(svn r21695) -Codechange: add helper function to get the currently applicable GameSettings object

This commit is contained in:
yexo 2011-01-02 00:34:21 +00:00
parent a25d6c64dd
commit 3ca65ab7b3
4 changed files with 20 additions and 11 deletions

View File

@ -44,7 +44,7 @@ extern CurrencySpec _currency_specs[NUM_CURRENCY];
/* XXX small hack, but makes the rest of the code a bit nicer to read */
#define _custom_currency (_currency_specs[CUSTOM_CURRENCY_ID])
#define _currency ((const CurrencySpec*)&_currency_specs[_game_mode == GM_MENU ? _settings_newgame.locale.currency : _settings_game.locale.currency])
#define _currency ((const CurrencySpec*)&_currency_specs[GetGameSettings().locale.currency])
uint GetMaskOfAllowedCurrencies();
void CheckSwitchToEuro();

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@ -980,7 +980,7 @@ static bool DifficultyReset(int32 level)
/* In game / in the scenario editor you can set the difficulty level only to custom. This is
* needed by the AI Gui code that sets the difficulty level when you change any AI settings. */
if (_game_mode != GM_MENU && level != 3) return false;
SetDifficultyLevel(level, (_game_mode == GM_MENU) ? &_settings_newgame.difficulty : &_settings_game.difficulty);
SetDifficultyLevel(level, &GetGameSettings().difficulty);
return true;
}
@ -1020,7 +1020,7 @@ static bool DifficultyNoiseChange(int32 i)
static bool MaxNoAIsChange(int32 i)
{
if (((_game_mode == GM_MENU) ? _settings_newgame.difficulty : _settings_game.difficulty).max_no_competitors != 0 &&
if (GetGameSettings().difficulty.max_no_competitors != 0 &&
#ifdef ENABLE_AI
AI::GetInfoList()->size() == 0 &&
#endif /* ENABLE_AI */
@ -1644,8 +1644,7 @@ CommandCost CmdChangeSetting(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
}
if (flags & DC_EXEC) {
GameSettings *s = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
void *var = GetVariableAddress(s, &sd->save);
void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
int32 oldval = (int32)ReadValue(var, sd->save.conv);
int32 newval = (int32)p2;
@ -1724,7 +1723,7 @@ bool SetSettingValue(uint index, int32 value, bool force_newgame)
* of settings because changing a company-based setting in a game also
* changes its defaults. At least that is the convention we have chosen */
if (sd->save.conv & SLF_NETWORK_NO) {
void *var = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save);
void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
Write_ValidateSetting(var, sd, value);
if (_game_mode != GM_MENU) {
@ -1963,7 +1962,7 @@ void IConsoleListSettings(const char *prefilter)
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (prefilter != NULL && strstr(sd->desc.name, prefilter) == NULL) continue;
char value[80];
const void *ptr = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save);
const void *ptr = GetVariableAddress(&GetGameSettings(), &sd->save);
if (sd->desc.cmd == SDT_BOOLX) {
snprintf(value, lengthof(value), (*(bool*)ptr == 1) ? "on" : "off");

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@ -186,7 +186,7 @@ struct GameOptionsWindow : Window {
GameOptionsWindow(const WindowDesc *desc) : Window()
{
this->opt = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
this->opt = &GetGameSettings();
this->reload = false;
this->InitNested(desc);
@ -591,7 +591,7 @@ 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 : _settings_game;
this->opt_mod_temp = GetGameSettings();
/* Setup disabled buttons when creating window
* disable all other difficulty buttons during gameplay except for 'custom' */
this->SetWidgetsDisabledState(_game_mode != GM_MENU,
@ -696,7 +696,7 @@ public:
break;
case GDW_ACCEPT: { // Save button - save changes
GameSettings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
GameSettings *opt_ptr = &GetGameSettings();
uint i;
GetSettingFromName("difficulty.diff_level", &i);
@ -1526,7 +1526,7 @@ struct GameSettingsWindow : Window {
{
static bool first_time = true;
settings_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game;
settings_ptr = &GetGameSettings();
/* Build up the dynamic settings-array only once per OpenTTD session */
if (first_time) {

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@ -17,6 +17,7 @@
#include "transport_type.h"
#include "network/core/config.h"
#include "company_type.h"
#include "openttd.h"
/** Settings related to the difficulty of the game */
struct DifficultySettings {
@ -438,4 +439,13 @@ extern GameSettings _settings_game;
/** The settings values that are used for new games and/or modified in config file. */
extern GameSettings _settings_newgame;
/**
* Get the settings-object applicable for the current situation: the newgame settings
* when we're in the main menu and otherwise the settings of the current game.
*/
static inline GameSettings &GetGameSettings()
{
return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game;
}
#endif /* SETTINGS_TYPE_H */