OpenTTD/src/settings.cpp

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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file settings.cpp
* All actions handling saving and loading of the settings/configuration goes on in this file.
* The file consists of three parts:
* <ol>
* <li>Parsing the configuration file (openttd.cfg). This is achieved with the ini_ functions which
* handle various types, such as normal 'key = value' pairs, lists and value combinations of
* lists, strings, integers, 'bit'-masks and element selections.
* <li>Handle reading and writing to the setting-structures from inside the game either from
* the console for example or through the gui with CMD_ functions.
* <li>Handle saving/loading of the PATS chunk inside the savegame.
* </ol>
* @see SettingDesc
* @see SaveLoad
*/
#include "stdafx.h"
#include <limits>
#include "currency.h"
#include "screenshot.h"
#include "network/network.h"
#include "network/network_func.h"
#include "settings_internal.h"
#include "command_func.h"
#include "console_func.h"
#include "pathfinder/pathfinder_type.h"
#include "genworld.h"
#include "train.h"
#include "news_func.h"
#include "window_func.h"
#include "sound_func.h"
#include "company_func.h"
#include "rev.h"
#if defined(WITH_FREETYPE) || defined(_WIN32) || defined(WITH_COCOA)
#include "fontcache.h"
#endif
#include "textbuf_gui.h"
#include "rail_gui.h"
#include "elrail_func.h"
#include "error.h"
#include "town.h"
#include "video/video_driver.hpp"
#include "sound/sound_driver.hpp"
#include "music/music_driver.hpp"
#include "blitter/factory.hpp"
#include "base_media_base.h"
#include "gamelog.h"
#include "settings_func.h"
#include "ini_type.h"
#include "ai/ai_config.hpp"
#include "ai/ai.hpp"
#include "game/game_config.hpp"
#include "game/game.hpp"
#include "ship.h"
#include "smallmap_gui.h"
#include "roadveh.h"
#include "fios.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "void_map.h"
#include "station_base.h"
#if defined(WITH_FREETYPE) || defined(_WIN32) || defined(WITH_COCOA)
#define HAS_TRUETYPE_FONT
#endif
#include "table/strings.h"
#include "table/settings.h"
#include "safeguards.h"
ClientSettings _settings_client;
GameSettings _settings_game; ///< Game settings of a running game or the scenario editor.
GameSettings _settings_newgame; ///< Game settings for new games (updated from the intro screen).
VehicleDefaultSettings _old_vds; ///< Used for loading default vehicles settings from old savegames
std::string _config_file; ///< Configuration file of OpenTTD
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct. - Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
2006-03-02 03:22:15 +01:00
typedef std::list<ErrorMessageData> ErrorList;
static ErrorList _settings_error_list; ///< Errors while loading minimal settings.
typedef void SettingDescProc(IniFile *ini, const SettingTable &desc, const char *grpname, void *object, bool only_startup);
typedef void SettingDescProcList(IniFile *ini, const char *grpname, StringList &list);
static bool IsSignedVarMemType(VarType vt);
/**
* Get the setting at the given index into the settings table.
* @param index The index to look for.
* @return The setting at the given index, or nullptr when the index is invalid.
*/
const SettingDesc *GetSettingDescription(uint index)
{
if (index >= _settings.size()) return nullptr;
return _settings.begin()[index].get();
}
/**
* Get the setting at the given index into the company settings table.
* @param index The index to look for.
* @return The setting at the given index, or nullptr when the index is invalid.
*/
static const SettingDesc *GetCompanySettingDescription(uint index)
{
if (index >= _company_settings.size()) return nullptr;
return _company_settings.begin()[index].get();
}
/**
* Groups in openttd.cfg that are actually lists.
*/
static const char * const _list_group_names[] = {
"bans",
"newgrf",
"servers",
"server_bind_addresses",
nullptr
};
/**
* Find the index value of a ONEofMANY type in a string separated by |
* @param str the current value of the setting for which a value needs found
* @param len length of the string
* @param many full domain of values the ONEofMANY setting can have
* @return the integer index of the full-list, or -1 if not found
*/
size_t OneOfManySettingDesc::ParseSingleValue(const char *str, size_t len, const std::vector<std::string> &many)
{
/* check if it's an integer */
if (isdigit(*str)) return strtoul(str, nullptr, 0);
size_t idx = 0;
for (auto one : many) {
if (one.size() == len && strncmp(one.c_str(), str, len) == 0) return idx;
idx++;
}
return (size_t)-1;
}
/**
* Find the set-integer value MANYofMANY type in a string
* @param many full domain of values the MANYofMANY setting can have
* @param str the current string value of the setting, each individual
* of separated by a whitespace,tab or | character
* @return the 'fully' set integer, or -1 if a set is not found
*/
static size_t LookupManyOfMany(const std::vector<std::string> &many, const char *str)
{
const char *s;
size_t r;
size_t res = 0;
for (;;) {
/* skip "whitespace" */
while (*str == ' ' || *str == '\t' || *str == '|') str++;
if (*str == 0) break;
s = str;
while (*s != 0 && *s != ' ' && *s != '\t' && *s != '|') s++;
r = OneOfManySettingDesc::ParseSingleValue(str, s - str, many);
if (r == (size_t)-1) return r;
SetBit(res, (uint8)r); // value found, set it
if (*s == 0) break;
str = s + 1;
}
return res;
}
/**
* Parse an integerlist string and set each found value
* @param p the string to be parsed. Each element in the list is separated by a
* comma or a space character
* @param items pointer to the integerlist-array that will be filled with values
* @param maxitems the maximum number of elements the integerlist-array has
* @return returns the number of items found, or -1 on an error
*/
template<typename T>
static int ParseIntList(const char *p, T *items, int maxitems)
{
int n = 0; // number of items read so far
bool comma = false; // do we accept comma?
while (*p != '\0') {
switch (*p) {
case ',':
/* Do not accept multiple commas between numbers */
if (!comma) return -1;
comma = false;
FALLTHROUGH;
case ' ':
p++;
break;
default: {
if (n == maxitems) return -1; // we don't accept that many numbers
char *end;
unsigned long v = strtoul(p, &end, 0);
if (p == end) return -1; // invalid character (not a number)
if (sizeof(T) < sizeof(v)) v = Clamp<unsigned long>(v, std::numeric_limits<T>::min(), std::numeric_limits<T>::max());
items[n++] = v;
p = end; // first non-number
comma = true; // we accept comma now
break;
}
}
}
/* If we have read comma but no number after it, fail.
* We have read comma when (n != 0) and comma is not allowed */
if (n != 0 && !comma) return -1;
return n;
}
/**
* Load parsed string-values into an integer-array (intlist)
* @param str the string that contains the values (and will be parsed)
* @param array pointer to the integer-arrays that will be filled
* @param nelems the number of elements the array holds. Maximum is 64 elements
* @param type the type of elements the array holds (eg INT8, UINT16, etc.)
* @return return true on success and false on error
*/
static bool LoadIntList(const char *str, void *array, int nelems, VarType type)
{
unsigned long items[64];
int i, nitems;
if (str == nullptr) {
memset(items, 0, sizeof(items));
nitems = nelems;
} else {
nitems = ParseIntList(str, items, lengthof(items));
if (nitems != nelems) return false;
}
switch (type) {
case SLE_VAR_BL:
case SLE_VAR_I8:
case SLE_VAR_U8:
for (i = 0; i != nitems; i++) ((byte*)array)[i] = items[i];
break;
case SLE_VAR_I16:
case SLE_VAR_U16:
for (i = 0; i != nitems; i++) ((uint16*)array)[i] = items[i];
break;
case SLE_VAR_I32:
case SLE_VAR_U32:
for (i = 0; i != nitems; i++) ((uint32*)array)[i] = items[i];
break;
default: NOT_REACHED();
}
return true;
}
/**
* Convert an integer-array (intlist) to a string representation. Each value
* is separated by a comma or a space character
* @param buf output buffer where the string-representation will be stored
* @param last last item to write to in the output buffer
* @param array pointer to the integer-arrays that is read from
* @param nelems the number of elements the array holds.
* @param type the type of elements the array holds (eg INT8, UINT16, etc.)
