(svn r22001) -Codechange: Rename difficulty.number_industries to difficulty.industry_density.

pull/155/head
alberth 14 years ago
parent f838069a44
commit 8c3041b3c9

@ -390,7 +390,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
} }
break; 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_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_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; case GLAND_TERRAIN_PULLDOWN: SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
@ -586,7 +586,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
break; break;
case GLAND_INDUSTRY_PULLDOWN: // Number of industries 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; break;
case GLAND_RANDOM_BUTTON: // Random seed case GLAND_RANDOM_BUTTON: // Random seed
@ -761,7 +761,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
break; break;
case GLAND_INDUSTRY_PULLDOWN: case GLAND_INDUSTRY_PULLDOWN:
IConsoleSetSetting("difficulty.number_industries", index); IConsoleSetSetting("difficulty.industry_density", index);
break; break;
case GLAND_TERRAIN_PULLDOWN: { case GLAND_TERRAIN_PULLDOWN: {

@ -1847,7 +1847,7 @@ static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *forc
uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision 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 || if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0 ||
!CheckIfCallBackAllowsAvailability(it, IACT_MAPGENERATION) || !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; *force_at_least_one = false;
return 0; return 0;
} else { } else {
@ -1868,7 +1868,7 @@ static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *forc
*/ */
static uint16 GetIndustryGamePlayProbability(IndustryType it, byte *min_number) 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; *min_number = 0;
return 0; return 0;
} }
@ -1903,7 +1903,7 @@ static uint GetNumberOfIndustries()
}; };
assert(lengthof(numof_industry_table) == ID_END); 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]); return ScaleByMapSize(numof_industry_table[difficulty]);
} }
@ -1994,7 +1994,7 @@ void IndustryBuildData::Reset()
void IndustryBuildData::MonthlyLoop() 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. 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, /* 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. */ * add a fraction of new industries each month, but only if the manager can keep up. */
@ -2010,7 +2010,7 @@ void IndustryBuildData::MonthlyLoop()
*/ */
void GenerateIndustries() 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]; uint32 industry_probs[NUM_INDUSTRYTYPES];
bool force_at_least_one[NUM_INDUSTRYTYPES]; bool force_at_least_one[NUM_INDUSTRYTYPES];

@ -602,7 +602,7 @@ public:
this->SetupArrays(); this->SetupArrays();
const IndustrySpec *indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type); 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(); this->SetButtons();
} }
}; };

@ -1448,10 +1448,10 @@ bool AfterLoadGame()
} }
if (IsSavegameVersionBefore(58)) { if (IsSavegameVersionBefore(58)) {
/* Setting difficulty number_industries other than zero get bumped to +1 /* Setting difficulty industry_density other than zero get bumped to +1
* since a new option (very low at position1) has been added */ * since a new option (very low at position 1) has been added */
if (_settings_game.difficulty.number_industries > 0) { if (_settings_game.difficulty.industry_density > 0) {
_settings_game.difficulty.number_industries++; _settings_game.difficulty.industry_density++;
} }
/* Same goes for number of towns, although no test is needed, just an increment */ /* Same goes for number of towns, although no test is needed, just an increment */
@ -2563,10 +2563,10 @@ bool AfterLoadGame()
} }
if (IsSavegameVersionBefore(160)) { if (IsSavegameVersionBefore(160)) {
/* Setting difficulty number_industries other than zero get bumped to +1 /* Setting difficulty industry_density other than zero get bumped to +1
* since a new option (very low at position1) has been added */ * since a new option (minimal at position 1) has been added */
if (_settings_game.difficulty.number_industries > 0) { if (_settings_game.difficulty.industry_density > 0) {
_settings_game.difficulty.number_industries++; _settings_game.difficulty.industry_density++;
} }
} }

@ -1444,7 +1444,7 @@ static const OldChunks game_difficulty_chunk[] = {
OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, max_no_competitors ), OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, max_no_competitors ),
OCL_NULL( 2), // competitor_start_time 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_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_U32, DifficultySettings, max_loan ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, initial_interest ), OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, initial_interest ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, vehicle_costs ), OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, vehicle_costs ),

@ -35,7 +35,7 @@ enum IndustryDensity {
struct DifficultySettings { struct DifficultySettings {
byte max_no_competitors; ///< the number of competitors (AIs) byte max_no_competitors; ///< the number of competitors (AIs)
byte number_towns; ///< the amount of towns 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 uint32 max_loan; ///< the maximum initial loan
byte initial_interest; ///< amount of interest (to pay over the loan) byte initial_interest; ///< amount of interest (to pay over the loan)
byte vehicle_costs; ///< amount of money spent on vehicle running cost byte vehicle_costs; ///< amount of money spent on vehicle running cost

@ -348,7 +348,7 @@ const SettingDesc _settings[] = {
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_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_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_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.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.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), SDT_CONDVAR(GameSettings, difficulty.vehicle_costs, SLE_UINT8, 97, SL_MAX_VERSION, 0,NS, 0, 0, 2, 1, STR_SEA_LEVEL_LOW, DifficultyChange),

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