From 010d1a9be338ec98a1e2ff50ec5b39d309a477ef Mon Sep 17 00:00:00 2001 From: Darkvater Date: Sat, 12 Mar 2005 21:21:47 +0000 Subject: (svn r2004) - Fix: [ 1149487 ] Autosave ignoring settings - Fix: [ 1153926 ] All my settings in vain... IGNORED! - Change: I hope I got it all right. Pressing 'New Game' (either choosing random or a preset scenario) and 'Create Scenario' will start a new game with the settings and difficulty in the intro menu. Using 'Load Game' and 'Play Scenario' will take the values from the savegame/scenario itself. --- intro_gui.c | 11 ++-- main_gui.c | 28 +++++----- misc_cmd.c | 15 +++--- misc_gui.c | 2 +- network_client.c | 3 +- settings.c | 23 ++++---- settings_gui.c | 159 +++++++++++++++++++++++++++---------------------------- town_cmd.c | 2 +- ttd.c | 85 +++++++++++++++-------------- variables.h | 28 ++++------ 10 files changed, 171 insertions(+), 185 deletions(-) diff --git a/intro_gui.c b/intro_gui.c index 9850f5f4c..13bb1958b 100644 --- a/intro_gui.c +++ b/intro_gui.c @@ -45,8 +45,8 @@ extern void HandleOnEditTextCancel(void); static void SelectGameWndProc(Window *w, WindowEvent *e) { switch(e->event) { case WE_PAINT: - w->click_state = (w->click_state & ~(0xC0) & ~(0xF << 12)) | (1 << (_new_opt.landscape+12)) | (1<<6); - SetDParam(0, STR_6801_EASY + _new_opt.diff_level); + w->click_state = (w->click_state & ~(0xC0) & ~(0xF << 12)) | (1 << (_opt_newgame.landscape + 12)) | (1<<6); + SetDParam(0, STR_6801_EASY + _opt_newgame.diff_level); DrawWindowWidgets(w); break; @@ -74,10 +74,6 @@ static void SelectGameWndProc(Window *w, WindowEvent *e) { DoCommandP(0, e->click.widget - 12, 0, NULL, CMD_SET_NEW_LANDSCAPE_TYPE); break; } - case WE_KEYPRESS: - switch(e->keypress.keycode) { - case WKC_BACKQUOTE: IConsoleSwitch(); break; - } break; case WE_ON_EDIT_TEXT: HandleOnEditText(e); break; @@ -293,8 +289,7 @@ void AskExitToGameMenu(void) int32 CmdSetNewLandscapeType(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (flags & DC_EXEC) { - // XXX: some stuff - _new_opt.landscape = p1; + _opt_newgame.landscape = p1; InvalidateWindowClasses(WC_SELECT_GAME); } return 0; diff --git a/main_gui.c b/main_gui.c index d397074f5..3c411122e 100644 --- a/main_gui.c +++ b/main_gui.c @@ -1298,7 +1298,7 @@ static void ScenEditLandGenWndProc(Window *w, WindowEvent *e) } break; case WE_CLICK: - switch(e->click.widget) { + switch (e->click.widget) { case 3: /* raise corner */ HandlePlacePushButton(w, 3, ANIMCURSOR_RAISELAND, 2, PlaceProc_RaiseBigLand); break; @@ -1355,7 +1355,7 @@ terraform_size_common:; } break; case WE_TIMEOUT: - UnclickSomeWindowButtons(w, ~(1<<3 | 1<<4 | 1<<5 | 1<<10|1<<11|1<<12)); + UnclickSomeWindowButtons(w, ~(1<<3 | 1<<4 | 1<<5 | 1<<10 | 1<<11 | 1<<12)); break; case WE_PLACE_OBJ: _place_proc(e->place.tile); @@ -1826,8 +1826,7 @@ static void MainToolbarWndProc(Window *w, WindowEvent *e) if (local == 0xff) local = 0; // spectator switch(e->keypress.keycode) { - case WKC_F1: - case WKC_PAUSE: + case WKC_F1: case WKC_PAUSE: ToolbarPauseClick(w); break; case WKC_F2: ShowGameOptions(); break; @@ -1856,6 +1855,8 @@ static void MainToolbarWndProc(Window *w, WindowEvent *e) case WKC_CTRL | 'S': _make_screenshot = 1; break; case WKC_CTRL | 'G': _make_screenshot = 2; break; case WKC_CTRL | WKC_ALT | 'C': if (!