(svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games.

This commit is contained in:
rubidium
2008-05-29 15:13:28 +00:00
parent 2a816fb685
commit 923e21129c
95 changed files with 915 additions and 880 deletions

View File

@@ -91,8 +91,8 @@ static void * CDECL _GenerateWorld(void *arg)
_generating_world = true;
if (_network_dedicated) DEBUG(net, 0, "Generating map, please wait...");
/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
if (_settings.game_creation.generation_seed == GENERATE_NEW_SEED) _settings.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
_random.SetSeed(_settings.game_creation.generation_seed);
if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
_random.SetSeed(_settings_game.game_creation.generation_seed);
SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
@@ -105,7 +105,7 @@ static void * CDECL _GenerateWorld(void *arg)
SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
/* Make the map the height of the patch setting */
if (_game_mode != GM_MENU) FlatEmptyWorld(_settings.game_creation.se_flat_world_height);
if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);
ConvertGroundTilesIntoWaterTiles();
IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
@@ -165,7 +165,7 @@ static void * CDECL _GenerateWorld(void *arg)
if (_network_dedicated) DEBUG(net, 0, "Map generated, starting game");
if (_settings.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
if (_settings_client.gui.pause_on_newgame && _game_mode == GM_NORMAL) DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
} catch (...) {
_generating_world = false;
throw;
@@ -273,7 +273,7 @@ void GenerateWorld(GenerateWorldMode mode, uint size_x, uint size_y)
_current_player = OWNER_NONE;
/* Set the date before loading sprites as some newgrfs check it */
SetDate(ConvertYMDToDate(_settings.game_creation.starting_year, 0, 1));
SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
/* Load the right landscape stuff */
GfxLoadSprites();