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authorrubidium <rubidium@openttd.org>2007-10-16 21:15:34 +0000
committerrubidium <rubidium@openttd.org>2007-10-16 21:15:34 +0000
commitc393a28bf936bdf559ba7ff6378d2e73867e7c23 (patch)
tree1ba1bd1507e121a70b4a1930721a37b89ed87c98
parent440fa086693ab884ff4758ddbeffc18f84104c41 (diff)
downloadopenttd-c393a28bf936bdf559ba7ff6378d2e73867e7c23.tar.xz
(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.
-rw-r--r--src/misc_cmd.cpp2
-rw-r--r--src/openttd.h38
-rw-r--r--src/settings.cpp4
-rw-r--r--src/settings_gui.cpp18
4 files changed, 32 insertions, 30 deletions
diff --git a/src/misc_cmd.cpp b/src/misc_cmd.cpp
index 45e8f99c6..7102135e9 100644
--- a/src/misc_cmd.cpp
+++ b/src/misc_cmd.cpp
@@ -380,7 +380,7 @@ CommandCost CmdChangeDifficultyLevel(TileIndex tile, uint32 flags, uint32 p1, ui
if (flags & DC_EXEC) {
if (p1 != (uint32)-1L) {
- ((int*)&_opt_ptr->diff)[p1] = p2;
+ ((GDType*)&_opt_ptr->diff)[p1] = p2;
_opt_ptr->diff_level = 3; // custom difficulty level
} else {
_opt_ptr->diff_level = p2;
diff --git a/src/openttd.h b/src/openttd.h
index e103921e8..5514c2165 100644
--- a/src/openttd.h
+++ b/src/openttd.h
@@ -280,25 +280,27 @@ struct Prices {
#define GAME_DIFFICULTY_NUM 18
+/** Specific type for Game Difficulty to ease changing the type */
+typedef uint16 GDType;
struct GameDifficulty {
- int max_no_competitors;
- int competitor_start_time;
- int number_towns;
- int number_industries;
- int max_loan;
- int initial_interest;
- int vehicle_costs;
- int competitor_speed;
- int competitor_intelligence; // no longer in use
- int vehicle_breakdowns;
- int subsidy_multiplier;
- int construction_cost;
- int terrain_type;
- int quantity_sea_lakes;
- int economy;
- int line_reverse_mode;
- int disasters;
- int town_council_tolerance; // minimum required town ratings to be allowed to demolish stuff
+ GDType max_no_competitors;
+ GDType competitor_start_time;
+ GDType number_towns;
+ GDType number_industries;
+ GDType max_loan;
+ GDType initial_interest;
+ GDType vehicle_costs;
+ GDType competitor_speed;
+ GDType competitor_intelligence; // no longer in use
+ GDType vehicle_breakdowns;
+ GDType subsidy_multiplier;
+ GDType construction_cost;
+ GDType terrain_type;
+ GDType quantity_sea_lakes;
+ GDType economy;
+ GDType line_reverse_mode;
+ GDType disasters;
+ GDType town_council_tolerance; // minimum required town ratings to be allowed to demolish stuff
};
enum {
diff --git a/src/settings.cpp b/src/settings.cpp
index 84133bb3b..8b1adf0c9 100644
--- a/src/settings.cpp
+++ b/src/settings.cpp
@@ -1304,8 +1304,8 @@ static const SettingDesc _gameopt_settings[] = {
* XXX - To save file-space and since values are never bigger than about 10? only
* save the first 16 bits in the savegame. Question is why the values are still int32
* and why not byte for example? */
- 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),
- 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),
+ 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),
+ 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),
SDT_VAR(GameOptions, diff_level, SLE_UINT8, 0, 0, 0, 0, 3, 0, STR_NULL, NULL),
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),
SDT_OMANY(GameOptions, units, SLE_UINT8, N, 0, 1, 2, "imperial|metric|si", STR_NULL, NULL, NULL),
diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp
index aa0de6a2c..bafb993c5 100644
--- a/src/settings_gui.cpp
+++ b/src/settings_gui.cpp
@@ -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);