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(svn r11242) -Codechange: When displaying the industry funding gui, present the industries in the same order as they are available.
Prior of this, they were separated in processing/organic and extractive. Now, all are mixed, just filtered when required. This will allow easy comparison with TTDPatch's list. (glx and me)
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@ -112,28 +112,23 @@ static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e)
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WP(w, fnd_d).timer_enabled = false;
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}
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/* We'll perform two distinct loops, one for secondary industries, and the other one for
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* primary ones. Each loop will fill the _fund_gui structure. */
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/* Fill the _fund_gui structure with industries.
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* The tests performed after the enabled allow to load the industries
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* In the same way they are inserted by grf (if any)
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*/
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for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) {
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indsp = GetIndustrySpec(ind);
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if (indsp->enabled && (!indsp->IsRawIndustry() || _game_mode == GM_EDITOR)) {
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if (indsp->enabled){
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/* Rule is that editor mode loads all industries.
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* In game mode, all non raw industries are loaded too
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* and raw ones are loaded only when setting allows it */
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if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _patches.raw_industry_construction == 0) continue;
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_fund_gui.index[_fund_gui.count] = ind;
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_fund_gui.enabled[_fund_gui.count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION);
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_fund_gui.count++;
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}
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}
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if (_patches.raw_industry_construction != 0 && _game_mode != GM_EDITOR) {
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for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) {
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indsp = GetIndustrySpec(ind);
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if (indsp->enabled && indsp->IsRawIndustry()) {
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_fund_gui.index[_fund_gui.count] = ind;
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_fund_gui.enabled[_fund_gui.count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION);
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_fund_gui.count++;
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}
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}
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}
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/* first indutry type is selected.
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* I'll be damned if there are none available ;) */
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WP(w, fnd_d).index = 0;
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