diff options
author | rubidium <rubidium@openttd.org> | 2008-05-29 15:13:28 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2008-05-29 15:13:28 +0000 |
commit | e7a501100a242640d25c21627ec67e75f9645043 (patch) | |
tree | 59059f0a1aba0794fa770e8c9a19312e4ce300af /src/roadveh_cmd.cpp | |
parent | 48e20d801221888a1b8b6a4ab8288becad4b954b (diff) | |
download | openttd-e7a501100a242640d25c21627ec67e75f9645043.tar.xz |
(svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
Diffstat (limited to 'src/roadveh_cmd.cpp')
-rw-r--r-- | src/roadveh_cmd.cpp | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp index c8ad073d8..6f4e7cc29 100644 --- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -205,7 +205,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) /* find the first free roadveh id */ unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_ROAD); - if (unit_num > _settings.vehicle.max_roadveh) + if (unit_num > _settings_game.vehicle.max_roadveh) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); if (flags & DC_EXEC) { @@ -257,7 +257,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) v->name = NULL; - v->service_interval = _settings.vehicle.servint_roadveh; + v->service_interval = _settings_game.vehicle.servint_roadveh; v->date_of_last_service = _date; v->build_year = _cur_year; @@ -419,7 +419,7 @@ static bool EnumRoadSignalFindDepot(TileIndex tile, void* data, Trackdir trackdi static const Depot* FindClosestRoadDepot(const Vehicle* v) { - switch (_settings.pf.pathfinder_for_roadvehs) { + switch (_settings_game.pf.pathfinder_for_roadvehs) { case VPF_YAPF: /* YAPF */ return YapfFindNearestRoadDepot(v); @@ -702,7 +702,7 @@ static void HandleBrokenRoadVeh(Vehicle *v) InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (!PlayVehicleSound(v, VSE_BREAKDOWN)) { - SndPlayVehicleFx((_settings.game_creation.landscape != LT_TOYLAND) ? + SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ? SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v); } @@ -863,7 +863,7 @@ static bool RoadVehAccelerate(Vehicle *v) /* updates statusbar only if speed have changed to save CPU time */ if (spd != v->cur_speed) { v->cur_speed = spd; - if (_settings.gui.vehicle_speed) { + if (_settings_client.gui.vehicle_speed) { InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } } @@ -1085,7 +1085,7 @@ static Trackdir RoadFindPathToDest(Vehicle* v, TileIndex tile, DiagDirection ent trackdirs = TRACKDIR_BIT_NONE; } else { /* Proper station type, check if there is free loading bay */ - if (!_settings.pf.roadveh_queue && IsStandardRoadStopTile(tile) && + if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) && !GetRoadStopByTile(tile, rstype)->HasFreeBay()) { /* Station is full and RV queuing is off */ trackdirs = TRACKDIR_BIT_NONE; @@ -1124,7 +1124,7 @@ static Trackdir RoadFindPathToDest(Vehicle* v, TileIndex tile, DiagDirection ent return_track(FindFirstBit2x64(trackdirs)); } - switch (_settings.pf.pathfinder_for_roadvehs) { + switch (_settings_game.pf.pathfinder_for_roadvehs) { case VPF_YAPF: { /* YAPF */ Trackdir trackdir = YapfChooseRoadTrack(v, tile, enterdir); if (trackdir != INVALID_TRACKDIR) return_track(trackdir); @@ -1211,7 +1211,7 @@ found_best_track:; static uint RoadFindPathToStop(const Vehicle *v, TileIndex tile) { - if (_settings.pf.pathfinder_for_roadvehs == VPF_YAPF) { + if (_settings_game.pf.pathfinder_for_roadvehs == VPF_YAPF) { /* use YAPF */ return YapfRoadVehDistanceToTile(v, tile); } @@ -1273,7 +1273,7 @@ static bool RoadVehLeaveDepot(Vehicle *v, bool first) v->direction = DiagDirToDir(dir); Trackdir tdir = _roadveh_depot_exit_trackdir[dir]; - const RoadDriveEntry *rdp = _road_drive_data[v->u.road.roadtype][(_settings.vehicle.road_side << RVS_DRIVE_SIDE) + tdir]; + const RoadDriveEntry *rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir]; int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF); int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF); @@ -1451,7 +1451,7 @@ static bool IndividualRoadVehicleController(Vehicle *v, const Vehicle *prev) * In this case v->u.road.state is masked to give the road stop entry direction. */ rd = _road_drive_data[v->u.road.roadtype][( (HasBit(v->u.road.state, RVS_IN_DT_ROAD_STOP) ? v->u.road.state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->u.road.state) + - (_settings.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1]; + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1]; if (rd.x & RDE_NEXT_TILE) { TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3)); @@ -1529,7 +1529,7 @@ again: } /* Get position data for first frame on the new tile */ - rdp = _road_drive_data[v->u.road.roadtype][(dir + (_settings.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking]; + rdp = _road_drive_data[v->u.road.roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking]; x = TileX(tile) * TILE_SIZE + rdp[start_frame].x; y = TileY(tile) * TILE_SIZE + rdp[start_frame].y; @@ -1632,7 +1632,7 @@ again: return false; } - rdp = _road_drive_data[v->u.road.roadtype][(_settings.vehicle.road_side << RVS_DRIVE_SIDE) + dir]; + rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir]; x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x; y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y; @@ -1711,7 +1711,7 @@ again: * (the station test and stop type test ensure that other vehicles, using the road stop as * a through route, do not stop) */ if (IsRoadVehFront(v) && ((IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) && - _road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_settings.vehicle.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) || + _road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) || (IsInsideMM(v->u.road.state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) && GetRoadStopType(v->tile) == (IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK) && @@ -1887,7 +1887,7 @@ void RoadVehicle::Tick() static void CheckIfRoadVehNeedsService(Vehicle *v) { /* If we already got a slot at a stop, use that FIRST, and go to a depot later */ - if (v->u.road.slot != NULL || _settings.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return; + if (v->u.road.slot != NULL || _settings_game.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return; if (v->IsInDepot()) { VehicleServiceInDepot(v); return; |