diff options
Diffstat (limited to 'src')
49 files changed, 344 insertions, 360 deletions
diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp index e48c8ef00..b72efc921 100644 --- a/src/ai/ai.cpp +++ b/src/ai/ai.cpp @@ -184,8 +184,8 @@ void AI_RunGameLoop() _ai.tick++; /* Make sure the AI follows the difficulty rule.. */ - assert(_opt.diff.competitor_speed <= 4); - if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return; + assert(_settings.difficulty.competitor_speed <= 4); + if ((_ai.tick & ((1 << (4 - _settings.difficulty.competitor_speed)) - 1)) != 0) return; /* Check for AI-client (so joining a network with an AI) */ if (!_networking || _network_server) { diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp index 70aaf2c04..14fc43392 100644 --- a/src/ai/default/default.cpp +++ b/src/ai/default/default.cpp @@ -2550,7 +2550,7 @@ handle_nocash: bool is_pass = ( _players_ai[p->index].cargo_type == CT_PASSENGERS || _players_ai[p->index].cargo_type == CT_MAIL || - (_opt.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES) + (_settings.game_creation.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES) ); Order order; @@ -3285,7 +3285,7 @@ static void AiStateBuildRoadVehicles(Player *p) bool is_pass = ( _players_ai[p->index].cargo_type == CT_PASSENGERS || _players_ai[p->index].cargo_type == CT_MAIL || - (_opt.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES) + (_settings.game_creation.landscape == LT_TEMPERATE && _players_ai[p->index].cargo_type == CT_VALUABLES) ); Order order; diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index 4be9819ca..cb572e486 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -1017,7 +1017,7 @@ static void AiNew_State_BuildPath(Player *p) if (_players_ainew[p->index].temp == -1) { DEBUG(ai, 1, "Starting to build new path"); // Init the counter - _players_ainew[p->index].counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + _players_ainew[p->index].counter = (4 - _settings.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Set the position to the startingplace (-1 because in a minute we do ++) _players_ainew[p->index].path_info.position = -1; // And don't do this again @@ -1026,7 +1026,7 @@ static void AiNew_State_BuildPath(Player *p) // Building goes very fast on normal rate, so we are going to slow it down.. // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :) if (--_players_ainew[p->index].counter != 0) return; - _players_ainew[p->index].counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + _players_ainew[p->index].counter = (4 - _settings.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Increase the building position _players_ainew[p->index].path_info.position++; diff --git a/src/cheat_gui.cpp b/src/cheat_gui.cpp index 42b8ca470..681f973c7 100644 --- a/src/cheat_gui.cpp +++ b/src/cheat_gui.cpp @@ -64,9 +64,9 @@ static int32 ClickChangeClimateCheat(int32 p1, int32 p2) { if (p1 == -1) p1 = 3; if (p1 == 4) p1 = 0; - _opt.landscape = p1; + _settings.game_creation.landscape = p1; ReloadNewGRFData(); - return _opt.landscape; + return _settings.game_creation.landscape; } extern void EnginesMonthlyLoop(); @@ -100,15 +100,15 @@ struct CheatEntry { }; static const CheatEntry _cheats_ui[] = { - {SLE_INT32, STR_CHEAT_MONEY, &_money_cheat_amount, &_cheats.money.been_used, &ClickMoneyCheat }, - {SLE_UINT8, STR_CHEAT_CHANGE_PLAYER, &_local_player, &_cheats.switch_player.been_used, &ClickChangePlayerCheat }, - {SLE_BOOL, STR_CHEAT_EXTRA_DYNAMITE, &_cheats.magic_bulldozer.value, &_cheats.magic_bulldozer.been_used, NULL }, - {SLE_BOOL, STR_CHEAT_CROSSINGTUNNELS, &_cheats.crossing_tunnels.value, &_cheats.crossing_tunnels.been_used, NULL }, - {SLE_BOOL, STR_CHEAT_BUILD_IN_PAUSE, &_cheats.build_in_pause.value, &_cheats.build_in_pause.been_used, NULL }, - {SLE_BOOL, STR_CHEAT_NO_JETCRASH, &_cheats.no_jetcrash.value, &_cheats.no_jetcrash.been_used, NULL }, - {SLE_BOOL, STR_CHEAT_SETUP_PROD, &_cheats.setup_prod.value, &_cheats.setup_prod.been_used, NULL }, - {SLE_UINT8, STR_CHEAT_SWITCH_CLIMATE, &_opt.landscape, &_cheats.switch_climate.been_used, &ClickChangeClimateCheat}, - {SLE_INT32, STR_CHEAT_CHANGE_DATE, &_cur_year, &_cheats.change_date.been_used, &ClickChangeDateCheat }, + {SLE_INT32, STR_CHEAT_MONEY, &_money_cheat_amount, &_cheats.money.been_used, &ClickMoneyCheat }, + {SLE_UINT8, STR_CHEAT_CHANGE_PLAYER, &_local_player, &_cheats.switch_player.been_used, &ClickChangePlayerCheat }, + {SLE_BOOL, STR_CHEAT_EXTRA_DYNAMITE, &_cheats.magic_bulldozer.value, &_cheats.magic_bulldozer.been_used, NULL }, + {SLE_BOOL, STR_CHEAT_CROSSINGTUNNELS, &_cheats.crossing_tunnels.value, &_cheats.crossing_tunnels.been_used, NULL }, + {SLE_BOOL, STR_CHEAT_BUILD_IN_PAUSE, &_cheats.build_in_pause.value, &_cheats.build_in_pause.been_used, NULL }, + {SLE_BOOL, STR_CHEAT_NO_JETCRASH, &_cheats.no_jetcrash.value, &_cheats.no_jetcrash.been_used, NULL }, + {SLE_BOOL, STR_CHEAT_SETUP_PROD, &_cheats.setup_prod.value, &_cheats.setup_prod.been_used, NULL }, + {SLE_UINT8, STR_CHEAT_SWITCH_CLIMATE, &_settings.game_creation.landscape, &_cheats.switch_climate.been_used, &ClickChangeClimateCheat}, + {SLE_INT32, STR_CHEAT_CHANGE_DATE, &_cur_year, &_cheats.change_date.been_used, &ClickChangeDateCheat }, }; diff --git a/src/clear_cmd.cpp b/src/clear_cmd.cpp index 46bd31f6e..977ebb301 100644 --- a/src/clear_cmd.cpp +++ b/src/clear_cmd.cpp @@ -218,7 +218,7 @@ static void TileLoop_Clear(TileIndex tile) { TileLoopClearHelper(tile); - switch (_opt.landscape) { + switch (_settings.game_creation.landscape) { case LT_TROPIC: TileLoopClearDesert(tile); break; case LT_ARCTIC: TileLoopClearAlps(tile); break; } @@ -346,7 +346,7 @@ static void ChangeTileOwner_Clear(TileIndex tile, PlayerID old_player, PlayerID void InitializeClearLand() { - _opt.snow_line = _settings.game_creation.snow_line_height * TILE_HEIGHT; + _settings.game_creation.snow_line = _settings.game_creation.snow_line_height * TILE_HEIGHT; } static CommandCost TerraformTile_Clear(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new) diff --git a/src/currency.cpp b/src/currency.cpp index b26de04bb..7f21b7c50 100644 --- a/src/currency.cpp +++ b/src/currency.cpp @@ -150,10 +150,10 @@ uint GetMaskOfAllowedCurrencies() **/ void CheckSwitchToEuro() { - if (_currency_specs[_opt.currency].to_euro != CF_NOEURO && - _currency_specs[_opt.currency].to_euro != CF_ISEURO && - _cur_year >= _currency_specs[_opt.currency].to_euro) { - _opt.currency = 2; // this is the index of euro above. + if (_currency_specs[_settings.gui.currency].to_euro != CF_NOEURO && + _currency_specs[_settings.gui.currency].to_euro != CF_ISEURO && + _cur_year >= _currency_specs[_settings.gui.currency].to_euro) { + _settings.gui.currency = 2; // this is the index of euro above. AddNewsItem(STR_EURO_INTRODUCE, NS_ECONOMY, 0, 0); } } diff --git a/src/currency.h b/src/currency.h index f2ff11650..e7cac77c2 100644 --- a/src/currency.h +++ b/src/currency.h @@ -39,7 +39,7 @@ extern CurrencySpec _currency_specs[NUM_CURRENCY]; // XXX small hack, but makes the rest of the code a bit nicer to read #define _custom_currency (_currency_specs[CUSTOM_CURRENCY_ID]) -#define _currency ((const CurrencySpec*)&_currency_specs[(_game_mode == GM_MENU) ? _opt_newgame.currency : _opt.currency]) +#define _currency ((const CurrencySpec*)&_currency_specs[(_game_mode == GM_MENU) ? _settings_newgame.gui.currency : _settings.gui.currency]) uint GetMaskOfAllowedCurrencies(); void CheckSwitchToEuro(); diff --git a/src/date.cpp b/src/date.cpp index 7ee769c64..359433572 100644 --- a/src/date.cpp +++ b/src/date.cpp @@ -257,7 +257,7 @@ void IncreaseDate() SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR); DebugDumpCommands("ddc:save:%s\n", name); #endif /* DUMP_COMMANDS */ - if (_opt.autosave != 0 && (_cur_month % _autosave_months[_opt.autosave]) == 0) { + if (_settings.gui.autosave != 0 && (_cur_month % _autosave_months[_settings.gui.autosave]) == 0) { _do_autosave = true; RedrawAutosave(); } diff --git a/src/disaster_cmd.cpp b/src/disaster_cmd.cpp index 848f97144..d4c0b722f 100644 --- a/src/disaster_cmd.cpp +++ b/src/disaster_cmd.cpp @@ -1050,7 +1050,7 @@ void DisasterDailyLoop() ResetDisasterDelay(); - if (_opt.diff.disasters != 0) DoDisaster(); + if (_settings.difficulty.disasters != 0) DoDisaster(); } void StartupDisasters() diff --git a/src/economy.cpp b/src/economy.cpp index 436f278d2..c11125e94 100644 --- a/src/economy.cpp +++ b/src/economy.cpp @@ -704,7 +704,7 @@ static void PlayersPayInterest() static void HandleEconomyFluctuations() { - if (_opt.diff.economy == 0) return; + if (_settings.difficulty.economy == 0) return; if (--_economy.fluct == 0) { _economy.fluct = -(int)GB(Random(), 0, 2); @@ -813,7 +813,7 @@ void StartupEconomy() for (i = 0; i != NUM_PRICES; i++) { Money price = _price_base[i]; if (_price_category[i] != 0) { - uint mod = _price_category[i] == 1 ? _opt.diff.vehicle_costs : _opt.diff.construction_cost; + uint mod = _price_category[i] == 1 ? _settings.difficulty.vehicle_costs : _settings.difficulty.construction_cost; if (mod < 1) { price = price * 3 >> 2; } else if (mod > 1) { @@ -829,10 +829,10 @@ void StartupEconomy() _price_frac[i] = 0; } - _economy.interest_rate = _opt.diff.initial_interest; - _economy.infl_amount = _opt.diff.initial_interest; - _economy.infl_amount_pr = max(0, _opt.diff.initial_interest - 1); - _economy.max_loan_unround = _economy.max_loan = _opt.diff.max_loan * 1000; + _economy.interest_rate = _settings.difficulty.initial_interest; + _economy.infl_amount = _settings.difficulty.initial_interest; + _economy.infl_amount_pr = max(0, _settings.difficulty.initial_interest - 1); + _economy.max_loan_unround = _economy.max_loan = _settings.difficulty.max_loan * 1000; _economy.fluct = GB(Random(), 0, 8) + 168; } @@ -1162,7 +1162,7 @@ Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, C } /* zero the distance (thus income) if it's the bank and very short transport. */ - if (_opt.landscape == LT_TEMPERATE && cs->label == 'VALU' && dist < 10) return 0; + if (_settings.game_creation.landscape == LT_TEMPERATE && cs->label == 'VALU' && dist < 10) return 0; static const int MIN_TIME_FACTOR = 31; @@ -1313,7 +1313,7 @@ static bool CheckSubsidised(Station *from, Station *to, CargoID cargo_type) SetDParam(0, _current_player); AddNewsItem( - STR_2031_SERVICE_SUBSIDY_AWARDED + _opt.diff.subsidy_multiplier, + STR_2031_SERVICE_SUBSIDY_AWARDED + _settings.difficulty.subsidy_multiplier, NS_SUBSIDIES, pair.a, pair.b ); @@ -1360,7 +1360,7 @@ static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID source, /* Modify profit if a subsidy is in effect */ if (subsidised) { - switch (_opt.diff.subsidy_multiplier) { + switch (_settings.difficulty.subsidy_multiplier) { case 0: profit += profit >> 1; break; case 1: profit *= 2; break; case 2: profit *= 3; break; diff --git a/src/engine.cpp b/src/engine.cpp index 37bedbf06..558fcd8e0 100644 --- a/src/engine.cpp +++ b/src/engine.cpp @@ -296,7 +296,7 @@ void StartupEngines() e->lifelength = ei->lifelength + _settings.vehicle.extend_vehicle_life; /* prevent certain engines from ever appearing. */ - if (!HasBit(ei->climates, _opt.landscape)) { + if (!HasBit(ei->climates, _settings.game_creation.landscape)) { e->flags |= ENGINE_AVAILABLE; e->player_avail = 0; } 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; diff --git a/src/gfx.cpp b/src/gfx.cpp index e85caaab8..0ee113fb0 100644 --- a/src/gfx.cpp +++ b/src/gfx.cpp @@ -807,7 +807,7 @@ void DoPaletteAnimations() memcpy(old_val, d, c * sizeof(*old_val)); /* Dark blue water */ - s = (_opt.landscape == LT_TOYLAND) ? ev->ac : ev->a; + s = (_settings.game_creation.landscape == LT_TOYLAND) ? ev->ac : ev->a; j = EXTR(320, 5); for (i = 0; i != 5; i++) { *d++ = s[j]; @@ -816,7 +816,7 @@ void DoPaletteAnimations() } /* Glittery water */ - s = (_opt.landscape == LT_TOYLAND) ? ev->bc : ev->b; + s = (_settings.game_creation.landscape == LT_TOYLAND) ? ev->bc : ev->b; j = EXTR(128, 15); for (i = 0; i != 5; i++) { *d++ = s[j]; @@ -876,7 +876,7 @@ void DoPaletteAnimations() /* Animate water for old DOS graphics */ if (_use_dos_palette) { /* Dark blue water DOS */ - s = (_opt.landscape == LT_TOYLAND) ? ev->ac : ev->a; + s = (_settings.game_creation.landscape == LT_TOYLAND) ? ev->ac : ev->a; j = EXTR(320, 5); for (i = 0; i != 5; i++) { *d++ = s[j]; @@ -885,7 +885,7 @@ void DoPaletteAnimations() } /* Glittery water DOS */ - s = (_opt.landscape == LT_TOYLAND) ? ev->bc : ev->b; + s = (_settings.game_creation.landscape == LT_TOYLAND) ? ev->bc : ev->b; j = EXTR(128, 15); for (i = 0; i != 5; i++) { *d++ = s[j]; diff --git a/src/gfxinit.cpp b/src/gfxinit.cpp index c0350185d..390f69e73 100644 --- a/src/gfxinit.cpp +++ b/src/gfxinit.cpp @@ -214,10 +214,10 @@ static void LoadSpriteTables() * This overwrites some of the temperate sprites, such as foundations * and the ground sprites. */ - if (_opt.landscape != LT_TEMPERATE) { + if (_settings.game_creation.landscape != LT_TEMPERATE) { LoadGrfIndexed( - files->landscape[_opt.landscape - 1].filename, - _landscape_spriteindexes[_opt.landscape - 1], + files->landscape[_settings.game_creation.landscape - 1].filename, + _landscape_spriteindexes[_settings.game_creation.landscape - 1], i++ ); } @@ -248,7 +248,7 @@ static void LoadSpriteTables() void GfxLoadSprites() { - DEBUG(sprite, 2, "Loading sprite set %d", _opt.landscape); + DEBUG(sprite, 2, "Loading sprite set %d", _settings.game_creation.landscape); GfxInitSpriteMem(); LoadSpriteTables(); diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp index 3a0613aaa..d98bf3b83 100644 --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -70,7 +70,7 @@ void ResetIndustries() /* once performed, enable only the current climate industries */ for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) { _industry_specs[i].enabled = i < NEW_INDUSTRYOFFSET && - HasBit(_origin_industry_specs[i].climate_availability, _opt.landscape); + HasBit(_origin_industry_specs[i].climate_availability, _settings.game_creation.landscape); } memset(&_industry_tile_specs, 0, sizeof(_industry_tile_specs)); @@ -84,7 +84,7 @@ void ResetIndustries() void ResetIndustryCreationProbility(IndustryType type) { assert(type < INVALID_INDUSTRYTYPE); - _industry_specs[type].appear_creation[_opt.landscape] = 0; + _industry_specs[type].appear_creation[_settings.game_creation.landscape] = 0; } DEFINE_OLD_POOL_GENERIC(Industry, Industry) @@ -888,14 +888,14 @@ static void PlantFarmField(TileIndex tile, IndustryID industry) uint field_type; int type; - if (_opt.landscape == LT_ARCTIC) { + if (_settings.game_creation.landscape == LT_ARCTIC) { if (GetTileZ(tile) + TILE_HEIGHT * 2 >= GetSnowLine()) return; } /* determine field size */ r = (Random() & 0x303) + 0x404; - if (_opt.landscape == LT_ARCTIC) r += 0x404; + if (_settings.game_creation.landscape == LT_ARCTIC) r += 0x404; size_x = GB(r, 0, 8); size_y = GB(r, 8, 8); @@ -926,7 +926,7 @@ static void PlantFarmField(TileIndex tile, IndustryID industry) END_TILE_LOOP(cur_tile, size_x, size_y, tile) type = 3; - if (_opt.landscape != LT_ARCTIC && _opt.landscape != LT_TROPIC) { + if (_settings.game_creation.landscape != LT_ARCTIC && _settings.game_creation.landscape != LT_TROPIC) { type = _plantfarmfield_type[Random() & 0xF]; } @@ -1063,7 +1063,7 @@ static bool CheckNewIndustry_NULL(TileIndex tile) static bool CheckNewIndustry_Forest(TileIndex tile) { - if (_opt.landscape == LT_ARCTIC) { + if (_settings.game_creation.landscape == LT_ARCTIC) { if (GetTileZ(tile) < HighestSnowLine() + TILE_HEIGHT * 2U) { _error_message = STR_4831_FOREST_CAN_ONLY_BE_PLANTED; return false; @@ -1095,7 +1095,7 @@ static bool CheckNewIndustry_OilRig(TileIndex tile) static bool CheckNewIndustry_Farm(TileIndex tile) { - if (_opt.landscape == LT_ARCTIC) { + if (_settings.game_creation.landscape == LT_ARCTIC) { if (GetTileZ(tile) + TILE_HEIGHT * 2 >= HighestSnowLine()) { _error_message = STR_0239_SITE_UNSUITABLE; return false; @@ -1700,13 +1700,13 @@ static void PlaceInitialIndustry(IndustryType type, int amount) { /* We need to bypass the amount given in parameter if it exceeds the maximum dimension of the * _numof_industry_table. newgrf can specify a big amount */ - int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_opt.diff.number_industries][amount]; + int num = (amount > NB_NUMOFINDUSTRY) ? amount : _numof_industry_table[_settings.difficulty.number_industries][amount]; const IndustrySpec *ind_spc = GetIndustrySpec(type); /* These are always placed next to the coastline, so we scale by the perimeter instead. */ num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); - if (_opt.diff.number_industries != 0) { + if (_settings.difficulty.number_industries != 0) { PlayerID old_player = _current_player; _current_player = OWNER_NONE; assert(num > 0); @@ -1735,7 +1735,7 @@ void GenerateIndustries() const IndustrySpec *ind_spc; /* Find the total amount of industries */ - if (_opt.diff.number_industries > 0) { + if (_settings.difficulty.number_industries > 0) { for (it = 0; it < NUM_INDUSTRYTYPES; it++) { ind_spc = GetIndustrySpec(it); @@ -1744,12 +1744,12 @@ void GenerateIndustries() ResetIndustryCreationProbility(it); } - chance = ind_spc->appear_creation[_opt.landscape]; + chance = ind_spc->appear_creation[_settings.game_creation.landscape]; if (ind_spc->enabled && chance > 0) { /* once the chance of appearance is determind, it have to be scaled by * the difficulty level. The "chance" in question is more an index into * the _numof_industry_table,in fact */ - int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_opt.diff.number_industries][chance]; + int num = (chance > NB_NUMOFINDUSTRY) ? chance : _numof_industry_table[_settings.difficulty.number_industries][chance]; /* These are always placed next to the coastline, so we scale by the perimeter instead. */ num = (ind_spc->check_proc == CHECK_REFINERY || ind_spc->check_proc == CHECK_OIL_RIG) ? ScaleByMapSize1D(num) : ScaleByMapSize(num); @@ -1760,7 +1760,7 @@ void GenerateIndustries() SetGeneratingWorldProgress(GWP_INDUSTRY, i); - if (_opt.diff.number_industries > 0) { + if (_settings.difficulty.number_industries > 0) { for (it = 0; it < NUM_INDUSTRYTYPES; it++) { /* Once the number of industries has been determined, let's really create them. * The test for chance allows us to try create industries that are available only @@ -1769,7 +1769,7 @@ void GenerateIndustries() * processed that scaling above? No, don't think so. Will find a way. */ ind_spc = GetIndustrySpec(it); if (ind_spc->enabled) { - chance = ind_spc->appear_creation[_opt.landscape]; + chance = ind_spc->appear_creation[_settings.game_creation.landscape]; if (chance > 0) PlaceInitialIndustry(it, chance); } } @@ -1823,7 +1823,7 @@ static void MaybeNewIndustry(void) /* Generate a list of all possible industries that can be built. */ for (j = 0; j < NUM_INDUSTRYTYPES; j++) { ind_spc = GetIndustrySpec(j); - byte chance = ind_spc->appear_ingame[_opt.landscape]; + byte chance = ind_spc->appear_ingame[_settings.game_creation.landscape]; if (!ind_spc->enabled || chance == 0) continue; @@ -1881,7 +1881,7 @@ static bool CheckIndustryCloseDownProtection(IndustryType type) const IndustrySpec *indspec = GetIndustrySpec(type); /* oil wells (or the industries with that flag set) are always allowed to closedown */ - if (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD && _opt.landscape == LT_TEMPERATE) return false; + if (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD && _settings.game_creation.landscape == LT_TEMPERATE) return false; return (indspec->behaviour & INDUSTRYBEH_CANCLOSE_LASTINSTANCE) == 0 && GetIndustryTypeCount(type) <= 1; } @@ -2072,7 +2072,7 @@ static void ChangeIndustryProduction(Industry *i, bool monthly) if (standard && (indspec->life_type & (INDUSTRYLIFE_ORGANIC | INDUSTRYLIFE_EXTRACTIVE)) != 0) { /* decrease or increase */ - bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _opt.landscape == LT_TEMPERATE; + bool only_decrease = (indspec->behaviour & INDUSTRYBEH_DONT_INCR_PROD) && _settings.game_creation.landscape == LT_TEMPERATE; if (smooth_economy) { closeit = true; diff --git a/src/industry_gui.cpp b/src/industry_gui.cpp index f52fec3cc..57c7b9b51 100644 --- a/src/industry_gui.cpp +++ b/src/industry_gui.cpp @@ -195,7 +195,7 @@ public: * In Editor, you just build, while ingame, or you fund or you prospect */ if (_game_mode == GM_EDITOR) { /* We've chosen many random industries but no industries have been specified */ - if (indsp == NULL) this->enabled[this->selected_index] = _opt.diff.number_industries != 0; + if (indsp == NULL) this->enabled[this->selected_index] = _settings.difficulty.number_industries != 0; this->widget[DPIW_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY; } else { this->widget[DPIW_FUND_WIDGET].data = (_settings.construction.