mirror of https://github.com/OpenTTD/OpenTTD
(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.release/0.4.5
parent
c3f9f5efaf
commit
010d1a9be3
11
intro_gui.c
11
intro_gui.c
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@ -45,8 +45,8 @@ extern void HandleOnEditTextCancel(void);
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static void SelectGameWndProc(Window *w, WindowEvent *e) {
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switch(e->event) {
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case WE_PAINT:
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w->click_state = (w->click_state & ~(0xC0) & ~(0xF << 12)) | (1 << (_new_opt.landscape+12)) | (1<<6);
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SetDParam(0, STR_6801_EASY + _new_opt.diff_level);
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w->click_state = (w->click_state & ~(0xC0) & ~(0xF << 12)) | (1 << (_opt_newgame.landscape + 12)) | (1<<6);
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SetDParam(0, STR_6801_EASY + _opt_newgame.diff_level);
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DrawWindowWidgets(w);
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break;
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@ -74,10 +74,6 @@ static void SelectGameWndProc(Window *w, WindowEvent *e) {
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DoCommandP(0, e->click.widget - 12, 0, NULL, CMD_SET_NEW_LANDSCAPE_TYPE);
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break;
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}
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case WE_KEYPRESS:
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switch(e->keypress.keycode) {
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case WKC_BACKQUOTE: IConsoleSwitch(); break;
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}
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break;
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case WE_ON_EDIT_TEXT: HandleOnEditText(e); break;
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@ -293,8 +289,7 @@ void AskExitToGameMenu(void)
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int32 CmdSetNewLandscapeType(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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if (flags & DC_EXEC) {
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// XXX: some stuff
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_new_opt.landscape = p1;
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_opt_newgame.landscape = p1;
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InvalidateWindowClasses(WC_SELECT_GAME);
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}
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return 0;
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28
main_gui.c
28
main_gui.c
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@ -1298,7 +1298,7 @@ static void ScenEditLandGenWndProc(Window *w, WindowEvent *e)
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}
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break;
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case WE_CLICK:
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switch(e->click.widget) {
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switch (e->click.widget) {
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case 3: /* raise corner */
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HandlePlacePushButton(w, 3, ANIMCURSOR_RAISELAND, 2, PlaceProc_RaiseBigLand);
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break;
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@ -1355,7 +1355,7 @@ terraform_size_common:;
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}
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break;
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case WE_TIMEOUT:
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UnclickSomeWindowButtons(w, ~(1<<3 | 1<<4 | 1<<5 | 1<<10|1<<11|1<<12));
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UnclickSomeWindowButtons(w, ~(1<<3 | 1<<4 | 1<<5 | 1<<10 | 1<<11 | 1<<12));
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break;
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case WE_PLACE_OBJ:
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_place_proc(e->place.tile);
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@ -1826,8 +1826,7 @@ static void MainToolbarWndProc(Window *w, WindowEvent *e)
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if (local == 0xff) local = 0; // spectator
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switch(e->keypress.keycode) {
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case WKC_F1:
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case WKC_PAUSE:
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case WKC_F1: case WKC_PAUSE:
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ToolbarPauseClick(w);
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break;
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case WKC_F2: ShowGameOptions(); break;
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@ -1856,6 +1855,8 @@ static void MainToolbarWndProc(Window *w, WindowEvent *e)
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case WKC_CTRL | 'S': _make_screenshot = 1; break;
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case WKC_CTRL | 'G': _make_screenshot = 2; break;
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case WKC_CTRL | WKC_ALT | 'C': if (!_networking) ShowCheatWindow(); break;
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default: return;
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e->keypress.cont = false;
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}
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} break;
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@ -2260,14 +2261,18 @@ static void MainWindowWndProc(Window *w, WindowEvent *e) {
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break;
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case WE_KEYPRESS:
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if (e->keypress.keycode == WKC_BACKQUOTE) {
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IConsoleSwitch();
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e->keypress.cont = false;
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break;
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}
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if (_game_mode == GM_MENU)
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break;
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switch(e->keypress.keycode) {
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case 'C':
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case 'Z': {
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Point pt;
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pt = GetTileBelowCursor();
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switch (e->keypress.keycode) {
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case 'C': case 'Z': {
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Point pt = GetTileBelowCursor();
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if (pt.x != -1) {
