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authorrubidium <rubidium@openttd.org>2008-05-25 22:36:44 +0000
committerrubidium <rubidium@openttd.org>2008-05-25 22:36:44 +0000
commitd289464d69172a1048048aebe29bfd56250fc6fa (patch)
tree1460114c8e9243ecb6e428c7db15dfa7abc391ed /src/genworld_gui.cpp
parent8d60206684a3322f7274cf4a7bf612e428558a31 (diff)
downloadopenttd-d289464d69172a1048048aebe29bfd56250fc6fa.tar.xz
(svn r13255) -Codechange: move _opt to _settings.
Diffstat (limited to 'src/genworld_gui.cpp')
-rw-r--r--src/genworld_gui.cpp73
1 files changed, 36 insertions, 37 deletions
diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp
index da2115e24..63ba75b83 100644
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -48,7 +48,7 @@ extern void SwitchMode(int new_mode);
static inline void SetNewLandscapeType(byte landscape)
{
- _opt_newgame.landscape = landscape;
+ _settings.game_creation.landscape = landscape;
InvalidateWindowClasses(WC_SELECT_GAME);
InvalidateWindowClasses(WC_GENERATE_LANDSCAPE);
}
@@ -206,7 +206,6 @@ void StartGeneratingLandscape(glwp_modes mode)
/* Copy all XXX_newgame to XXX when coming from outside the editor */
UpdatePatches();
- _opt = _opt_newgame;
ResetGRFConfig(true);
SndPlayFx(SND_15_BEEP);
@@ -254,7 +253,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
GenerateLandscapeWindow(const WindowDesc *desc, WindowNumber number = 0) : QueryStringBaseWindow(desc, number)
{
- this->LowerWidget(_opt_newgame.landscape + GLAND_TEMPERATE);
+ this->LowerWidget(_settings.game_creation.landscape + GLAND_TEMPERATE);
snprintf(this->edit_str_buf, sizeof(this->edit_str_buf), "%u", _settings_newgame.game_creation.generation_seed);
InitializeTextBuffer(&this->text, this->edit_str_buf, lengthof(this->edit_str_buf), 120);
@@ -273,7 +272,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
this->SetWidgetDisabledState(GLAND_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
}
/* Disable snowline if not hilly */
- this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_TEXT, _opt_newgame.landscape != LT_ARCTIC);
+ this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_TEXT, _settings.game_creation.landscape != LT_ARCTIC);
/* Disable town, industry and trees in SE */
this->SetWidgetDisabledState(GLAND_TOWN_PULLDOWN, _game_mode == GM_EDITOR);
this->SetWidgetDisabledState(GLAND_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR);
@@ -281,27 +280,27 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
this->SetWidgetDisabledState(GLAND_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
this->SetWidgetDisabledState(GLAND_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
- this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_DOWN, _settings_newgame.game_creation.snow_line_height <= 2 || _opt_newgame.landscape != LT_ARCTIC);
- this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_UP, _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _opt_newgame.landscape != LT_ARCTIC);
+ this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_DOWN, _settings_newgame.game_creation.snow_line_height <= 2 || _settings.game_creation.landscape != LT_ARCTIC);
+ this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_UP, _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _settings.game_creation.landscape != LT_ARCTIC);
- this->SetWidgetLoweredState(GLAND_TEMPERATE, _opt_newgame.landscape == LT_TEMPERATE);
- this->SetWidgetLoweredState(GLAND_ARCTIC, _opt_newgame.landscape == LT_ARCTIC);
- this->SetWidgetLoweredState(GLAND_TROPICAL, _opt_newgame.landscape == LT_TROPIC);
- this->SetWidgetLoweredState(GLAND_TOYLAND, _opt_newgame.landscape == LT_TOYLAND);