_networking) ShowCheatWindow(); break; + default: return; + e->keypress.cont = false; } } break; @@ -2260,14 +2261,18 @@ static void MainWindowWndProc(Window *w, WindowEvent *e) { break; case WE_KEYPRESS: + if (e->keypress.keycode == WKC_BACKQUOTE) { + IConsoleSwitch(); + e->keypress.cont = false; + break; + } + if (_game_mode == GM_MENU) break; - switch(e->keypress.keycode) { - case 'C': - case 'Z': { - Point pt; - pt = GetTileBelowCursor(); + switch (e->keypress.keycode) { + case 'C': case 'Z': { + Point pt = GetTileBelowCursor(); if (pt.x != -1) { ScrollMainWindowTo(pt.x, pt.y); if (e->keypress.keycode == 'Z') @@ -2306,11 +2311,6 @@ static void MainWindowWndProc(Window *w, WindowEvent *e) { MarkWholeScreenDirty(); break; - case WKC_BACKQUOTE: - IConsoleSwitch(); - e->keypress.cont=false; - break; - #ifdef ENABLE_NETWORK case WKC_RETURN: case 'T' | WKC_SHIFT: diff --git a/misc_cmd.c b/misc_cmd.c index d45a6978c..1ecc9c24e 100644 --- a/misc_cmd.c +++ b/misc_cmd.c @@ -1,4 +1,3 @@ - #include "stdafx.h" #include "ttd.h" #include "string.h" @@ -7,6 +6,7 @@ #include "player.h" #include "gfx.h" #include "window.h" +#include "gui.h" #include "saveload.h" #include "economy.h" #include "network.h" @@ -222,15 +222,14 @@ int32 CmdChangeDifficultyLevel(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (flags & DC_EXEC) { if (p1 != (uint32)-1L) { - ((int*)&_opt_mod_ptr->diff)[p1] = p2; - _opt_mod_ptr->diff_level = 3; - } else { - _opt_mod_ptr->diff_level = p2; - } + ((int*)&_opt_ptr->diff)[p1] = p2; + _opt_ptr->diff_level = 3; + } else + _opt_ptr->diff_level = p2; + // If we are a network-client, update the difficult setting (if it is open) if (_networking && !_network_server && FindWindowById(WC_GAME_OPTIONS, 0) != NULL) - memcpy(&_opt_mod_temp, _opt_mod_ptr, sizeof(GameOptions)); - InvalidateWindow(WC_GAME_OPTIONS, 0); + ShowGameDifficulty(); } return 0; } diff --git a/misc_gui.c b/misc_gui.c index 788aac809..4811a8228 100644 --- a/misc_gui.c +++ b/misc_gui.c @@ -1267,7 +1267,7 @@ static void SaveLoadDlgWndProc(Window *w, WindowEvent *e) strcpy(_file_to_saveload.name, name); DeleteWindow(w); } else if (_saveload_mode == SLD_LOAD_SCENARIO) { - _switch_mode = SM_LOAD_SCENARIO; + _switch_mode = (_game_mode == GM_MENU) ? SM_LOAD : SM_LOAD_SCENARIO; SetFiosType(file->type); strcpy(_file_to_saveload.name, name); DeleteWindow(w); diff --git a/network_client.c b/network_client.c index d2aa72e72..abc8cb4b7 100644 --- a/network_client.c +++ b/network_client.c @@ -516,7 +516,8 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR; return NETWORK_RECV_STATUS_SAVEGAME; } - _opt_mod_ptr = &_opt; + + _opt_ptr = &_opt; // during a network game you are always in-game // Say we received the map and loaded it correctly! SEND_COMMAND(PACKET_CLIENT_MAP_OK)(); diff --git a/settings.c b/settings.c index 59ac388ed..3623c6ca7 100644 --- a/settings.c +++ b/settings.c @@ -781,19 +781,18 @@ static const SettingDesc debug_settings[] = { {NULL, 0, NULL, NULL, NULL} }; - +/* The settings showed when opened in the intro-menu. These values also are saved to + * openttd.cfg, thus _opt_newgame is used here (not _opt which is used ingame with loaded games!) */ static const SettingDesc gameopt_settings[] = { - {"diff_level", SDT_UINT8, (void*)9, &_new_opt.diff_level, NULL}, - {"diff_custom", SDT_INTLIST | SDT_UINT32 | (sizeof(GameDifficulty)/4) << 16, NULL, &_new_opt.diff, NULL}, - {"currency", SDT_UINT8 | SDT_ONEOFMANY, (void*)0, &_new_opt.currency, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SEK|custom" }, - {"distances", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_new_opt.kilometers, "imperial|metric" }, - // XXX: Slovakish is an awful nonsense. It is either Slovak or - // Slovakian, I personally prefer the former. --pasky - {"town_names", SDT_UINT8 | SDT_ONEOFMANY, (void*)0, &_new_opt.town_name, "english|french|german|american|latin|silly|swedish|dutch|finnish|polish|slovakish|norwegian|hungarian|austrian|romanian|czech|swiss" }, - {"landscape", SDT_UINT8 | SDT_ONEOFMANY, (void*)0, &_new_opt.landscape, "normal|hilly|desert|candy" }, - {"autosave", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_new_opt.autosave, "off|monthly|quarterly|half