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ScrollMainWindowTo(pt.x, pt.y);
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if (e->keypress.keycode == 'Z')
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@ -2306,11 +2311,6 @@ static void MainWindowWndProc(Window *w, WindowEvent *e) {
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MarkWholeScreenDirty();
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break;
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case WKC_BACKQUOTE:
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IConsoleSwitch();
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e->keypress.cont=false;
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break;
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#ifdef ENABLE_NETWORK
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case WKC_RETURN:
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case 'T' | WKC_SHIFT:
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15
misc_cmd.c
15
misc_cmd.c
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@ -1,4 +1,3 @@
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#include "stdafx.h"
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#include "ttd.h"
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#include "string.h"
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@ -7,6 +6,7 @@
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#include "player.h"
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#include "gfx.h"
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#include "window.h"
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#include "gui.h"
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#include "saveload.h"
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#include "economy.h"
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#include "network.h"
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@ -222,15 +222,14 @@ int32 CmdChangeDifficultyLevel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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if (flags & DC_EXEC) {
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if (p1 != (uint32)-1L) {
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((int*)&_opt_mod_ptr->diff)[p1] = p2;
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_opt_mod_ptr->diff_level = 3;
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} else {
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_opt_mod_ptr->diff_level = p2;
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}
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((int*)&_opt_ptr->diff)[p1] = p2;
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_opt_ptr->diff_level = 3;
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} else
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_opt_ptr->diff_level = p2;
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// If we are a network-client, update the difficult setting (if it is open)
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if (_networking && !_network_server && FindWindowById(WC_GAME_OPTIONS, 0) != NULL)
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memcpy(&_opt_mod_temp, _opt_mod_ptr, sizeof(GameOptions));
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InvalidateWindow(WC_GAME_OPTIONS, 0);
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ShowGameDifficulty();
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}
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return 0;
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}
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@ -1267,7 +1267,7 @@ static void SaveLoadDlgWndProc(Window *w, WindowEvent *e)
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strcpy(_file_to_saveload.name, name);
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DeleteWindow(w);
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} else if (_saveload_mode == SLD_LOAD_SCENARIO) {
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_switch_mode = SM_LOAD_SCENARIO;
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_switch_mode = (_game_mode == GM_MENU) ? SM_LOAD : SM_LOAD_SCENARIO;
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SetFiosType(file->type);
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strcpy(_file_to_saveload.name, name);
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DeleteWindow(w);
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@ -516,7 +516,8 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
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_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
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return NETWORK_RECV_STATUS_SAVEGAME;
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}
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_opt_mod_ptr = &_opt;
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_opt_ptr = &_opt; // during a network game you are always in-game
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// Say we received the map and loaded it correctly!
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SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
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21
settings.c
21
settings.c
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@ -781,18 +781,17 @@ static const SettingDesc debug_settings[] = {
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{NULL, 0, NULL, NULL, NULL}
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};
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/* The settings showed when opened in the intro-menu. These values also are saved to
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* openttd.cfg, thus _opt_newgame is used here (not _opt which is used ingame with loaded games!) */
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static const SettingDesc gameopt_settings[] = {
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{"diff_level", SDT_UINT8, (void*)9, &_new_opt.diff_level, NULL},
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{"diff_custom", SDT_INTLIST | SDT_UINT32 | (sizeof(GameDifficulty)/4) << 16, NULL, &_new_opt.diff, NULL},
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{"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" },
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{"distances", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_new_opt.kilometers, "imperial|metric" },
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// XXX: Slovakish is an awful nonsense. It is either Slovak or
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// Slovakian, I personally prefer the former. --pasky
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{"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" },
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{"landscape", SDT_UINT8 | SDT_ONEOFMANY, (void*)0, &_new_opt.landscape, "normal|hilly|desert|candy" },
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{"autosave", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_new_opt.autosave, "off|monthly|quarterly|half year|yearly" },
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{"road_side", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_new_opt.road_side, "left|right" },
