(svn r13255) -Codechange: move _opt to _settings.
This commit is contained in:
@@ -142,11 +142,11 @@ static void ShowTownnameDropdown(Window *w, int sel)
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static void ShowCustCurrency();
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struct GameOptionsWindow : Window {
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GameOptions *opt;
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Settings *opt;
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GameOptionsWindow(const WindowDesc *desc) : Window(desc)
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{
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this->opt = (_game_mode == GM_MENU) ? &_opt_newgame : &_opt;
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this->opt = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
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this->FindWindowPlacementAndResize(desc);
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}
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@@ -162,11 +162,11 @@ struct GameOptionsWindow : Window {
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this->SetWidgetDisabledState(GAMEOPT_VEHICLENAME_SAVE, !(_vehicle_design_names & 1));
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if (!this->IsWidgetDisabled(GAMEOPT_VEHICLENAME_SAVE)) str = STR_02BF_CUSTOM;
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SetDParam(0, str);
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SetDParam(1, _currency_specs[this->opt->currency].name);
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SetDParam(2, STR_UNITS_IMPERIAL + this->opt->units);
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SetDParam(3, STR_02E9_DRIVE_ON_LEFT + this->opt->road_side);
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SetDParam(4, TownName(this->opt->town_name));
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SetDParam(5, _autosave_dropdown[this->opt->autosave]);
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SetDParam(1, _currency_specs[this->opt->gui.currency].name);
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SetDParam(2, STR_UNITS_IMPERIAL + this->opt->gui.units);
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SetDParam(3, STR_02E9_DRIVE_ON_LEFT + this->opt->vehicle.road_side);
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SetDParam(4, TownName(this->opt->game_creation.town_name));
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SetDParam(5, _autosave_dropdown[this->opt->gui.autosave]);
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SetDParam(6, SPECSTR_LANGUAGE_START + _dynlang.curr);
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int i = GetCurRes();
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SetDParam(7, i == _num_resolutions ? STR_RES_OTHER : SPECSTR_RESOLUTION_START + i);
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@@ -181,11 +181,11 @@ struct GameOptionsWindow : Window {
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{
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switch (widget) {
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case GAMEOPT_CURRENCY_BTN: // Setup currencies dropdown
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ShowDropDownMenu(this, BuildCurrencyDropdown(), this->opt->currency, GAMEOPT_CURRENCY_BTN, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0);
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ShowDropDownMenu(this, BuildCurrencyDropdown(), this->opt->gui.currency, GAMEOPT_CURRENCY_BTN, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0);
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break;
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case GAMEOPT_DISTANCE_BTN: // Setup distance unit dropdown
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ShowDropDownMenu(this, _units_dropdown, this->opt->units, GAMEOPT_DISTANCE_BTN, 0, 0);
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ShowDropDownMenu(this, _units_dropdown, this->opt->gui.units, GAMEOPT_DISTANCE_BTN, 0, 0);
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break;
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case GAMEOPT_ROADSIDE_BTN: { // Setup road-side dropdown
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@@ -195,18 +195,18 @@ struct GameOptionsWindow : Window {
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/* You can only change the drive side if you are in the menu or ingame with
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* no vehicles present. In a networking game only the server can change it */
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if ((_game_mode != GM_MENU && RoadVehiclesAreBuilt()) || (_networking && !_network_server)) {
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i = (-1) ^ (1 << this->opt->road_side); // disable the other value
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i = (-1) ^ (1 << this->opt->vehicle.road_side); // disable the other value
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}
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ShowDropDownMenu(this, _driveside_dropdown, this->opt->road_side, GAMEOPT_ROADSIDE_BTN, i, 0);
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ShowDropDownMenu(this, _driveside_dropdown, this->opt->vehicle.road_side, GAMEOPT_ROADSIDE_BTN, i, 0);
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} break;
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case GAMEOPT_TOWNNAME_BTN: // Setup townname dropdown
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ShowTownnameDropdown(this, this->opt->town_name);
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ShowTownnameDropdown(this, this->opt->game_creation.town_name);
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break;
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case GAMEOPT_AUTOSAVE_BTN: // Setup autosave dropdown
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ShowDropDownMenu(this, _autosave_dropdown, this->opt->autosave, GAMEOPT_AUTOSAVE_BTN, 0, 0);
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ShowDropDownMenu(this, _autosave_dropdown, this->opt->gui.autosave, GAMEOPT_AUTOSAVE_BTN, 0, 0);
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break;
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case GAMEOPT_VEHICLENAME_BTN: // Setup customized vehicle-names dropdown
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@@ -265,17 +265,17 @@ struct GameOptionsWindow : Window {
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case GAMEOPT_CURRENCY_BTN: /* Currency */
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if (index == CUSTOM_CURRENCY_ID) ShowCustCurrency();
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this->opt->currency = index;
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this->opt->gui.currency = index;
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MarkWholeScreenDirty();
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break;
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case GAMEOPT_DISTANCE_BTN: // Measuring units
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this->opt->units = index;
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this->opt->gui.units = index;
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MarkWholeScreenDirty();
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break;
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case GAMEOPT_ROADSIDE_BTN: // Road side
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if (this->opt->road_side != index) { // only change if setting changed
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if (this->opt->vehicle.road_side != index) { // only change if setting changed
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DoCommandP(0, index, 0, NULL, CMD_SET_ROAD_DRIVE_SIDE | CMD_MSG(STR_00B4_CAN_T_DO_THIS));
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MarkWholeScreenDirty();
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}
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@@ -283,13 +283,13 @@ struct GameOptionsWindow : Window {
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case GAMEOPT_TOWNNAME_BTN: // Town names
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if (_game_mode == GM_MENU) {
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this->opt->town_name = index;