year|yearly" }, - {"road_side", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_new_opt.road_side, "left|right" }, - {NULL, 0, NULL, NULL, NULL} + {"diff_level", SDT_UINT8, (void*)9, &_opt_newgame.diff_level, NULL}, + {"diff_custom", SDT_INTLIST | SDT_UINT32 | (sizeof(GameDifficulty)/4) << 16, NULL, &_opt_newgame.diff, NULL}, + {"currency", SDT_UINT8 | SDT_ONEOFMANY, (void*)0, &_opt_newgame.currency, "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|ROL|RUR|SEK|custom" }, + {"distances", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_opt_newgame.kilometers, "imperial|metric" }, + {"town_names", SDT_UINT8 | SDT_ONEOFMANY, (void*)0, &_opt_newgame.town_name, "english|french|german|american|latin|silly|swedish|dutch|finnish|polish|slovakish|norwegian|hungarian|austrian|romanian|czech|swiss" }, + {"landscape", SDT_UINT8 | SDT_ONEOFMANY, (void*)0, &_opt_newgame.landscape, "normal|hilly|desert|candy" }, + {"autosave", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_opt_newgame.autosave, "off|monthly|quarterly|half year|yearly" }, + {"road_side", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_opt_newgame.road_side, "left|right" }, + {NULL, 0, NULL, NULL, NULL} }; // The player-based settings (are not send over the network) diff --git a/settings_gui.c b/settings_gui.c index 18a6676f5..a0dc14d38 100644 --- a/settings_gui.c +++ b/settings_gui.c @@ -79,17 +79,17 @@ static inline bool RoadVehiclesAreBuilt(void) static void GameOptionsWndProc(Window *w, WindowEvent *e) { - switch(e->event) { + switch (e->event) { case WE_PAINT: { int i; StringID str = STR_02BE_DEFAULT; w->disabled_state = (_vehicle_design_names & 1) ? (++str, 0) : (1 << 21); SetDParam(0, str); - SetDParam(1, _currency_string_list[_opt_mod_ptr->currency]); - SetDParam(2, _opt_mod_ptr->kilometers + STR_0139_IMPERIAL_MILES); - SetDParam(3, STR_02E9_DRIVE_ON_LEFT + _opt_mod_ptr->road_side); - SetDParam(4, STR_TOWNNAME_ORIGINAL_ENGLISH + _opt_mod_ptr->town_name); - SetDParam(5, _autosave_dropdown[_opt_mod_ptr->autosave]); + SetDParam(1, _currency_string_list[_opt_ptr->currency]); + SetDParam(2, _opt_ptr->kilometers + STR_0139_IMPERIAL_MILES); + SetDParam(3, STR_02E9_DRIVE_ON_LEFT + _opt_ptr->road_side); + SetDParam(4, STR_TOWNNAME_ORIGINAL_ENGLISH + _opt_ptr->town_name); + SetDParam(5, _autosave_dropdown[_opt_ptr->autosave]); SetDParam(6, SPECSTR_LANGUAGE_START + _dynlang.curr); i = GetCurRes(); SetDParam(7, i == _num_resolutions ? STR_RES_OTHER : SPECSTR_RESOLUTION_START + i); @@ -101,12 +101,12 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e) } break; case WE_CLICK: - switch(e->click.widget) { + switch (e->click.widget) { case 5: /* Setup currencies dropdown */ - ShowDropDownMenu(w, _currency_string_list, _opt_mod_ptr->currency, e->click.widget, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0); + ShowDropDownMenu(w, _currency_string_list, _opt_ptr->currency, e->click.widget, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0); return; case 8: /* Setup distance unit dropdown */ - ShowDropDownMenu(w, _distances_dropdown, _opt_mod_ptr->kilometers, e->click.widget, 0, 0); + ShowDropDownMenu(w, _distances_dropdown, _opt_ptr->kilometers, e->click.widget, 0, 0); return; case 11: { /* Setup road-side dropdown */ int i = 0; @@ -114,17 +114,17 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e) /* 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 << _opt_mod_ptr->road_side); // disable the other value + i = (-1) ^ (1 << _opt_ptr->road_side); // disable the other value - ShowDropDownMenu(w, _driveside_dropdown, _opt_mod_ptr->road_side, e->click.widget, i, 0); + ShowDropDownMenu(w, _driveside_dropdown, _opt_ptr->road_side, e->click.widget, i, 0); } return; case 14: { /* Setup townname dropdown */ - int i = _opt_mod_ptr->town_name; + int i = _opt_ptr->town_name; ShowDropDownMenu(w, BuildDynamicDropdown(STR_TOWNNAME_ORIGINAL_ENGLISH, SPECSTR_TOWNNAME_LAST - SPECSTR_TOWNNAME_START + 1), i, e->click.widget, (_game_mode == GM_MENU) ? 