(svn r13256) -Codechange: merge the OPTS and PATS chuncks.

-Codechange: split the diff_custom variable.
-Feature: allow changing some of the diff_custom variables via the console in network games.
This commit is contained in:
rubidium
2008-05-26 00:31:36 +00:00
parent d289464d69
commit c4c440cc20
12 changed files with 260 additions and 266 deletions

View File

@@ -289,7 +289,7 @@ struct GameOptionsWindow : Window {
break;
case GAMEOPT_AUTOSAVE_BTN: // Autosave options
_settings.gui.autosave = _settings.gui.autosave = index;
_settings.gui.autosave = _settings_newgame.gui.autosave = index;
this->SetDirty();
break;
@@ -361,90 +361,6 @@ void ShowGameOptions()
new GameOptionsWindow(&_game_options_desc);
}
struct GameSettingData {
int16 min;
int16 max;
int16 step;
StringID str;
};
static const GameSettingData _game_setting_info[] = {
{ 0, 7, 1, STR_NULL},
{ 0, 3, 1, STR_6830_IMMEDIATE},
{ 0, 3, 1, STR_NUM_VERY_LOW},
{ 0, 4, 1, STR_NONE},
{100, 500, 50, STR_NULL},
{ 2, 4, 1, STR_NULL},
{ 0, 2, 1, STR_6820_LOW},
{ 0, 4, 1, STR_681B_VERY_SLOW},
{ 0, 2, 1, STR_6820_LOW},
{ 0, 2, 1, STR_6823_NONE},
{ 0, 3, 1, STR_6826_X1_5},
{ 0, 2, 1, STR_6820_LOW},
{ 0, 3, 1, STR_682A_VERY_FLAT},
{ 0, 3, 1, STR_VERY_LOW},
{ 0, 1, 1, STR_682E_STEADY},
{ 0, 1, 1, STR_6834_AT_END_OF_LINE_AND_AT_STATIONS},
{ 0, 1, 1, STR_6836_OFF},
{ 0, 2, 1, STR_PERMISSIVE},
};
/*
* A: competitors
* B: start time in months / 3
* C: town count (3 = high, 0 = very low)
* D: industry count (4 = high, 0 = none)
* E: inital loan / 1000 (in GBP)
* F: interest rate
* G: running costs (0 = low, 2 = high)
* H: construction speed of competitors (0 = very slow, 4 = very fast)
* I: intelligence (0-2)
* J: breakdowns (0 = off, 2 = normal)
* K: subsidy multiplier (0 = 1.5, 3 = 4.0)
* L: construction cost (0-2)
* M: terrain type (0 = very flat, 3 = mountainous)
* N: amount of water (0 = very low, 3 = high)
* O: economy (0 = steady, 1 = fluctuating)
* P: Train reversing (0 = end of line + stations, 1 = end of line)
* Q: disasters
* R: area restructuring (0 = permissive, 2 = hostile)
*/
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, 2, 4, 300, 2, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 0}, ///< easy
{4, 1, 2, 3, 150, 3, 1, 3, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1}, ///< medium
{7, 0, 3, 3, 100, 4, 1, 3, 2, 2, 0, 2, 3, 2, 1, 1, 1, 2}, ///< hard
};
void SetDifficultyLevel(int mode, DifficultySettings *gm_opt)
{
int i;
assert(mode <= 3);
gm_opt->diff_level = mode;
if (mode != 3) { // not custom
for (i = 0; i != GAME_DIFFICULTY_NUM; i++)
((GDType*)gm_opt)[i] = _default_game_diff[mode][i];
}
}
/**
* Checks the difficulty levels read from the configuration and
* forces them to be correct when invalid.
