (chance > 0) PlaceInitialIndustry(it, chance);
}
};
}

@ -146,7 +146,7 @@ void BuildIndustriesLegend()
/* Add each name */
for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
indsp = GetIndustrySpec(i);
if (HASBIT(indsp->climate_availability, _opt.landscape)) {
if (indsp->enabled) {
_legend_from_industries[j].legend = indsp->name;
_legend_from_industries[j].colour = indsp->map_colour;
_legend_from_industries[j].col_break = (j % 6) == 0; // break is performed on the 7th item

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