0 : (-1) ^ (1 << i), 0); return; } case 17: /* Setup autosave dropdown */ - ShowDropDownMenu(w, _autosave_dropdown, _opt_mod_ptr->autosave, e->click.widget, 0, 0); + ShowDropDownMenu(w, _autosave_dropdown, _opt_ptr->autosave, e->click.widget, 0, 0); return; case 20: /* Setup customized vehicle-names dropdown */ ShowDropDownMenu(w, _designnames_dropdown, (_vehicle_design_names&1)?1:0, e->click.widget, (_vehicle_design_names&2)?0:2, 0); @@ -149,12 +149,12 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e) break; case WE_DROPDOWN_SELECT: - switch(e->dropdown.button) { + switch (e->dropdown.button) { case 20: /* Vehicle design names */ if (e->dropdown.index == 0) { DeleteCustomEngineNames(); MarkWholeScreenDirty(); - } else if (!(_vehicle_design_names&1)) { + } else if (!(_vehicle_design_names & 1)) { LoadCustomEngineNames(); MarkWholeScreenDirty(); } @@ -162,15 +162,15 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e) case 5: /* Currency */ if (e->dropdown.index == 23) ShowCustCurrency(); - _opt_mod_ptr->currency = _opt.currency = e->dropdown.index; + _opt_ptr->currency = e->dropdown.index; MarkWholeScreenDirty(); break; case 8: /* Distance units */ - _opt_mod_ptr->kilometers = e->dropdown.index; + _opt_ptr->kilometers = e->dropdown.index; MarkWholeScreenDirty(); break; case 11: /* Road side */ - if (_opt_mod_ptr->road_side != e->dropdown.index) { // only change if setting changed + if (_opt_ptr->road_side != e->dropdown.index) { // only change if setting changed DoCommandP(0, e->dropdown.index, 0, NULL, CMD_SET_ROAD_DRIVE_SIDE | CMD_MSG(STR_EMPTY)); MarkWholeScreenDirty(); } @@ -180,7 +180,7 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e) DoCommandP(0, e->dropdown.index, 0, NULL, CMD_SET_TOWN_NAME_TYPE | CMD_MSG(STR_EMPTY)); break; case 17: /* Autosave options */ - _opt_mod_ptr->autosave = e->dropdown.index; + _opt_ptr->autosave = e->dropdown.index; SetWindowDirty(w); break; case 24: /* Change interface language */ @@ -208,7 +208,7 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e) int32 CmdSetRoadDriveSide(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (flags & DC_EXEC) { - _opt_mod_ptr->road_side = p1; + _opt_ptr->road_side = p1; InvalidateWindow(WC_GAME_OPTIONS,0); } return 0; @@ -217,7 +217,7 @@ int32 CmdSetRoadDriveSide(int x, int y, uint32 flags, uint32 p1, uint32 p2) int32 CmdSetTownNameType(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (flags & DC_EXEC) { - _opt_mod_ptr->town_name = p1; + _opt_ptr->town_name = p1; InvalidateWindow(WC_GAME_OPTIONS,0); } return 0; @@ -288,31 +288,31 @@ typedef struct { } GameSettingData; static const GameSettingData _game_setting_info[] = { - {0,7,1,0}, - {0,3,1,STR_6830_IMMEDIATE}, - {0,2,1,STR_6816_LOW}, - {0,3,1,STR_26816_NONE}, - {100,500,50,0}, - {2,4,1,0}, - {0,2,1,STR_6820_LOW}, - {0,4,1,STR_681B_VERY_SLOW}, - {0,2,1,STR_6820_LOW}, - {0,2,1,STR_6823_NONE}, - {0,3,1,STR_6826_X1_5}, - {0,2,1,STR_6820_LOW}, - {0,3,1,STR_682A_VERY_FLAT}, - {0,3,1,STR_VERY_LOW}, - {0,1,1,STR_682E_STEADY}, - {0,1,1,STR_6834_AT_END_OF_LINE_AND_AT_STATIONS}, - {0,1,1,STR_6836_OFF}, - {0,2,1,STR_6839_PERMISSIVE}, + { 0, 7, 1, STR_NULL}, + { 0, 3, 1, STR_6830_IMMEDIATE}, + { 0, 2, 1, STR_6816_LOW}, + { 0, 3, 1, STR_26816_NONE}, + {100, 500, 50, STR_NULL}, + { 2, 4, 1, STR_NULL}, + { 0, 2, 1, STR_6820_LOW}, + { 0, 4, 1, STR_681B_VERY_SLOW}, + { 0, 2, 1, STR_6820_LOW}, + { 0, 2, 1, STR_6823_NONE}, + { 0, 3, 1, STR_6826_X1_5}, + { 0, 2, 1, STR_6820_LOW}, + { 