(svn r11279) -Codechange: use a typedeffed type for all magic with GameDifficulty instead on relying ints to always be 32 bits, which they are not.

This commit is contained in:
rubidium
2007-10-16 21:15:34 +00:00
parent 440fa08669
commit c393a28bf9
4 changed files with 32 additions and 30 deletions

View File

@@ -399,7 +399,7 @@ static const GameSettingData _game_setting_info[] = {
* Q: disasters
* R: area restructuring (0 = permissive, 2 = hostile)
*/
static const int16 _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /*
static const GDType _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /*
A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R*/
{2, 2, 1, 4, 300, 2, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 0}, ///< easy
{4, 1, 1, 3, 150, 3, 1, 3, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1}, ///< medium
@@ -414,7 +414,7 @@ void SetDifficultyLevel(int mode, GameOptions *gm_opt)
gm_opt->diff_level = mode;
if (mode != 3) { // not custom
for (i = 0; i != GAME_DIFFICULTY_NUM; i++)
((int*)&gm_opt->diff)[i] = _default_game_diff[mode][i];
((GDType*)&gm_opt->diff)[i] = _default_game_diff[mode][i];
}
}
@@ -428,7 +428,7 @@ void CheckDifficultyLevels()
SetDifficultyLevel(_opt_newgame.diff_level, &_opt_newgame);
} else {
for (uint i = 0; i < GAME_DIFFICULTY_NUM; i++) {
int *diff = ((int*)&_opt_newgame.diff) + i;
GDType *diff = ((GDType*)&_opt_newgame.diff) + i;
*diff = clamp(*diff, _game_setting_info[i].min, _game_setting_info[i].max);
*diff -= *diff % _game_setting_info[i].step;
}
@@ -489,7 +489,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
DrawStringCentered(20, y, STR_681A, 0);
value = _game_setting_info[i].str + ((int*)&_opt_mod_temp.diff)[i];
value = _game_setting_info[i].str + ((GDType*)&_opt_mod_temp.diff)[i];
if (i == 4) value *= 1000; // XXX - handle currency option
SetDParam(0, value);
DrawString(30, y, STR_6805_MAXIMUM_NO_COMPETITORS + i, 0);
@@ -531,7 +531,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
_difficulty_timeout = 5;
val = ((int*)&_opt_mod_temp.diff)[btn];
val = ((GDType*)&_opt_mod_temp.diff)[btn];
info = &_game_setting_info[btn]; // get information about the difficulty setting
if (x >= 10) {
@@ -546,7 +546,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
}
// save value in temporary variable
((int*)&_opt_mod_temp.diff)[btn] = val;
((GDType*)&_opt_mod_temp.diff)[btn] = val;
RaiseWindowWidget(w, _opt_mod_temp.diff_level + 3);
SetDifficultyLevel(3, &_opt_mod_temp); // set difficulty level to custom
LowerWindowWidget(w, _opt_mod_temp.diff_level + 3);
@@ -563,11 +563,11 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
ShowHighscoreTable(_opt_mod_temp.diff_level, -1);
break;
case 10: { /* Save button - save changes */
int btn, val;
GDType btn, val;
for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
val = ((int*)&_opt_mod_temp.diff)[btn];
val = ((GDType*)&_opt_mod_temp.diff)[btn];
// if setting has changed, change it
if (val != ((int*)&_opt_ptr->diff)[btn])
if (val != ((GDType*)&_opt_ptr->diff)[btn])
DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
}
DoCommandP(0, UINT_MAX, _opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);