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{"diff_level", SDT_UINT8, (void*)9, &_opt_newgame.diff_level, NULL},
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{"diff_custom", SDT_INTLIST | SDT_UINT32 | (sizeof(GameDifficulty)/4) << 16, NULL, &_opt_newgame.diff, NULL},
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{"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" },
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{"distances", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_opt_newgame.kilometers, "imperial|metric" },
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{"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" },
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{"landscape", SDT_UINT8 | SDT_ONEOFMANY, (void*)0, &_opt_newgame.landscape, "normal|hilly|desert|candy" },
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{"autosave", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_opt_newgame.autosave, "off|monthly|quarterly|half year|yearly" },
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{"road_side", SDT_UINT8 | SDT_ONEOFMANY, (void*)1, &_opt_newgame.road_side, "left|right" },
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{NULL, 0, NULL, NULL, NULL}
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};
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159
settings_gui.c
159
settings_gui.c
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@ -79,17 +79,17 @@ static inline bool RoadVehiclesAreBuilt(void)
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static void GameOptionsWndProc(Window *w, WindowEvent *e)
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{
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switch(e->event) {
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switch (e->event) {
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case WE_PAINT: {
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int i;
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StringID str = STR_02BE_DEFAULT;
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w->disabled_state = (_vehicle_design_names & 1) ? (++str, 0) : (1 << 21);
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SetDParam(0, str);
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SetDParam(1, _currency_string_list[_opt_mod_ptr->currency]);
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SetDParam(2, _opt_mod_ptr->kilometers + STR_0139_IMPERIAL_MILES);
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SetDParam(3, STR_02E9_DRIVE_ON_LEFT + _opt_mod_ptr->road_side);
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SetDParam(4, STR_TOWNNAME_ORIGINAL_ENGLISH + _opt_mod_ptr->town_name);
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SetDParam(5, _autosave_dropdown[_opt_mod_ptr->autosave]);
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SetDParam(1, _currency_string_list[_opt_ptr->currency]);
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SetDParam(2, _opt_ptr->kilometers + STR_0139_IMPERIAL_MILES);
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SetDParam(3, STR_02E9_DRIVE_ON_LEFT + _opt_ptr->road_side);
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SetDParam(4, STR_TOWNNAME_ORIGINAL_ENGLISH + _opt_ptr->town_name);
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SetDParam(5, _autosave_dropdown[_opt_ptr->autosave]);
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SetDParam(6, SPECSTR_LANGUAGE_START + _dynlang.curr);
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i = GetCurRes();
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SetDParam(7, i == _num_resolutions ? STR_RES_OTHER : SPECSTR_RESOLUTION_START + i);
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@ -101,12 +101,12 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
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} break;
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case WE_CLICK:
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switch(e->click.widget) {
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switch (e->click.widget) {
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case 5: /* Setup currencies dropdown */
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ShowDropDownMenu(w, _currency_string_list, _opt_mod_ptr->currency, e->click.widget, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0);
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ShowDropDownMenu(w, _currency_string_list, _opt_ptr->currency, e->click.widget, _game_mode == GM_MENU ? 0 : ~GetMaskOfAllowedCurrencies(), 0);
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return;
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case 8: /* Setup distance unit dropdown */
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ShowDropDownMenu(w, _distances_dropdown, _opt_mod_ptr->kilometers, e->click.widget, 0, 0);
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ShowDropDownMenu(w, _distances_dropdown, _opt_ptr->kilometers, e->click.widget, 0, 0);
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return;
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case 11: { /* Setup road-side dropdown */
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int i = 0;
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@ -114,17 +114,17 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
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/* You can only change the drive side if you are in the menu or ingame with
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* no vehicles present. In a networking game only the server can change it */
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if ((_game_mode != GM_MENU && RoadVehiclesAreBuilt()) || (_networking && !_network_server))
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i = (-1) ^ (1 << _opt_mod_ptr->road_side); // disable the other value
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i = (-1) ^ (1 << _opt_ptr->road_side); // disable the other value
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ShowDropDownMenu(w, _driveside_dropdown, _opt_mod_ptr->road_side, e->click.widget, i, 0);
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ShowDropDownMenu(w, _driveside_dropdown, _opt_ptr->road_side, e->click.widget, i, 0);
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} return;
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case 14: { /* Setup townname dropdown */
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int i = _opt_mod_ptr->town_name;
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int i = _opt_ptr->town_name;
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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);
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return;
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}
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case 17: /* Setup autosave dropdown */
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ShowDropDownMenu(w, _autosave_dropdown, _opt_mod_ptr->autosave, e->click.widget, 0, 0);
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ShowDropDownMenu(w, _autosave_dropdown, _opt_ptr->autosave, e->click.widget, 0, 0);
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return;