*/
void ListSettingDesc::FormatValue(char *buf, const char *last, const void *object) const
{
const byte *p = static_cast<const byte *>(GetVariableAddress(object, &this->save));
int i, v = 0;
for (i = 0; i != this->save.length; i++) {
switch (GetVarMemType(this->save.conv)) {
case SLE_VAR_BL:
case SLE_VAR_I8: v = *(const int8 *)p; p += 1; break;
case SLE_VAR_U8: v = *(const uint8 *)p; p += 1; break;
case SLE_VAR_I16: v = *(const int16 *)p; p += 2; break;
case SLE_VAR_U16: v = *(const uint16 *)p; p += 2; break;
case SLE_VAR_I32: v = *(const int32 *)p; p += 4; break;
case SLE_VAR_U32: v = *(const uint32 *)p; p += 4; break;
default: NOT_REACHED();
}
if (IsSignedVarMemType(this->save.conv)) {
buf += seprintf(buf, last, (i == 0) ? "%d" : ",%d", v);
} else if (this->save.conv & SLF_HEX) {
buf += seprintf(buf, last, (i == 0) ? "0x%X" : ",0x%X", v);
} else {
buf += seprintf(buf, last, (i == 0) ? "%u" : ",%u", v);
}
}
}
char *OneOfManySettingDesc::FormatSingleValue(char *buf, const char *last, uint id) const
{
if (id >= this->many.size()) {
return buf + seprintf(buf, last, "%d", id);
}
return strecpy(buf, this->many[id].c_str(), last);
}
void OneOfManySettingDesc::FormatValue(char *buf, const char *last, const void *object) const
{
uint id = (uint)this->Read(object);
this->FormatSingleValue(buf, last, id);
}
void ManyOfManySettingDesc::FormatValue(char *buf, const char *last, const void *object) const
{
uint bitmask = (uint)this->Read(object);
uint id = 0;
bool first = true;
FOR_EACH_SET_BIT(id, bitmask) {
if (!first) buf = strecpy(buf, "|", last);
buf = this->FormatSingleValue(buf, last, id);
first = false;
}
}
/**
* Convert a string representation (external) of an integer-like setting to an integer.
* @param str Input string that will be parsed based on the type of desc.
* @return The value from the parse string, or the default value of the setting.
*/
size_t IntSettingDesc::ParseValue(const char *str) const
{
char *end;
size_t val = strtoul(str, &end, 0);
if (end == str) {
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, this->name);
_settings_error_list.push_back(msg);
return this->def;
}
if (*end != '\0') {
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_TRAILING_CHARACTERS);
msg.SetDParamStr(0, this->name);
_settings_error_list.push_back(msg);
}
return val;
}
size_t OneOfManySettingDesc::ParseValue(const char *str) const
{
size_t r = OneOfManySettingDesc::ParseSingleValue(str, strlen(str), this->many);
/* if the first attempt of conversion from string to the appropriate value fails,
* look if we have defined a converter from old value to new value. */
if (r == (size_t)-1 && this->many_cnvt != nullptr) r = this->many_cnvt(str);
if (r != (size_t)-1) return r; // and here goes converted value
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, this->name);
_settings_error_list.push_back(msg);
return this->def;
}
size_t ManyOfManySettingDesc::ParseValue(const char *str) const
{
size_t r = LookupManyOfMany(this->many, str);
if (r != (size_t)-1) return r;
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, this->name);
_settings_error_list.push_back(msg);
return this->def;
}
size_t BoolSettingDesc::ParseValue(const char *str) const
{
if (strcmp(str, "true") == 0 || strcmp(str, "on") == 0 || strcmp(str, "1") == 0) return true;
if (strcmp(str, "false") == 0 || strcmp(str, "off") == 0 || strcmp(str, "0") == 0) return false;
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, this->name);
_settings_error_list.push_back(msg);
return this->def;
}
/**
* Set the value of a setting and if needed clamp the value to the preset minimum and maximum.
* @param object The object the setting is to be saved in.
* @param val Signed version of the new value.
*/
void IntSettingDesc::Write_ValidateSetting(const void *object, int32 val) const
{
void *ptr = GetVariableAddress(object, &this->save);
/* We need to take special care of the uint32 type as we receive from the function
* a signed integer. While here also bail out on 64-bit settings as those are not
* supported. Unsigned 8 and 16-bit variables are safe since they fit into a signed
* 32-bit variable
* TODO: Support 64-bit settings/variables; requires 64 bit over command protocol! */
switch (GetVarMemType(this->save.conv)) {
case SLE_VAR_NULL: return;
case SLE_VAR_BL:
case SLE_VAR_I8:
case SLE_VAR_U8:
case SLE_VAR_I16:
case SLE_VAR_U16:
case SLE_VAR_I32: {
/* Override the minimum value. No value below this->min, except special value 0 */
if (!(this->flags & SGF_0ISDISABLED) || val != 0) {
if (!(this->flags & SGF_MULTISTRING)) {
/* Clamp value-type setting to its valid range */
val = Clamp(val, this->min, this->max);
} else if (val < this->min || val > (int32)this->max) {
/* Reset invalid discrete setting (where different values change gameplay) to its default value */
val = this->def;
}
}
break;
}
case SLE_VAR_U32: {
/* Override the minimum value. No value below this->min, except special value 0 */
uint32 uval = (uint32)val;
if (!(this->flags & SGF_0ISDISABLED) || uval != 0) {
if (!(this->flags & SGF_MULTISTRING)) {
/* Clamp value-type setting to its valid range */
uval = ClampU(uval, this->min, this->max);
} else if (uval < (uint)this->min || uval > this->max) {
/* Reset invalid discrete setting to its default value */
uval = (uint32)this->def;
}
}
WriteValue(ptr, SLE_VAR_U32, (int64)uval);
return;
}
case SLE_VAR_I64:
case SLE_VAR_U64:
default: NOT_REACHED();
}
WriteValue(ptr, this->save.conv, (int64)val);
}
/**
* Read the integer from the the actual setting.
* @param object The object the setting is to be saved in.
* @return The value of the saved integer.
*/
int32 IntSettingDesc::Read(const void *object) const
{
void *ptr = GetVariableAddress(object, &this->save);
return (int32)ReadValue(ptr, this->save.conv);
}
/**
* Set the string value of a setting.
* @param object The object the setting is to be saved in.
* @param str The string to save.
*/
void StringSettingDesc::Write_ValidateSetting(const void *object, const char *str) const
{
std::string *dst = reinterpret_cast<std::string *>(GetVariableAddress(object, &this->save));
switch (GetVarMemType(this->save.conv)) {
case SLE_VAR_STR:
case SLE_VAR_STRQ:
if (str != nullptr) {
if (this->max_length != 0 && strlen(str) >= this->max_length) {
/* In case a maximum length is imposed by the setting, the length
* includes the '\0' termination for network transfer purposes.
* Also ensure the string is valid after chopping of some bytes. */
std::string stdstr(str, this->max_length - 1);
dst->assign(str_validate(stdstr, SVS_NONE));
} else {
dst->assign(str);
}
} else {
dst->clear();
}
break;
default: NOT_REACHED();
}
}
/**
* Read the string from the the actual setting.
* @param object The object the setting is to be saved in.
* @return The value of the saved string.
*/
const std::string &StringSettingDesc::Read(const void *object) const
{
return *reinterpret_cast<std::string *>(GetVariableAddress(object, &this->save));
}
/**
* Load values from a group of an IniFile structure into the internal representation
* @param ini pointer to IniFile structure that holds administrative information
* @param settings_table table with SettingDesc structures whose internally pointed variables will
* be given values
* @param grpname the group of the IniFile to search in for the new values
* @param object pointer to the object been loaded
* @param only_startup load only the startup settings set
*/
static void IniLoadSettings(IniFile *ini, const SettingTable &settings_table, const char *grpname, void *object, bool only_startup)
{
IniGroup *group;
IniGroup *group_def = ini->GetGroup(grpname);
for (auto &sd : settings_table) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (sd->startup != only_startup) continue;
/* For settings.xx.yy load the settings from [xx] yy = ? */
std::string s{ sd->name };
auto sc = s.find('.');
if (sc != std::string::npos) {
group = ini->GetGroup(s.substr(0, sc));
s = s.substr(sc + 1);
} else {
group = group_def;
}
IniItem *item = group->GetItem(s, false);
if (item == nullptr && group != group_def) {
/* For settings.xx.yy load the settings from [settings] yy = ? in case the previous
* did not exist (e.g. loading old config files with a [settings] section */
item = group_def->GetItem(s, false);
}
if (item == nullptr) {
/* For settings.xx.zz.yy load the settings from [zz] yy = ? in case the previous
* did not exist (e.g. loading old config files with a [yapf] section */
sc = s.find('.');
if (sc != std::string::npos) item = ini->GetGroup(s.substr(0, sc))->GetItem(s.substr(sc + 1), false);
}
sd->ParseValue(item, object);
}
}
void IntSettingDesc::ParseValue(const IniItem *item, void *object) const
{
size_t val = (item == nullptr) ? this->def : this->ParseValue(item->value.has_value() ? item->value->c_str() : "");
this->Write_ValidateSetting(object, (int32)val);
}
void StringSettingDesc::ParseValue(const IniItem *item, void *object) const
{
const char *str = (item == nullptr) ? this->def : item->value.has_value() ? item->value->c_str() : nullptr;
this->Write_ValidateSetting(object, str);
}
void ListSettingDesc::ParseValue(const IniItem *item, void *object) const
{
const char *str = (item == nullptr) ? this->def : item->value.has_value() ? item->value->c_str() : nullptr;
void *ptr = GetVariableAddress(object, &this->save);
if (!LoadIntList(str, ptr, this->save.length, GetVarMemType(this->save.conv))) {
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY);
msg.SetDParamStr(0, this->name);
_settings_error_list.push_back(msg);
/* Use default */
LoadIntList(this->def, ptr, this->save.length, GetVarMemType(this->save.conv));
}
}
/**
* Save the values of settings to the inifile.