*/
void CheckDifficultyLevels()
{
if (_settings_newgame.difficulty.diff_level != 3) {
SetDifficultyLevel(_settings_newgame.difficulty.diff_level, &_settings_newgame.difficulty);
} else {
for (uint i = 0; i < GAME_DIFFICULTY_NUM; i++) {
GDType *diff = ((GDType*)&_settings_newgame.difficulty) + i;
*diff = Clamp(*diff, _game_setting_info[i].min, _game_setting_info[i].max);
*diff -= *diff % _game_setting_info[i].step;
}
}
}
extern void StartupEconomy();
/* Widget definition for the game difficulty settings window */
@@ -472,20 +388,21 @@ static const WindowDesc _game_difficulty_desc = {
_game_difficulty_widgets,
};
void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
struct GameDifficultyWindow : public Window {
private:
static const uint GAME_DIFFICULTY_NUM = 18;
bool clicked_increase;
uint8 clicked_button;
uint8 timeout;
/* Temporary holding place of values in the difficulty window until 'Save' is clicked */
DifficultySettings opt_mod_temp;
Settings opt_mod_temp;
enum {
GAMEDIFF_WND_TOP_OFFSET = 45,
GAMEDIFF_WND_ROWSIZE = 9,
// 0x383E = (1 << 13) | (1 << 12) | (1 << 11) | (1 << 5) | (1 << 4) | (1 << 3) | (1 << 2) | (1 << 1)
DIFF_INGAME_DISABLED_BUTTONS = 0x383E,
NO_SETTINGS_BUTTON = 0xFF,
};
@@ -510,7 +427,7 @@ public:
{
/* Copy current settings (ingame or in intro) to temporary holding place
* change that when setting stuff, copy back on clicking 'OK' */
this->opt_mod_temp = (_game_mode == GM_MENU) ? _settings_newgame.difficulty : _settings.difficulty;
this->opt_mod_temp = (_game_mode == GM_MENU) ? _settings_newgame : _settings;
this->clicked_increase = false;
this->clicked_button = NO_SETTINGS_BUTTON;
this->timeout = 0;
@@ -527,7 +444,7 @@ public:
WIDGET_LIST_END);
this->SetWidgetDisabledState(GDW_HIGHSCORE, _game_mode == GM_EDITOR || _networking); // highscore chart in multiplayer
this->SetWidgetDisabledState(GDW_ACCEPT, _networking && !_network_server); // Save-button in multiplayer (and if client)
this->LowerWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
this->LowerWidget(GDW_LVL_EASY + this->opt_mod_temp.difficulty.diff_level);
this->FindWindowPlacementAndResize(&_game_difficulty_desc);
}
@@ -535,29 +452,20 @@ public:
{
this->DrawWidgets();
/* XXX - Disabled buttons in normal gameplay or during muliplayer as non server.
* Bitshifted for each button to see if that bit is set. If it is set, the
* button is disabled */
uint32 disabled = 0;
if (_networking && !_network_server) {
disabled = MAX_UVALUE(uint32); // Disable all
} else if (_game_mode == GM_NORMAL) {
disabled = DIFF_INGAME_DISABLED_BUTTONS;
}
int value;
uint i;
const SettingDesc *sd = GetPatchFromName("difficulty.max_no_competitors", &i);
int y = GAMEDIFF_WND_TOP_OFFSET;
for (uint i = 0; i != GAME_DIFFICULTY_NUM; i++) {
const GameSettingData *gsd = &_game_setting_info[i];
value = ((GDType*)&this->opt_mod_temp)[i];
for (i = 0; i < GAME_DIFFICULTY_NUM; i++, sd++) {
const SettingDescBase *sdb = &sd->desc;
int32 value = (int32)ReadValue(GetVariableAddress(&this->opt_mod_temp, &sd->save), sd->save.conv);
bool editable = (_game_mode == GM_MENU || (sdb->flags & SGF_NEWGAME_ONLY) == 0);
DrawArrowButtons(5, y, 3,
(this->clicked_button == i) ? 1 + !!this->clicked_increase : 0,
!(HasBit(disabled, i) || gsd->min == value),
!(HasBit(disabled, i) || gsd->max == value));
editable && sdb->min != value,
editable && sdb->max != value);
value += _game_setting_info[i].str;
if (i == 4) value *= 1000; // XXX - handle currency option
value += sdb->str;
SetDParam(0, value);
DrawString(30, y, STR_6805_MAXIMUM_NO_COMPETITORS + i, TC_FROMSTRING);
