mirror of https://github.com/OpenTTD/OpenTTD.git
(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.
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@ -380,7 +380,7 @@ CommandCost CmdChangeDifficultyLevel(TileIndex tile, uint32 flags, uint32 p1, ui
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if (flags & DC_EXEC) {
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if (p1 != (uint32)-1L) {
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((int*)&_opt_ptr->diff)[p1] = p2;
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((GDType*)&_opt_ptr->diff)[p1] = p2;
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_opt_ptr->diff_level = 3; // custom difficulty level
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} else {
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_opt_ptr->diff_level = p2;
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@ -280,25 +280,27 @@ struct Prices {
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#define GAME_DIFFICULTY_NUM 18
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/** Specific type for Game Difficulty to ease changing the type */
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typedef uint16 GDType;
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struct GameDifficulty {
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int max_no_competitors;
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int competitor_start_time;
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int number_towns;
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int number_industries;
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int max_loan;
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int initial_interest;
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int vehicle_costs;
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int competitor_speed;
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int competitor_intelligence; // no longer in use
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int vehicle_breakdowns;
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int subsidy_multiplier;
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int construction_cost;
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int terrain_type;
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int quantity_sea_lakes;
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int economy;
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int line_reverse_mode;
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int disasters;
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int town_council_tolerance; // minimum required town ratings to be allowed to demolish stuff
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GDType max_no_competitors;
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GDType competitor_start_time;
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GDType number_towns;
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GDType number_industries;
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GDType max_loan;
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GDType initial_interest;
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GDType vehicle_costs;
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GDType competitor_speed;
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GDType competitor_intelligence; // no longer in use
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GDType vehicle_breakdowns;
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GDType subsidy_multiplier;
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GDType construction_cost;
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GDType terrain_type;
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GDType quantity_sea_lakes;
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GDType economy;
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GDType line_reverse_mode;
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GDType disasters;
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GDType town_council_tolerance; // minimum required town ratings to be allowed to demolish stuff
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};
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enum {
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@ -1304,8 +1304,8 @@ static const SettingDesc _gameopt_settings[] = {
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* XXX - To save file-space and since values are never bigger than about 10? only
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* save the first 16 bits in the savegame. Question is why the values are still int32
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* and why not byte for example? */
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SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, (SLE_FILE_I16 | SLE_VAR_I32), 0, 0, GameOptions, diff, 17, 0, 0, 0, 0, NULL, STR_NULL, NULL, NULL, 0, 3),
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SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, (SLE_FILE_I16 | SLE_VAR_I32), 0, 0, GameOptions, diff, 18, 0, 0, 0, 0, NULL, STR_NULL, NULL, NULL, 4, SL_MAX_VERSION),
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SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_UINT16, 0, 0, GameOptions, diff, 17, 0, 0, 0, 0, NULL, STR_NULL, NULL, NULL, 0, 3),
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SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_UINT16, 0, 0, GameOptions, diff, 18, 0, 0, 0, 0, NULL, STR_NULL, NULL, NULL, 4, SL_MAX_VERSION),
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SDT_VAR(GameOptions, diff_level, SLE_UINT8, 0, 0, 0, 0, 3, 0, STR_NULL, NULL),
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SDT_OMANY(GameOptions, currency, SLE_UINT8, N, 0, 0, CUSTOM_CURRENCY_ID, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SIT|SEK|YTL|SKK|BRR|custom", STR_NULL, NULL, NULL),
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SDT_OMANY(GameOptions, units, SLE_UINT8, N, 0, 1, 2, "imperial|metric|si", STR_NULL, NULL, NULL),
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@ -399,7 +399,7 @@ static const GameSettingData _game_setting_info[] = {
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* Q: disasters
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* R: area restructuring (0 = permissive, 2 = hostile)
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*/
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static const int16 _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /*
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static const GDType _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /*
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A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R*/
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{2, 2, 1, 4, 300, 2, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 0}, ///< easy
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{4, 1, 1, 3, 150, 3, 1, 3, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1}, ///< medium
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@ -414,7 +414,7 @@ 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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((int*)&gm_opt->diff)[i] = _default_game_diff[mode][i];
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((GDType*)&gm_opt->diff)[i] = _default_game_diff[mode][i];
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}
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}
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@ -428,7 +428,7 @@ void CheckDifficultyLevels()
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SetDifficultyLevel(_opt_newgame.diff_level, &_opt_newgame);
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} else {
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for (uint i = 0; i < GAME_DIFFICULTY_NUM; i++) {
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int *diff = ((int*)&_opt_newgame.diff) + i;
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GDType *diff = ((GDType*)&_opt_newgame.diff) + 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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@ -489,7 +489,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
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DrawStringCentered(20, y, STR_681A, 0);
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value = _game_setting_info[i].str + ((int*)&_opt_mod_temp.diff)[i];
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value = _game_setting_info[i].str + ((GDType*)&_opt_mod_temp.diff)[i];
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if (i == 4) value *= 1000; // XXX - handle currency option
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SetDParam(0, value);
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DrawString(30, y, STR_6805_MAXIMUM_NO_COMPETITORS + i, 0);
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@ -531,7 +531,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
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_difficulty_timeout = 5;
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val = ((int*)&_opt_mod_temp.diff)[btn];
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val = ((GDType*)&_opt_mod_temp.diff)[btn];
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info = &_game_setting_info[btn]; // get information about the difficulty setting
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if (x >= 10) {
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@ -546,7 +546,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
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}
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// save value in temporary variable
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((int*)&_opt_mod_temp.diff)[btn] = val;
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((GDType*)&_opt_mod_temp.diff)[btn] = val;
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RaiseWindowWidget(w, _opt_mod_temp.diff_level + 3);
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SetDifficultyLevel(3, &_opt_mod_temp); // set difficulty level to custom
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LowerWindowWidget(w, _opt_mod_temp.diff_level + 3);
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@ -563,11 +563,11 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
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ShowHighscoreTable(_opt_mod_temp.diff_level, -1);
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break;
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case 10: { /* Save button - save changes */
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int btn, val;
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GDType btn, val;
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for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
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val = ((int*)&_opt_mod_temp.diff)[btn];
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val = ((GDType*)&_opt_mod_temp.diff)[btn];
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// if setting has changed, change it
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if (val != ((int*)&_opt_ptr->diff)[btn])
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if (val != ((GDType*)&_opt_ptr->diff)[btn])
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DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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}
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DoCommandP(0, UINT_MAX, _opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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