Mercurial > hg > openttd
changeset 19853:1d664830080e draft
(svn r24786) -Codechange: Add SettingsProfile enum for difficulty profiles and highscore tables.
author | frosch <frosch@openttd.org> |
---|---|
date | Wed, 05 Dec 2012 19:34:45 +0000 |
parents | aad34b2f73e6 |
children | 376fe8400147 |
files | src/ai/ai_config.cpp src/ai/ai_gui.cpp src/highscore.cpp src/highscore.h src/highscore_gui.cpp src/script/script_config.cpp src/script/script_info.cpp src/settings.cpp src/settings_type.h src/table/gameopt_settings.ini |
diffstat | 10 files changed, 60 insertions(+), 41 deletions(-) [+] |
line wrap: on
line diff
--- a/src/ai/ai_config.cpp +++ b/src/ai/ai_config.cpp @@ -80,13 +80,13 @@ { if (this->info == NULL) { SettingValueList::const_iterator it = this->settings.find(name); - if (it == this->settings.end() || GetGameSettings().difficulty.diff_level != 3) { + if (it == this->settings.end() || GetGameSettings().difficulty.diff_level != SP_CUSTOM) { assert(strcmp("start_date", name) == 0); switch (GetGameSettings().difficulty.diff_level) { - case 0: return AI::START_NEXT_EASY; - case 1: return AI::START_NEXT_MEDIUM; - case 2: return AI::START_NEXT_HARD; - case 3: return AI::START_NEXT_MEDIUM; + case SP_EASY: return AI::START_NEXT_EASY; + case SP_MEDIUM: return AI::START_NEXT_MEDIUM; + case SP_HARD: return AI::START_NEXT_HARD; + case SP_CUSTOM: return AI::START_NEXT_MEDIUM; default: NOT_REACHED(); } }
--- a/src/ai/ai_gui.cpp +++ b/src/ai/ai_gui.cpp @@ -422,12 +422,12 @@ void CheckDifficultyLevel() { if (_game_mode == GM_MENU) { - if (_settings_newgame.difficulty.diff_level != 3) { - _settings_newgame.difficulty.diff_level = 3; + if (_settings_newgame.difficulty.diff_level != SP_CUSTOM) { + _settings_newgame.difficulty.diff_level = SP_CUSTOM; ShowErrorMessage(STR_WARNING_DIFFICULTY_TO_CUSTOM, INVALID_STRING_ID, WL_WARNING); } - } else if (_settings_game.difficulty.diff_level != 3) { - IConsoleSetSetting("difficulty.diff_level", 3); + } else if (_settings_game.difficulty.diff_level != SP_CUSTOM) { + IConsoleSetSetting("difficulty.diff_level", SP_CUSTOM); } }
--- a/src/highscore.cpp +++ b/src/highscore.cpp @@ -20,7 +20,7 @@ #include "core/sort_func.hpp" #include "debug.h" -HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5 +HighScore _highscore_table[SP_HIGHSCORE_END][5]; ///< various difficulty-settings; top 5 char *_highscore_file; ///< The file to store the highscore data in. static const StringID _endgame_perf_titles[] = { @@ -82,8 +82,10 @@ return (*b)->old_economy[0].performance_history - (*a)->old_economy[0].performance_history; } -/* Save the highscores in a network game when it has ended */ -#define LAST_HS_ITEM lengthof(_highscore_table) - 1 +/** + * Save the highscores in a network game when it has ended + * @return Position of the local company in the highscore list. + */ int8 SaveHighScoreValueNetwork() { const Company *c; @@ -99,11 +101,11 @@ { uint i; - memset(_highscore_table[LAST_HS_ITEM], 0, sizeof(_highscore_table[0])); + memset(_highscore_table[SP_MULTIPLAYER], 0, sizeof(_highscore_table[SP_MULTIPLAYER])); /* Copy over Top5 companies */ - for (i = 0; i < lengthof(_highscore_table[LAST_HS_ITEM]) && i < count; i++) { - HighScore *hs = &_highscore_table[LAST_HS_ITEM][i]; + for (i = 0; i < lengthof(_highscore_table[SP_MULTIPLAYER]) && i < count; i++) { + HighScore *hs = &_highscore_table[SP_MULTIPLAYER][i]; SetDParam(0, cl[i]->index); SetDParam(1, cl[i]->index); @@ -129,7 +131,7 @@ uint i; HighScore *hs; - for (i = 0; i < LAST_HS_ITEM; i++) { // don't save network highscores + for (i = 0; i < SP_SAVED_HIGHSCORE_END; i++) { for (hs = _highscore_table[i]; hs != endof(_highscore_table[i]); hs++) { /* First character is a command character, so strlen will fail on that */ byte length = min(sizeof(hs->company), StrEmpty(hs->company) ? 0 : (int)strlen(&hs->company[1]) + 1); @@ -139,7 +141,7 @@ fwrite(&hs->score, sizeof(hs->score), 1, fp) != 1 || fwrite(" ", 2, 1, fp) != 1) { // XXX - placeholder for hs->title, not saved anymore; compatibility DEBUG(misc, 1, "Could not save highscore."); - i = LAST_HS_ITEM; + i = SP_SAVED_HIGHSCORE_END; break; } } @@ -159,7 +161,7 @@ uint i; HighScore *hs; - for (i = 0; i < LAST_HS_ITEM; i++) { // don't load network highscores + for (i = 0; i < SP_SAVED_HIGHSCORE_END; i++) { for (hs = _highscore_table[i]; hs != endof(_highscore_table[i]); hs++) { byte length; if (fread(&length, sizeof(length), 1, fp) != 1 || @@ -167,7 +169,7 @@ fread(&hs->score, sizeof(hs->score), 1, fp) != 1 || fseek(fp, 2, SEEK_CUR) == -1) { // XXX - placeholder for hs->title, not saved anymore; compatibility DEBUG(misc, 1, "Highscore corrupted"); - i = LAST_HS_ITEM; + i = SP_SAVED_HIGHSCORE_END; break; } *lastof(hs->company) = '\0';
--- a/src/highscore.h +++ b/src/highscore.h @@ -14,6 +14,7 @@ #include "strings_type.h" #include "company_type.h" +#include "settings_type.h" struct HighScore { char company[100]; @@ -21,7 +22,7 @@ uint16 score; ///< do NOT change type, will break hs.dat }; -extern HighScore _highscore_table[5][5]; // 4 difficulty-settings (+ network); top 5 +extern HighScore _highscore_table[SP_HIGHSCORE_END][5]; void SaveToHighScore(); void LoadFromHighScore();
--- a/src/highscore_gui.cpp +++ b/src/highscore_gui.cpp @@ -103,10 +103,10 @@ } } - /* In a network game show the endscores of the custom difficulty 'network' which is the last one - * as well as generate a TOP5 of that game, and not an all-time top5. */ + /* In a network game show the endscores of the custom difficulty 'network' which is + * a TOP5 of that game, and not an all-time TOP5. */ if (_networking) { - this->window_number = lengthof(_highscore_table) - 1; + this->window_number = SP_MULTIPLAYER; this->rank = SaveHighScoreValueNetwork(); } else { /* in single player _local company is always valid */
--- a/src/script/script_config.cpp +++ b/src/script/script_config.cpp @@ -87,7 +87,7 @@ int ScriptConfig::GetSetting(const char *name) const { /* Return default values if the difficulty is not set to Custom */ - if (GetGameSettings().difficulty.diff_level != 3) { + if (GetGameSettings().difficulty.diff_level != SP_CUSTOM) { return this->info->GetSettingDefaultValue(name); }
--- a/src/script/script_info.cpp +++ b/src/script/script_info.cpp @@ -294,10 +294,10 @@ if (strcmp((*it).name, name) != 0) continue; /* The default value depends on the difficulty level */ switch (GetGameSettings().difficulty.diff_level) { - case 0: return (*it).easy_value; - case 1: return (*it).medium_value; - case 2: return (*it).hard_value; - case 3: return (*it).custom_value; + case SP_EASY: return (*it).easy_value; + case SP_MEDIUM: return (*it).medium_value; + case SP_HARD: return (*it).hard_value; + case SP_CUSTOM: return (*it).custom_value; default: NOT_REACHED(); } }