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY; diff --git a/src/intro_gui.cpp b/src/intro_gui.cpp index 8ff4d46df..c4cca9ab2 100644 --- a/src/intro_gui.cpp +++ b/src/intro_gui.cpp @@ -49,7 +49,7 @@ static const Widget _select_game_widgets[] = { static inline void SetNewLandscapeType(byte landscape) { - _opt_newgame.landscape = landscape; + _settings_newgame.game_creation.landscape = landscape; InvalidateWindowClasses(WC_SELECT_GAME); } @@ -76,17 +76,17 @@ private: public: SelectGameWindow(const WindowDesc *desc) : Window(desc) { - this->LowerWidget(_opt_newgame.landscape + SGI_TEMPERATE_LANDSCAPE); + this->LowerWidget(_settings_newgame.game_creation.landscape + SGI_TEMPERATE_LANDSCAPE); this->FindWindowPlacementAndResize(desc); } virtual void OnPaint() { - this->SetWidgetLoweredState(SGI_TEMPERATE_LANDSCAPE, _opt_newgame.landscape == LT_TEMPERATE); - this->SetWidgetLoweredState(SGI_ARCTIC_LANDSCAPE, _opt_newgame.landscape == LT_ARCTIC); - this->SetWidgetLoweredState(SGI_TROPIC_LANDSCAPE, _opt_newgame.landscape == LT_TROPIC); - this->SetWidgetLoweredState(SGI_TOYLAND_LANDSCAPE, _opt_newgame.landscape == LT_TOYLAND); - SetDParam(0, STR_6801_EASY + _opt_newgame.diff_level); + this->SetWidgetLoweredState(SGI_TEMPERATE_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TEMPERATE); + this->SetWidgetLoweredState(SGI_ARCTIC_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_ARCTIC); + this->SetWidgetLoweredState(SGI_TROPIC_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TROPIC); + this->SetWidgetLoweredState(SGI_TOYLAND_LANDSCAPE, _settings_newgame.game_creation.landscape == LT_TOYLAND); + SetDParam(0, STR_6801_EASY + _settings_newgame.difficulty.diff_level); this->DrawWidgets(); } @@ -115,7 +115,7 @@ public: case SGI_TEMPERATE_LANDSCAPE: case SGI_ARCTIC_LANDSCAPE: case SGI_TROPIC_LANDSCAPE: case SGI_TOYLAND_LANDSCAPE: - this->RaiseWidget(_opt_newgame.landscape + SGI_TEMPERATE_LANDSCAPE); + this->RaiseWidget(_settings_newgame.game_creation.landscape + SGI_TEMPERATE_LANDSCAPE); SetNewLandscapeType(widget - SGI_TEMPERATE_LANDSCAPE); break; diff --git a/src/landscape.cpp b/src/landscape.cpp index 8a6f0e7b4..7ed652885 100644 --- a/src/landscape.cpp +++ b/src/landscape.cpp @@ -526,7 +526,7 @@ void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS]) */ byte GetSnowLine(void) { - if (_snow_line == NULL) return _opt.snow_line; + if (_snow_line == NULL) return _settings.game_creation.snow_line; YearMonthDay ymd; ConvertDateToYMD(_date, &ymd); @@ -539,7 +539,7 @@ byte GetSnowLine(void) */ byte HighestSnowLine(void) { - return _snow_line == NULL ? _opt.snow_line : _snow_line->highest_value; + return _snow_line == NULL ? _settings.game_creation.snow_line : _snow_line->highest_value; } /** @@ -818,14 +818,14 @@ void GenerateLandscape(byte mode) static const int gwp_desert_amount = 4 + 8; if (mode == GW_HEIGHTMAP) { - SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_TROPIC) ? 1 + gwp_desert_amount : 1); + SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings.game_creation.landscape == LT_TROPIC) ? 1 + gwp_desert_amount : 1); LoadHeightmap(_file_to_saveload.name); IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); } else if (_settings.game_creation.land_generator == LG_TERRAGENESIS) { - SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3); + SetGeneratingWorldProgress(GWP_LANDSCAPE, (_settings.game_creation.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3); GenerateTerrainPerlin(); } else { - switch (_opt.landscape) { + switch (_settings.game_creation.landscape) { case LT_ARCTIC: { SetGeneratingWorldProgress(GWP_LANDSCAPE, 2); @@ -872,9 +872,9 @@ void GenerateLandscape(byte mode) uint32 r = Random(); - uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100); + uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings.difficulty.quantity_sea_lakes) * 256 + 100); for (; i != 0; --i) { - GenerateTerrain(_opt.diff.terrain_type, 0); + GenerateTerrain(_settings.difficulty.terrain_type, 0); } IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); } break; @@ -883,7 +883,7 @@ void GenerateLandscape(byte mode) ConvertGroundTilesIntoWaterTiles(); - if (_opt.landscape == LT_TROPIC) CreateDesertOrRainForest(); + if (_settings.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest(); } void OnTick_Town(); diff --git a/src/misc_cmd.cpp b/src/misc_cmd.cpp index 62ec5bcc7..49e3eafdb 100644 --- a/src/misc_cmd.cpp +++ b/src/misc_cmd.cpp @@ -395,11 +395,11 @@ CommandCost CmdChangeDifficultyLevel(TileIndex tile, uint32 flags, uint32 p1, ui { if (p1 != (uint32)-1L && ((int32)p1 >= GAME_DIFFICULTY_NUM || (int32)p1 < 0)) return CMD_ERROR; - GameOptions *opt_ptr = (_game_mode == GM_MENU) ? &_opt_newgame : &_opt; + DifficultySettings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame.difficulty : &_settings.difficulty; if (flags & DC_EXEC) { if (p1 != (uint32)-1L) { - ((GDType*)&opt_ptr->diff)[p1] = p2; + ((GDType*)opt_ptr)[p1] = p2; opt_ptr->diff_level = 3; // custom difficulty level } else { opt_ptr->diff_level = p2; diff --git a/src/network/network.cpp b/src/network/network.cpp index 20f6852da..47c3545da 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -1012,7 +1012,7 @@ static void NetworkInitGameInfo() _network_game_info.start_date = ConvertYMDToDate(_settings.game_creation.starting_year, 0, 1); _network_game_info.map_width = MapSizeX(); _network_game_info.map_height = MapSizeY(); - _network_game_info.map_set = _opt.landscape; + _network_game_info.map_set = _settings.game_creation.landscape; _network_game_info.use_password = (_network_server_password[0] != '\0'); diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp index 636bf67fb..8744875d9 100644 --- a/src/network/network_udp.cpp +++ b/src/network/network_udp.cpp @@ -77,7 +77,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER) _network_game_info.game_date = _date; _network_game_info.map_width = MapSizeX(); _network_game_info.map_height = MapSizeY(); - _network_game_info.map_set = _opt.landscape; + _network_game_info.map_set = _settings.game_creation.landscape; _network_game_info.companies_on = ActivePlayerCount(); _network_game_info.spectators_on = NetworkSpectatorCount(); _network_game_info.grfconfig = _grfconfig; diff --git a/src/newgrf.cpp b/src/newgrf.cpp index a9ada136c..83b1ef79a 100644 --- a/src/newgrf.cpp +++ b/src/newgrf.cpp @@ -1437,8 +1437,8 @@ static bool TownHouseChangeInfo(uint hid, int numinfo, int prop, byte **bufp, in /* If value of goods is negative, it means in fact food or, if in toyland, fizzy_drink acceptance. * Else, we have "standard" 3rd cargo type, goods or candy, for toyland once more */ - CargoID cid = (goods >= 0) ? ((_opt.landscape == LT_TOYLAND) ? CT_CANDY : CT_GOODS) : - ((_opt.landscape == LT_TOYLAND) ? CT_FIZZY_DRINKS : CT_FOOD); + CargoID cid = (goods >= 0) ? ((_settings.game_creation.landscape == LT_TOYLAND) ? CT_CANDY : CT_GOODS) : + ((_settings.game_creation.landscape == LT_TOYLAND) ? CT_FIZZY_DRINKS : CT_FOOD); /* Make sure the cargo type is valid in this climate. */ if (!GetCargo(cid)->IsValid()) goods = 0; @@ -2167,11 +2167,11 @@ static bool IndustriesChangeInfo(uint indid, int numinfo, int prop, byte **bufp, break; case 0x17: // Probability in random game - indsp->appear_creation[_opt.landscape] = grf_load_byte(&buf); + indsp->appear_creation[_settings.game_creation.landscape] = grf_load_byte(&buf); break; case 0x18: // Probability during gameplay - indsp->appear_ingame[_opt.landscape] = grf_load_byte(&buf); + indsp->appear_ingame[_settings.game_creation.landscape] = grf_load_byte(&buf); break; case 0x19: // Map color @@ -3557,11 +3557,11 @@ bool GetGlobalVariable(byte param, uint32 *value) return true; case 0x03: // current climate, 0=temp, 1=arctic, 2=trop, 3=toyland - *value = _opt.landscape; + *value = _settings.game_creation.landscape; return true; case 0x06: // road traffic side, bit 4 clear=left, set=right - *value = _opt.road_side << 4; + *value = _settings.vehicle.road_side << 4; return true; case 0x09: // date fraction @@ -3635,7 +3635,7 @@ bool GetGlobalVariable(byte param, uint32 *value) /* case 0x1F: // locale dependent settings not implemented */ case 0x20: // snow line height - *value = _opt.landscape == LT_ARCTIC ? GetSnowLine() : 0xFF; + *value = _settings.game_creation.landscape == LT_ARCTIC ? GetSnowLine() : 0xFF; return true; case 0x21: // OpenTTD version @@ -3643,7 +3643,7 @@ bool GetGlobalVariable(byte param, uint32 *value) return true; case 0x22: // difficulty level - *value = _opt.diff_level; + *value = _settings.difficulty.diff_level; return true; default: return false; @@ -5352,7 +5352,7 @@ static void ResetNewGRFData() ResetNewGRFErrors(); /* Set up the default cargo types */ - SetupCargoForClimate(_opt.landscape); + SetupCargoForClimate(_settings.game_creation.landscape); /* Reset misc GRF features and train list display variables */ _misc_grf_features = 0; diff --git a/src/newgrf_commons.cpp b/src/newgrf_commons.cpp index 6bb2612d9..485ffbd40 100644 --- a/src/newgrf_commons.cpp +++ b/src/newgrf_commons.cpp @@ -278,7 +278,7 @@ void IndustryTileOverrideManager::SetEntitySpec(const IndustryTileSpec *its) * Terrain type: 0 normal, 1 desert, 2 rainforest, 4 on or above snowline */ uint32 GetTerrainType(TileIndex tile) { - switch (_opt.landscape) { + switch (_settings.game_creation.landscape) { case LT_TROPIC: return GetTropicZone(tile); case LT_ARCTIC: return GetTileZ(tile) > GetSnowLine() ? 4 : 0; default: return 0; diff --git a/src/oldloader.cpp b/src/oldloader.cpp index 32dcd3b76..8bc9c7be4 100644 --- a/src/oldloader.cpp +++ b/src/oldloader.cpp @@ -319,8 +319,8 @@ static void FixOldTowns() /* Convert town-names if needed */ FOR_ALL_TOWNS(town) { if (IsInsideMM(town->townnametype, 0x20C1, 0x20C3)) { - town->townnametype = SPECSTR_TOWNNAME_ENGLISH + _opt.town_name; - town->townnameparts = GetOldTownName(town->townnameparts, _opt.town_name); + town->townnametype = SPECSTR_TOWNNAME_ENGLISH + _settings.game_creation.town_name; + town->townnameparts = GetOldTownName(town->townnameparts, _settings.game_creation.town_name); } } } @@ -1370,29 +1370,29 @@ static inline bool LoadOldSubsidy(LoadgameState *ls, int num) } static const OldChunks game_difficulty_chunk[] = { - OCL_SVAR( OC_UINT16, GameDifficulty, max_no_competitors ), - OCL_SVAR( OC_UINT16, GameDifficulty, competitor_start_time ), - OCL_SVAR( OC_UINT16, GameDifficulty, number_towns ), - OCL_SVAR( OC_UINT16, GameDifficulty, number_industries ), - OCL_SVAR( OC_UINT16, GameDifficulty, max_loan ), - OCL_SVAR( OC_UINT16, GameDifficulty, initial_interest ), - OCL_SVAR( OC_UINT16, GameDifficulty, vehicle_costs ), - OCL_SVAR( OC_UINT16, GameDifficulty, competitor_speed ), - OCL_SVAR( OC_UINT16, GameDifficulty, competitor_intelligence ), - OCL_SVAR( OC_UINT16, GameDifficulty, vehicle_breakdowns ), - OCL_SVAR( OC_UINT16, GameDifficulty, subsidy_multiplier ), - OCL_SVAR( OC_UINT16, GameDifficulty, construction_cost ), - OCL_SVAR( OC_UINT16, GameDifficulty, terrain_type ), - OCL_SVAR( OC_UINT16, GameDifficulty, quantity_sea_lakes ), - OCL_SVAR( OC_UINT16, GameDifficulty, economy ), - OCL_SVAR( OC_UINT16, GameDifficulty, line_reverse_mode ), - OCL_SVAR( OC_UINT16, GameDifficulty, disasters ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, max_no_competitors ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, competitor_start_time ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, number_towns ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, number_industries ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U16, DifficultySettings, max_loan ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, initial_interest ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, vehicle_costs ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, competitor_speed ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, competitor_intelligence ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, vehicle_breakdowns ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, subsidy_multiplier ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, construction_cost ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, terrain_type ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, quantity_sea_lakes ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, economy ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, line_reverse_mode ), + OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, DifficultySettings, disasters ), OCL_END() }; static inline bool LoadOldGameDifficulty(LoadgameState *ls, int num) { - return LoadChunk(ls, &_opt.diff, game_difficulty_chunk); + return LoadChunk(ls, &_settings.difficulty, game_difficulty_chunk); } @@ -1570,8 +1570,8 @@ static const OldChunks main_chunk[] = { OCL_VAR ( OC_FILE_U8 | OC_VAR_U16, 1, &_station_tick_ctr ), - OCL_VAR ( OC_UINT8, 1, &_opt.currency ), - OCL_VAR ( OC_UINT8, 1, &_opt.units ), + OCL_VAR ( OC_UINT8, 1, &_settings.gui.currency ), + OCL_VAR ( OC_UINT8, 1, &_settings.gui.units ), OCL_VAR ( OC_FILE_U8 | OC_VAR_U32, 1, &_cur_player_tick_index ), OCL_NULL( 2 ), ///< Date stuff, calculated automatically @@ -1581,19 +1581,19 @@ static const OldChunks main_chunk[] = { OCL_VAR ( OC_UINT8, 1, &_economy.infl_amount_pr ), OCL_VAR ( OC_UINT8, 1, &_economy.interest_rate ), OCL_NULL( 1 ), // available airports - OCL_VAR ( OC_UINT8, 1, &_opt.road_side ), - OCL_VAR ( OC_UINT8, 1, &_opt.town_name ), + OCL_VAR ( OC_UINT8, 1, &_settings.vehicle.road_side ), + OCL_VAR ( OC_UINT8, 1, &_settings.game_creation.town_name ), OCL_CHUNK( 1, LoadOldGameDifficulty ), OCL_ASSERT( 0x77130 ), - OCL_VAR ( OC_UINT8, 1, &_opt.diff_level ), - OCL_VAR ( OC_UINT8, 1, &_opt.landscape ), + OCL_VAR ( OC_UINT8, 1, &_settings.difficulty.diff_level ), + OCL_VAR ( OC_UINT8, 1, &_settings.game_creation.landscape ), OCL_VAR ( OC_UINT8, 1, &_trees_tick_ctr ), OCL_NULL( 1 ), ///< Custom vehicle types yes/no, no longer used - OCL_VAR ( OC_UINT8, 1, &_opt.snow_line ), + OCL_VAR ( OC_UINT8, 1, &_settings.game_creation.snow_line ), OCL_NULL( 32 ), ///< new_industry_randtable, no longer used (because of new design) OCL_NULL( 36 ), ///< cargo-stuff, calculated in InitializeLandscapeVariables @@ -1628,7 +1628,7 @@ static bool LoadOldMain(LoadgameState *ls) DEBUG(oldloader, 3, "Done, converting game data..."); /* Fix some general stuff */ - _opt.landscape = _opt.landscape & 0xF; + _settings.game_creation.landscape = _settings.game_creation.landscape & 0xF; /* Remap some pointers */ _cur_town_ctr = REMAP_TOWN_IDX(_old_cur_town_ctr); @@ -1690,7 +1690,7 @@ static bool LoadOldMain(LoadgameState *ls) FixOldVehicles(); /* We have a new difficulty setting */ - _opt.diff.town_council_tolerance = Clamp(_opt.diff_level, 0, 2); + _settings.difficulty.town_council_tolerance = Clamp(_settings.difficulty.diff_level, 0, 2); DEBUG(oldloader, 3, "Finished converting game data"); DEBUG(oldloader, 1, "TTD(Patch) savegame successfully converted"); diff --git a/src/openttd.cpp b/src/openttd.cpp index efdab795c..f15c0b8d7 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -99,7 +99,7 @@ void ResetOldNames(); void ProcessAsyncSaveFinish(); void CallWindowTickEvent(); -extern void SetDifficultyLevel(int mode, GameOptions *gm_opt); +extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt); extern Player* DoStartupNewPlayer(bool is_ai); extern void ShowOSErrorBox(const char *buf); extern void InitializeRailGUI(); @@ -586,11 +586,10 @@ int ttd_main(int argc, char *argv[]) ResetGRFConfig(false); /* XXX - ugly hack, if diff_level is 9, it means we got no setting from the config file */ - if (_opt_newgame.diff_level == 9) SetDifficultyLevel(0, &_opt_newgame); + if (_settings_newgame.difficulty.diff_level == 9) SetDifficultyLevel(0, &_settings_newgame.difficulty); /* Make sure _patches is filled with _patches_newgame if we switch to a game directly */ if (_switch_mode != SM_NONE) { - _opt = _opt_newgame; UpdatePatches(); } @@ -767,8 +766,7 @@ static void StartScenario() ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0); } - _opt.diff = _opt_newgame.diff; - _opt.diff_level = _opt_newgame.diff_level; + _settings.difficulty = _settings_newgame.difficulty; /* Inititalize data */ StartupEconomy(); @@ -838,7 +836,6 @@ void SwitchMode(int new_mode) if (_network_reload_cfg) { LoadFromConfig(); _settings = _settings_newgame; - _opt = _opt_newgame; ResetGRFConfig(false); } NetworkServerStart(); @@ -1259,7 +1256,7 @@ static const byte convert_currency[] = { /* since savegame version 4.2 the currencies are arranged differently */ static void UpdateCurrencies() { - _opt.currency = convert_currency[_opt.currency]; + _settings.gui.currency = convert_currency[_settings.gui.currency]; } /* Up to revision 1413 the invisible tiles at the southern border have not been @@ -1394,7 +1391,7 @@ bool AfterLoadGame() Town *t; FOR_ALL_TOWNS(t) { t->name = CopyFromOldName(t->townnametype); - if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name; + if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _settings.game_creation.town_name; } Waypoint *wp; @@ -1408,7 +1405,7 @@ bool AfterLoadGame() ResetOldNames(); /* convert road side to my format. */ - if (_opt.road_side) _opt.road_side = 1; + if (_settings.vehicle.road_side) _settings.vehicle.road_side = 1; /* Check if all NewGRFs are present, we are very strict in MP mode */ GRFListCompatibility gcf_res = IsGoodGRFConfigList(); @@ -2226,12 +2223,12 @@ bool AfterLoadGame() if (CheckSavegameVersion(58)) { /* patch difficulty number_industries other then zero get bumped to +1 * since a new option (very low at position1) has been added */ - if (_opt.diff.number_industries > 0) { - _opt.diff.number_industries++; + if (_settings.difficulty.number_industries > 0) { + _settings.difficulty.number_industries++; } /* Same goes for number of towns, although no test is needed, just an increment */ - _opt.diff.number_towns++; + _settings.difficulty.number_towns++; } if (CheckSavegameVersion(64)) { diff --git a/src/player_gui.cpp b/src/player_gui.cpp index b883affdf..57b4e3c8a 100644 --- a/src/player_gui.cpp +++ b/src/player_gui.cpp @@ -1477,7 +1477,7 @@ struct EndGameWindow : EndGameHighScoreBaseWindow { } else { /* in single player _local player is always valid */ const Player *p = GetPlayer(_local_player); - this->window_number = _opt.diff_level; + this->window_number = _settings.difficulty.diff_level; this->rank = SaveHighScoreValue(p); } diff --git a/src/players.cpp b/src/players.cpp index 169456b52..030e9a787 100644 --- a/src/players.cpp +++ b/src/players.cpp @@ -563,7 +563,7 @@ Player *DoStartupNewPlayer(bool is_ai) void StartupPlayers() { /* The AI starts like in the setting with +2 month max */ - _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1; + _next_competitor_start = _settings.difficulty.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1; } static void MaybeStartNewPlayer() @@ -578,10 +578,10 @@ static void MaybeStartNewPlayer() } /* when there's a lot of computers in game, the probability that a new one starts is lower */ - if (n < (uint)_opt.diff.max_no_competitors && + if (n < (uint)_settings.difficulty.max_no_competitors && n < (_network_server ? - InteractiveRandomRange(_opt.diff.max_no_competitors + 2) : - RandomRange(_opt.diff.max_no_competitors + 2) + InteractiveRandomRange(_settings.difficulty.max_no_competitors + 2) : + RandomRange(_settings.difficulty.max_no_competitors + 2) )) { /* Send a command to all clients to start up a new AI. * Works fine for Multiplayer and Singleplayer */ @@ -589,7 +589,7 @@ static void MaybeStartNewPlayer() } /* The next AI starts like the difficulty setting said, with +2 month max */ - _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1; + _next_competitor_start = _settings.difficulty.competitor_start_time * 90 * DAY_TICKS + 1; _next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS); } @@ -994,7 +994,7 @@ StringID EndGameGetPerformanceTitleFromValue(uint value) /** Save the highscore for the player */ int8 SaveHighScoreValue(const Player *p) { - HighScore *hs = _highscore_table[_opt.diff_level]; + HighScore *hs = _highscore_table[_settings.difficulty.diff_level]; uint i; uint16 score = p->old_economy[0].performance_history; diff --git a/src/rail.cpp b/src/rail.cpp index fc21f5dfe..00e9d91d2 100644 --- a/src/rail.cpp +++ b/src/rail.cpp @@ -207,7 +207,7 @@ RailTypes GetPlayerRailtypes(PlayerID p) FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) { const EngineInfo *ei = &e->info; - if (HasBit(ei->climates, _opt.landscape) && + if (HasBit(ei->climates, _settings.game_creation.landscape) && (HasBit(e->player_avail, p) || _date >= e->intro_date + 365)) { const RailVehicleInfo *rvi = &e->u.rail; diff --git a/src/rail_cmd.cpp b/src/rail_cmd.cpp index 9e13017d2..6b8f6e4aa 100644 --- a/src/rail_cmd.cpp +++ b/src/rail_cmd.cpp @@ -1420,7 +1420,7 @@ static uint GetSaveSlopeZ(uint x, uint y, Track track) static void DrawSingleSignal(TileIndex tile, Track track, byte condition, uint image, uint pos) { - bool side = (_opt.road_side != 0) && _settings.construction.signal_side; + bool side = (_settings.vehicle.road_side != 0) && _settings.construction.signal_side; static const Point SignalPositions[2][12] = { { /* Signals on the left side */ /* LEFT LEFT RIGHT RIGHT UPPER UPPER */ @@ -1789,7 +1789,7 @@ static void DrawTile_Track(TileInfo *ti) /* adjust ground tile for desert * don't adjust for snow, because snow in depots looks weird */ - if (IsSnowRailGround(ti->tile) && _opt.landscape == LT_TROPIC) { + if (IsSnowRailGround(ti->tile) && _settings.game_creation.landscape == LT_TROPIC) { if (image != SPR_FLAT_GRASS_TILE) { image += rti->snow_offset; // tile with tracks } else { @@ -1953,7 +1953,7 @@ static void TileLoop_Track(TileIndex tile) return; } - switch (_opt.landscape) { + switch (_settings.game_creation.landscape) { case LT_ARCTIC: { uint z; Slope slope = GetTileSlope(tile, &z); diff --git a/src/road.cpp b/src/road.cpp index 3e99f656f..d25ca7a1b 100644 --- a/src/road.cpp +++ b/src/road.cpp @@ -103,7 +103,7 @@ RoadTypes GetPlayerRoadtypes(PlayerID p) FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) { const EngineInfo *ei = &e->info; - if (HasBit(ei->climates, _opt.landscape) && + if (HasBit(ei->climates, _settings.game_creation.landscape) && (HasBit(e->player_avail, p) || _date >= e->intro_date + 365)) { SetBit(rt, HasBit(ei->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD); } diff --git a/src/road_cmd.cpp b/src/road_cmd.cpp index 7e13d69b0..0910f3b95 100644 --- a/src/road_cmd.cpp +++ b/src/road_cmd.cpp @@ -69,9 +69,9 @@ CommandCost CmdSetRoadDriveSide(TileIndex tile, uint32 flags, uint32 p1, uint32 if (flags & DC_EXEC) { if (_game_mode == GM_MENU) { - _opt_newgame.road_side = p1; + _settings.vehicle.road_side = p1; } else { - _opt.road_side = p1; + _settings.vehicle.road_side = p1; } InvalidateWindow(WC_GAME_OPTIONS, 0); } @@ -1000,7 +1000,7 @@ const byte _road_sloped_sprites[14] = { static bool AlwaysDrawUnpavedRoads(TileIndex tile, Roadside roadside) { return (IsOnSnow(tile) && - !