* @param ini pointer to IniFile structure
* @param sd read-only SettingDesc structure which contains the unmodified,
* loaded values of the configuration file and various information about it
* @param grpname holds the name of the group (eg. [network]) where these will be saved
* @param object pointer to the object been saved
* The function works as follows: for each item in the SettingDesc structure we
* have a look if the value has changed since we started the game (the original
* values are reloaded when saving). If settings indeed have changed, we get
* these and save them.
*/
static void IniSaveSettings(IniFile *ini, const SettingTable &settings_table, const char *grpname, void *object, bool)
{
IniGroup *group_def = nullptr, *group;
IniItem *item;
char buf[512];
for (auto &sd : settings_table) {
/* If the setting is not saved to the configuration
* file, just continue with the next setting */
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (sd->save.conv & SLF_NOT_IN_CONFIG) continue;
/* XXX - wtf is this?? (group override?) */
std::string s{ sd->name };
auto sc = s.find('.');
if (sc != std::string::npos) {
group = ini->GetGroup(s.substr(0, sc));
s = s.substr(sc + 1);
} else {
if (group_def == nullptr) group_def = ini->GetGroup(grpname);
group = group_def;
}
item = group->GetItem(s, true);
if (!item->value.has_value() || !sd->IsSameValue(item, object)) {
/* Value has changed, get the new value and put it into a buffer */
sd->FormatValue(buf, lastof(buf), object);
/* The value is different, that means we have to write it to the ini */
item->value.emplace(buf);
}
}
}
void IntSettingDesc::FormatValue(char *buf, const char *last, const void *object) const
{
uint32 i = (uint32)this->Read(object);
seprintf(buf, last, IsSignedVarMemType(this->save.conv) ? "%d" : (this->save.conv & SLF_HEX) ? "%X" : "%u", i);
}
void BoolSettingDesc::FormatValue(char *buf, const char *last, const void *object) const
{
bool val = this->Read(object) != 0;
strecpy(buf, val ? "true" : "false", last);
}
bool IntSettingDesc::IsSameValue(const IniItem *item, void *object) const
{
int32 item_value = (int32)this->ParseValue(item->value->c_str());
int32 object_value = this->Read(object);
return item_value == object_value;
}
void StringSettingDesc::FormatValue(char *buf, const char *last, const void *object) const
{
const std::string &str = this->Read(object);
switch (GetVarMemType(this->save.conv)) {
case SLE_VAR_STR: strecpy(buf, str.c_str(), last); break;
case SLE_VAR_STRQ:
if (str.empty()) {
buf[0] = '\0';
} else {
seprintf(buf, last, "\"%s\"", str.c_str());
}
break;
default: NOT_REACHED();
}
}
bool StringSettingDesc::IsSameValue(const IniItem *item, void *object) const
{
/* The ini parsing removes the quotes, which are needed to retain the spaces in STRQs,
* so those values are always different in the parsed ini item than they should be. */
if (GetVarMemType(this->save.conv) == SLE_VAR_STRQ) return false;
const std::string &str = this->Read(object);
return item->value->compare(str) == 0;
}
bool ListSettingDesc::IsSameValue(const IniItem *item, void *object) const
{
/* Checking for equality is way more expensive than just writing the value. */
return false;
}
/**
* Loads all items from a 'grpname' section into a list
* The list parameter can be a nullptr pointer, in this case nothing will be
* saved and a callback function should be defined that will take over the
* list-handling and store the data itself somewhere.
* @param ini IniFile handle to the ini file with the source data
* @param grpname character string identifying the section-header of the ini file that will be parsed
* @param list new list with entries of the given section
*/
static void IniLoadSettingList(IniFile *ini, const char *grpname, StringList &list)
{
IniGroup *group = ini->GetGroup(grpname);
if (group == nullptr) return;
list.clear();
for (const IniItem *item = group->item; item != nullptr; item = item->next) {
if (!item->name.empty()) list.push_back(item->name);
}
}
/**
* Saves all items from a list into the 'grpname' section
* The list parameter can be a nullptr pointer, in this case a callback function
* should be defined that will provide the source data to be saved.
* @param ini IniFile handle to the ini file where the destination data is saved
* @param grpname character string identifying the section-header of the ini file
* @param list pointer to an string(pointer) array that will be used as the
* source to be saved into the relevant ini section
*/
static void IniSaveSettingList(IniFile *ini, const char *grpname, StringList &list)
{
IniGroup *group = ini->GetGroup(grpname);
if (group == nullptr) return;
group->Clear();
for (const auto &iter : list) {
group->GetItem(iter.c_str(), true)->SetValue("");
}
}
/**
* Load a WindowDesc from config.
* @param ini IniFile handle to the ini file with the source data
* @param grpname character string identifying the section-header of the ini file that will be parsed
* @param desc Destination WindowDesc
*/
void IniLoadWindowSettings(IniFile *ini, const char *grpname, void *desc)
{
IniLoadSettings(ini, _window_settings, grpname, desc, false);
}
/**
* Save a WindowDesc to config.
* @param ini IniFile handle to the ini file where the destination data is saved
* @param grpname character string identifying the section-header of the ini file
* @param desc Source WindowDesc
*/
void IniSaveWindowSettings(IniFile *ini, const char *grpname, void *desc)
{
IniSaveSettings(ini, _window_settings, grpname, desc, false);
}
/**
* Check whether the setting is editable in the current gamemode.
* @param do_command true if this is about checking a command from the server.
* @return true if editable.
*/
bool SettingDesc::IsEditable(bool do_command) const
{
if (!do_command && !(this->save.conv & SLF_NO_NETWORK_SYNC) && _networking && !_network_server && !(this->flags & SGF_PER_COMPANY)) return false;
if ((this->flags & SGF_NETWORK_ONLY) && !_networking && _game_mode != GM_MENU) return false;
if ((this->flags & SGF_NO_NETWORK) && _networking) return false;
if ((this->flags & SGF_NEWGAME_ONLY) &&
(_game_mode == GM_NORMAL ||
(_game_mode == GM_EDITOR && !(this->flags & SGF_SCENEDIT_TOO)))) return false;
if ((this->flags & SGF_SCENEDIT_ONLY) && _game_mode != GM_EDITOR) return false;
return true;
}
/**
* Return the type of the setting.
* @return type of setting
*/
SettingType SettingDesc::GetType() const
{
if (this->flags & SGF_PER_COMPANY) return ST_COMPANY;
return (this->save.conv & SLF_NOT_IN_SAVE) ? ST_CLIENT : ST_GAME;
}
/**
* Get the setting description of this setting as an integer setting.
* @return The integer setting description.
*/
const IntSettingDesc *SettingDesc::AsIntSetting() const
{
assert(this->IsIntSetting());
return static_cast<const IntSettingDesc *>(this);
}
/**
* Get the setting description of this setting as a string setting.
* @return The string setting description.
*/
const StringSettingDesc *SettingDesc::AsStringSetting() const
{
assert(this->IsStringSetting());
return static_cast<const StringSettingDesc *>(this);
}
/* Begin - Callback Functions for the various settings. */
/** Reposition the main toolbar as the setting changed. */
static bool v_PositionMainToolbar(int32 p1)
{
if (_game_mode != GM_MENU) PositionMainToolbar(nullptr);
return true;
}
/** Reposition the statusbar as the setting changed. */
static bool v_PositionStatusbar(int32 p1)
{
if (_game_mode != GM_MENU) {
PositionStatusbar(nullptr);
PositionNewsMessage(nullptr);
PositionNetworkChatWindow(nullptr);
}
return true;
}
static bool PopulationInLabelActive(int32 p1)
{
UpdateAllTownVirtCoords();
return true;
}
static bool RedrawScreen(int32 p1)
{
MarkWholeScreenDirty();
return true;
}
/**
* Redraw the smallmap after a colour scheme change.
