(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.
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@@ -48,7 +48,7 @@ extern void SwitchMode(int new_mode);
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static inline void SetNewLandscapeType(byte landscape)
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{
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_settings.game_creation.landscape = landscape;
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_settings_newgame.game_creation.landscape = landscape;
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InvalidateWindowClasses(WC_SELECT_GAME);
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InvalidateWindowClasses(WC_GENERATE_LANDSCAPE);
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}
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@@ -253,7 +253,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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GenerateLandscapeWindow(const WindowDesc *desc, WindowNumber number = 0) : QueryStringBaseWindow(desc, number)
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{
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this->LowerWidget(_settings.game_creation.landscape + GLAND_TEMPERATE);
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this->LowerWidget(_settings_newgame.game_creation.landscape + GLAND_TEMPERATE);
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snprintf(this->edit_str_buf, sizeof(this->edit_str_buf), "%u", _settings_newgame.game_creation.generation_seed);
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InitializeTextBuffer(&this->text, this->edit_str_buf, lengthof(this->edit_str_buf), 120);
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@@ -272,7 +272,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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this->SetWidgetDisabledState(GLAND_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
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}
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/* Disable snowline if not hilly */
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_TEXT, _settings.game_creation.landscape != LT_ARCTIC);
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_TEXT, _settings_newgame.game_creation.landscape != LT_ARCTIC);
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/* Disable town, industry and trees in SE */
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this->SetWidgetDisabledState(GLAND_TOWN_PULLDOWN, _game_mode == GM_EDITOR);
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this->SetWidgetDisabledState(GLAND_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR);
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@@ -280,13 +280,13 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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this->SetWidgetDisabledState(GLAND_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
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this->SetWidgetDisabledState(GLAND_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_DOWN, _settings_newgame.game_creation.snow_line_height <= 2 || _settings.game_creation.landscape != LT_ARCTIC);
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_UP, _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _settings.game_creation.landscape != LT_ARCTIC);
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_DOWN, _settings_newgame.game_creation.snow_line_height <= 2 || _settings_newgame.game_creation.landscape != LT_ARCTIC);
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this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_UP, _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
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this->SetWidgetLoweredState(GLAND_TEMPERATE, _settings.game_creation.landscape == LT_TEMPERATE);
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this->SetWidgetLoweredState(GLAND_ARCTIC, _settings.game_creation.landscape == LT_ARCTIC);
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this->SetWidgetLoweredState(GLAND_TROPICAL, _settings.game_creation.landscape == LT_TROPIC);
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this->SetWidgetLoweredState(GLAND_TOYLAND, _settings.game_creation.landscape == LT_TOYLAND);
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this->SetWidgetLoweredState(GLAND_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
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this->SetWidgetLoweredState(GLAND_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
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this->SetWidgetLoweredState(GLAND_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC);
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this->SetWidgetLoweredState(GLAND_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND);
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if (_game_mode == GM_EDITOR) {
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this->widget[GLAND_TOWN_PULLDOWN].data = STR_6836_OFF;
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@@ -345,7 +345,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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case GLAND_ARCTIC:
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case GLAND_TROPICAL:
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case GLAND_TOYLAND:
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this->RaiseWidget(_settings.game_creation.landscape + GLAND_TEMPERATE);
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this->RaiseWidget(_settings_newgame.game_creation.landscape + GLAND_TEMPERATE);
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SetNewLandscapeType(widget - GLAND_TEMPERATE);
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break;
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@@ -492,13 +492,13 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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case GLAND_TOWN_PULLDOWN:
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_settings_newgame.difficulty.number_towns = index;
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if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
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DoCommandP(0, 2, _settings_newgame.difficulty.number_towns, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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IConsoleSetPatchSetting("difficulty.number_towns", _settings_newgame.difficulty.number_towns);
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break;
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case GLAND_INDUSTRY_PULLDOWN:
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_settings_newgame.difficulty.number_industries = index;
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if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
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DoCommandP(0, 3, _settings_newgame.difficulty.number_industries, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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IConsoleSetPatchSetting("difficulty.number_industries", _settings_newgame.difficulty.number_industries);
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break;
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case GLAND_LANDSCAPE_PULLDOWN:
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@@ -513,13 +513,13 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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case GLAND_TERRAIN_PULLDOWN:
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_settings_newgame.difficulty.terrain_type = index;
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if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
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DoCommandP(0, 12, _settings_newgame.difficulty.terrain_type, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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IConsoleSetPatchSetting("difficulty.terrain_type", _settings_newgame.difficulty.terrain_type);
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break;
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case GLAND_WATER_PULLDOWN:
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_settings_newgame.difficulty.quantity_sea_lakes = index;
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if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
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DoCommandP(0, 13, _settings_newgame.difficulty.quantity_sea_lakes, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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IConsoleSetPatchSetting("difficulty.quantity_sea_lakes", _settings_newgame.difficulty.quantity_sea_lakes);
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break;
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}
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this->SetDirty();
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@@ -642,7 +642,7 @@ struct CreateScenarioWindow : public Window
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CreateScenarioWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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this->LowerWidget(_settings.game_creation.landscape + CSCEN_TEMPERATE);
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this->LowerWidget(_settings_newgame.game_creation.landscape + CSCEN_TEMPERATE);
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this->FindWindowPlacementAndResize(desc);
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}
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@@ -653,10 +653,10 @@ struct CreateScenarioWindow : public Window
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this->SetWidgetDisabledState(CSCEN_FLAT_LAND_HEIGHT_DOWN, _settings_newgame.game_creation.se_flat_world_height <= 0);
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this->SetWidgetDisabledState(CSCEN_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= MAX_TILE_HEIGHT);
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this->SetWidgetLoweredState(CSCEN_TEMPERATE, _settings.game_creation.landscape == LT_TEMPERATE);
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this->SetWidgetLoweredState(CSCEN_ARCTIC, _settings.game_creation.landscape == LT_ARCTIC);
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this->SetWidgetLoweredState(CSCEN_TROPICAL, _settings.game_creation.landscape == LT_TROPIC);
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this->SetWidgetLoweredState(CSCEN_TOYLAND, _settings.game_creation.landscape == LT_TOYLAND);
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this->SetWidgetLoweredState(CSCEN_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
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this->SetWidgetLoweredState(CSCEN_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
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this->SetWidgetLoweredState(CSCEN_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC);
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this->SetWidgetLoweredState(CSCEN_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND);
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/* Set parameters for widget text that requires them */
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SetDParam(0, ConvertYMDToDate(_settings_newgame.game_creation.starting_year, 0, 1)); // CSCEN_START_DATE_TEXT
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@@ -674,7 +674,7 @@ struct CreateScenarioWindow : public Window
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case CSCEN_ARCTIC:
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case CSCEN_TROPICAL:
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case CSCEN_TOYLAND:
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this->RaiseWidget(_settings.game_creation.landscape + CSCEN_TEMPERATE);
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this->RaiseWidget(_settings_newgame.game_creation.landscape + CSCEN_TEMPERATE);
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SetNewLandscapeType(widget - CSCEN_TEMPERATE);
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break;
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