Files @ r25553:92872b4fd6f6
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Location: cpp/openttd-patchpack/source/src/settings.cpp - annotation

Patric Stout
Fix #9281: acquire a company uses special bookkeeping to make you rich (#9300)

When you buy-out a company, you got your shares back. This is
based on company-value, which includes values for the vehicles etc.
In other words, you not only got the vehicles, but you also got
paid to get them back.

Additionally, you also got the loan of the company, but not the
money for the loan (as that is subtracted from the company-value).

Solve this by changing the rules of a buy-out: don't sell your
shares, get the loan AND the balance and get the infrastructure.
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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

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;
}

/**
 * Make the value valid and then write it to the setting.
 * See #MakeValidValid and #Write for more details.
 * @param object The object the setting is to be saved in.
 * @param val Signed version of the new value.
 */
void IntSettingDesc::MakeValueValidAndWrite(const void *object, int32 val) const
{
	this->MakeValueValid(val);
	this->Write(object, val);
}

/**
 * Make the value valid given the limitations of this setting.
 *
 * In the case of int settings this is ensuring the value is between the minimum and
 * maximum value, with a special case for 0 if SGF_0ISDISABLED is set.
 * This is generally done by clamping the value so it is within the allowed value range.
 * However, for SGF_MULTISTRING the default is used when the value is not valid.
 * @param val The value to make valid.
 */
void IntSettingDesc::MakeValueValid(int32 &val) const
{
	/* 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;
				}
			}
			val = (int32)val;
			return;
		}
		case SLE_VAR_I64:
		case SLE_VAR_U64:
		default: NOT_REACHED();
	}
}

/**
 * Set the value of a setting.
 * @param object The object the setting is to be saved in.
 * @param val Signed version of the new value.
 */
void IntSettingDesc::Write(const void *object, int32 val) const
{
	void *ptr = GetVariableAddress(object, &this->save);
	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);
}

/**
 * Make the value valid given the limitations of this setting.
 *
 * In the case of string settings this is ensuring the string contains only accepted
 * Utf8 characters and is at most the maximum length defined in this setting.
 * @param str The string to make valid.
 */
void StringSettingDesc::MakeValueValid(std::string &str) const
{
	if (this->max_length == 0 || str.size() < this->max_length) return;

	/* 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);
	str.assign(str_validate(stdstr, SVS_NONE));
}

/**
 * Write a string to the actual setting.
 * @param object The object the setting is to be saved in.
 * @param str The string to save.
 */
void StringSettingDesc::Write(const void *object, const std::string &str) const
{
	reinterpret_cast<std::string *>(GetVariableAddress(object, &this->save))->assign(str);
}

/**
 * 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->MakeValueValidAndWrite(object, (int32)val);
}

void StringSettingDesc::ParseValue(const IniItem *item, void *object) const
{
	std::string str = (item == nullptr) ? this->def : item->value.value_or("");
	this->MakeValueValid(str);
	this->Write(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 void v_PositionMainToolbar(int32 new_value)
{
	if (_game_mode != GM_MENU) PositionMainToolbar(nullptr);
}

/** Reposition the statusbar as the setting changed. */
static void v_PositionStatusbar(int32 new_value)
{
	if (_game_mode != GM_MENU) {
		PositionStatusbar(nullptr);
		PositionNewsMessage(nullptr);
		PositionNetworkChatWindow(nullptr);
	}
}

/**
 * Redraw the smallmap after a colour scheme change.
 * @param p1 Callback parameter.
 */
static void RedrawSmallmap(int32 new_value)
{
	BuildLandLegend();
	BuildOwnerLegend();
	SetWindowClassesDirty(WC_SMALLMAP);
}

static void StationSpreadChanged(int32 p1)
{
	InvalidateWindowData(WC_SELECT_STATION, 0);
	InvalidateWindowData(WC_BUILD_STATION, 0);
}

static void CloseSignalGUI(int32 new_value)
{
	if (new_value == 0) {
		DeleteWindowByClass(WC_BUILD_SIGNAL);
	}
}

static void UpdateConsists(int32 new_value)
{
	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);
}

/* Check service intervals of vehicles, newvalue is value of % or day based servicing */
static void UpdateServiceInterval(int32 new_value)
{
	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 (new_value != 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(new_value != 0);
			}
		}
	}

	SetWindowClassesDirty(WC_VEHICLE_DETAILS);
}

static bool CanUpdateServiceInterval(VehicleType type, int32 &new_value)
{
	VehicleDefaultSettings *vds;
	if (_game_mode == GM_MENU || !Company::IsValidID(_current_company)) {
		vds = &_settings_client.company.vehicle;
	} else {
		vds = &Company::Get(_current_company)->settings.vehicle;
	}