* @param p1 Callback parameter.
* @return Always true.
*/
static bool RedrawSmallmap(int32 p1)
{
BuildLandLegend();
BuildOwnerLegend();
SetWindowClassesDirty(WC_SMALLMAP);
return true;
}
static bool InvalidateDetailsWindow(int32 p1)
{
SetWindowClassesDirty(WC_VEHICLE_DETAILS);
return true;
}
static bool StationSpreadChanged(int32 p1)
{
InvalidateWindowData(WC_SELECT_STATION, 0);
InvalidateWindowData(WC_BUILD_STATION, 0);
return true;
}
static bool InvalidateBuildIndustryWindow(int32 p1)
{
InvalidateWindowData(WC_BUILD_INDUSTRY, 0);
return true;
}
static bool CloseSignalGUI(int32 p1)
{
if (p1 == 0) {
DeleteWindowByClass(WC_BUILD_SIGNAL);
}
return true;
}
static bool InvalidateTownViewWindow(int32 p1)
{
InvalidateWindowClassesData(WC_TOWN_VIEW, p1);
return true;
}
static bool DeleteSelectStationWindow(int32 p1)
{
DeleteWindowById(WC_SELECT_STATION, 0);
return true;
}
static bool UpdateConsists(int32 p1)
{
for (Train *t : Train::Iterate()) {
/* Update the consist of all trains so the maximum speed is set correctly. */
if (t->IsFrontEngine() || t->IsFreeWagon()) t->ConsistChanged(CCF_TRACK);
}
InvalidateWindowClassesData(WC_BUILD_VEHICLE, 0);
return true;
}
/* Check service intervals of vehicles, p1 is value of % or day based servicing */
static bool CheckInterval(int32 p1)
{
bool update_vehicles;
VehicleDefaultSettings *vds;
if (_game_mode == GM_MENU || !Company::IsValidID(_current_company)) {
vds = &_settings_client.company.vehicle;
update_vehicles = false;
} else {
vds = &Company::Get(_current_company)->settings.vehicle;
update_vehicles = true;
}
if (p1 != 0) {
vds->servint_trains = 50;
vds->servint_roadveh = 50;
vds->servint_aircraft = 50;
vds->servint_ships = 50;
} else {
vds->servint_trains = 150;
vds->servint_roadveh = 150;
vds->servint_aircraft = 100;
vds->servint_ships = 360;
}
if (update_vehicles) {
const Company *c = Company::Get(_current_company);
for (Vehicle *v : Vehicle::Iterate()) {
if (v->owner == _current_company && v->IsPrimaryVehicle() && !v->ServiceIntervalIsCustom()) {
v->SetServiceInterval(CompanyServiceInterval(c, v->type));
v->SetServiceIntervalIsPercent(p1 != 0);
}
}
}
InvalidateDetailsWindow(0);
return true;
}
static bool UpdateInterval(VehicleType type, int32 p1)
{
bool update_vehicles;
VehicleDefaultSettings *vds;
if (_game_mode == GM_MENU || !Company::IsValidID(_current_company)) {
vds = &_settings_client.company.vehicle;
update_vehicles = false;
} else {
vds = &Company::Get(_current_company)->settings.vehicle;
update_vehicles = true;
}
/* Test if the interval is valid */
uint16 interval = GetServiceIntervalClamped(p1, vds->servint_ispercent);
if (interval != p1) return false;
if (update_vehicles) {
for (Vehicle *v : Vehicle::Iterate()) {
if (v->owner == _current_company && v->type == type && v->IsPrimaryVehicle() && !v->ServiceIntervalIsCustom()) {
v->SetServiceInterval(p1);
}
}
}
InvalidateDetailsWindow(0);
return true;
}
static bool UpdateIntervalTrains(int32 p1)
{
return UpdateInterval(VEH_TRAIN, p1);
}
static bool UpdateIntervalRoadVeh(int32 p1)
{
return UpdateInterval(VEH_ROAD, p1);
}
static bool UpdateIntervalShips(int32 p1)
{
return UpdateInterval(VEH_SHIP, p1);
}
static bool UpdateIntervalAircraft(int32 p1)
{
return UpdateInterval(VEH_AIRCRAFT, p1);
}
static bool TrainAccelerationModelChanged(int32 p1)
{
for (Train *t : Train::Iterate()) {
if (t->IsFrontEngine()) {
t->tcache.cached_max_curve_speed = t->GetCurveSpeedLimit();
t->UpdateAcceleration();
}
}
/* These windows show acceleration values only when realistic acceleration is on. They must be redrawn after a setting change. */
SetWindowClassesDirty(WC_ENGINE_PREVIEW);
InvalidateWindowClassesData(WC_BUILD_VEHICLE, 0);
SetWindowClassesDirty(WC_VEHICLE_DETAILS);
return true;
}
/**
* This function updates the train acceleration cache after a steepness change.
* @param p1 Callback parameter.
* @return Always true.
*/
static bool TrainSlopeSteepnessChanged(int32 p1)
{
for (Train *t : Train::Iterate()) {
if (t->IsFrontEngine()) t->CargoChanged();
}
return true;
}
/**
* This function updates realistic acceleration caches when the setting "Road vehicle acceleration model" is set.
* @param p1 Callback parameter
* @return Always true
*/
static bool RoadVehAccelerationModelChanged(int32 p1)
{
if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) {
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->IsFrontEngine()) {
rv->CargoChanged();
}
}
}
/* These windows show acceleration values only when realistic acceleration is on. They must be redrawn after a setting change. */
SetWindowClassesDirty(WC_ENGINE_PREVIEW);
InvalidateWindowClassesData(WC_BUILD_VEHICLE, 0);
SetWindowClassesDirty(WC_VEHICLE_DETAILS);
return true;
}
/**
* This function updates the road vehicle acceleration cache after a steepness change.
* @param p1 Callback parameter.
* @return Always true.
*/
static bool RoadVehSlopeSteepnessChanged(int32 p1)
{
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
if (rv->IsFrontEngine()) rv->CargoChanged();
}
return true;
}
static bool DragSignalsDensityChanged(int32)
{
InvalidateWindowData(WC_BUILD_SIGNAL, 0);
return true;
}
static bool TownFoundingChanged(int32 p1)
{
if (_game_mode != GM_EDITOR && _settings_game.economy.found_town == TF_FORBIDDEN) {
DeleteWindowById(WC_FOUND_TOWN, 0);
return true;
}
InvalidateWindowData(WC_FOUND_TOWN, 0);
return true;
}
static bool InvalidateVehTimetableWindow(int32 p1)
{
InvalidateWindowClassesData(WC_VEHICLE_TIMETABLE, VIWD_MODIFY_ORDERS);
return true;
}
static bool ZoomMinMaxChanged(int32 p1)
{
extern void ConstrainAllViewportsZoom();
ConstrainAllViewportsZoom();
GfxClearSpriteCache();
if (_settings_client.gui.zoom_min > _gui_zoom) {
/* Restrict GUI zoom if it is no longer available. */
_gui_zoom = _settings_client.gui.zoom_min;
UpdateCursorSize();
LoadStringWidthTable();
}
return true;
}
static bool SpriteZoomMinChanged(int32 p1) {
GfxClearSpriteCache();
/* Force all sprites to redraw at the new chosen zoom level */
MarkWholeScreenDirty();
return true;
}
/**
* Update any possible saveload window and delete any newgrf dialogue as
* its widget parts might change. Reinit all windows as it allows access to the
* newgrf debug button.
* @param p1 unused.
* @return Always true.
*/
static bool InvalidateNewGRFChangeWindows(int32 p1)
{
InvalidateWindowClassesData(WC_SAVELOAD);
DeleteWindowByClass(WC_GAME_OPTIONS);
ReInitAllWindows(_gui_zoom_cfg);
return true;
}
static bool InvalidateCompanyLiveryWindow(int32 p1)
{
InvalidateWindowClassesData(WC_COMPANY_COLOUR, -1);
ResetVehicleColourMap();
return RedrawScreen(p1);
}
static bool InvalidateIndustryViewWindow(int32 p1)
{
InvalidateWindowClassesData(WC_INDUSTRY_VIEW);
return true;
}
static bool InvalidateAISettingsWindow(int32 p1)
{
InvalidateWindowClassesData(WC_AI_SETTINGS);
return true;
}
/**
* Update the town authority window after a town authority setting change.
