(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.
This commit is contained in:
Darkvater
2005-03-12 21:21:47 +00:00
parent c3f9f5efaf
commit 010d1a9be3
10 changed files with 172 additions and 186 deletions

View File

@@ -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);
}