--- a/src/settings.cpp +++ b/src/settings.cpp @@ -1032,7 +1032,7 @@ * R: area restructuring (0 = permissive, 2 = hostile) * S: the difficulty level */ -static const DifficultySettings _default_game_diff[3] = { /* +static const DifficultySettings _default_game_diff[SP_END] = { /* A, C, D, E, F, G, H, J, K, L, M, N, O, P, Q, R, S*/ {2, 2, 4, 300000, 2, 0, 2, 1, 2, 0, 1, 0, 0, 0, 0, 0, 0}, ///< easy {4, 2, 3, 150000, 3, 1, 3, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1}, ///< medium @@ -1041,12 +1041,11 @@ void SetDifficultyLevel(int mode, DifficultySettings *gm_opt) { - assert(mode <= 3); - - if (mode != 3) { + if (mode != SP_CUSTOM) { + assert(mode >= SP_BEGIN && mode < SP_END); *gm_opt = _default_game_diff[mode]; } else { - gm_opt->diff_level = 3; + gm_opt->diff_level = SP_CUSTOM; } } @@ -1054,7 +1053,7 @@ static void ValidateSettings() { /* Force the difficulty levels to correct values if they are invalid. */ - if (_settings_newgame.difficulty.diff_level != 3) { + if (_settings_newgame.difficulty.diff_level != SP_CUSTOM) { SetDifficultyLevel(_settings_newgame.difficulty.diff_level, &_settings_newgame.difficulty); } @@ -1077,13 +1076,13 @@ static bool DifficultyChange(int32) { if (_game_mode == GM_MENU) { - if (_settings_newgame.difficulty.diff_level != 3) { + if (_settings_newgame.difficulty.diff_level != SP_CUSTOM) { ShowErrorMessage(STR_WARNING_DIFFICULTY_TO_CUSTOM, INVALID_STRING_ID, WL_WARNING); - _settings_newgame.difficulty.diff_level = 3; + _settings_newgame.difficulty.diff_level = SP_CUSTOM; } SetWindowClassesDirty(WC_SELECT_GAME); } else { - _settings_game.difficulty.diff_level = 3; + _settings_game.difficulty.diff_level = SP_CUSTOM; } /* If we are a network-client, update the difficult setting (if it is open).
--- a/src/settings_type.h +++ b/src/settings_type.h @@ -20,6 +20,23 @@ #include "zoom_type.h" #include "openttd.h" + +/** Settings profiles and highscore tables. */ +enum SettingsProfile { + SP_BEGIN = 0, + SP_EASY = SP_BEGIN, ///< Easy difficulty. + SP_MEDIUM, ///< Medium difficulty. + SP_HARD, ///< Hard difficulty. + + SP_END, ///< End of setting profiles. + + SP_CUSTOM = SP_END, ///< No profile, special "custom" highscore. + SP_SAVED_HIGHSCORE_END, ///< End of saved highscore tables. + + SP_MULTIPLAYER = SP_SAVED_HIGHSCORE_END, ///< Special "multiplayer" highscore. Not saved, always specific to the current game. + SP_HIGHSCORE_END, ///< End of highscore tables. +}; + /** Available industry map generation densities. */ enum IndustryDensity { ID_FUND_ONLY, ///< The game does not build industries. @@ -50,7 +67,7 @@ byte line_reverse_mode; ///< reversing at stations or not byte disasters; ///< are disasters enabled byte town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff - byte diff_level; ///< the difficulty level + byte diff_level; ///< the difficulty level. @see SettingsProfile }; /** Settings related to the GUI and other stuff that is not saved in the savegame. */