* @param p1 Unused.
* @return Always true.
*/
static bool RedrawTownAuthority(int32 p1)
{
SetWindowClassesDirty(WC_TOWN_AUTHORITY);
return true;
}
/**
* Invalidate the company infrastructure details window after a infrastructure maintenance setting change.
* @param p1 Unused.
* @return Always true.
*/
static bool InvalidateCompanyInfrastructureWindow(int32 p1)
{
InvalidateWindowClassesData(WC_COMPANY_INFRASTRUCTURE);
return true;
}
/**
* Invalidate the company details window after the shares setting changed.
* @param p1 Unused.
* @return Always true.
*/
static bool InvalidateCompanyWindow(int32 p1)
{
InvalidateWindowClassesData(WC_COMPANY);
return true;
}
/** Checks if any settings are set to incorrect values, and sets them to correct values in that case. */
static void ValidateSettings()
{
/* Do not allow a custom sea level with the original land generator. */
if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL &&
_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
_settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
}
}
static bool DifficultyNoiseChange(int32 i)
{
if (_game_mode == GM_NORMAL) {
UpdateAirportsNoise();
if (_settings_game.economy.station_noise_level) {
InvalidateWindowClassesData(WC_TOWN_VIEW, 0);
}
}
return true;
}
static bool MaxNoAIsChange(int32 i)
{
if (GetGameSettings().difficulty.max_no_competitors != 0 &&
AI::GetInfoList()->size() == 0 &&
(!_networking || _network_server)) {
ShowErrorMessage(STR_WARNING_NO_SUITABLE_AI, INVALID_STRING_ID, WL_CRITICAL);
}
InvalidateWindowClassesData(WC_GAME_OPTIONS, 0);
return true;
}
/**
* Check whether the road side may be changed.
* @param p1 unused
* @return true if the road side may be changed.
*/
static bool CheckRoadSide(int p1)
{
extern bool RoadVehiclesAreBuilt();
return _game_mode == GM_MENU || !RoadVehiclesAreBuilt();
}
/**
* Conversion callback for _gameopt_settings_game.landscape
* It converts (or try) between old values and the new ones,
* without losing initial setting of the user
* @param value that was read from config file
* @return the "hopefully" converted value
*/
static size_t ConvertLandscape(const char *value)
{
/* try with the old values */
static std::vector<std::string> _old_landscape_values{"normal", "hilly", "desert", "candy"};
return OneOfManySettingDesc::ParseSingleValue(value, strlen(value), _old_landscape_values);
}
static bool CheckFreeformEdges(int32 p1)
{
if (_game_mode == GM_MENU) return true;
if (p1 != 0) {
for (Ship *s : Ship::Iterate()) {
/* Check if there is a ship on the northern border. */
if (TileX(s->tile) == 0 || TileY(s->tile) == 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_EMPTY, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
for (const BaseStation *st : BaseStation::Iterate()) {
/* Check if there is a non-deleted buoy on the northern border. */
if (st->IsInUse() && (TileX(st->xy) == 0 || TileY(st->xy) == 0)) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_EMPTY, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
} else {
for (uint i = 0; i < MapMaxX(); i++) {
if (TileHeight(TileXY(i, 1)) != 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_WATER, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
for (uint i = 1; i < MapMaxX(); i++) {
if (!IsTileType(TileXY(i, MapMaxY() - 1), MP_WATER) || TileHeight(TileXY(1, MapMaxY())) != 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_WATER, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
for (uint i = 0; i < MapMaxY(); i++) {
if (TileHeight(TileXY(1, i)) != 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_WATER, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
for (uint i = 1; i < MapMaxY(); i++) {
if (!IsTileType(TileXY(MapMaxX() - 1, i), MP_WATER) || TileHeight(TileXY(MapMaxX(), i)) != 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_WATER, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
/* Make tiles at the border water again. */
for (uint i = 0; i < MapMaxX(); i++) {
SetTileHeight(TileXY(i, 0), 0);
SetTileType(TileXY(i, 0), MP_WATER);
}
for (uint i = 0; i < MapMaxY(); i++) {
SetTileHeight(TileXY(0, i), 0);
SetTileType(TileXY(0, i), MP_WATER);
}
}
MarkWholeScreenDirty();
return true;
}
/**
* Changing the setting "allow multiple NewGRF sets" is not allowed
* if there are vehicles.
*/
static bool ChangeDynamicEngines(int32 p1)
{
if (_game_mode == GM_MENU) return true;
if (!EngineOverrideManager::ResetToCurrentNewGRFConfig()) {
ShowErrorMessage(STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES, INVALID_STRING_ID, WL_ERROR);
return false;
}
return true;
}
static bool ChangeMaxHeightLevel(int32 p1)
{
if (_game_mode == GM_NORMAL) return false;
if (_game_mode != GM_EDITOR) return true;
/* Check if at least one mountain on the map is higher than the new value.
* If yes, disallow the change. */
for (TileIndex t = 0; t < MapSize(); t++) {
if ((int32)TileHeight(t) > p1) {
ShowErrorMessage(STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN, INVALID_STRING_ID, WL_ERROR);
/* Return old, unchanged value */
return false;
}
}
/* The smallmap uses an index from heightlevels to colours. Trigger rebuilding it. */
InvalidateWindowClassesData(WC_SMALLMAP, 2);
return true;
}
static bool StationCatchmentChanged(int32 p1)
{
Station::RecomputeCatchmentForAll();
MarkWholeScreenDirty();
return true;
}
static bool MaxVehiclesChanged(int32 p1)
{
InvalidateWindowClassesData(WC_BUILD_TOOLBAR);
MarkWholeScreenDirty();
return true;
}
static bool InvalidateShipPathCache(int32 p1)
{
for (Ship *s : Ship::Iterate()) {
s->path.clear();
}
return true;
}
static bool UpdateClientName(int32 p1)
{
NetworkUpdateClientName();
return true;
}
static bool UpdateServerPassword(int32 p1)
{
if (_settings_client.network.server_password.compare("*") == 0) {
_settings_client.network.server_password.clear();
}
NetworkServerUpdateGameInfo();
return true;
}
static bool UpdateRconPassword(int32 p1)
{
if (_settings_client.network.rcon_password.compare("*") == 0) {
_settings_client.network.rcon_password.clear();
}
return true;
}
static bool UpdateClientConfigValues(int32 p1)
{
NetworkServerUpdateGameInfo();
if (_network_server) NetworkServerSendConfigUpdate();
return true;
}
/* End - Callback Functions */
/**
* Prepare for reading and old diff_custom by zero-ing the memory.
*/
static void PrepareOldDiffCustom()
{
memset(_old_diff_custom, 0, sizeof(_old_diff_custom));
}
/**
* Reading of the old diff_custom array and transforming it to the new format.
* @param savegame is it read from the config or savegame. In the latter case
* we are sure there is an array; in the former case we have
* to check that.
*/
static void HandleOldDiffCustom(bool savegame)
{
uint options_to_load = GAME_DIFFICULTY_NUM - ((savegame && IsSavegameVersionBefore(SLV_4)) ? 1 : 0);
if (!savegame) {
/* If we did read to old_diff_custom, then at least one value must be non 0. */
bool old_diff_custom_used = false;
for (uint i = 0; i < options_to_load && !old_diff_custom_used; i++) {
old_diff_custom_used = (_old_diff_custom[i] != 0);
}
if (!old_diff_custom_used) return;
}
for (uint i = 0; i < options_to_load; i++) {
const SettingDesc *sd = GetSettingDescription(i);
/* Skip deprecated options */
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
int32 value = (int32)((i == 4 ? 1000 : 1) * _old_diff_custom[i]);
sd->AsIntSetting()->Write_ValidateSetting(savegame ? &_settings_game : &_settings_newgame, value);
}
}
static void AILoadConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
IniItem *item;
/* Clean any configured AI */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME)->Change(nullptr);
}
/* If no group exists, return */
if (group == nullptr) return;
CompanyID c = COMPANY_FIRST;
for (item = group->item; c < MAX_COMPANIES && item != nullptr; c++, item = item->next) {
AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
config->Change(item->name.c_str());
if (!config->HasScript()) {
if (item->name != "none") {
DEBUG(script, 0, "The AI by the name '%s' was no longer found, and removed from the list.", item->name.c_str());
continue;
}
}
if (item->value.has_value()) config->StringToSettings(item->value->c_str());
}
}
static void GameLoadConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
IniItem *item;
/* Clean any configured GameScript */
GameConfig::GetConfig(GameConfig::SSS_FORCE_NEWGAME)->Change(nullptr);
/* If no group exists, return */
if (group == nullptr) return;
item = group->item;
if (item == nullptr) return;
GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
config->Change(item->name.c_str());
if (!config->HasScript()) {
if (item->name != "none") {
DEBUG(script, 0, "The GameScript by the name '%s' was no longer found, and removed from the list.", item->name.c_str());
return;
}
}
if (item->value.has_value()) config->StringToSettings(item->value->c_str());
}
/**
* Convert a character to a hex nibble value, or \c -1 otherwise.
