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(svn r21695) -Codechange: add helper function to get the currently applicable GameSettings object
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@ -44,7 +44,7 @@ extern CurrencySpec _currency_specs[NUM_CURRENCY];
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/* XXX small hack, but makes the rest of the code a bit nicer to read */
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#define _custom_currency (_currency_specs[CUSTOM_CURRENCY_ID])
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#define _currency ((const CurrencySpec*)&_currency_specs[_game_mode == GM_MENU ? _settings_newgame.locale.currency : _settings_game.locale.currency])
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#define _currency ((const CurrencySpec*)&_currency_specs[GetGameSettings().locale.currency])
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uint GetMaskOfAllowedCurrencies();
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void CheckSwitchToEuro();
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@ -980,7 +980,7 @@ static bool DifficultyReset(int32 level)
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/* In game / in the scenario editor you can set the difficulty level only to custom. This is
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* needed by the AI Gui code that sets the difficulty level when you change any AI settings. */
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if (_game_mode != GM_MENU && level != 3) return false;
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SetDifficultyLevel(level, (_game_mode == GM_MENU) ? &_settings_newgame.difficulty : &_settings_game.difficulty);
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SetDifficultyLevel(level, &GetGameSettings().difficulty);
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return true;
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}
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@ -1020,7 +1020,7 @@ static bool DifficultyNoiseChange(int32 i)
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static bool MaxNoAIsChange(int32 i)
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{
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if (((_game_mode == GM_MENU) ? _settings_newgame.difficulty : _settings_game.difficulty).max_no_competitors != 0 &&
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if (GetGameSettings().difficulty.max_no_competitors != 0 &&
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#ifdef ENABLE_AI
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AI::GetInfoList()->size() == 0 &&
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#endif /* ENABLE_AI */
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@ -1644,8 +1644,7 @@ CommandCost CmdChangeSetting(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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}
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if (flags & DC_EXEC) {
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GameSettings *s = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
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void *var = GetVariableAddress(s, &sd->save);
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void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
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int32 oldval = (int32)ReadValue(var, sd->save.conv);
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int32 newval = (int32)p2;
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@ -1724,7 +1723,7 @@ bool SetSettingValue(uint index, int32 value, bool force_newgame)
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* of settings because changing a company-based setting in a game also
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* changes its defaults. At least that is the convention we have chosen */
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if (sd->save.conv & SLF_NETWORK_NO) {
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void *var = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save);
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void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
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Write_ValidateSetting(var, sd, value);
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if (_game_mode != GM_MENU) {
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@ -1963,7 +1962,7 @@ void IConsoleListSettings(const char *prefilter)
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if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
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if (prefilter != NULL && strstr(sd->desc.name, prefilter) == NULL) continue;
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char value[80];
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const void *ptr = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save);
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const void *ptr = GetVariableAddress(&GetGameSettings(), &sd->save);
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if (sd->desc.cmd == SDT_BOOLX) {
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snprintf(value, lengthof(value), (*(bool*)ptr == 1) ? "on" : "off");
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@ -186,7 +186,7 @@ struct GameOptionsWindow : Window {
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GameOptionsWindow(const WindowDesc *desc) : Window()
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{
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this->opt = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
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this->opt = &GetGameSettings();
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this->reload = false;
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this->InitNested(desc);
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@ -591,7 +591,7 @@ public:
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/* Copy current settings (ingame or in intro) to temporary holding place
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* change that when setting stuff, copy back on clicking 'OK' */
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this->opt_mod_temp = (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
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this->opt_mod_temp = GetGameSettings();
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/* Setup disabled buttons when creating window
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* disable all other difficulty buttons during gameplay except for 'custom' */
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this->SetWidgetsDisabledState(_game_mode != GM_MENU,
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@ -696,7 +696,7 @@ public:
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break;
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case GDW_ACCEPT: { // Save button - save changes
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GameSettings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
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GameSettings *opt_ptr = &GetGameSettings();
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uint i;
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GetSettingFromName("difficulty.diff_level", &i);
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@ -1526,7 +1526,7 @@ struct GameSettingsWindow : Window {
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{
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static bool first_time = true;
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settings_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
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settings_ptr = &GetGameSettings();
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/* Build up the dynamic settings-array only once per OpenTTD session */
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if (first_time) {
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@ -17,6 +17,7 @@
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#include "transport_type.h"
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#include "network/core/config.h"
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#include "company_type.h"
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#include "openttd.h"
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/** Settings related to the difficulty of the game */
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struct DifficultySettings {
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@ -438,4 +439,13 @@ extern GameSettings _settings_game;
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/** The settings values that are used for new games and/or modified in config file. */
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extern GameSettings _settings_newgame;
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/**
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* Get the settings-object applicable for the current situation: the newgame settings
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* when we're in the main menu and otherwise the settings of the current game.
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*/
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static inline GameSettings &GetGameSettings()
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{
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return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
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}
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#endif /* SETTINGS_TYPE_H */
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