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this->opt->game_creation.town_name = index;
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InvalidateWindow(WC_GAME_OPTIONS, 0);
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}
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break;
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case GAMEOPT_AUTOSAVE_BTN: // Autosave options
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_opt.autosave = _opt_newgame.autosave = index;
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_settings.gui.autosave = _settings.gui.autosave = index;
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this->SetDirty();
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break;
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@@ -416,7 +416,7 @@ static const GDType _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /*
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{7, 0, 3, 3, 100, 4, 1, 3, 2, 2, 0, 2, 3, 2, 1, 1, 1, 2}, ///< hard
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};
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void SetDifficultyLevel(int mode, GameOptions *gm_opt)
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void SetDifficultyLevel(int mode, DifficultySettings *gm_opt)
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{
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int i;
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assert(mode <= 3);
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@@ -424,7 +424,7 @@ void SetDifficultyLevel(int mode, GameOptions *gm_opt)
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gm_opt->diff_level = mode;
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if (mode != 3) { // not custom
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for (i = 0; i != GAME_DIFFICULTY_NUM; i++)
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((GDType*)&gm_opt->diff)[i] = _default_game_diff[mode][i];
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((GDType*)gm_opt)[i] = _default_game_diff[mode][i];
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}
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}
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@@ -434,11 +434,11 @@ void SetDifficultyLevel(int mode, GameOptions *gm_opt)
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*/
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void CheckDifficultyLevels()
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{
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if (_opt_newgame.diff_level != 3) {
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SetDifficultyLevel(_opt_newgame.diff_level, &_opt_newgame);
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if (_settings_newgame.difficulty.diff_level != 3) {
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SetDifficultyLevel(_settings_newgame.difficulty.diff_level, &_settings_newgame.difficulty);
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} else {
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for (uint i = 0; i < GAME_DIFFICULTY_NUM; i++) {
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GDType *diff = ((GDType*)&_opt_newgame.diff) + i;
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GDType *diff = ((GDType*)&_settings_newgame.difficulty) + i;
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*diff = Clamp(*diff, _game_setting_info[i].min, _game_setting_info[i].max);
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*diff -= *diff % _game_setting_info[i].step;
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}
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@@ -479,7 +479,7 @@ private:
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uint8 timeout;
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/* Temporary holding place of values in the difficulty window until 'Save' is clicked */
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GameOptions opt_mod_temp;
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DifficultySettings opt_mod_temp;
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enum {
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GAMEDIFF_WND_TOP_OFFSET = 45,
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@@ -510,7 +510,7 @@ public:
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{
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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) ? _opt_newgame : _opt;
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this->opt_mod_temp = (_game_mode == GM_MENU) ? _settings_newgame.difficulty : _settings.difficulty;
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this->clicked_increase = false;
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this->clicked_button = NO_SETTINGS_BUTTON;
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this->timeout = 0;
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@@ -549,7 +549,7 @@ public:
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int y = GAMEDIFF_WND_TOP_OFFSET;
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for (uint i = 0; i != GAME_DIFFICULTY_NUM; i++) {
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const GameSettingData *gsd = &_game_setting_info[i];
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value = ((GDType*)&this->opt_mod_temp.diff)[i];
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value = ((GDType*)&this->opt_mod_temp)[i];
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DrawArrowButtons(5, y, 3,
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(this->clicked_button == i) ? 1 + !!this->clicked_increase : 0,
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@@ -587,7 +587,7 @@ public:
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this->timeout = 5;
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int16 val = ((GDType*)&this->opt_mod_temp.diff)[btn];
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int16 val = ((GDType*)&this->opt_mod_temp)[btn];
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const GameSettingData *info = &_game_setting_info[btn]; // get information about the difficulty setting
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if (x >= 10) {
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@@ -603,7 +603,7 @@ public:
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this->clicked_button = btn;
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/* save value in temporary variable */
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((GDType*)&this->opt_mod_temp.diff)[btn] = val;
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((GDType*)&this->opt_mod_temp)[btn] = val;
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this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
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SetDifficultyLevel(3, &this->opt_mod_temp); // set difficulty level to custom
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this->LowerWidget(GDW_LVL_CUSTOM);
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@@ -627,11 +627,11 @@ public:
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case GDW_ACCEPT: { // Save button - save changes
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GDType btn, val;
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GameOptions *opt_ptr = (_game_mode == GM_MENU) ? &_opt_newgame : &_opt;
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Settings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
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for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
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val = ((GDType*)&this->opt_mod_temp.diff)[btn];
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val = ((GDType*)&this->opt_mod_temp)[btn];
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/* if setting has changed, change it */
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if (val != ((GDType*)&opt_ptr->diff)[btn]) {
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if (val != ((GDType*)&opt_ptr->difficulty)[btn]) {
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DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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}
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}
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