* @param c Character to convert.
* @return Hex value of the character, or \c -1 if not a hex digit.
*/
static int DecodeHexNibble(char c)
{
if (c >= '0' && c <= '9') return c - '0';
if (c >= 'A' && c <= 'F') return c + 10 - 'A';
if (c >= 'a' && c <= 'f') return c + 10 - 'a';
return -1;
}
/**
* Parse a sequence of characters (supposedly hex digits) into a sequence of bytes.
* After the hex number should be a \c '|' character.
* @param pos First character to convert.
* @param[out] dest Output byte array to write the bytes.
* @param dest_size Number of bytes in \a dest.
* @return Whether reading was successful.
*/
static bool DecodeHexText(const char *pos, uint8 *dest, size_t dest_size)
{
while (dest_size > 0) {
int hi = DecodeHexNibble(pos[0]);
int lo = (hi >= 0) ? DecodeHexNibble(pos[1]) : -1;
if (lo < 0) return false;
*dest++ = (hi << 4) | lo;
pos += 2;
dest_size--;
}
return *pos == '|';
}
/**
* Load a GRF configuration
* @param ini The configuration to read from.
* @param grpname Group name containing the configuration of the GRF.
* @param is_static GRF is static.
*/
static GRFConfig *GRFLoadConfig(IniFile *ini, const char *grpname, bool is_static)
{
IniGroup *group = ini->GetGroup(grpname);
IniItem *item;
GRFConfig *first = nullptr;
GRFConfig **curr = &first;
if (group == nullptr) return nullptr;
for (item = group->item; item != nullptr; item = item->next) {
GRFConfig *c = nullptr;
uint8 grfid_buf[4], md5sum[16];
const char *filename = item->name.c_str();
bool has_grfid = false;
bool has_md5sum = false;
/* Try reading "<grfid>|" and on success, "<md5sum>|". */
has_grfid = DecodeHexText(filename, grfid_buf, lengthof(grfid_buf));
if (has_grfid) {
filename += 1 + 2 * lengthof(grfid_buf);
has_md5sum = DecodeHexText(filename, md5sum, lengthof(md5sum));
if (has_md5sum) filename += 1 + 2 * lengthof(md5sum);
uint32 grfid = grfid_buf[0] | (grfid_buf[1] << 8) | (grfid_buf[2] << 16) | (grfid_buf[3] << 24);
if (has_md5sum) {
const GRFConfig *s = FindGRFConfig(grfid, FGCM_EXACT, md5sum);
if (s != nullptr) c = new GRFConfig(*s);
}
if (c == nullptr && !FioCheckFileExists(filename, NEWGRF_DIR)) {
const GRFConfig *s = FindGRFConfig(grfid, FGCM_NEWEST_VALID);
if (s != nullptr) c = new GRFConfig(*s);
}
}
if (c == nullptr) c = new GRFConfig(filename);
/* Parse parameters */
if (item->value.has_value() && !item->value->empty()) {
int count = ParseIntList(item->value->c_str(), c->param, lengthof(c->param));
if (count < 0) {
SetDParamStr(0, filename);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY, WL_CRITICAL);
count = 0;
}
c->num_params = count;
}
/* Check if item is valid */
if (!FillGRFDetails(c, is_static) || HasBit(c->flags, GCF_INVALID)) {
if (c->status == GCS_NOT_FOUND) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_NOT_FOUND);
} else if (HasBit(c->flags, GCF_UNSAFE)) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_UNSAFE);
} else if (HasBit(c->flags, GCF_SYSTEM)) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_SYSTEM);
} else if (HasBit(c->flags, GCF_INVALID)) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_INCOMPATIBLE);
} else {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_UNKNOWN);
}
SetDParamStr(0, StrEmpty(filename) ? item->name : filename);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_GRF, WL_CRITICAL);
delete c;
continue;
}
/* Check for duplicate GRFID (will also check for duplicate filenames) */
bool duplicate = false;
for (const GRFConfig *gc = first; gc != nullptr; gc = gc->next) {
if (gc->ident.grfid == c->ident.grfid) {
SetDParamStr(0, c->filename);
SetDParamStr(1, gc->filename);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_DUPLICATE_GRFID, WL_CRITICAL);
duplicate = true;
break;
}
}
if (duplicate) {
delete c;
continue;
}
/* Mark file as static to avoid saving in savegame. */
if (is_static) SetBit(c->flags, GCF_STATIC);
/* Add item to list */
*curr = c;
curr = &c->next;
}
return first;
}
static void AISaveConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
if (group == nullptr) return;
group->Clear();
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
const char *name;
std::string value = config->SettingsToString();
if (config->HasScript()) {
name = config->GetName();
} else {
name = "none";
}
IniItem *item = new IniItem(group, name);
item->SetValue(value);
}
}
static void GameSaveConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
if (group == nullptr) return;
group->Clear();
GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
const char *name;
std::string value = config->SettingsToString();
if (config->HasScript()) {
name = config->GetName();
} else {
name = "none";
}
IniItem *item = new IniItem(group, name);
item->SetValue(value);
}
/**
* Save the version of OpenTTD to the ini file.
* @param ini the ini to write to
*/
static void SaveVersionInConfig(IniFile *ini)
{
IniGroup *group = ini->GetGroup("version");
char version[9];
seprintf(version, lastof(version), "%08X", _openttd_newgrf_version);
const char * const versions[][2] = {
{ "version_string", _openttd_revision },
{ "version_number", version }
};
for (uint i = 0; i < lengthof(versions); i++) {
group->GetItem(versions[i][0], true)->SetValue(versions[i][1]);
}
}
/* Save a GRF configuration to the given group name */
static void GRFSaveConfig(IniFile *ini, const char *grpname, const GRFConfig *list)
{
ini->RemoveGroup(grpname);
IniGroup *group = ini->GetGroup(grpname);
const GRFConfig *c;
for (c = list; c != nullptr; c = c->next) {
/* Hex grfid (4 bytes in nibbles), "|", hex md5sum (16 bytes in nibbles), "|", file system path. */
char key[4 * 2 + 1 + 16 * 2 + 1 + MAX_PATH];
char params[512];
GRFBuildParamList(params, c, lastof(params));
char *pos = key + seprintf(key, lastof(key), "%08X|", BSWAP32(c->ident.grfid));
pos = md5sumToString(pos, lastof(key), c->ident.md5sum);
seprintf(pos, lastof(key), "|%s", c->filename);
group->GetItem(key, true)->SetValue(params);
}
}
/* Common handler for saving/loading variables to the configuration file */
static void HandleSettingDescs(IniFile *ini, SettingDescProc *proc, SettingDescProcList *proc_list, bool only_startup = false)
{
proc(ini, _misc_settings, "misc", nullptr, only_startup);
#if defined(_WIN32) && !defined(DEDICATED)
proc(ini, _win32_settings, "win32", nullptr, only_startup);
#endif /* _WIN32 */
proc(ini, _settings, "patches", &_settings_newgame, only_startup);
proc(ini, _currency_settings,"currency", &_custom_currency, only_startup);
proc(ini, _company_settings, "company", &_settings_client.company, only_startup);
if (!only_startup) {
proc_list(ini, "server_bind_addresses", _network_bind_list);
proc_list(ini, "servers", _network_host_list);
proc_list(ini, "bans", _network_ban_list);
}
}
static IniFile *IniLoadConfig()
{
IniFile *ini = new IniFile(_list_group_names);
ini->LoadFromDisk(_config_file, NO_DIRECTORY);
return ini;
}
/**
* Load the values from the configuration files
* @param startup Load the minimal amount of the configuration to "bootstrap" the blitter and such.