@@ -582,30 +490,33 @@ public:
const uint8 btn = y / (GAMEDIFF_WND_ROWSIZE + 2);
if (btn >= GAME_DIFFICULTY_NUM || y % (GAMEDIFF_WND_ROWSIZE + 2) >= 9) return;
uint i;
const SettingDesc *sd = GetPatchFromName("difficulty.max_no_competitors", &i) + btn;
const SettingDescBase *sdb = &sd->desc;
/* Clicked disabled button? */
if (_game_mode == GM_NORMAL && HasBit((int)DIFF_INGAME_DISABLED_BUTTONS, btn)) return;
bool editable = (_game_mode == GM_MENU || (sdb->flags & SGF_NEWGAME_ONLY) == 0);
if (!editable) return;
this->timeout = 5;
int32 val = (int32)ReadValue(GetVariableAddress(&this->opt_mod_temp, &sd->save), sd->save.conv);
int16 val = ((GDType*)&this->opt_mod_temp)[btn];
const GameSettingData *info = &_game_setting_info[btn]; // get information about the difficulty setting
if (x >= 10) {
/* Increase button clicked */
val = min(val + info->step, info->max);
val = min(val + sdb->interval, sdb->max);
this->clicked_increase = true;
} else {
/* Decrease button clicked */
val -= info->step;
val = max(val, info->min);
val -= sdb->interval;
val = max(val, sdb->min);
this->clicked_increase = false;
}
this->clicked_button = btn;
/* save value in temporary variable */
((GDType*)&this->opt_mod_temp)[btn] = val;
this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
SetDifficultyLevel(3, &this->opt_mod_temp); // set difficulty level to custom
WriteValue(GetVariableAddress(&this->opt_mod_temp, &sd->save), sd->save.conv, val);
this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.difficulty.diff_level);
SetDifficultyLevel(3, &this->opt_mod_temp.difficulty); // set difficulty level to custom
this->LowerWidget(GDW_LVL_CUSTOM);
this->SetDirty();
} break;
@@ -615,27 +526,32 @@ public:
case GDW_LVL_HARD:
case GDW_LVL_CUSTOM:
/* temporarily change difficulty level */
this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
SetDifficultyLevel(widget - GDW_LVL_EASY, &this->opt_mod_temp);
this->LowerWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.difficulty.diff_level);
SetDifficultyLevel(widget - GDW_LVL_EASY, &this->opt_mod_temp.difficulty);
this->LowerWidget(GDW_LVL_EASY + this->opt_mod_temp.difficulty.diff_level);
this->SetDirty();
break;
case GDW_HIGHSCORE: // Highscore Table
ShowHighscoreTable(this->opt_mod_temp.diff_level, -1);
ShowHighscoreTable(this->opt_mod_temp.difficulty.diff_level, -1);
break;
case GDW_ACCEPT: { // Save button - save changes
GDType btn, val;
Settings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings;
for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
val = ((GDType*)&this->opt_mod_temp)[btn];
uint i;
const SettingDesc *sd = GetPatchFromName("difficulty.max_no_competitors", &i);
for (uint btn = 0; btn != GAME_DIFFICULTY_NUM; btn++, sd++) {
int32 new_val = (int32)ReadValue(GetVariableAddress(&this->opt_mod_temp, &sd->save), sd->save.conv);
int32 cur_val = (int32)ReadValue(GetVariableAddress(opt_ptr, &sd->save), sd->save.conv);
/* if setting has changed, change it */
if (val != ((GDType*)&opt_ptr->difficulty)[btn]) {
DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
if (new_val != cur_val) {
DoCommandP(0, i + btn, new_val, NULL, CMD_CHANGE_PATCH_SETTING);
}
}
DoCommandP(0, UINT_MAX, this->opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
GetPatchFromName("difficulty.diff_level", &i);
DoCommandP(0, i, this->opt_mod_temp.difficulty.diff_level, NULL, CMD_CHANGE_PATCH_SETTING);
delete this;
/* If we are in the editor, we should reload the economy.
* This way when you load a game, the max loan and interest rate