0, 3, 1, STR_682A_VERY_FLAT}, + { 0, 3, 1, STR_VERY_LOW}, + { 0, 1, 1, STR_682E_STEADY}, + { 0, 1, 1, STR_6834_AT_END_OF_LINE_AND_AT_STATIONS}, + { 0, 1, 1, STR_6836_OFF}, + { 0, 2, 1, STR_6839_PERMISSIVE}, }; static inline bool GetBitAndShift(uint32 *b) { uint32 x = *b; *b >>= 1; - return (x&1) != 0; + return HASBIT(x, 0); } /* @@ -349,7 +349,7 @@ 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++) + for (i = 0; i != GAME_DIFFICULTY_NUM; i++) ((int*)&gm_opt->diff)[i] = _default_game_diff[mode][i]; } } @@ -361,15 +361,21 @@ enum { GAMEDIFF_WND_ROWSIZE = 9 }; +// Temporary holding place of values in the difficulty window until 'Save' is clicked +static GameOptions _opt_mod_temp; +// 0x383E = (1 << 13) | (1 << 12) | (1 << 11) | (1 << 5) | (1 << 4) | (1 << 3) | (1 << 2) | (1 << 1) +#define DIFF_INGAME_DISABLED_BUTTONS 0x383E + static void GameDifficultyWndProc(Window *w, WindowEvent *e) { - switch(e->event) { + switch (e->event) { case WE_PAINT: { uint32 click_a, click_b, disabled; int i; - int x,y,value; + int y, value; - w->click_state = (1 << 3) << _opt_mod_temp.diff_level; + w->click_state = (1 << 3) << _opt_mod_temp.diff_level; // have current difficulty button clicked + // disable all other difficulty buttons during gameplay except for 'custom' w->disabled_state = (_game_mode != GM_NORMAL) ? 0 : (1 << 3) | (1 << 4) | (1 << 5) | (1 << 6); if (_game_mode == GM_EDITOR) @@ -386,53 +392,47 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e) click_a = _difficulty_click_a; click_b = _difficulty_click_b; - /* XXX - This is most likely the worst way I have ever seen - to disable some buttons and to enable others. - What the value means, is this: - if bit1 is enabled, setting 1 is disabled - then it is shifted to the left, and the story - repeats.... - -- TrueLight */ - disabled = _game_mode == GM_NORMAL ? 0x383E : 0; + /* XXX - Disabled buttons in normal gameplay. Bitshifted for each button to see if + * that bit is set. If it is set, the button is disabled */ + disabled = (_game_mode == GM_NORMAL) ? DIFF_INGAME_DISABLED_BUTTONS : 0; - x = 0; y = GAMEDIFF_WND_TOP_OFFSET; for (i = 0; i != GAME_DIFFICULTY_NUM; i++) { - DrawFrameRect(x+5, y, x+5+8, y+8, 3, GetBitAndShift(&click_a)?0x20:0); - DrawFrameRect(x+15, y, x+15+8, y+8, 3, GetBitAndShift(&click_b)?0x20:0); + DrawFrameRect( 5, y, 5 + 8, y + 8, 3, GetBitAndShift(&click_a) ? (1 << 5) : 0); + DrawFrameRect(15, y, 15 + 8, y + 8, 3, GetBitAndShift(&click_b) ? (1 << 5) : 0); if (GetBitAndShift(&disabled) || (_networking && !_network_server)) { - int color = 0x8000 | _color_list[3].unk2; - GfxFillRect(x+6, y+1, x+6+8, y+8, color); - GfxFillRect(x+16, y+1, x+16+8, y+8, color); + int color = PALETTE_MODIFIER_COLOR | _color_list[3].unk2; + GfxFillRect( 6, y + 1, 6 + 8, y + 8, color); + GfxFillRect(16, y + 1, 16 + 8, y + 8, color); } - DrawStringCentered(x+10, y, STR_6819, 0); - DrawStringCentered(x+20, y, STR_681A, 0); + DrawStringCentered(10, y, STR_6819, 0); + DrawStringCentered(20, y, STR_681A, 0); value = _game_setting_info[i].str + ((int*)&_opt_mod_temp.diff)[i]; - if (i == 4) value *= 1000; // handle currency option + if (i == 4) value *= 1000; // XXX - handle currency option SetDParam(0, value); - DrawString(x+30, y, STR_6805_MAXIMUM_NO_COMPETITORS + i, 0); + DrawString(30, y, STR_6805_MAXIMUM_NO_COMPETITORS + i, 0); y += GAMEDIFF_WND_ROWSIZE + 2; // space items apart a bit } } break; case WE_CLICK: - switch(e->click.widget) { - case 8: { - int x,y; + switch (e->click.widget) { + case 8: { /* Difficulty settings widget, decode click */ + const GameSettingData *info; + int x, y; uint btn, dis; int val; - const GameSettingData *info; // Don't allow clients to make any changes if (_networking && !