*/
void LoadFromConfig(bool startup)
{
IniFile *ini = IniLoadConfig();
if (!startup) ResetCurrencies(false); // Initialize the array of currencies, without preserving the custom one
/* Load basic settings only during bootstrap, load other settings not during bootstrap */
HandleSettingDescs(ini, IniLoadSettings, IniLoadSettingList, startup);
if (!startup) {
_grfconfig_newgame = GRFLoadConfig(ini, "newgrf", false);
_grfconfig_static = GRFLoadConfig(ini, "newgrf-static", true);
AILoadConfig(ini, "ai_players");
GameLoadConfig(ini, "game_scripts");
PrepareOldDiffCustom();
IniLoadSettings(ini, _gameopt_settings, "gameopt", &_settings_newgame, false);
HandleOldDiffCustom(false);
ValidateSettings();
2019-09-29 22:27:32 +02:00
/* Display scheduled errors */
extern void ScheduleErrorMessage(ErrorList &datas);
ScheduleErrorMessage(_settings_error_list);
if (FindWindowById(WC_ERRMSG, 0) == nullptr) ShowFirstError();
}
delete ini;
}
/** Save the values to the configuration file */
void SaveToConfig()
{
IniFile *ini = IniLoadConfig();
/* Remove some obsolete groups. These have all been loaded into other groups. */
ini->RemoveGroup("patches");
ini->RemoveGroup("yapf");
ini->RemoveGroup("gameopt");
HandleSettingDescs(ini, IniSaveSettings, IniSaveSettingList);
GRFSaveConfig(ini, "newgrf", _grfconfig_newgame);
GRFSaveConfig(ini, "newgrf-static", _grfconfig_static);
AISaveConfig(ini, "ai_players");
GameSaveConfig(ini, "game_scripts");
SaveVersionInConfig(ini);
ini->SaveToDisk(_config_file);
delete ini;
}
2010-05-30 15:16:51 +02:00
/**
* Get the list of known NewGrf presets.
* @returns List of preset names.
2010-05-30 15:16:51 +02:00
*/
StringList GetGRFPresetList()
{
StringList list;
std::unique_ptr<IniFile> ini(IniLoadConfig());
for (IniGroup *group = ini->group; group != nullptr; group = group->next) {
if (group->name.compare(0, 7, "preset-") == 0) {
list.push_back(group->name.substr(7));
}
}
return list;
}
2010-05-30 15:16:51 +02:00
/**
* Load a NewGRF configuration by preset-name.
* @param config_name Name of the preset.
* @return NewGRF configuration.
* @see GetGRFPresetList
*/
GRFConfig *LoadGRFPresetFromConfig(const char *config_name)
{
size_t len = strlen(config_name) + 8;
char *section = (char*)alloca(len);
seprintf(section, section + len - 1, "preset-%s", config_name);
IniFile *ini = IniLoadConfig();
GRFConfig *config = GRFLoadConfig(ini, section, false);
delete ini;
return config;
}
2010-05-30 15:16:51 +02:00
/**
* Save a NewGRF configuration with a preset name.
* @param config_name Name of the preset.
* @param config NewGRF configuration to save.
* @see GetGRFPresetList
*/
void SaveGRFPresetToConfig(const char *config_name, GRFConfig *config)
{
size_t len = strlen(config_name) + 8;
char *section = (char*)alloca(len);
seprintf(section, section + len - 1, "preset-%s", config_name);
IniFile *ini = IniLoadConfig();
GRFSaveConfig(ini, section, config);
ini->SaveToDisk(_config_file);
delete ini;
}
2010-05-30 15:16:51 +02:00
/**
* Delete a NewGRF configuration by preset name.
* @param config_name Name of the preset.
*/
void DeleteGRFPresetFromConfig(const char *config_name)
{
size_t len = strlen(config_name) + 8;
char *section = (char*)alloca(len);
seprintf(section, section + len - 1, "preset-%s", config_name);
IniFile *ini = IniLoadConfig();
ini->RemoveGroup(section);
ini->SaveToDisk(_config_file);
delete ini;
}
/**
* Handle changing a value. This performs validation of the input value and
* calls the appropriate callbacks, and saves it when the value is changed.
* @param object The object the setting is in.
* @param newval The new value for the setting.
*/
void IntSettingDesc::ChangeValue(const void *object, int32 newval) const
{
int32 oldval = this->Read(object);
this->Write_ValidateSetting(object, newval);
newval = this->Read(object);
if (oldval == newval) return;
if (this->proc != nullptr && !this->proc(newval)) {
/* The change was not allowed, so revert. */
WriteValue(GetVariableAddress(object, &this->save), this->save.conv, (int64)oldval);
return;
}
if (this->flags & SGF_NO_NETWORK) {
GamelogStartAction(GLAT_SETTING);
GamelogSetting(this->name, oldval, newval);
GamelogStopAction();
}
SetWindowClassesDirty(WC_GAME_OPTIONS);
if (_save_config) SaveToConfig();
}
/**
* Network-safe changing of settings (server-only).
* @param tile unused
* @param flags operation to perform
* @param p1 the index of the setting in the SettingDesc array which identifies it
* @param p2 the new value for the setting
* The new value is properly clamped to its minimum/maximum when setting
* @param text unused
* @return the cost of this operation or an error
* @see _settings
*/
CommandCost CmdChangeSetting(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
const SettingDesc *sd = GetSettingDescription(p1);
if (sd == nullptr) return CMD_ERROR;
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) return CMD_ERROR;
if (!sd->IsIntSetting()) return CMD_ERROR;
if (!sd->IsEditable(true)) return CMD_ERROR;
if (flags & DC_EXEC) {
sd->AsIntSetting()->ChangeValue(&GetGameSettings(), p2);
}
return CommandCost();
}
/**
* Change one of the per-company settings.
* @param tile unused
* @param flags operation to perform
* @param p1 the index of the setting in the _company_settings array which identifies it
* @param p2 the new value for the setting
* The new value is properly clamped to its minimum/maximum when setting
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdChangeCompanySetting(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
const SettingDesc *sd = GetCompanySettingDescription(p1);
if (sd == nullptr) return CMD_ERROR;
if (!sd->IsIntSetting()) return CMD_ERROR;
if (flags & DC_EXEC) {
sd->AsIntSetting()->ChangeValue(&Company::Get(_current_company)->settings, p2);
}
return CommandCost();
}
/**
* Get the index of the given setting in the setting table.
* @param settings The settings to look through.
* @param setting The setting to look for.
* @return The index, or UINT32_MAX when it has not been found.
*/
static uint GetSettingIndex(const SettingTable &settings, const SettingDesc *setting)
{
uint index = 0;
for (auto &sd : settings) {
if (sd.get() == setting) return index;
index++;
}
return UINT32_MAX;
}
/**
* Get the index of the setting with this description.
* @param sd the setting to get the index for.
* @return the index of the setting to be used for CMD_CHANGE_SETTING.
*/
uint GetSettingIndex(const SettingDesc *sd)
{
assert(sd != nullptr && (sd->flags & SGF_PER_COMPANY) == 0);
return GetSettingIndex(_settings, sd);
}
/**
* Get the index of the company setting with this description.
* @param sd the setting to get the index for.
* @return the index of the setting to be used for CMD_CHANGE_COMPANY_SETTING.
*/
static uint GetCompanySettingIndex(const SettingDesc *sd)
{
assert(sd != nullptr && (sd->flags & SGF_PER_COMPANY) != 0);
return GetSettingIndex(_company_settings, sd);
}
/**
* Top function to save the new value of an element of the Settings struct
* @param index offset in the SettingDesc array of the Settings struct which
* identifies the setting member we want to change
* @param value new value of the setting
* @param force_newgame force the newgame settings
*/
bool SetSettingValue(const IntSettingDesc *sd, int32 value, bool force_newgame)
{
const IntSettingDesc *setting = sd->AsIntSetting();
if ((setting->flags & SGF_PER_COMPANY) != 0) {
if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) {
return DoCommandP(0, GetCompanySettingIndex(setting), value, CMD_CHANGE_COMPANY_SETTING);
}
setting->ChangeValue(&_settings_client.company, value);
return true;
}
/* If an item is company-based, we do not send it over the network
* (if any) to change. Also *hack*hack* we update the _newgame version
* 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 (setting->save.conv & SLF_NO_NETWORK_SYNC) {
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct. - Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
2006-03-02 03:22:15 +01:00
if (_game_mode != GM_MENU) {
setting->ChangeValue(&_settings_newgame, value);
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct. - Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
2006-03-02 03:22:15 +01:00
}
setting->ChangeValue(&GetGameSettings(), value);
return true;
}
if (force_newgame) {
setting->ChangeValue(&_settings_newgame, value);
return true;
}
/* send non-company-based settings over the network */
if (!_networking || (_networking && _network_server)) {
return DoCommandP(0, GetSettingIndex(setting), value, CMD_CHANGE_SETTING);
}
return false;
}
/**
* Set the company settings for a new company to their default values.
