(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)
This commit is contained in:
belugas 2007-10-10 01:15:07 +00:00
parent 22fd539413
commit 56ba73a714

View File

@ -112,28 +112,23 @@ static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e)
WP(w, fnd_d).timer_enabled = false;
}
/* We'll perform two distinct loops, one for secondary industries, and the other one for
* primary ones. Each loop will fill the _fund_gui structure. */
/* Fill the _fund_gui structure with industries.
* The tests performed after the enabled allow to load the industries
* In the same way they are inserted by grf (if any)
*/
for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) {
indsp = GetIndustrySpec(ind);
if (indsp->enabled && (!indsp->IsRawIndustry() || _game_mode == GM_EDITOR)) {
if (indsp->enabled){
/* Rule is that editor mode loads all industries.
* In game mode, all non raw industries are loaded too
* and raw ones are loaded only when setting allows it */
if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _patches.raw_industry_construction == 0) continue;
_fund_gui.index[_fund_gui.count] = ind;
_fund_gui.enabled[_fund_gui.count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION);
_fund_gui.count++;
}
}
if (_patches.raw_industry_construction != 0 && _game_mode != GM_EDITOR) {
for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) {
indsp = GetIndustrySpec(ind);
if (indsp->enabled && indsp->IsRawIndustry()) {
_fund_gui.index[_fund_gui.count] = ind;
_fund_gui.enabled[_fund_gui.count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION);
_fund_gui.count++;
}
}
}
/* first indutry type is selected.
* I'll be damned if there are none available ;) */
WP(w, fnd_d).index = 0;