_network_server) return; x = e->click.pt.x - 5; - if (!IS_INT_INSIDE(x, 0, 21)) + if (!IS_INT_INSIDE(x, 0, 21)) // Button area return; y = e->click.pt.y - GAMEDIFF_WND_TOP_OFFSET; @@ -445,7 +445,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e) return; // Clicked disabled button? - dis = (_game_mode == GM_NORMAL) ? 0x383E : 0; + dis = (_game_mode == GM_NORMAL) ? DIFF_INGAME_DISABLED_BUTTONS : 0; if (HASBIT(dis, btn)) return; @@ -454,7 +454,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e) val = ((int*)&_opt_mod_temp.diff)[btn]; - info = &_game_setting_info[btn]; + info = &_game_setting_info[btn]; // get information about the difficulty setting if (x >= 10) { // Increase button clicked val = min(val + info->step, info->max); @@ -469,8 +469,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e) ((int*)&_opt_mod_temp.diff)[btn] = val; SetDifficultyLevel(3, &_opt_mod_temp); // set difficulty level to custom SetWindowDirty(w); - break; - } + } break; case 3: case 4: case 5: case 6: /* Easy / Medium / Hard / Custom */ // temporarily change difficulty level SetDifficultyLevel(e->click.widget - 3, &_opt_mod_temp); @@ -484,7 +483,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e) for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) { val = ((int*)&_opt_mod_temp.diff)[btn]; // if setting has changed, change it - if (val != ((int*)&_opt_mod_ptr->diff)[btn]) + if (val != ((int*)&_opt_mod_temp.diff)[btn]) DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); } DoCommandP(0, -1, _opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); @@ -496,13 +495,12 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e) StartupEconomy(); break; } - case 11: // Cancel button - close window + case 11: /* Cancel button - close window, abandon changes */ DeleteWindow(w); break; - } - break; + } break; - case WE_MOUSELOOP: + case WE_MOUSELOOP: /* Handle the visual 'clicking' of the buttons */ if (_difficulty_timeout != 0 && !--_difficulty_timeout) { _difficulty_click_a = 0; _difficulty_click_b = 0; @@ -512,6 +510,8 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e) } } +#undef DIFF_INGAME_DISABLED_BUTTONS + static const Widget _game_difficulty_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 10, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_NONE, 10, 11, 369, 0, 13, STR_6800_DIFFICULTY_LEVEL, STR_018C_WINDOW_TITLE_DRAG_THIS}, @@ -539,10 +539,9 @@ static const WindowDesc _game_difficulty_desc = { void ShowGameDifficulty(void) { DeleteWindowById(WC_GAME_OPTIONS, 0); - /* copy current settings to temporary holding place - * change that when setting stuff, copy back on clicking 'OK' - */ - memcpy(&_opt_mod_temp, _opt_mod_ptr, sizeof(GameOptions)); + /* Copy current settings (ingame or in intro) to temporary holding place + * change that when setting stuff, copy back on clicking 'OK' */ + memcpy(&_opt_mod_temp, _opt_ptr, sizeof(GameOptions)); AllocateWindowDesc(&_game_difficulty_desc); } diff --git a/town_cmd.c b/town_cmd.c index b7a33a516..7846d3fc0 100644 --- a/town_cmd.c +++ b/town_cmd.c @@ -1872,7 +1872,7 @@ bool CheckforTownRating(uint tile, 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 */ - modemod = _default_rating_settings[_opt_mod_ptr->diff.town_council_tolerance][type]; + modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type]; if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) { SetDParam(0, t->index); diff --git a/ttd.c b/ttd.c index a230a5ab2..18f4de4a2 100644 --- a/ttd.c +++ b/ttd.c @@ -460,10 +460,11 @@ static void UnInitializeGame(void) static void LoadIntroGame(void) { char filename[256]; + _game_mode = GM_MENU; - _display_opt &= ~DO_TRANS_BUILDINGS; // don't make buildings transparent in intro + CLRBITS(_display_opt, DO_TRANS_BUILDINGS); // don't