(_opt.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) && + !(_settings.game_creation.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) && roadside != ROADSIDE_BARREN && roadside != ROADSIDE_GRASS && roadside != ROADSIDE_GRASS_ROAD_WORKS)); } @@ -1291,7 +1291,7 @@ static const Roadside _town_road_types_2[][2] = { static void TileLoop_Road(TileIndex tile) { - switch (_opt.landscape) { + switch (_settings.game_creation.landscape) { case LT_ARCTIC: if (IsOnSnow(tile) != (GetTileZ(tile) > GetSnowLine())) { ToggleSnow(tile); @@ -1337,7 +1337,7 @@ static void TileLoop_Road(TileIndex tile) { /* Adjust road ground type depending on 'grp' (grp is the distance to the center) */ - const Roadside* new_rs = (_opt.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp]; + const Roadside* new_rs = (_settings.game_creation.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp]; Roadside cur_rs = GetRoadside(tile); /* We have our desired type, do nothing */ diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp index 3f75123f1..c8ad073d8 100644 --- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -702,7 +702,7 @@ static void HandleBrokenRoadVeh(Vehicle *v) InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (!PlayVehicleSound(v, VSE_BREAKDOWN)) { - SndPlayVehicleFx((_opt.landscape != LT_TOYLAND) ? + SndPlayVehicleFx((_settings.game_creation.landscape != LT_TOYLAND) ? SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v); } @@ -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][(_opt.road_side << RVS_DRIVE_SIDE) + tdir]; + const RoadDriveEntry *rdp = _road_drive_data[v->u.road.roadtype][(_settings.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) + - (_opt.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1]; + (_settings.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 + (_opt.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking]; + rdp = _road_drive_data[v->u.road.roadtype][(dir + (_settings.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][(_opt.road_side << RVS_DRIVE_SIDE) + dir]; + rdp = _road_drive_data[v->u.road.roadtype][(_settings.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 + (_opt.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) || + _road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_settings.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) && diff --git a/src/settings.cpp b/src/settings.cpp index 840ab9747..b03bff602 100644 --- a/src/settings.cpp +++ b/src/settings.cpp @@ -63,8 +63,6 @@ #include "table/strings.h" -GameOptions _opt; -GameOptions _opt_newgame; Settings _settings; Settings _settings_newgame; @@ -1429,18 +1427,18 @@ static const SettingDesc _gameopt_settings[] = { * and why not byte for example? * 'SLE_FILE_I16 | SLE_VAR_U16' in "diff_custom" is needed to get around SlArray() hack * for savegames version 0 - though it is an array, it has to go through the byteswap process */ - SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_FILE_I16 | SLE_VAR_U16, 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), + SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_FILE_I16 | SLE_VAR_U16, 0, 0, Settings, difficulty, 17, 0, 0, 0, 0, NULL, STR_NULL, NULL, NULL, 0, 3), + SDT_GENERAL("diff_custom", SDT_INTLIST, SL_ARR, SLE_UINT16, 0, 0, Settings, difficulty, 18, 0, 0, 0, 0, NULL, STR_NULL, NULL, NULL, 4, SL_MAX_VERSION), + SDT_VAR(Settings, difficulty.diff_level, SLE_UINT8, 0, 0, 0, 0, 3, 0, STR_NULL, NULL), + SDT_OMANY(Settings, gui.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(Settings, gui.units, SLE_UINT8, N, 0, 1, 2, "imperial|metric|si", STR_NULL, NULL, NULL), /* There are only 21 predefined town_name values (0-20), but you can have more with newgrf action F so allow these bigger values (21-255). Invalid values will fallback to english on use and (undefined string) in GUI. */ - SDT_OMANY(GameOptions, town_name, SLE_UINT8, 0, 0, 0, 255, "english|french|german|american|latin|silly|swedish|dutch|finnish|polish|slovakish|norwegian|hungarian|austrian|romanian|czech|swiss|danish|turkish|italian|catalan", STR_NULL, NULL, NULL), - SDT_OMANY(GameOptions, landscape, SLE_UINT8, 0, 0, 0, 3, "temperate|arctic|tropic|toyland", STR_NULL, NULL, ConvertLandscape), - SDT_VAR(GameOptions, snow_line, SLE_UINT8, 0, 0, 7 * TILE_HEIGHT, 2 * TILE_HEIGHT, 13 * TILE_HEIGHT, 0, STR_NULL, NULL), - SDT_CONDOMANY(GameOptions,autosave, SLE_UINT8, 0, 22, N, 0, 0, 0, "", STR_NULL, NULL, NULL), - SDT_CONDOMANY(GameOptions,autosave, SLE_UINT8,23, SL_MAX_VERSION, S, 0, 1, 4, "off|monthly|quarterly|half year|yearly", STR_NULL, NULL, NULL), - SDT_OMANY(GameOptions, road_side, SLE_UINT8, 0, 0, 1, 1, "left|right", STR_NULL, NULL, NULL), + SDT_OMANY(Settings, game_creation.town_name, SLE_UINT8, 0, 0, 0, 255, "english|french|german|american|latin|silly|swedish|dutch|finnish|polish|slovakish|norwegian|hungarian|austrian|romanian|czech|swiss|danish|turkish|italian|catalan", STR_NULL, NULL, NULL), + SDT_OMANY(Settings, game_creation.landscape, SLE_UINT8, 0, 0, 0, 3, "temperate|arctic|tropic|toyland", STR_NULL, NULL, ConvertLandscape), + SDT_VAR(Settings, game_creation.snow_line, SLE_UINT8, 0, 0, 7 * TILE_HEIGHT, 2 * TILE_HEIGHT, 13 * TILE_HEIGHT, 0, STR_NULL, NULL), + SDT_CONDOMANY(Settings,gui.autosave, SLE_UINT8, 0, 22, N, 0, 0, 0, "", STR_NULL, NULL, NULL), + SDT_CONDOMANY(Settings,gui.autosave, SLE_UINT8,23, SL_MAX_VERSION, S, 0, 1, 4, "off|monthly|quarterly|half year|yearly", STR_NULL, NULL, NULL), + SDT_OMANY(Settings, vehicle.road_side, SLE_UINT8, 0, 0, 1, 1, "left|right", STR_NULL, NULL, NULL), SDT_END() }; @@ -1838,7 +1836,7 @@ static void HandleSettingDescs(IniFile *ini, SettingDescProc *proc, SettingDescP proc(ini, (const SettingDesc*)_win32_settings, "win32", NULL); #endif /* WIN32 */ - proc(ini, _gameopt_settings, "gameopt", &_opt_newgame); + proc(ini, _gameopt_settings, "gameopt", &_settings_newgame); proc(ini, _patch_settings, "patches", &_settings_newgame); proc(ini, _currency_settings,"currency", &_custom_currency); @@ -2086,13 +2084,12 @@ static void Load_OPTS() /* Copy over default setting since some might not get loaded in * a networking environment. This ensures for example that the local * autosave-frequency stays when joining a network-server */ - _opt = _opt_newgame; - LoadSettings(_gameopt_settings, &_opt); + LoadSettings(_gameopt_settings, &_settings); } static void Save_OPTS() { - SaveSettings(_gameopt_settings, &_opt); + SaveSettings(_gameopt_settings, &_settings); } static void Load_PATS() @@ -2100,7 +2097,6 @@ static void Load_PATS() /* Copy over default setting since some might not get loaded in * a networking environment. This ensures for example that the local * signal_side stays when joining a network-server */ - _settings = _settings_newgame; LoadSettings(_patch_settings, &_settings); } diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp index 63173d811..7b2fbdaef 100644 --- a/src/settings_gui.cpp +++ b/src/settings_gui.cpp @@ -142,11 +142,11 @@ static void ShowTownnameDropdown(Window *w, int sel) static void ShowCustCurrency(); struct GameOptionsWindow : Window { - GameOptions *opt; + Settings *opt; GameOptionsWindow(const WindowDesc *desc) : Window(desc) { - this->opt = (_game_mode == GM_MENU) ? &_opt_newgame : &_opt; + this->opt = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings; this->FindWindowPlacementAndResize(desc); } @@ -162,11 +162,11 @@ struct GameOptionsWindow : Window { this->SetWidgetDisabledState(GAMEOPT_VEHICLENAME_SAVE, !(_vehicle_design_names & 1)); if (!this->IsWidgetDisabled(GAMEOPT_VEHICLENAME_SAVE)) str = STR_02BF_CUSTOM; SetDParam(0, str); - SetDParam(1, _currency_specs[this->opt->currency].name); - SetDParam(2, STR_UNITS_IMPERIAL + this->opt->units); - SetDParam(3, STR_02E9_DRIVE_ON_LEFT + this->opt->road_side); - SetDParam(4, TownName(this->opt->town_name)); - SetDParam(5, _autosave_dropdown[this->opt->autosave]); + SetDParam(1, _currency_specs[this->opt->gui.currency].name); + SetDParam(2, STR_UNITS_IMPERIAL + this->opt->gui.units); + SetDParam(3, STR_02E9_DRIVE_ON_LEFT + this->opt->vehicle.road_side); + SetDParam(4, TownName(this->opt->game_creation.town_name)); + SetDParam(5, _autosave_dropdown[this->opt->gui.autosave]); SetDParam(6, SPECSTR_LANGUAGE_START + _dynlang.curr); int i = GetCurRes(); SetDParam(7, i == _num_resolutions ? STR_RES_OTHER : SPECSTR_RESOLUTION_START + i); @@ -181,11 +181,11 @@ struct GameOptionsWindow : Window { { switch (widget) { case GAMEOPT_CURRENCY_BTN: // Setup currencies dropdown - ShowDropDownMenu(this, BuildCurrencyDropdown(), this->opt->currency, GAMEOPT_CURRENCY_BTN, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0); + ShowDropDownMenu(this, BuildCurrencyDropdown(), this->opt->gui.currency, GAMEOPT_CURRENCY_BTN, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0); break; case GAMEOPT_DISTANCE_BTN: // Setup distance unit dropdown - ShowDropDownMenu(this, _units_dropdown, this->opt->units, GAMEOPT_DISTANCE_BTN, 0, 0); + ShowDropDownMenu(this, _units_dropdown, this->opt->gui.units, GAMEOPT_DISTANCE_BTN, 0, 0); break; case GAMEOPT_ROADSIDE_BTN: { // Setup road-side dropdown @@ -195,18 +195,18 @@ struct GameOptionsWindow : Window { /* You can only change the drive side if you are in the menu or ingame with * no vehicles present. In a networking game only the server can change it */ if ((_game_mode != GM_MENU && RoadVehiclesAreBuilt()) || (_networking && !