(svn r21695) -Codechange: add helper function to get the currently applicable GameSettings object

pull/155/head
yexo 14 years ago
parent 3436562d3a
commit 8ae90addd6

@ -44,7 +44,7 @@ extern CurrencySpec _currency_specs[NUM_CURRENCY];
/* XXX small hack, but makes the rest of the code a bit nicer to read */ /* XXX small hack, but makes the rest of the code a bit nicer to read */
#define _custom_currency (_currency_specs[CUSTOM_CURRENCY_ID]) #define _custom_currency (_currency_specs[CUSTOM_CURRENCY_ID])
#define _currency ((const CurrencySpec*)&_currency_specs[_game_mode == GM_MENU ? _settings_newgame.locale.currency : _settings_game.locale.currency]) #define _currency ((const CurrencySpec*)&_currency_specs[GetGameSettings().locale.currency])
uint GetMaskOfAllowedCurrencies(); uint GetMaskOfAllowedCurrencies();
void CheckSwitchToEuro(); void CheckSwitchToEuro();

@ -980,7 +980,7 @@ static bool DifficultyReset(int32 level)
/* In game / in the scenario editor you can set the difficulty level only to custom. This is /* In game / in the scenario editor you can set the difficulty level only to custom. This is
* needed by the AI Gui code that sets the difficulty level when you change any AI settings. */ * needed by the AI Gui code that sets the difficulty level when you change any AI settings. */
if (_game_mode != GM_MENU && level != 3) return false; if (_game_mode != GM_MENU && level != 3) return false;
SetDifficultyLevel(level, (_game_mode == GM_MENU) ? &_settings_newgame.difficulty : &_settings_game.difficulty); SetDifficultyLevel(level, &GetGameSettings().difficulty);
return true; return true;
} }
@ -1020,7 +1020,7 @@ static bool DifficultyNoiseChange(int32 i)
static bool MaxNoAIsChange(int32 i) static bool MaxNoAIsChange(int32 i)
{ {
if (((_game_mode == GM_MENU) ? _settings_newgame.difficulty : _settings_game.difficulty).max_no_competitors != 0 && if (GetGameSettings().difficulty.max_no_competitors != 0 &&
#ifdef ENABLE_AI #ifdef ENABLE_AI
AI::GetInfoList()->size() == 0 && AI::GetInfoList()->size() == 0 &&
#endif /* ENABLE_AI */ #endif /* ENABLE_AI */
@ -1644,8 +1644,7 @@ CommandCost CmdChangeSetting(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
} }
if (flags & DC_EXEC) { if (flags & DC_EXEC) {
GameSettings *s = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game; void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
void *var = GetVariableAddress(s, &sd->save);
int32 oldval = (int32)ReadValue(var, sd->save.conv); int32 oldval = (int32)ReadValue(var, sd->save.conv);
int32 newval = (int32)p2; int32 newval = (int32)p2;
@ -1724,7 +1723,7 @@ bool SetSettingValue(uint index, int32 value, bool force_newgame)
* of settings because changing a company-based setting in a game also * of settings because changing a company-based setting in a game also
* changes its defaults. At least that is the convention we have chosen */ * changes its defaults. At least that is the convention we have chosen */
if (sd->save.conv & SLF_NETWORK_NO) { if (sd->save.conv & SLF_NETWORK_NO) {
void *var = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save); void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
Write_ValidateSetting(var, sd, value); Write_ValidateSetting(var, sd, value);
if (_game_mode != GM_MENU) { if (_game_mode != GM_MENU) {
@ -1963,7 +1962,7 @@ void IConsoleListSettings(const char *prefilter)
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (prefilter != NULL && strstr(sd->desc.name, prefilter) == NULL) continue; if (prefilter != NULL && strstr(sd->desc.name, prefilter) == NULL) continue;
char value[80]; char value[80];
const void *ptr = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save); const void *ptr = GetVariableAddress(&GetGameSettings(), &sd->save);
if (sd->desc.cmd == SDT_BOOLX) { if (sd->desc.cmd == SDT_BOOLX) {
snprintf(value, lengthof(value), (*(bool*)ptr == 1) ? "on" : "off"); snprintf(value, lengthof(value), (*(bool*)ptr == 1) ? "on" : "off");

@ -186,7 +186,7 @@ struct GameOptionsWindow : Window {
GameOptionsWindow(const WindowDesc *desc) : Window() GameOptionsWindow(const WindowDesc *desc) : Window()
{ {
this->opt = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game; this->opt = &GetGameSettings();
this->reload = false; this->reload = false;
this->InitNested(desc); this->InitNested(desc);
@ -591,7 +591,7 @@ public:
/* Copy current settings (ingame or in intro) to temporary holding place /* Copy current settings (ingame or in intro) to temporary holding place
* change that when setting stuff, copy back on clicking 'OK' */ * change that when setting stuff, copy back on clicking 'OK' */
this->opt_mod_temp = (_game_mode == GM_MENU) ? _settings_newgame : _settings_game; this->opt_mod_temp = GetGameSettings();
/* Setup disabled buttons when creating window /* Setup disabled buttons when creating window
* disable all other difficulty buttons during gameplay except for 'custom' */ * disable all other difficulty buttons during gameplay except for 'custom' */
this->SetWidgetsDisabledState(_game_mode != GM_MENU, this->SetWidgetsDisabledState(_game_mode != GM_MENU,
@ -696,7 +696,7 @@ public:
break; break;
case GDW_ACCEPT: { // Save button - save changes case GDW_ACCEPT: { // Save button - save changes
GameSettings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game; GameSettings *opt_ptr = &GetGameSettings();
uint i; uint i;
GetSettingFromName("difficulty.diff_level", &i); GetSettingFromName("difficulty.diff_level", &i);
@ -1526,7 +1526,7 @@ struct GameSettingsWindow : Window {
{ {
static bool first_time = true; static bool first_time = true;
settings_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game; settings_ptr = &GetGameSettings();
/* Build up the dynamic settings-array only once per OpenTTD session */ /* Build up the dynamic settings-array only once per OpenTTD session */
if (first_time) { if (first_time) {

@ -17,6 +17,7 @@
#include "transport_type.h" #include "transport_type.h"
#include "network/core/config.h" #include "network/core/config.h"
#include "company_type.h" #include "company_type.h"
#include "openttd.h"
/** Settings related to the difficulty of the game */ /** Settings related to the difficulty of the game */
struct DifficultySettings { struct DifficultySettings {
@ -438,4 +439,13 @@ extern GameSettings _settings_game;
/** The settings values that are used for new games and/or modified in config file. */ /** The settings values that are used for new games and/or modified in config file. */
extern GameSettings _settings_newgame; extern GameSettings _settings_newgame;
/**
* Get the settings-object applicable for the current situation: the newgame settings
* when we're in the main menu and otherwise the settings of the current game.
*/
static inline GameSettings &GetGameSettings()
{
return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
}
#endif /* SETTINGS_TYPE_H */ #endif /* SETTINGS_TYPE_H */

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