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case 20: /* Setup customized vehicle-names dropdown */
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ShowDropDownMenu(w, _designnames_dropdown, (_vehicle_design_names&1)?1:0, e->click.widget, (_vehicle_design_names&2)?0:2, 0);
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@ -149,12 +149,12 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
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break;
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case WE_DROPDOWN_SELECT:
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switch(e->dropdown.button) {
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switch (e->dropdown.button) {
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case 20: /* Vehicle design names */
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if (e->dropdown.index == 0) {
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DeleteCustomEngineNames();
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MarkWholeScreenDirty();
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} else if (!(_vehicle_design_names&1)) {
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} else if (!(_vehicle_design_names & 1)) {
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LoadCustomEngineNames();
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MarkWholeScreenDirty();
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}
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@ -162,15 +162,15 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
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case 5: /* Currency */
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if (e->dropdown.index == 23)
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ShowCustCurrency();
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_opt_mod_ptr->currency = _opt.currency = e->dropdown.index;
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_opt_ptr->currency = e->dropdown.index;
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MarkWholeScreenDirty();
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break;
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case 8: /* Distance units */
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_opt_mod_ptr->kilometers = e->dropdown.index;
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_opt_ptr->kilometers = e->dropdown.index;
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MarkWholeScreenDirty();
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break;
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case 11: /* Road side */
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if (_opt_mod_ptr->road_side != e->dropdown.index) { // only change if setting changed
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if (_opt_ptr->road_side != e->dropdown.index) { // only change if setting changed
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DoCommandP(0, e->dropdown.index, 0, NULL, CMD_SET_ROAD_DRIVE_SIDE | CMD_MSG(STR_EMPTY));
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MarkWholeScreenDirty();
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}
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@ -180,7 +180,7 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
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DoCommandP(0, e->dropdown.index, 0, NULL, CMD_SET_TOWN_NAME_TYPE | CMD_MSG(STR_EMPTY));
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break;
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case 17: /* Autosave options */
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_opt_mod_ptr->autosave = e->dropdown.index;
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_opt_ptr->autosave = e->dropdown.index;
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SetWindowDirty(w);
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break;
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case 24: /* Change interface language */
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@ -208,7 +208,7 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
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int32 CmdSetRoadDriveSide(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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if (flags & DC_EXEC) {
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_opt_mod_ptr->road_side = p1;
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_opt_ptr->road_side = p1;
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InvalidateWindow(WC_GAME_OPTIONS,0);
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}
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return 0;
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@ -217,7 +217,7 @@ int32 CmdSetRoadDriveSide(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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int32 CmdSetTownNameType(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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if (flags & DC_EXEC) {
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_opt_mod_ptr->town_name = p1;
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_opt_ptr->town_name = p1;
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InvalidateWindow(WC_GAME_OPTIONS,0);
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}
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return 0;
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@ -288,31 +288,31 @@ typedef struct {
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} GameSettingData;
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static const GameSettingData _game_setting_info[] = {
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{0,7,1,0},
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{0,3,1,STR_6830_IMMEDIATE},
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{0,2,1,STR_6816_LOW},
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{0,3,1,STR_26816_NONE},
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{100,500,50,0},
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{2,4,1,0},
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{0,2,1,STR_6820_LOW},
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{0,4,1,STR_681B_VERY_SLOW},
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{0,2,1,STR_6820_LOW},
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{0,2,1,STR_6823_NONE},
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{0,3,1,STR_6826_X1_5},
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{0,2,1,STR_6820_LOW},
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{0,3,1,STR_682A_VERY_FLAT},
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{0,3,1,STR_VERY_LOW},
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{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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
87
ttd.c
87
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
|
||||
|
||||
_opt_mod_ptr = &_new_opt;
|
||||
_game_mode = GM_MENU;
|
||||
CLRBITS(_display_opt, DO_TRANS_BUILDINGS); // don't make buildings transparent in intro
|
||||
_opt_ptr = &_opt_newgame;
|
||||
|
||||
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,
|
||||
|
|
28
variables.h
28
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;
|
||||
|
|
Loading…
Reference in New Issue