make buildings transparent in intro + _opt_ptr = &_opt_newgame; - _opt_mod_ptr = &_new_opt; GfxLoadSprites(); LoadStringWidthTable(); @@ -480,7 +481,6 @@ static void LoadIntroGame(void) #endif GenerateWorld(1, 6, 6); // if failed loading, make empty world. } - _opt.currency = _new_opt.currency; _pause = 0; _local_player = 0; @@ -648,12 +648,11 @@ int ttd_main(int argc, char* argv[]) NetworkStartUp(); #endif /* ENABLE_NETWORK */ - // Default difficulty level - _opt_mod_ptr = &_new_opt; + _opt_ptr = &_opt_newgame; - // ugly hack, if diff_level is 9, it means we got no setting from the config file, so we load the default settings. - if (_opt_mod_ptr->diff_level == 9) - SetDifficultyLevel(0, _opt_mod_ptr); + /* 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); // initialize the ingame console IConsoleInit(); @@ -734,8 +733,8 @@ static void MakeNewGame(void) _game_mode = GM_NORMAL; // Copy in game options - _opt_mod_ptr = &_opt; - memcpy(&_opt, &_new_opt, sizeof(_opt)); + _opt_ptr = &_opt; + memcpy(_opt_ptr, &_opt_newgame, sizeof(GameOptions)); GfxLoadSprites(); @@ -766,8 +765,8 @@ static void MakeNewEditorWorld(void) _game_mode = GM_EDITOR; // Copy in game options - _opt_mod_ptr = &_opt; - memcpy(&_opt, &_new_opt, sizeof(_opt)); + _opt_ptr = &_opt; + memcpy(_opt_ptr, &_opt_newgame, sizeof(GameOptions)); GfxLoadSprites(); @@ -787,6 +786,12 @@ static void MakeNewEditorWorld(void) void StartupPlayers(void); void StartupDisasters(void); +/** + * Start Scenario starts a new game based on a scenario. + * Eg 'New Game' --> select a preset scenario + * This starts a scenario based on your current difficulty settings just + * fix the landscape as that can be different from what is selected in the intro + */ static void StartScenario(void) { _game_mode = GM_NORMAL; @@ -799,11 +804,6 @@ static void StartScenario(void) return; } - // Copy in game options - // Removed copying of game options when using "new game". --dominik - // _opt_mod_ptr = &_opt; - // memcpy(&_opt, &_new_opt, sizeof(_opt)); - GfxLoadSprites(); // Reinitialize windows @@ -818,16 +818,18 @@ static void StartScenario(void) ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0); } + { + byte landscape = _opt.landscape; // backup loaded landscape; + _opt_ptr = &_opt; + memcpy(_opt_ptr, &_opt_newgame, sizeof(GameOptions)); + _opt_ptr->landscape = landscape; + } + // Inititalize data StartupPlayers(); StartupEngines(); StartupDisasters(); - // When starting a scenario, is it really a load.. - // and in AfterLoad a player is started when it is - // a scenario.. so we do not need it here. -// DoStartupNewPlayer(false); - _local_player = 0; MarkWholeScreenDirty(); @@ -886,12 +888,12 @@ void SwitchMode(int new_mode) } #endif /* ENABLE_NETWORK */ - switch(new_mode) { - case SM_EDITOR: // Switch to scenario editor + switch (new_mode) { + case SM_EDITOR: /* Switch to scenario editor */ MakeNewEditorWorld(); break; - case SM_NEWGAME: + case SM_NEWGAME: /* New Game --> 'Random game' */ #ifdef ENABLE_NETWORK if (_network_server) snprintf(_network_game_info.map_name, 40, "Random"); @@ -899,12 +901,12 @@ void SwitchMode(int new_mode) MakeNewGame(); break; - case SM_START_SCENARIO: + case SM_START_SCENARIO: /* New Game --> Choose one of the preset scenarios */ StartScenario(); break; -normal_load: - case SM_LOAD: { // Load game + case SM_LOAD: { /* Load game, Play Scenario */ + _opt_ptr = &_opt; _error_message = INVALID_STRING_ID; if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) { @@ -921,19 +923,16 @@ normal_load: break; } - case SM_LOAD_SCENARIO: { + case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */ int i; - if (_game_mode == GM_MENU) goto normal_load; - if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR)) { - _opt_mod_ptr = &_opt; - _opt_mod_temp = _opt; + _opt_ptr = &_opt; _local_player = OWNER_NONE; _generating_world = true; // delete all players. - for(i=0; i != MAX_PLAYERS; i++) { + for (i = 0; i != MAX_PLAYERS; i++) { ChangeOwnershipOfPlayerItems(i, 0xff); _players[i].is_active = false; } @@ -952,18 +951,18 @@ normal_load: } - case SM_MENU: // Switch to game menu + case SM_MENU: /* Switch to game intro menu */ LoadIntroGame(); break; - case SM_SAVE: // Save game + case SM_SAVE: /* Save game */ if (SaveOrLoad(_file_to_saveload.name, SL_SAVE) != SL_OK) ShowErrorMessage(INVALID_STRING_ID, STR_4007_GAME_SAVE_FAILED, 0, 0); else DeleteWindowById(WC_SAVELOAD, 0); break; - case SM_GENRANDLAND: + case SM_GENRANDLAND: /* Generate random land within scenario editor */ GenerateWorld(2, _patches.map_x, _patches.map_y); // XXX: set date _local_player = OWNER_NONE; @@ -971,7 +970,7 @@ normal_load: break; } - if (_switch_mode_errorstr!=INVALID_STRING_ID) + if (_switch_mode_errorstr != INVALID_STRING_ID) ShowErrorMessage(INVALID_STRING_ID,_switch_mode_errorstr,0,0); _in_state_game_loop = false; @@ -1037,16 +1036,16 @@ static void DoAutosave(void) char buf[200]; if (_patches.keep_all_autosave && _local_player != OWNER_SPECTATOR) { - Player *p; + const Player *p = DEREF_PLAYER(_local_player); char *s; sprintf(buf, "%s%s", _path.autosave_dir, PATHSEP); - p = DEREF_PLAYER(_local_player); + SetDParam(0, p->name_1); SetDParam(1, p->name_2); SetDParam(2, _date); - s= (char*)GetString(buf + strlen(_path.autosave_dir) + strlen(PATHSEP), STR_4004); + s = (char*)GetString(buf + strlen(_path.autosave_dir) + strlen(PATHSEP), STR_4004); strcpy(s, ".sav"); - } else { + } else { /* Save a maximum of 15 autosaves */ int n = _autosave_ctr; _autosave_ctr = (_autosave_ctr + 1) & 15; sprintf(buf, "%s%sautosave%d.sav", _path.autosave_dir, PATHSEP, n); @@ -1231,7 +1230,7 @@ static void UpdateExclusiveRights(void) */ } -byte convert_currency[] = { +const byte convert_currency[] = { 0, 1, 12, 8, 3, 10, 14, 19, 4, 5, 9, 11, 13, 6, 17, diff --git a/variables.h b/variables.h index 3149f827b..575f7920e 100644 --- a/variables.h +++ b/variables.h @@ -2,11 +2,8 @@ #define VARIABLES_H #include "player.h" -//enum { DPARAM_SIZE = 32 }; - // ********* START OF SAVE REGION - #if !defined(MAX_PATH) # define MAX_PATH 260 #endif @@ -32,11 +29,15 @@ typedef struct { byte road_side; } GameOptions; -// These are the options for the current game +/* These are the options for the current game + * either ingame, or loaded. Also used for networking games */ VARDEF GameOptions _opt; -// These are the options for the new game -VARDEF GameOptions _new_opt; +/* These are the default options for a new game */ +VARDEF GameOptions _opt_newgame; + +// Pointer to one of the two _opt OR _opt_newgame structs +VARDEF GameOptions *_opt_ptr; enum { CF_NOEURO = 0, @@ -242,10 +243,6 @@ typedef struct Paths { VARDEF Paths _path; -// Which options struct does options modify? -VARDEF GameOptions *_opt_mod_ptr; -VARDEF GameOptions _opt_mod_temp; - // NOSAVE: Used in palette animations only, not really important. VARDEF int _timer_counter; @@ -331,19 +328,16 @@ VARDEF char _savedump_path[64]; VARDEF uint _savedump_first, _savedump_freq, _savedump_last; // end of debug features - -typedef struct { - char *name; - char *file; -} DynLangEnt; - // Used for dynamic language support typedef struct { int num; // number of languages int curr; // currently selected language index char curr_file[32]; // currently selected language file StringID dropdown[32 + 1]; // used in settings dialog - DynLangEnt ent[32]; + struct { + char *name; + char *file; + } ent[32]; } DynamicLanguages; VARDEF DynamicLanguages _dynlang; -- cgit v1.2.3-70-g09d2