diff options
Diffstat (limited to 'src/vehicle.cpp')
-rw-r--r-- | src/vehicle.cpp | 32 |
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(); |