+ this->SetWidgetLoweredState(GLAND_TEMPERATE, _settings.game_creation.landscape == LT_TEMPERATE);
+ this->SetWidgetLoweredState(GLAND_ARCTIC, _settings.game_creation.landscape == LT_ARCTIC);
+ this->SetWidgetLoweredState(GLAND_TROPICAL, _settings.game_creation.landscape == LT_TROPIC);
+ this->SetWidgetLoweredState(GLAND_TOYLAND, _settings.game_creation.landscape == LT_TOYLAND);
if (_game_mode == GM_EDITOR) {
this->widget[GLAND_TOWN_PULLDOWN].data = STR_6836_OFF;
this->widget[GLAND_INDUSTRY_PULLDOWN].data = STR_6836_OFF;
} else {
- this->widget[GLAND_TOWN_PULLDOWN].data = _num_towns[_opt_newgame.diff.number_towns];
- this->widget[GLAND_INDUSTRY_PULLDOWN].data = _num_inds[_opt_newgame.diff.number_industries];
+ this->widget[GLAND_TOWN_PULLDOWN].data = _num_towns[_settings_newgame.difficulty.number_towns];
+ this->widget[GLAND_INDUSTRY_PULLDOWN].data = _num_inds[_settings_newgame.difficulty.number_industries];
}
if (mode == GLWP_GENERATE) {
this->widget[GLAND_LANDSCAPE_PULLDOWN].data = _landscape[_settings_newgame.game_creation.land_generator];
this->widget[GLAND_TREE_PULLDOWN].data = _tree_placer[_settings_newgame.game_creation.tree_placer];
- this->widget[GLAND_TERRAIN_PULLDOWN].data = _elevations[_opt_newgame.diff.terrain_type];
- this->widget[GLAND_WATER_PULLDOWN].data = _sea_lakes[_opt_newgame.diff.quantity_sea_lakes];
+ this->widget[GLAND_TERRAIN_PULLDOWN].data = _elevations[_settings_newgame.difficulty.terrain_type];
+ this->widget[GLAND_WATER_PULLDOWN].data = _sea_lakes[_settings_newgame.difficulty.quantity_sea_lakes];
this->widget[GLAND_SMOOTHNESS_PULLDOWN].data = _smoothness[_settings_newgame.game_creation.tgen_smoothness];
} else {
this->widget[GLAND_TREE_PULLDOWN].data = _tree_placer[_settings_newgame.game_creation.tree_placer];
@@ -346,7 +345,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
case GLAND_ARCTIC:
case GLAND_TROPICAL:
case GLAND_TOYLAND:
- this->RaiseWidget(_opt_newgame.landscape + GLAND_TEMPERATE);
+ this->RaiseWidget(_settings.game_creation.landscape + GLAND_TEMPERATE);
SetNewLandscapeType(widget - GLAND_TEMPERATE);
break;
@@ -359,11 +358,11 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
break;
case GLAND_TOWN_PULLDOWN: // Number of towns
- ShowDropDownMenu(this, _num_towns, _opt_newgame.diff.number_towns, GLAND_TOWN_PULLDOWN, 0, 0);
+ ShowDropDownMenu(this, _num_towns, _settings_newgame.difficulty.number_towns, GLAND_TOWN_PULLDOWN, 0, 0);
break;
case GLAND_INDUSTRY_PULLDOWN: // Number of industries
- ShowDropDownMenu(this, _num_inds, _opt_newgame.diff.number_industries, GLAND_INDUSTRY_PULLDOWN, 0, 0);
+ ShowDropDownMenu(this, _num_inds, _settings_newgame.difficulty.number_industries, GLAND_INDUSTRY_PULLDOWN, 0, 0);
break;
case GLAND_RANDOM_BUTTON: // Random seed
@@ -451,11 +450,11 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
break;
case GLAND_TERRAIN_PULLDOWN: // Terrain type
- ShowDropDownMenu(this, _elevations, _opt_newgame.diff.terrain_type, GLAND_TERRAIN_PULLDOWN, 0, 0);
+ ShowDropDownMenu(this, _elevations, _settings_newgame.difficulty.terrain_type, GLAND_TERRAIN_PULLDOWN, 0, 0);
break;
case GLAND_WATER_PULLDOWN: // Water quantity
- ShowDropDownMenu(this, _sea_lakes, _opt_newgame.diff.quantity_sea_lakes, GLAND_WATER_PULLDOWN, 0, 0);
+ ShowDropDownMenu(this, _sea_lakes, _settings_newgame.difficulty.quantity_sea_lakes, GLAND_WATER_PULLDOWN, 0, 0);
break;
case GLAND_SMOOTHNESS_PULLDOWN: // Map smoothness
@@ -491,15 +490,15 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
case GLAND_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break;
case GLAND_TOWN_PULLDOWN:
- _opt_newgame.diff.number_towns = index;
- if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