_network_server)) { - i = (-1) ^ (1 << this->opt->road_side); // disable the other value + i = (-1) ^ (1 << this->opt->vehicle.road_side); // disable the other value } - ShowDropDownMenu(this, _driveside_dropdown, this->opt->road_side, GAMEOPT_ROADSIDE_BTN, i, 0); + ShowDropDownMenu(this, _driveside_dropdown, this->opt->vehicle.road_side, GAMEOPT_ROADSIDE_BTN, i, 0); } break; case GAMEOPT_TOWNNAME_BTN: // Setup townname dropdown - ShowTownnameDropdown(this, this->opt->town_name); + ShowTownnameDropdown(this, this->opt->game_creation.town_name); break; case GAMEOPT_AUTOSAVE_BTN: // Setup autosave dropdown - ShowDropDownMenu(this, _autosave_dropdown, this->opt->autosave, GAMEOPT_AUTOSAVE_BTN, 0, 0); + ShowDropDownMenu(this, _autosave_dropdown, this->opt->gui.autosave, GAMEOPT_AUTOSAVE_BTN, 0, 0); break; case GAMEOPT_VEHICLENAME_BTN: // Setup customized vehicle-names dropdown @@ -265,17 +265,17 @@ struct GameOptionsWindow : Window { case GAMEOPT_CURRENCY_BTN: /* Currency */ if (index == CUSTOM_CURRENCY_ID) ShowCustCurrency(); - this->opt->currency = index; + this->opt->gui.currency = index; MarkWholeScreenDirty(); break; case GAMEOPT_DISTANCE_BTN: // Measuring units - this->opt->units = index; + this->opt->gui.units = index; MarkWholeScreenDirty(); break; case GAMEOPT_ROADSIDE_BTN: // Road side - if (this->opt->road_side != index) { // only change if setting changed + if (this->opt->vehicle.road_side != index) { // only change if setting changed DoCommandP(0, index, 0, NULL, CMD_SET_ROAD_DRIVE_SIDE | CMD_MSG(STR_00B4_CAN_T_DO_THIS)); MarkWholeScreenDirty(); } @@ -283,13 +283,13 @@ struct GameOptionsWindow : Window { case GAMEOPT_TOWNNAME_BTN: // Town names if (_game_mode == GM_MENU) { - this->opt->town_name = index; + this->opt->game_creation.town_name = index; InvalidateWindow(WC_GAME_OPTIONS, 0); } break; case GAMEOPT_AUTOSAVE_BTN: // Autosave options - _opt.autosave = _opt_newgame.autosave = index; + _settings.gui.autosave = _settings.gui.autosave = index; this->SetDirty(); break; @@ -416,7 +416,7 @@ static const GDType _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /* {7, 0, 3, 3, 100, 4, 1, 3, 2, 2, 0, 2, 3, 2, 1, 1, 1, 2}, ///< hard }; -void SetDifficultyLevel(int mode, GameOptions *gm_opt) +void SetDifficultyLevel(int mode, DifficultySettings *gm_opt) { int i; assert(mode <= 3); @@ -424,7 +424,7 @@ 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++) - ((GDType*)&gm_opt->diff)[i] = _default_game_diff[mode][i]; + ((GDType*)gm_opt)[i] = _default_game_diff[mode][i]; } } @@ -434,11 +434,11 @@ void SetDifficultyLevel(int mode, GameOptions *gm_opt) */ void CheckDifficultyLevels() { - if (_opt_newgame.diff_level != 3) { - SetDifficultyLevel(_opt_newgame.diff_level, &_opt_newgame); + if (_settings_newgame.difficulty.diff_level != 3) { + SetDifficultyLevel(_settings_newgame.difficulty.diff_level, &_settings_newgame.difficulty); } else { for (uint i = 0; i < GAME_DIFFICULTY_NUM; i++) { - GDType *diff = ((GDType*)&_opt_newgame.diff) + i; + GDType *diff = ((GDType*)&_settings_newgame.difficulty) + i; *diff = Clamp(*diff, _game_setting_info[i].min, _game_setting_info[i].max); *diff -= *diff % _game_setting_info[i].step; } @@ -479,7 +479,7 @@ private: uint8 timeout; /* Temporary holding place of values in the difficulty window until 'Save' is clicked */ - GameOptions opt_mod_temp; + DifficultySettings opt_mod_temp; enum { GAMEDIFF_WND_TOP_OFFSET = 45, @@ -510,7 +510,7 @@ public: { /* Copy current settings (ingame or in intro) to temporary holding place * change that when setting stuff, copy back on clicking 'OK' */ - this->opt_mod_temp = (_game_mode == GM_MENU) ? _opt_newgame : _opt; + this->opt_mod_temp = (_game_mode == GM_MENU) ? _settings_newgame.difficulty : _settings.difficulty; this->clicked_increase = false; this->clicked_button = NO_SETTINGS_BUTTON; this->timeout = 0; @@ -549,7 +549,7 @@ public: int y = GAMEDIFF_WND_TOP_OFFSET; for (uint i = 0; i != GAME_DIFFICULTY_NUM; i++) { const GameSettingData *gsd = &_game_setting_info[i]; - value = ((GDType*)&this->opt_mod_temp.diff)[i]; + value = ((GDType*)&this->opt_mod_temp)[i]; DrawArrowButtons(5, y, 3, (this->clicked_button == i) ? 1 + !!this->clicked_increase : 0, @@ -587,7 +587,7 @@ public: this->timeout = 5; - int16 val = ((GDType*)&this->opt_mod_temp.diff)[btn]; + int16 val = ((GDType*)&this->opt_mod_temp)[btn]; const GameSettingData *info = &_game_setting_info[btn]; // get information about the difficulty setting if (x >= 10) { @@ -603,7 +603,7 @@ public: this->clicked_button = btn; /* save value in temporary variable */ - ((GDType*)&this->opt_mod_temp.diff)[btn] = val; + ((GDType*)&this->opt_mod_temp)[btn] = val; this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level); SetDifficultyLevel(3, &this->opt_mod_temp); // set difficulty level to custom this->LowerWidget(GDW_LVL_CUSTOM); @@ -627,11 +627,11 @@ public: case GDW_ACCEPT: { // Save button - save changes GDType btn, val; - GameOptions *opt_ptr = (_game_mode == GM_MENU) ? &_opt_newgame : &_opt; + Settings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings; for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) { - val = ((GDType*)&this->opt_mod_temp.diff)[btn]; + val = ((GDType*)&this->opt_mod_temp)[btn]; /* if setting has changed, change it */ - if (val != ((GDType*)&opt_ptr->diff)[btn]) { + if (val != ((GDType*)&opt_ptr->difficulty)[btn]) { DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); } } diff --git a/src/settings_type.h b/src/settings_type.h index a60b2b208..6cd8d326f 100644 --- a/src/settings_type.h +++ b/src/settings_type.h @@ -33,46 +33,29 @@ enum { /** Specific type for Game Difficulty to ease changing the type */ typedef uint16 GDType; -struct GameDifficulty { - 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 +/** Settings related to the difficulty of the game */ +struct DifficultySettings { + GDType max_no_competitors; ///< the number of competitors (AIs) + GDType competitor_start_time; ///< how long to wait for the first competitors (AIs) + GDType number_towns; ///< the amount of towns + GDType number_industries; ///< the amount of industries + GDType max_loan; ///< the maximum initial loan + GDType initial_interest; ///< amount of interest (to pay over the loan) + GDType vehicle_costs; ///< amount of money spent on vehicle running cost + GDType competitor_speed; ///< the speed at which the AI builds + GDType competitor_intelligence; ///< the competior's (AI) intelligence + GDType vehicle_breakdowns; ///< likelihood of vehicles breaking down + GDType subsidy_multiplier; ///< amount of subsidy + GDType construction_cost; ///< how expensive is building + GDType terrain_type; ///< the mountainousness of the landscape + GDType quantity_sea_lakes; ///< the amount of seas/lakes + GDType economy; ///< how volatile is the economy + GDType line_reverse_mode; ///< reversing at stations or not + GDType disasters; ///< are disasters enabled + GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff + GDType diff_level; ///< the difficulty level }; -struct GameOptions { - GameDifficulty diff; - byte diff_level; - byte currency; - byte units; - byte town_name; - byte landscape; - byte snow_line; - byte autosave; - byte road_side; -}; - -/* These are the options for the current game - * either ingame, or loaded. Also used for networking games */ -extern GameOptions _opt; - -/* These are the default options for a new game */ -extern GameOptions _opt_newgame; - /** Settings related to the GUI and other stuff that is not saved in the savegame. */ struct GUISettings { bool vehicle_speed; ///< show vehicle speed @@ -98,6 +81,7 @@ struct GUISettings { uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right uint8 window_snap_radius; ///< windows snap at each other if closer than this bool always_build_infrastructure; ///< always allow building of infrastructure, even when you do not have the vehicles for it + byte autosave; ///< how often should we do autosaves? bool keep_all_autosave; ///< name the autosave in a different way bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?" byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1) @@ -117,6 +101,8 @@ struct GUISettings { bool autorenew; ///< should autorenew be enabled for new companies? int16 autorenew_months; ///< how many months from EOL of vehicles should autorenew trigger for new companies? int32 autorenew_money; ///< how much money before autorenewing for new companies? + byte currency; ///< currency we currently use + byte units; ///< unit system we show everything }; /** Settings related to the creation of games. */ @@ -132,6 +118,9 @@ struct GameCreationSettings { byte tree_placer; ///< the tree placer algorithm byte heightmap_rotation; ///< rotation director for the heightmap byte se_flat_world_height; ///< land height a flat world gets in SE + byte town_name; ///< the town name generator used for town names + byte landscape; ///< the landscape we're currently in + byte snow_line; ///< the snowline level in this game }; /** Settings related to construction in-game */ @@ -266,6 +255,7 @@ struct VehicleSettings { bool dynamic_engines; ///< enable dynamic allocation of engine data bool never_expire_vehicles; ///< never expire vehicles byte extend_vehicle_life; ///< extend vehicle life by this many years + byte road_side; ///< the side of the road vehicles drive on }; /** Settings related to the economy. */ @@ -300,6 +290,7 @@ struct StationSettings { /** All settings together. */ struct Settings { + DifficultySettings difficulty; ///< settings related to the difficulty GUISettings gui; ///< settings related to the GUI GameCreationSettings game_creation; ///< settings used during the creation of a game (map) ConstructionSettings construction; ///< construction of things in-game @@ -311,9 +302,10 @@ struct Settings { StationSettings station; ///< settings related to station management }; +/** The current settings. */ extern Settings _settings; -/** The patch values that are used for new games and/or modified in config file */ +/** The settings values that are used for new games and/or modified in config file */ extern Settings _settings_newgame; #endif /* SETTINGS_TYPE_H */ diff --git a/src/ship_cmd.cpp b/src/ship_cmd.cpp index 10fd85df2..4b458bdeb 100644 --- a/src/ship_cmd.cpp +++ b/src/ship_cmd.cpp @@ -196,7 +196,7 @@ static void HandleBrokenShip(Vehicle *v) InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (!PlayVehicleSound(v, VSE_BREAKDOWN)) { - SndPlayVehicleFx((_opt.landscape != LT_TOYLAND) ? + SndPlayVehicleFx((_settings.game_creation.landscape != LT_TOYLAND) ? SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v); } diff --git a/src/smallmap_gui.cpp b/src/smallmap_gui.cpp index b6ba2037a..5f0f039fb 100644 --- a/src/smallmap_gui.cpp +++ b/src/smallmap_gui.cpp @@ -459,7 +459,7 @@ static inline uint32 GetSmallMapVegetationPixels(TileIndex tile) case MP_TREES: if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT) { - bits = (_opt.landscape == LT_ARCTIC) ? MKCOLOR(0x98575798) : MKCOLOR(0xC25757C2); + bits = (_settings.game_creation.landscape == LT_ARCTIC) ? MKCOLOR(0x98575798) : MKCOLOR(0xC25757C2); } else { bits = MKCOLOR(0x54575754); } diff --git a/src/station_cmd.cpp b/src/station_cmd.cpp index 6432782a6..479d05e3f 100644 --- a/src/station_cmd.cpp +++ b/src/station_cmd.cpp @@ -296,7 +296,7 @@ static StringID GenerateStationName(Station *st, TileIndex tile, int flag) CountMapSquareAround(tile, CMSATree) >= 8 || CountMapSquareAround(tile, CMSAForest) >= 2) ) { - return _opt.landscape == LT_TROPIC ? STR_SV_STNAME_FOREST : STR_SV_STNAME_WOODS; + return _settings.game_creation.landscape == LT_TROPIC ? STR_SV_STNAME_FOREST : STR_SV_STNAME_WOODS; } /* check elevation compared to town */ @@ -1681,7 +1681,7 @@ uint8 GetAirportNoiseLevelForTown(const AirportFTAClass *afc, TileIndex town_til * adding the town_council_tolerance 4 times, as a way to graduate, depending of the tolerance. * Basically, it says that the less tolerant a town is, the bigger the distance before * an actual decrease can be granted */ - uint8 town_tolerance_distance = 8 + (_opt.diff.town_council_tolerance * 4); + uint8 town_tolerance_distance = 8 + (_settings.difficulty.town_council_tolerance * 4); /* The airport is in the "inner" distance where there is no noise reduction */ if (distance < town_tolerance_distance) return afc->noise_level; diff --git a/src/strings.cpp b/src/strings.cpp index 6deec5263..112e4c42b 100644 --- a/src/strings.cpp +++ b/src/strings.cpp @@ -546,7 +546,7 @@ static const Units units[] = { */ uint ConvertSpeedToDisplaySpeed(uint speed) { - return (speed * units[_opt.units].s_m) >> units[_opt.units].s_s; + return (speed * units[_settings.gui.units].s_m) >> units[_settings.gui.units].s_s; } /** @@ -556,7 +556,7 @@ uint ConvertSpeedToDisplaySpeed(uint speed) */ uint ConvertDisplaySpeedToSpeed(uint speed) { - return ((speed << units[_opt.units].s_s) + units[_opt.units].s_m / 2) / units[_opt.units].s_m; + return ((speed << units[_settings.gui.units].s_s) + units[_settings.gui.units].s_m / 2) / units[_settings.gui.units].s_m; } static char* FormatString(char* buff, const char* str, const int64* argv, uint casei, const char* last) @@ -602,9 +602,9 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c case SCC_VELOCITY: {// {VELOCITY} int64 args[1]; - assert(_opt.units < lengthof(units)); + assert(_settings.gui.units < lengthof(units)); args[0] = ConvertSpeedToDisplaySpeed(GetInt32(&argv)); - buff = FormatString(buff, GetStringPtr(units[_opt.units].velocity), args, modifier >> 24, last); + buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].velocity), args, modifier >> 24, last); modifier = 0; break; } @@ -625,18 +625,18 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c switch (cargo_str) { case STR_TONS: { int64 args[1]; - assert(_opt.units < lengthof(units)); - args[0] = GetInt32(&argv) * units[_opt.units].w_m >> units[_opt.units].w_s; - buff = FormatString(buff, GetStringPtr(units[_opt.units].l_weight), args, modifier >> 24, last); + assert(_settings.gui.units < lengthof(units)); + args[0] = GetInt32(&argv) * units[_settings.gui.units].w_m >> units[_settings.gui.units].w_s; + buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].l_weight), args, modifier >> 24, last); modifier = 0; break; } case STR_LITERS: { int64 args[1]; - assert(_opt.units < lengthof(units)); - args[0] = GetInt32(&argv) * units[_opt.units].v_m >> units[_opt.units].v_s; - buff = FormatString(buff, GetStringPtr(units[_opt.units].l_volume), args, modifier >> 24, last); + assert(_settings.gui.units < lengthof(units)); + args[0] = GetInt32(&argv) * units[_settings.gui.units].v_m >> units[_settings.gui.units].v_s; + buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].l_volume), args, modifier >> 24, last); modifier = 0; break; } @@ -718,9 +718,9 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c case SCC_VOLUME: { // {VOLUME} int64 args[1]; - assert(_opt.units < lengthof(units)); - args[0] = GetInt32(&argv) * units[_opt.units].v_m >> units[_opt.units].v_s; - buff = FormatString(buff, GetStringPtr(units[_opt.units].l_volume), args, modifier >> 24, last); + assert(_settings.gui.units < lengthof(units)); + args[0] = GetInt32(&argv) * units[_settings.gui.units].v_m >> units[_settings.gui.units].v_s; + buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].l_volume), args, modifier >> 24, last); modifier = 0; break; } @@ -763,45 +763,45 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c case SCC_POWER: { // {POWER} int64 args[1]; - assert(_opt.units < lengthof(units)); - args[0] = GetInt32(&argv) * units[_opt.units].p_m >> units[_opt.units].p_s; - buff = FormatString(buff, GetStringPtr(units[_opt.units].power), args, modifier >> 24, last); + assert(_settings.gui.units < lengthof(units)); + args[0] = GetInt32(&argv) * units[_settings.gui.units].p_m >> units[_settings.gui.units].p_s; + buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].power), args, modifier >> 24, last); modifier = 0; break; } case SCC_VOLUME_SHORT: { // {VOLUME_S} int64 args[1]; - assert(_opt.units < lengthof(units)); - args[0] = GetInt32(&argv) * units[_opt.units].v_m >> units[_opt.units].v_s; - buff = FormatString(buff, GetStringPtr(units[_opt.units].s_volume), args, modifier >> 24, last); + assert(_settings.gui.units < lengthof(units)); + args[0] = GetInt32(&argv) * units[_settings.gui.units].v_m >> units[_settings.gui.units].v_s; + buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].s_volume), args, modifier >> 24, last); modifier = 0; break; } case SCC_WEIGHT: { // {WEIGHT} int64 args[1]; - assert(_opt.units < lengthof(units)); - args[0] = GetInt32(&argv) * units[_opt.units].w_m >> units[_opt.units].w_s; - buff = FormatString(buff, GetStringPtr(units[_opt.units].l_weight), args, modifier >> 24, last); + assert(_settings.gui.units < lengthof(units)); + args[0] = GetInt32(&argv) * units[_settings.gui.units].w_m >> units[_settings.gui.units].w_s; + buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].l_weight), args, modifier >> 24, last); modifier = 0; break; } case SCC_WEIGHT_SHORT: { // {WEIGHT_S} int64 args[1]; - assert(_opt.units < lengthof(units)); - args[0] = GetInt32(&argv) * units[_opt.units].w_m >> units[_opt.units].w_s; - buff = FormatString(buff, GetStringPtr(units[_opt.units].s_weight), args, modifier >> 24, last); + assert(_settings.gui.units < lengthof(units)); + args[0] = GetInt32(&argv) * units[_settings.gui.units].w_m >> units[_settings.gui.units].w_s; + buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].s_weight), args, modifier >> 24, last); modifier = 0; break; } case SCC_FORCE: { // {FORCE} int64 args[1]; - assert(_opt.units < lengthof(units)); - args[0] = GetInt32(&argv) * units[_opt.units].f_m >> units[_opt.units].f_s; - buff = FormatString(buff, GetStringPtr(units[_opt.units].force), args, modifier >> 24, last); + assert(_settings.gui.units < lengthof(units)); + args[0] = GetInt32(&argv) * units[_settings.gui.units].f_m >> units[_settings.gui.units].f_s; + buff = FormatString(buff, GetStringPtr(units[_settings.gui.units].force), args, modifier >> 24, last); modifier = 0; break; } @@ -1137,7 +1137,7 @@ static char *GenAndCoName(char *buff, uint32 arg, const char* last) const char* const* base; uint num; - if (_opt.landscape == LT_TOYLAND) { + if (_settings.game_creation.landscape == LT_TOYLAND) { base = _silly_surname_list; num = lengthof(_silly_surname_list); } else { @@ -1167,7 +1167,7 @@ static char *GenPresidentName(char *buff, uint32 x, const char* last) buff = strecpy(buff, initial, last); } - if (_opt.landscape == LT_TOYLAND) { + if (_settings.game_creation.landscape == LT_TOYLAND) { base = _silly_surname_list; num = lengthof(_silly_surname_list); } else { diff --git a/src/terraform_gui.cpp b/src/terraform_gui.cpp index f0dae8a97..4e8e82251 100644 --- a/src/terraform_gui.cpp +++ b/src/terraform_gui.cpp @@ -550,7 +550,7 @@ static void EditorTerraformClick_RockyArea(Window *w) static void EditorTerraformClick_DesertLightHouse(Window *w) { - HandlePlacePushButton(w, ETTW_PLACE_DESERT_LIGHTHOUSE, SPR_CURSOR_LIGHTHOUSE, VHM_RECT, (_opt.landscape == LT_TROPIC) ? PlaceProc_DesertArea : PlaceProc_LightHouse); + HandlePlacePushButton(w, ETTW_PLACE_DESERT_LIGHTHOUSE, SPR_CURSOR_LIGHTHOUSE, VHM_RECT, (_settings.game_creation.landscape == LT_TROPIC) ? PlaceProc_DesertArea : PlaceProc_LightHouse); } static void EditorTerraformClick_Transmitter(Window *w) @@ -615,7 +615,7 @@ static void ResetLandscapeConfirmationCallback(Window *w, bool confirmed) struct ScenarioEditorLandscapeGenerationWindow : Window { ScenarioEditorLandscapeGenerationWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number) { - this->widget[ETTW_PLACE_DESERT_LIGHTHOUSE].tooltips = (_opt.landscape == LT_TROPIC) ? STR_028F_DEFINE_DESERT_AREA : STR_028D_PLACE_LIGHTHOUSE; + this->widget[ETTW_PLACE_DESERT_LIGHTHOUSE].tooltips = (_settings.game_creation.landscape == LT_TROPIC) ? STR_028F_DEFINE_DESERT_AREA : STR_028D_PLACE_LIGHTHOUSE; this->FindWindowPlacementAndResize(desc); } diff --git a/src/tgp.cpp b/src/tgp.cpp index 5b0db2943..f27c51b5d 100644 --- a/src/tgp.cpp +++ b/src/tgp.cpp @@ -211,10 +211,10 @@ static const amplitude_t _amplitudes_by_smoothness_and_frequency[4][12] = { {1500, 1000, 1200, 1000, 500, 32, 20, 0, 0, 0, 0, 0}, }; -/** Desired water percentage (100% == 1024) - indexed by _opt.diff.quantity_sea_lakes */ +/** Desired water percentage (100% == 1024) - indexed by _settings.difficulty.quantity_sea_lakes */ static const amplitude_t _water_percent[4] = {20, 80, 250, 400}; -/** Desired maximum height - indexed by _opt.diff.terrain_type */ +/** Desired maximum height - indexed by _settings.difficulty.terrain_type */ static const int8 _max_height[4] = { 6, ///< Very flat 9, ///< Flat @@ -402,7 +402,7 @@ static void HeightMapSineTransform(height_t h_min, height_t h_max) /* Transform height into 0..1 space */ fheight = (double)(*h - h_min) / (double)(h_max - h_min); /* Apply sine transform depending on landscape type */ - switch(_opt.landscape) { + switch(_settings.game_creation.landscape) { case LT_TOYLAND: case LT_TEMPERATE: /* Move and scale 0..1 into -1..+1 */ @@ -661,8 +661,8 @@ static void HeightMapSmoothSlopes(height_t dh_max) * - height histogram redistribution by sine wave transform */ static void HeightMapNormalize() { - const amplitude_t water_percent = _water_percent[_opt.diff.quantity_sea_lakes]; - const height_t h_max_new = I2H(_max_height[_opt.diff.terrain_type]); + const amplitude_t water_percent = _water_percent[_settings.difficulty.quantity_sea_lakes]; + const height_t h_max_new = I2H(_max_height[_settings.difficulty.terrain_type]); const height_t roughness = 7 + 3 * _settings.game_creation.tgen_smoothness; HeightMapAdjustWaterLevel(water_percent, h_max_new); diff --git a/src/town.h b/src/town.h index 3e5da5546..d19a6b387 100644 --- a/src/town.h +++ b/src/town.h @@ -197,7 +197,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> { inline uint16 MaxTownNoise() const { if (this->population == 0) return 0; // no population? no noise - return ((this->population / _settings.economy.town_noise_population[_opt.diff.town_council_tolerance]) + 3); + return ((this->population / _settings.economy.town_noise_population[_settings.difficulty.town_council_tolerance]) + 3); } }; diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index 60bd389a4..7359ef952 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -596,7 +596,7 @@ static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac) if (callback != CALLBACK_FAILED) { if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4); if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4); - if (_opt.landscape != LT_TEMPERATE && HasBit(callback, 12)) { + if (_settings.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) { /* The 'S' bit indicates food instead of goods */ ac[CT_FOOD] = GB(callback, 8, 4); } else { @@ -1367,9 +1367,9 @@ static bool CreateTownName(uint32 *townnameparts) * the other towns may take considerable amount of time (10000 is * too much). */ int tries = 1000; - bool grf = (_opt.town_name >= _nb_orig_names); - uint32 grfid = grf ? GetGRFTownNameId(_opt.town_name - _nb_orig_names) : 0; - uint16 townnametype = grf ? GetGRFTownNameType(_opt.