(svn r13255) -Codechange: move _opt to _settings.
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@@ -99,7 +99,7 @@ void ResetOldNames();
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void ProcessAsyncSaveFinish();
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void CallWindowTickEvent();
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extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
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extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
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extern Player* DoStartupNewPlayer(bool is_ai);
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extern void ShowOSErrorBox(const char *buf);
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extern void InitializeRailGUI();
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@@ -586,11 +586,10 @@ int ttd_main(int argc, char *argv[])
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ResetGRFConfig(false);
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/* XXX - ugly hack, if diff_level is 9, it means we got no setting from the config file */
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if (_opt_newgame.diff_level == 9) SetDifficultyLevel(0, &_opt_newgame);
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if (_settings_newgame.difficulty.diff_level == 9) SetDifficultyLevel(0, &_settings_newgame.difficulty);
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/* Make sure _patches is filled with _patches_newgame if we switch to a game directly */
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if (_switch_mode != SM_NONE) {
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_opt = _opt_newgame;
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UpdatePatches();
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}
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@@ -767,8 +766,7 @@ static void StartScenario()
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ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
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}
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_opt.diff = _opt_newgame.diff;
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_opt.diff_level = _opt_newgame.diff_level;
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_settings.difficulty = _settings_newgame.difficulty;
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/* Inititalize data */
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StartupEconomy();
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@@ -838,7 +836,6 @@ void SwitchMode(int new_mode)
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if (_network_reload_cfg) {
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LoadFromConfig();
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_settings = _settings_newgame;
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_opt = _opt_newgame;
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ResetGRFConfig(false);
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}
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NetworkServerStart();
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@@ -1259,7 +1256,7 @@ static const byte convert_currency[] = {
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/* since savegame version 4.2 the currencies are arranged differently */
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static void UpdateCurrencies()
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{
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_opt.currency = convert_currency[_opt.currency];
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_settings.gui.currency = convert_currency[_settings.gui.currency];
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}
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/* Up to revision 1413 the invisible tiles at the southern border have not been
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@@ -1394,7 +1391,7 @@ bool AfterLoadGame()
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Town *t;
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FOR_ALL_TOWNS(t) {
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t->name = CopyFromOldName(t->townnametype);
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if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
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if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _settings.game_creation.town_name;
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}
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Waypoint *wp;
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@@ -1408,7 +1405,7 @@ bool AfterLoadGame()
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ResetOldNames();
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/* convert road side to my format. */
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if (_opt.road_side) _opt.road_side = 1;
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if (_settings.vehicle.road_side) _settings.vehicle.road_side = 1;
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/* Check if all NewGRFs are present, we are very strict in MP mode */
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GRFListCompatibility gcf_res = IsGoodGRFConfigList();
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@@ -2226,12 +2223,12 @@ bool AfterLoadGame()
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if (CheckSavegameVersion(58)) {
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/* patch difficulty number_industries other then zero get bumped to +1
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* since a new option (very low at position1) has been added */
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if (_opt.diff.number_industries > 0) {
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_opt.diff.number_industries++;
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if (_settings.difficulty.number_industries > 0) {
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_settings.difficulty.number_industries++;
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}
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/* Same goes for number of towns, although no test is needed, just an increment */
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_opt.diff.number_towns++;
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_settings.difficulty.number_towns++;
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}
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if (CheckSavegameVersion(64)) {
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