- DoCommandP(0, 2, _opt_newgame.diff.number_towns, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
+ _settings_newgame.difficulty.number_towns = index;
+ if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
+ DoCommandP(0, 2, _settings_newgame.difficulty.number_towns, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
break;
case GLAND_INDUSTRY_PULLDOWN:
- _opt_newgame.diff.number_industries = index;
- if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
- DoCommandP(0, 3, _opt_newgame.diff.number_industries, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
+ _settings_newgame.difficulty.number_industries = index;
+ if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
+ DoCommandP(0, 3, _settings_newgame.difficulty.number_industries, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
break;
case GLAND_LANDSCAPE_PULLDOWN:
@@ -512,15 +511,15 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
break;
case GLAND_TERRAIN_PULLDOWN:
- _opt_newgame.diff.terrain_type = index;
- if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
- DoCommandP(0, 12, _opt_newgame.diff.terrain_type, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
+ _settings_newgame.difficulty.terrain_type = index;
+ if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
+ DoCommandP(0, 12, _settings_newgame.difficulty.terrain_type, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
break;
case GLAND_WATER_PULLDOWN:
- _opt_newgame.diff.quantity_sea_lakes = index;
- if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
- DoCommandP(0, 13, _opt_newgame.diff.quantity_sea_lakes, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
+ _settings_newgame.difficulty.quantity_sea_lakes = index;
+ if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
+ DoCommandP(0, 13, _settings_newgame.difficulty.quantity_sea_lakes, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
break;
}
this->SetDirty();
@@ -643,7 +642,7 @@ struct CreateScenarioWindow : public Window
CreateScenarioWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
- this->LowerWidget(_opt_newgame.landscape + CSCEN_TEMPERATE);
+ this->LowerWidget(_settings.game_creation.landscape + CSCEN_TEMPERATE);
this->FindWindowPlacementAndResize(desc);
}
@@ -654,10 +653,10 @@ struct CreateScenarioWindow : public Window
this->SetWidgetDisabledState(CSCEN_FLAT_LAND_HEIGHT_DOWN, _settings_newgame.game_creation.se_flat_world_height <= 0);
this->SetWidgetDisabledState(CSCEN_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= MAX_TILE_HEIGHT);
- this->SetWidgetLoweredState(CSCEN_TEMPERATE, _opt_newgame.landscape == LT_TEMPERATE);
- this->SetWidgetLoweredState(CSCEN_ARCTIC, _opt_newgame.landscape == LT_ARCTIC);
- this->SetWidgetLoweredState(CSCEN_TROPICAL, _opt_newgame.landscape == LT_TROPIC);
- this->SetWidgetLoweredState(CSCEN_TOYLAND, _opt_newgame.landscape == LT_TOYLAND);
+ this->SetWidgetLoweredState(CSCEN_TEMPERATE, _settings.game_creation.landscape == LT_TEMPERATE);
+ this->SetWidgetLoweredState(CSCEN_ARCTIC, _settings.game_creation.landscape == LT_ARCTIC);
+ this->SetWidgetLoweredState(CSCEN_TROPICAL, _settings.game_creation.landscape == LT_TROPIC);
+ this->SetWidgetLoweredState(CSCEN_TOYLAND, _settings.game_creation.landscape == LT_TOYLAND);
/* Set parameters for widget text that requires them */
SetDParam(0, ConvertYMDToDate(_settings_newgame.game_creation.starting_year, 0, 1)); // CSCEN_START_DATE_TEXT
@@ -675,7 +674,7 @@ struct CreateScenarioWindow : public Window
case CSCEN_ARCTIC:
case CSCEN_TROPICAL:
case CSCEN_TOYLAND:
- this->RaiseWidget(_opt_newgame.landscape + CSCEN_TEMPERATE);
+ this->RaiseWidget(_settings.game_creation.landscape + CSCEN_TEMPERATE);
SetNewLandscapeType(widget - CSCEN_TEMPERATE);
break;