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _opt.town_name; + bool grf = (_settings.game_creation.town_name >= _nb_orig_names); + uint32 grfid = grf ? GetGRFTownNameId(_settings.game_creation.town_name - _nb_orig_names) : 0; + uint16 townnametype = grf ? GetGRFTownNameType(_settings.game_creation.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _settings.game_creation.town_name; assert(townnameparts != NULL); @@ -1453,14 +1453,14 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize t->exclusive_counter = 0; t->statues = 0; - if (_opt.town_name < _nb_orig_names) { + if (_settings.game_creation.town_name < _nb_orig_names) { /* Original town name */ t->townnamegrfid = 0; - t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name; + t->townnametype = SPECSTR_TOWNNAME_START + _settings.game_creation.town_name; } else { /* Newgrf town name */ - t->townnamegrfid = GetGRFTownNameId(_opt.town_name - _nb_orig_names); - t->townnametype = GetGRFTownNameType(_opt.town_name - _nb_orig_names); + t->townnamegrfid = GetGRFTownNameId(_settings.game_creation.town_name - _nb_orig_names); + t->townnametype = GetGRFTownNameType(_settings.game_creation.town_name - _nb_orig_names); } t->townnameparts = townnameparts; @@ -1585,7 +1585,7 @@ static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, no bool GenerateTowns() { uint num = 0; - uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7)); + uint n = ScaleByMapSize(_num_initial_towns[_settings.difficulty.number_towns] + (Random() & 7)); uint num_cities = _settings.economy.larger_towns == 0 ? 0 : n / _settings.economy.larger_towns; SetGeneratingWorldProgress(GWP_TOWN, n); @@ -1879,8 +1879,8 @@ static bool BuildTownHouse(Town *t, TileIndex tile) HouseZonesBits rad = GetTownRadiusGroup(t, tile); /* Above snow? */ - int land = _opt.landscape; - if (land == LT_ARCTIC && z >= _opt.snow_line) land = -1; + int land = _settings.game_creation.landscape; + if (land == LT_ARCTIC && z >= _settings.game_creation.snow_line) land = -1; uint bitmask = (1 << rad) + (1 << (land + 12)); @@ -2352,10 +2352,10 @@ static void UpdateTownGrowRate(Town *t) if (n == 0 && !Chance16(1, 12)) return; } - if (_opt.landscape == LT_ARCTIC) { + if (_settings.game_creation.landscape == LT_ARCTIC) { if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90) return; - } else if (_opt.landscape == LT_TROPIC) { + } else if (_settings.game_creation.landscape == LT_TROPIC) { if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60) return; } @@ -2524,7 +2524,7 @@ bool CheckforTownRating(uint32 flags, Town *t, byte type) * owned by a town no removal if rating is lower than ... depends now on * difficulty setting. Minimum town rating selected by difficulty level */ - int modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type]; + int modemod = _default_rating_settings[_settings.difficulty.town_council_tolerance][type]; if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) { SetDParam(0, t->index); diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp index 00ff10cc1..c1201398c 100644 --- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -2474,7 +2474,7 @@ static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir static bool CheckReverseTrain(Vehicle *v) { - if (_opt.diff.line_reverse_mode != 0 || + if (_settings.difficulty.line_reverse_mode != 0 || v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE || !(v->direction & 1)) { return false; @@ -3246,7 +3246,7 @@ static void HandleBrokenTrain(Vehicle *v) InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (!PlayVehicleSound(v, VSE_BREAKDOWN)) { - SndPlayVehicleFx((_opt.landscape != LT_TOYLAND) ? + SndPlayVehicleFx((_settings.game_creation.landscape != LT_TOYLAND) ? SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v); } diff --git a/src/tree_cmd.cpp b/src/tree_cmd.cpp index 2ff5ba9a3..1dd5c0983 100644 --- a/src/tree_cmd.cpp +++ b/src/tree_cmd.cpp @@ -112,7 +112,7 @@ static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, uint */ static TreeType GetRandomTreeType(TileIndex tile, uint seed) { - switch (_opt.landscape) { + switch (_settings.game_creation.landscape) { case LT_TEMPERATE: return (TreeType)(seed * TREE_COUNT_TEMPERATE / 256 + TREE_TEMPERATE); @@ -259,7 +259,7 @@ void PlaceTreesRandomly() j = GetTileZ(tile) / TILE_HEIGHT * 2; while (j--) { /* Above snowline more trees! */ - if (_opt.landscape == LT_ARCTIC && ht > GetSnowLine()) { + if (_settings.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) { PlaceTreeAtSameHeight(tile, ht); PlaceTreeAtSameHeight(tile, ht); }; @@ -270,7 +270,7 @@ void PlaceTreesRandomly() } while (--i); /* place extra trees at rainforest area */ - if (_opt.landscape == LT_TROPIC) { + if (_settings.game_creation.landscape == LT_TROPIC) { i = ScaleByMapSize(15000); do { @@ -298,16 +298,16 @@ void GenerateTrees() if (_settings.game_creation.tree_placer == TP_NONE) return; - if (_opt.landscape != LT_TOYLAND) PlaceMoreTrees(); + if (_settings.game_creation.landscape != LT_TOYLAND) PlaceMoreTrees(); switch (_settings.game_creation.tree_placer) { - case TP_ORIGINAL: i = _opt.landscape == LT_ARCTIC ? 15 : 6; break; - case TP_IMPROVED: i = _opt.landscape == LT_ARCTIC ? 4 : 2; break; + case TP_ORIGINAL: i = _settings.game_creation.landscape == LT_ARCTIC ? 15 : 6; break; + case TP_IMPROVED: i = _settings.game_creation.landscape == LT_ARCTIC ? 4 : 2; break; default: NOT_REACHED(); return; } total = ScaleByMapSize(1000); - if (_opt.landscape == LT_TROPIC) total += ScaleByMapSize(15000); + if (_settings.game_creation.landscape == LT_TROPIC) total += ScaleByMapSize(15000); total *= i; SetGeneratingWorldProgress(GWP_TREE, total); @@ -332,7 +332,7 @@ CommandCost CmdPlantTree(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) if (p2 >= MapSize()) return CMD_ERROR; /* Check the tree type. It can be random or some valid value within the current climate */ - if (p1 != (uint)-1 && p1 - _tree_base_by_landscape[_opt.landscape] >= _tree_count_by_landscape[_opt.landscape]) return CMD_ERROR; + if (p1 != (uint)-1 && p1 - _tree_base_by_landscape[_settings.game_creation.landscape] >= _tree_count_by_landscape[_settings.game_creation.landscape]) return CMD_ERROR; // make sure sx,sy are smaller than ex,ey ex = TileX(tile); @@ -626,7 +626,7 @@ static void TileLoop_Trees(TileIndex tile) if (GetTreeGround(tile) == TREE_GROUND_SHORE) { TileLoop_Water(tile); } else { - switch (_opt.landscape) { + switch (_settings.game_creation.landscape) { case LT_TROPIC: TileLoopTreesDesert(tile); break; case LT_ARCTIC: TileLoopTreesAlps(tile); break; } @@ -652,7 +652,7 @@ static void TileLoop_Trees(TileIndex tile) switch (GetTreeGrowth(tile)) { case 3: /* regular sized tree */ - if (_opt.landscape == LT_TROPIC && + if (_settings.game_creation.landscape == LT_TROPIC && GetTreeType(tile) != TREE_CACTUS && GetTropicZone(tile) == TROPICZONE_DESERT) { AddTreeGrowth(tile, 1); @@ -704,7 +704,7 @@ static void TileLoop_Trees(TileIndex tile) case TREE_GROUND_GRASS: MakeClear(tile, CLEAR_GRASS, GetTreeDensity(tile)); break; case TREE_GROUND_ROUGH: MakeClear(tile, CLEAR_ROUGH, 3); break; default: // snow or desert - MakeClear(tile, _opt.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile)); + MakeClear(tile, _settings.game_creation.landscape == LT_TROPIC ? CLEAR_DESERT : CLEAR_SNOW, GetTreeDensity(tile)); break; } } @@ -725,7 +725,7 @@ void OnTick_Trees() TreeType tree; /* place a tree at a random rainforest spot */ - if (_opt.landscape == LT_TROPIC && + if (_settings.game_creation.landscape == LT_TROPIC && (r = Random(), tile = RandomTileSeed(r), GetTropicZone(tile) == TROPICZONE_RAINFOREST) && CanPlantTreesOnTile(tile, false) && (tree = GetRandomTreeType(tile, GB(r, 24, 8))) != TREE_INVALID) { diff --git a/src/tree_gui.cpp b/src/tree_gui.cpp index 410d4724d..0e84466cc 100644 --- a/src/tree_gui.cpp +++ b/src/tree_gui.cpp @@ -74,8 +74,8 @@ public: this->DrawWidgets(); - int i = this->base = _tree_base_by_landscape[_opt.landscape]; - int count = this->count = _tree_count_by_landscape[_opt.landscape]; + int i = this->base = _tree_base_by_landscape[_settings.game_creation.landscape]; + int count = this->count = _tree_count_by_landscape[_settings.game_creation.landscape]; int x = 18; int y = 54; diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp index d1f1b3c87..d0ec9f283 100644 --- a/src/tunnelbridge_cmd.cpp +++ b/src/tunnelbridge_cmd.cpp @@ -1200,7 +1200,7 @@ static void AnimateTile_TunnelBridge(TileIndex tile) static void TileLoop_TunnelBridge(TileIndex tile) { bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile); - switch (_opt.landscape) { + switch (_settings.game_creation.landscape) { case LT_ARCTIC: if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) { SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert); diff --git a/src/unmovable_cmd.cpp b/src/unmovable_cmd.cpp index 61ab5fe9b..f84a4d8e7 100644 --- a/src/unmovable_cmd.cpp +++ b/src/unmovable_cmd.cpp @@ -375,11 +375,11 @@ static bool IsRadioTowerNearby(TileIndex tile) void GenerateUnmovables() { - if (_opt.landscape == LT_TOYLAND) return; + if (_settings.game_creation.landscape == LT_TOYLAND) return; /* add radio tower */ int radiotowser_to_build = ScaleByMapSize(15); // maximum number of radio towers on the map - int lighthouses_to_build = _opt.landscape == LT_TROPIC ? 0 : ScaleByMapSize1D((Random() & 3) + 7); + int lighthouses_to_build = _settings.game_creation.landscape == LT_TROPIC ? 0 : ScaleByMapSize1D((Random() & 3) + 7); SetGeneratingWorldProgress(GWP_UNMOVABLE, radiotowser_to_build + lighthouses_to_build); for (uint i = ScaleByMapSize(1000); i != 0; i--) { @@ -395,7 +395,7 @@ void GenerateUnmovables() } } - if (_opt.landscape == LT_TROPIC) return; + if (_settings.game_creation.landscape == LT_TROPIC) return; /* add lighthouses */ uint maxx = MapMaxX(); diff --git a/src/vehicle.cpp b/src/vehicle.cpp index bdfef2aa4..f5bb940f7 100644 --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -127,7 +127,7 @@ bool Vehicle::NeedsServicing() const { if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false; - if (_settings.order.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) { + if (_settings.order.no_servicing_if_no_breakdowns && _settings.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); @@ -913,7 +913,7 @@ 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 || - _opt.diff.vehicle_breakdowns < 1 || + _settings.difficulty.vehicle_breakdowns < 1 || v->cur_speed < 5 || _game_mode == GM_MENU) { return; } @@ -930,7 +930,7 @@ void CheckVehicleBreakdown(Vehicle *v) if (v->type == VEH_SHIP) rel += 0x6666; /* reduced breakdowns? */ - if (_opt.diff.vehicle_breakdowns == 1) rel += 0x6666; + if (_settings.difficulty.vehicle_breakdowns == 1) rel += 0x6666; /* check if to break down */ if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) { |