(svn r13334) -Codechange: move the network settings variables from network/network_internal to settings.

This commit is contained in:
rubidium
2008-05-29 20:21:28 +00:00
parent 4b2c2521f9
commit 02dbab8721
12 changed files with 174 additions and 163 deletions

View File

@@ -485,8 +485,8 @@ int ttd_main(int argc, char *argv[])
if (_cur_resolution[1] == 0) _cur_resolution[1] = 1;
#if defined(ENABLE_NETWORK)
if (dedicated_host) snprintf(_network_server_bind_ip_host, NETWORK_HOSTNAME_LENGTH, "%s", dedicated_host);
if (dedicated_port) _network_server_port = dedicated_port;
if (dedicated_host) snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", dedicated_host);
if (dedicated_port) _settings_client.network.server_port = dedicated_port;
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
#endif /* ENABLE_NETWORK */
@@ -680,8 +680,8 @@ static void MakeNewGameDone()
#ifdef ENABLE_NETWORK
/* We are the server, we start a new player (not dedicated),
* so set the default password *if* needed. */
if (_network_server && !StrEmpty(_network_default_company_pass)) {
char *password = _network_default_company_pass;
if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
char *password = _settings_client.network.default_company_pass;
NetworkChangeCompanyPassword(1, &password);
}
#endif /* ENABLE_NETWORK */
@@ -822,7 +822,7 @@ void SwitchMode(int new_mode)
/* But not if we are going to the menu */
if (new_mode != SM_MENU) {
/* check if we should reload the config */
if (_network_reload_cfg) {
if (_settings_client.network.reload_cfg) {
LoadFromConfig();
_settings_game = _settings_newgame;
ResetGRFConfig(false);
@@ -1102,7 +1102,7 @@ void GameLoop()
if (_network_reconnect > 0 && --_network_reconnect == 0) {
/* This means that we want to reconnect to the last host
* We do this here, because it means that the network is really closed */
NetworkClientConnectGame(_network_last_host, _network_last_port);
NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port);
}
/* Singleplayer */
StateGameLoop();