(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

@@ -297,7 +297,7 @@ static void GrayscaleToMapHeights(uint img_width, uint img_height, byte *map)
TileIndex tile;
/* Get map size and calculate scale and padding values */
switch (_settings.game_creation.heightmap_rotation) {
switch (_settings_game.game_creation.heightmap_rotation) {
default: NOT_REACHED();
case HM_COUNTER_CLOCKWISE:
width = MapSizeX();
@@ -322,7 +322,7 @@ static void GrayscaleToMapHeights(uint img_width, uint img_height, byte *map)
/* Form the landscape */
for (row = 0; row < height - 1; row++) {
for (col = 0; col < width - 1; col++) {
switch (_settings.game_creation.heightmap_rotation) {
switch (_settings_game.game_creation.heightmap_rotation) {
default: NOT_REACHED();
case HM_COUNTER_CLOCKWISE: tile = TileXY(col, row); break;
case HM_CLOCKWISE: tile = TileXY(row, col); break;
@@ -337,7 +337,7 @@ static void GrayscaleToMapHeights(uint img_width, uint img_height, byte *map)
/* Use nearest neighbor resizing to scale map data.
* We rotate the map 45 degrees (counter)clockwise */
img_row = (((row - row_pad) * num_div) / img_scale);
switch (_settings.game_creation.heightmap_rotation) {
switch (_settings_game.game_creation.heightmap_rotation) {
default: NOT_REACHED();
case HM_COUNTER_CLOCKWISE:
img_col = (((width - 1 - col - col_pad) * num_div) / img_scale);