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authorrubidium <rubidium@openttd.org>2008-05-29 15:13:28 +0000
committerrubidium <rubidium@openttd.org>2008-05-29 15:13:28 +0000
commite7a501100a242640d25c21627ec67e75f9645043 (patch)
tree59059f0a1aba0794fa770e8c9a19312e4ce300af /src/vehicle.cpp
parent48e20d801221888a1b8b6a4ab8288becad4b954b (diff)
downloadopenttd-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/vehicle.cpp')
-rw-r--r--src/vehicle.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index 34f255994..3bd930b82 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -128,20 +128,20 @@ bool Vehicle::NeedsServicing() const
{
if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
- if (_settings.order.no_servicing_if_no_breakdowns && _settings.difficulty.vehicle_breakdowns == 0) {
+ if (_settings_game.order.no_servicing_if_no_breakdowns && _settings_game.difficulty.vehicle_breakdowns == 0) {
/* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off.
* Note: If servicing is enabled, we postpone replacement till next service. */
return EngineHasReplacementForPlayer(GetPlayer(this->owner), this->engine_type, this->group_id);
}
- return _settings.vehicle.servint_ispercent ?
+ return _settings_game.vehicle.servint_ispercent ?
(this->reliability < GetEngine(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
(this->date_of_last_service + this->service_interval < _date);
}
bool Vehicle::NeedsAutomaticServicing() const
{
- if (_settings.order.gotodepot && VehicleHasDepotOrders(this)) return false;
+ if (_settings_game.order.gotodepot && VehicleHasDepotOrders(this)) return false;
if (this->current_order.IsType(OT_LOADING)) return false;
if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
return NeedsServicing();
@@ -914,7 +914,7 @@ void CheckVehicleBreakdown(Vehicle *v)
if ((rel_old >> 8) != (rel >> 8)) InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (v->breakdown_ctr != 0 || v->vehstatus & VS_STOPPED ||
- _settings.difficulty.vehicle_breakdowns < 1 ||
+ _settings_game.difficulty.vehicle_breakdowns < 1 ||
v->cur_speed < 5 || _game_mode == GM_MENU) {
return;
}
@@ -931,7 +931,7 @@ void CheckVehicleBreakdown(Vehicle *v)
if (v->type == VEH_SHIP) rel += 0x6666;
/* reduced breakdowns? */
- if (_settings.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
+ if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
/* check if to break down */
if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) {
@@ -1696,10 +1696,10 @@ UnitID GetFreeUnitNumber(VehicleType type)
static UnitID gmax = 0;
switch (type) {
- case VEH_TRAIN: max = _settings.vehicle.max_trains; break;
- case VEH_ROAD: max = _settings.vehicle.max_roadveh; break;
- case VEH_SHIP: max = _settings.vehicle.max_ships; break;
- case VEH_AIRCRAFT: max = _settings.vehicle.max_aircraft; break;
+ case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
+ case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
+ case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
+ case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
}
@@ -1749,14 +1749,14 @@ bool CanBuildVehicleInfrastructure(VehicleType type)
assert(IsPlayerBuildableVehicleType(type));
if (!IsValidPlayer(_current_player)) return false;
- if (_settings.gui.always_build_infrastructure) return true;
+ if (_settings_client.gui.always_build_infrastructure) return true;
UnitID max;
switch (type) {
- case VEH_TRAIN: max = _settings.vehicle.max_trains; break;
- case VEH_ROAD: max = _settings.vehicle.max_roadveh; break;
- case VEH_SHIP: max = _settings.vehicle.max_ships; break;
- case VEH_AIRCRAFT: max = _settings.vehicle.max_aircraft; break;
+ case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
+ case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
+ case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
+ case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
}
@@ -1788,7 +1788,7 @@ const Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID pa
/* The default livery is always available for use, but its in_use flag determines
* whether any _other_ liveries are in use. */
- if (p->livery[LS_DEFAULT].in_use && (_settings.gui.liveries == 2 || (_settings.gui.liveries == 1 && player == _local_player))) {
+ if (p->livery[LS_DEFAULT].in_use && (_settings_client.gui.liveries == 2 || (_settings_client.gui.liveries == 1 && player == _local_player))) {
/* Determine the livery scheme to use */
switch (GetEngine(engine_type)->type) {
default: NOT_REACHED();
@@ -2355,7 +2355,7 @@ void Vehicle::HandleLoading(bool mode)
/* Not the first call for this tick, or still loading */
if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) ||
- (_settings.order.timetabling && this->current_order_time < wait_time)) return;
+ (_settings_game.order.timetabling && this->current_order_time < wait_time)) return;
this->PlayLeaveStationSound();