*/
void SetDefaultCompanySettings(CompanyID cid)
{
Company *c = Company::Get(cid);
for (auto &sd : _company_settings) {
const IntSettingDesc *int_setting = sd->AsIntSetting();
int_setting->Write_ValidateSetting(&c->settings, int_setting->def);
}
}
/**
* Sync all company settings in a multiplayer game.
*/
void SyncCompanySettings()
{
const void *old_object = &Company::Get(_current_company)->settings;
const void *new_object = &_settings_client.company;
uint i = 0;
for (auto &sd : _company_settings) {
uint32 old_value = (uint32)sd->AsIntSetting()->Read(new_object);
uint32 new_value = (uint32)sd->AsIntSetting()->Read(old_object);
if (old_value != new_value) NetworkSendCommand(0, i, new_value, CMD_CHANGE_COMPANY_SETTING, nullptr, nullptr, _local_company);
i++;
}
}
/**
* Get the index in the _company_settings array of a setting
* @param name The name of the setting
* @return The index in the _company_settings array
*/
uint GetCompanySettingIndex(const char *name)
{
return GetCompanySettingIndex(GetSettingFromName(name));
}
/**
* Set a setting value with a string.
* @param sd the setting to change.
* @param value the value to write
* @param force_newgame force the newgame settings
* @note Strings WILL NOT be synced over the network
*/
bool SetSettingValue(const StringSettingDesc *sd, const char *value, bool force_newgame)
{
assert(sd->save.conv & SLF_NO_NETWORK_SYNC);
if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ && strcmp(value, "(null)") == 0) {
value = nullptr;
}
const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game;
sd->AsStringSetting()->ChangeValue(object, value);
return true;
}
/**
* Handle changing a string value. This performs validation of the input value
* and calls the appropriate callbacks, and saves it when the value is changed.
* @param object The object the setting is in.
* @param newval The new value for the setting.
*/
void StringSettingDesc::ChangeValue(const void *object, const char *newval) const
{
this->Write_ValidateSetting(object, newval);
if (this->proc != nullptr) this->proc(0);
if (_save_config) SaveToConfig();
}
/**
* Given a name of setting, return a setting description of it.
* @param name Name of the setting to return a setting description of
* @param i Pointer to an integer that will contain the index of the setting after the call, if it is successful.
* @return Pointer to the setting description of setting \a name if it can be found,
* \c nullptr indicates failure to obtain the description
*/
const SettingDesc *GetSettingFromName(const char *name)
{
/* First check all full names */
for (auto &sd : _settings) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (strcmp(sd->name, name) == 0) return sd.get();
}
/* Then check the shortcut variant of the name. */
for (auto &sd : _settings) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
const char *short_name = strchr(sd->name, '.');
if (short_name != nullptr) {
short_name++;
if (strcmp(short_name, name) == 0) return sd.get();
}
}
if (strncmp(name, "company.", 8) == 0) name += 8;
/* And finally the company-based settings */
for (auto &sd : _company_settings) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (strcmp(sd->name, name) == 0) return sd.get();
}
return nullptr;
}
/* Those 2 functions need to be here, else we have to make some stuff non-static
* and besides, it is also better to keep stuff like this at the same place */
void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
{
const SettingDesc *sd = GetSettingFromName(name);
if (sd == nullptr) {
IConsolePrintF(CC_WARNING, "'%s' is an unknown setting.", name);
return;
}
bool success = true;
if (sd->IsStringSetting()) {
success = SetSettingValue(sd->AsStringSetting(), value, force_newgame);
} else if (sd->IsIntSetting()) {
uint32 val;
extern bool GetArgumentInteger(uint32 *value, const char *arg);
success = GetArgumentInteger(&val, value);
if (!success) {
IConsolePrintF(CC_ERROR, "'%s' is not an integer.", value);
return;
}
success = SetSettingValue(sd->AsIntSetting(), val, force_newgame);
}
if (!success) {
if (_network_server) {
IConsoleError("This command/variable is not available during network games.");
} else {
IConsoleError("This command/variable is only available to a network server.");
}
}
}
void IConsoleSetSetting(const char *name, int value)
{
const SettingDesc *sd = GetSettingFromName(name);
assert(sd != nullptr);
SetSettingValue(sd->AsIntSetting(), value);
}
/**
* Output value of a specific setting to the console
* @param name Name of the setting to output its value
* @param force_newgame force the newgame settings
*/
void IConsoleGetSetting(const char *name, bool force_newgame)
{
const SettingDesc *sd = GetSettingFromName(name);
if (sd == nullptr) {
IConsolePrintF(CC_WARNING, "'%s' is an unknown setting.", name);
return;
}
const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game;
if (sd->IsStringSetting()) {
IConsolePrintF(CC_WARNING, "Current value for '%s' is: '%s'", name, sd->AsStringSetting()->Read(object).c_str());
} else if (sd->IsIntSetting()) {
char value[20];
sd->FormatValue(value, lastof(value), object);
const IntSettingDesc *int_setting = sd->AsIntSetting();
IConsolePrintF(CC_WARNING, "Current value for '%s' is: '%s' (min: %s%d, max: %u)",
name, value, (sd->flags & SGF_0ISDISABLED) ? "(0) " : "", int_setting->min, int_setting->max);
}
}
/**
* List all settings and their value to the console
*
* @param prefilter If not \c nullptr, only list settings with names that begin with \a prefilter prefix
*/
void IConsoleListSettings(const char *prefilter)
{
IConsolePrintF(CC_WARNING, "All settings with their current value:");
for (auto &sd : _settings) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (prefilter != nullptr && strstr(sd->name, prefilter) == nullptr) continue;
char value[80];
sd->FormatValue(value, lastof(value), &GetGameSettings());
IConsolePrintF(CC_DEFAULT, "%s = %s", sd->name, value);
}
IConsolePrintF(CC_WARNING, "Use 'setting' command to change a value");
}
/**
* Save and load handler for settings
* @param settings SettingDesc struct containing all information
* @param object can be either nullptr in which case we load global variables or
* a pointer to a struct which is getting saved
*/
static void LoadSettings(const SettingTable &settings, void *object)
{
for (auto &osd : settings) {
void *ptr = GetVariableAddress(object, &osd->save);
if (!SlObjectMember(ptr, &osd->save)) continue;
if (osd->IsIntSetting()) {
const IntSettingDesc *int_setting = osd->AsIntSetting();
int_setting->Write_ValidateSetting(object, int_setting->Read(object));
}
}
}
/**
* Save and load handler for settings
* @param settings SettingDesc struct containing all information
* @param object can be either nullptr in which case we load global variables or
* a pointer to a struct which is getting saved
*/
static void SaveSettings(const SettingTable &settings, void *object)
{
/* We need to write the CH_RIFF header, but unfortunately can't call
* SlCalcLength() because we have a different format. So do this manually */
size_t length = 0;
for (auto &sd : settings) {
length += SlCalcObjMemberLength(object, &sd->save);
}
SlSetLength(length);
for (auto &sd : settings) {
void *ptr = GetVariableAddress(object, &sd->save);
SlObjectMember(ptr, &sd->save);
}
}
static void Load_OPTS()
{
/* Copy over default setting since some might not get loaded in
* a networking environment. This ensures for example that the local
* autosave-frequency stays when joining a network-server */
PrepareOldDiffCustom();
LoadSettings(_gameopt_settings, &_settings_game);
HandleOldDiffCustom(true);
}
static void Load_PATS()
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct. - Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
2006-03-02 03:22:15 +01:00
{
/* Copy over default setting since some might not get loaded in
* a networking environment. This ensures for example that the local
* currency setting stays when joining a network-server */
LoadSettings(_settings, &_settings_game);
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct. - Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
2006-03-02 03:22:15 +01:00
}
static void Check_PATS()
{
LoadSettings(_settings, &_load_check_data.settings);
}
static void Save_PATS()
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct. - Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
2006-03-02 03:22:15 +01:00
{
SaveSettings(_settings, &_settings_game);
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct. - Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
2006-03-02 03:22:15 +01:00
}
extern const ChunkHandler _setting_chunk_handlers[] = {
{ 'OPTS', nullptr, Load_OPTS, nullptr, nullptr, CH_RIFF},
{ 'PATS', Save_PATS, Load_PATS, nullptr, Check_PATS, CH_RIFF | CH_LAST},
};
static bool IsSignedVarMemType(VarType vt)
{
switch (GetVarMemType(vt)) {
case SLE_VAR_I8:
case SLE_VAR_I16:
case SLE_VAR_I32:
case SLE_VAR_I64:
return true;
}
return false;
}