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authoryexo <yexo@openttd.org>2011-01-02 12:52:37 +0000
committeryexo <yexo@openttd.org>2011-01-02 12:52:37 +0000
commit4ec6c19d449ea010432bb4972910bffc6ed2c548 (patch)
tree94024344890445f3ff01003299050b19a35b8989 /src/ai
parentb22945350f6a574e8cb8c5ec30c032c01a107cba (diff)
downloadopenttd-4ec6c19d449ea010432bb4972910bffc6ed2c548.tar.xz
(svn r21697) -Codechange: use GetGameSettings() in a few more places to enhance readability
Diffstat (limited to 'src/ai')
-rw-r--r--src/ai/ai_config.cpp4
-rw-r--r--src/ai/ai_info.cpp2
2 files changed, 3 insertions, 3 deletions
diff --git a/src/ai/ai_config.cpp b/src/ai/ai_config.cpp
index 1c50a1d01..81d26dc53 100644
--- a/src/ai/ai_config.cpp
+++ b/src/ai/ai_config.cpp
@@ -108,10 +108,10 @@ int AIConfig::GetSetting(const char *name) const
{
SettingValueList::const_iterator it = this->settings.find(name);
/* Return the default value if the setting is not set, or if we are in a not-custom difficult level */
- if (it == this->settings.end() || ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) != 3) {
+ if (it == this->settings.end() || GetGameSettings().difficulty.diff_level != 3) {
if (this->info == NULL) {
assert(strcmp("start_date", name) == 0);
- switch ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) {
+ switch (GetGameSettings().difficulty.diff_level) {
case 0: return AI::START_NEXT_EASY;
case 1: return AI::START_NEXT_MEDIUM;
case 2: return AI::START_NEXT_HARD;
diff --git a/src/ai/ai_info.cpp b/src/ai/ai_info.cpp
index 2194f20c5..73a7ba05b 100644
--- a/src/ai/ai_info.cpp
+++ b/src/ai/ai_info.cpp
@@ -338,7 +338,7 @@ int AIInfo::GetSettingDefaultValue(const char *name) const
for (AIConfigItemList::const_iterator it = this->config_list.begin(); it != this->config_list.end(); it++) {
if (strcmp((*it).name, name) != 0) continue;
/* The default value depends on the difficulty level */
- switch ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) {
+ switch (GetGameSettings().difficulty.diff_level) {
case 0: return (*it).easy_value;
case 1: return (*it).medium_value;
case 2: return (*it).hard_value;