Mercurial > hg > openttd
changeset 16959:55b2bec60c52 draft
(svn r21695) -Codechange: add helper function to get the currently applicable GameSettings object
author | yexo <yexo@openttd.org> |
---|---|
date | Sun, 02 Jan 2011 00:34:21 +0000 |
parents | e5c819640141 |
children | 1c1095abcc11 |
files | src/currency.h src/settings.cpp src/settings_gui.cpp src/settings_type.h |
diffstat | 4 files changed, 20 insertions(+), 11 deletions(-) [+] |
line wrap: on
line diff
--- a/src/currency.h +++ b/src/currency.h @@ -44,7 +44,7 @@ /* 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 ? _settings_newgame.locale.currency : _settings_game.locale.currency]) +#define _currency ((const CurrencySpec*)&_currency_specs[GetGameSettings().locale.currency]) uint GetMaskOfAllowedCurrencies(); void CheckSwitchToEuro();
--- a/src/settings.cpp +++ b/src/settings.cpp @@ -980,7 +980,7 @@ /* In game / in the scenario editor you can set the difficulty level only to custom. This is * needed by the AI Gui code that sets the difficulty level when you change any AI settings. */ if (_game_mode != GM_MENU && level != 3) return false; - SetDifficultyLevel(level, (_game_mode == GM_MENU) ? &_settings_newgame.difficulty : &_settings_game.difficulty); + SetDifficultyLevel(level, &GetGameSettings().difficulty); return true; } @@ -1020,7 +1020,7 @@ static bool MaxNoAIsChange(int32 i) { - if (((_game_mode == GM_MENU) ? _settings_newgame.difficulty : _settings_game.difficulty).max_no_competitors != 0 && + if (GetGameSettings().difficulty.max_no_competitors != 0 && #ifdef ENABLE_AI AI::GetInfoList()->size() == 0 && #endif /* ENABLE_AI */ @@ -1644,8 +1644,7 @@ } if (flags & DC_EXEC) { - GameSettings *s = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game; - void *var = GetVariableAddress(s, &sd->save); + void *var = GetVariableAddress(&GetGameSettings(), &sd->save); int32 oldval = (int32)ReadValue(var, sd->save.conv); int32 newval = (int32)p2; @@ -1724,7 +1723,7 @@ * of settings because changing a company-based setting in a game also * changes its defaults. At least that is the convention we have chosen */ if (sd->save.conv & SLF_NETWORK_NO) { - void *var = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save); + void *var = GetVariableAddress(&GetGameSettings(), &sd->save); Write_ValidateSetting(var, sd, value); if (_game_mode != GM_MENU) { @@ -1963,7 +1962,7 @@ if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (prefilter != NULL && strstr(sd->desc.name, prefilter) == NULL) continue; char value[80]; - const void *ptr = GetVariableAddress((_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game, &sd->save); + const void *ptr = GetVariableAddress(&GetGameSettings(), &sd->save); if (sd->desc.cmd == SDT_BOOLX) { snprintf(value, lengthof(value), (*(bool*)ptr == 1) ? "on" : "off");
--- a/src/settings_gui.cpp +++ b/src/settings_gui.cpp @@ -186,7 +186,7 @@ GameOptionsWindow(const WindowDesc *desc) : Window() { - this->opt = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game; + this->opt = &GetGameSettings(); this->reload = false; this->InitNested(desc); @@ -591,7 +591,7 @@ /* 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) ? _settings_newgame : _settings_game; + this->opt_mod_temp = GetGameSettings(); /* Setup disabled buttons when creating window * disable all other difficulty buttons during gameplay except for 'custom' */ this->SetWidgetsDisabledState(_game_mode != GM_MENU, @@ -696,7 +696,7 @@ break; case GDW_ACCEPT: { // Save button - save changes - GameSettings *opt_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game; + GameSettings *opt_ptr = &GetGameSettings(); uint i; GetSettingFromName("difficulty.diff_level", &i); @@ -1526,7 +1526,7 @@ { static bool first_time = true; - settings_ptr = (_game_mode == GM_MENU) ? &_settings_newgame : &_settings_game; + settings_ptr = &GetGameSettings(); /* Build up the dynamic settings-array only once per OpenTTD session */ if (first_time) {
--- a/src/settings_type.h +++ b/src/settings_type.h @@ -17,6 +17,7 @@ #include "transport_type.h" #include "network/core/config.h" #include "company_type.h" +#include "openttd.h" /** Settings related to the difficulty of the game */ struct DifficultySettings { @@ -438,4 +439,13 @@ /** The settings values that are used for new games and/or modified in config file. */ extern GameSettings _settings_newgame; +/** + * Get the settings-object applicable for the current situation: the newgame settings + * when we're in the main menu and otherwise the settings of the current game. + */ +static inline GameSettings &GetGameSettings() +{ + return (_game_mode == GM_MENU) ? _settings_newgame : _settings_game; +} + #endif /* SETTINGS_TYPE_H */