mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r22198) -Codechange: make some constants name more explicit
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@ -1326,7 +1326,7 @@ static void SlList(void *list, SLRefType conv)
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static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
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{
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if (_sl_version < sld->version_from || _sl_version > sld->version_to) return false;
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if (sld->conv & SLF_SAVE_NO) return false;
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if (sld->conv & SLF_NOT_IN_SAVE) return false;
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return true;
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}
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@ -1338,7 +1338,7 @@ static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
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*/
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static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
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{
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if ((sld->conv & SLF_NETWORK_NO) && _sl.action != SLA_SAVE && _networking && !_network_server) {
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if ((sld->conv & SLF_NO_NETWORK_SYNC) && _sl.action != SLA_SAVE && _networking && !_network_server) {
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SlSkipBytes(SlCalcConvMemLen(sld->conv) * sld->length);
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return true;
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}
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@ -176,9 +176,9 @@ enum VarTypes {
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/* 8 bits allocated for a maximum of 8 flags
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* Flags directing saving/loading of a variable */
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SLF_SAVE_NO = 1 << 8, ///< do not save with savegame, basically client-based
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SLF_CONFIG_NO = 1 << 9, ///< do not save to config file
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SLF_NETWORK_NO = 1 << 10, ///< do not synchronize over network (but it is saved if SSF_SAVE_NO is not set)
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SLF_NOT_IN_SAVE = 1 << 8, ///< do not save with savegame, basically client-based
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SLF_NOT_IN_CONFIG = 1 << 9, ///< do not save to config file
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SLF_NO_NETWORK_SYNC = 1 << 10, ///< do not synchronize over network (but it is saved if SLF_NOT_IN_SAVE is not set)
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/* 5 more possible flags */
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};
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@ -336,7 +336,7 @@ typedef SaveLoad SaveLoadGlobVarList;
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* @param from First savegame version that has the empty space.
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* @param to Last savegame version that has the empty space.
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*/
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#define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to)
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#define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_NOT_IN_CONFIG, length, from, to)
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/** Translate values ingame to different values in the savegame and vv. */
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#define SLE_WRITEBYTE(base, variable, value) SLE_GENERAL(SL_WRITEBYTE, base, variable, 0, 0, value, value)
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@ -446,7 +446,7 @@ typedef SaveLoad SaveLoadGlobVarList;
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* @param from First savegame version that has the empty space.
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* @param to Last savegame version that has the empty space.
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*/
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#define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to, (void*)NULL}
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#define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_NOT_IN_CONFIG, length, from, to, (void*)NULL}
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/** End marker of global variables save or load. */
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#define SLEG_END() {true, SL_END, 0, 0, 0, 0, NULL}
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@ -538,7 +538,7 @@ static void IniSaveSettings(IniFile *ini, const SettingDesc *sd, const char *grp
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/* If the setting is not saved to the configuration
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* file, just continue with the next setting */
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if (!SlIsObjectCurrentlyValid(sld->version_from, sld->version_to)) continue;
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if (sld->conv & SLF_CONFIG_NO) continue;
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if (sld->conv & SLF_NOT_IN_CONFIG) continue;
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/* XXX - wtf is this?? (group override?) */
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s = strchr(sdb->name, '.');
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@ -1728,7 +1728,7 @@ bool SetSettingValue(uint index, int32 value, bool force_newgame)
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* (if any) to change. Also *hack*hack* we update the _newgame version
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* of settings because changing a company-based setting in a game also
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* changes its defaults. At least that is the convention we have chosen */
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if (sd->save.conv & SLF_NETWORK_NO) {
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if (sd->save.conv & SLF_NO_NETWORK_SYNC) {
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void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
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Write_ValidateSetting(var, sd, value);
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@ -1826,7 +1826,7 @@ uint GetCompanySettingIndex(const char *name)
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bool SetSettingValue(uint index, const char *value, bool force_newgame)
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{
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const SettingDesc *sd = &_settings[index];
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assert(sd->save.conv & SLF_NETWORK_NO);
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assert(sd->save.conv & SLF_NO_NETWORK_SYNC);
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if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ) {
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char **var = (char**)GetVariableAddress((_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game, &sd->save);
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@ -1145,7 +1145,7 @@ void SettingEntry::DrawSetting(GameSettings *settings_ptr, const SettingDesc *sd
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uint button_y = y + (SETTING_HEIGHT - 11) / 2;
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/* We do not allow changes of some items when we are a client in a networkgame */
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if (!(sd->save.conv & SLF_NETWORK_NO) && _networking && !_network_server && !(sdb->flags & SGF_PER_COMPANY)) editable = false;
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if (!(sd->save.conv & SLF_NO_NETWORK_SYNC) && _networking && !_network_server && !(sdb->flags & SGF_PER_COMPANY)) editable = false;
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if ((sdb->flags & SGF_NETWORK_ONLY) && !_networking) editable = false;
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if ((sdb->flags & SGF_NO_NETWORK) && _networking) editable = false;
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@ -1587,7 +1587,7 @@ struct GameSettingsWindow : Window {
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const SettingDesc *sd = pe->d.entry.setting;
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/* return if action is only active in network, or only settable by server */
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if (!(sd->save.conv & SLF_NETWORK_NO) && _networking && !_network_server && !(sd->desc.flags & SGF_PER_COMPANY)) return;
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if (!(sd->save.conv & SLF_NO_NETWORK_SYNC) && _networking && !_network_server && !(sd->desc.flags & SGF_PER_COMPANY)) return;
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if ((sd->desc.flags & SGF_NETWORK_ONLY) && !_networking) return;
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if ((sd->desc.flags & SGF_NO_NETWORK) && _networking) return;
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@ -166,9 +166,9 @@ static bool UpdateClientConfigValues(int32 p1);
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/* Shortcuts for macros below. Logically if we don't save the value
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* we also don't sync it in a network game */
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#define S SLF_SAVE_NO | SLF_NETWORK_NO
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#define C SLF_CONFIG_NO
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#define N SLF_NETWORK_NO
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#define S SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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#define C SLF_NOT_IN_CONFIG
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#define N SLF_NO_NETWORK_SYNC
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#define D0 SGF_0ISDISABLED
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#define NC SGF_NOCOMMA
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