diff options
author | rubidium <rubidium@openttd.org> | 2007-10-16 21:15:34 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-10-16 21:15:34 +0000 |
commit | c393a28bf936bdf559ba7ff6378d2e73867e7c23 (patch) | |
tree | 1ba1bd1507e121a70b4a1930721a37b89ed87c98 /src | |
parent | 440fa086693ab884ff4758ddbeffc18f84104c41 (diff) | |
download | openttd-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.
Diffstat (limited to 'src')
-rw-r--r-- | src/misc_cmd.cpp | 2 | ||||
-rw-r--r-- | src/openttd.h | 38 | ||||
-rw-r--r-- | src/settings.cpp | 4 | ||||
-rw-r--r-- | src/settings_gui.cpp | 18 |
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); |