	/* Test if the interval is valid */
	int32 interval = GetServiceIntervalClamped(new_value, vds->servint_ispercent);
	return interval == new_value;
}

static void UpdateServiceInterval(VehicleType type, int32 new_value)
{
	if (_game_mode != GM_MENU && Company::IsValidID(_current_company)) {
		for (Vehicle *v : Vehicle::Iterate()) {
			if (v->owner == _current_company && v->type == type && v->IsPrimaryVehicle() && !v->ServiceIntervalIsCustom()) {
				v->SetServiceInterval(new_value);
			}
		}
	}

	SetWindowClassesDirty(WC_VEHICLE_DETAILS);
}

static void TrainAccelerationModelChanged(int32 new_value)
{
	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);
}

/**
 * This function updates the train acceleration cache after a steepness change.
 * @param new_value Unused new value of setting.
 */
static void TrainSlopeSteepnessChanged(int32 new_value)
{
	for (Train *t : Train::Iterate()) {
		if (t->IsFrontEngine()) t->CargoChanged();
	}
}

/**
 * This function updates realistic acceleration caches when the setting "Road vehicle acceleration model" is set.
 * @param new_value Unused new value of setting.
 */
static void RoadVehAccelerationModelChanged(int32 new_value)
{
	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);
}

/**
 * This function updates the road vehicle acceleration cache after a steepness change.
 * @param new_value Unused new value of setting.
 */
static void RoadVehSlopeSteepnessChanged(int32 new_value)
{
	for (RoadVehicle *rv : RoadVehicle::Iterate()) {
		if (rv->IsFrontEngine()) rv->CargoChanged();
	}
}

static void TownFoundingChanged(int32 new_value)
{
	if (_game_mode != GM_EDITOR && _settings_game.economy.found_town == TF_FORBIDDEN) {
		DeleteWindowById(WC_FOUND_TOWN, 0);
	} else {
		InvalidateWindowData(WC_FOUND_TOWN, 0);
	}
}

static void ZoomMinMaxChanged(int32 new_value)
{
	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();
	}
}

static void SpriteZoomMinChanged(int32 new_value)
{
	GfxClearSpriteCache();
	/* Force all sprites to redraw at the new chosen zoom level */
	MarkWholeScreenDirty();
}

/**
 * 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 new_value unused.
 */
static void InvalidateNewGRFChangeWindows(int32 new_value)
{
	InvalidateWindowClassesData(WC_SAVELOAD);
	DeleteWindowByClass(WC_GAME_OPTIONS);
	ReInitAllWindows(_gui_zoom_cfg);
}

static void InvalidateCompanyLiveryWindow(int32 new_value)
{
	InvalidateWindowClassesData(WC_COMPANY_COLOUR, -1);
	ResetVehicleColourMap();
}

/** 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 void DifficultyNoiseChange(int32 new_value)
{
	if (_game_mode == GM_NORMAL) {
		UpdateAirportsNoise();
		if (_settings_game.economy.station_noise_level) {
			InvalidateWindowClassesData(WC_TOWN_VIEW, 0);
		}
	}
}

static void MaxNoAIsChange(int32 new_value)
{
	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);
}

/**
 * Check whether the road side may be changed.
 * @param new_value unused
 * @return true if the road side may be changed.
 */
static bool CheckRoadSide(int32 &new_value)
{
	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 &new_value)
{
	if (_game_mode == GM_MENU) return true;
	if (new_value != 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;
			}
		}
	} 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;
			}
		}
	}
	return true;
}

static void UpdateFreeformEdges(int32 new_value)
{
	if (_game_mode == GM_MENU) return;

	if (new_value != 0) {
		for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
		for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
	} else {
		/* 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();
}

/**
 * Changing the setting "allow multiple NewGRF sets" is not allowed
 * if there are vehicles.
 */
static bool CheckDynamicEngines(int32 &new_value)
{
	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 CheckMaxHeightLevel(int32 &new_value)
{
	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) > new_value) {
			ShowErrorMessage(STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN, INVALID_STRING_ID, WL_ERROR);
			/* Return old, unchanged value */
			return false;
		}
	}

	return true;
}

static void StationCatchmentChanged(int32 new_value)
{
	Station::RecomputeCatchmentForAll();
	MarkWholeScreenDirty();
}

static void MaxVehiclesChanged(int32 new_value)
{
	InvalidateWindowClassesData(WC_BUILD_TOOLBAR);
	MarkWholeScreenDirty();
}

static void InvalidateShipPathCache(int32 new_value)
{
	for (Ship *s : Ship::Iterate()) {
		s->path.clear();
	}
}

/**
 * Replace a passwords that are a literal asterisk with an empty string.
 * @param newval The new string value for this password field.
 * @return Always true.
 */
static bool ReplaceAsteriskWithEmptyPassword(std::string &newval)
{
	if (newval.compare("*") == 0) newval.clear();
	return true;
}

/** Update the game info, and send it to the clients when we are running as a server. */
static void UpdateClientConfigValues()
{
	NetworkServerUpdateGameInfo();
	if (_network_server) NetworkServerSendConfigUpdate();
}

/* 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()->MakeValueValidAndWrite(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();

		/* 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;
}

/**
 * Get the list of known NewGrf presets.
 * @returns List of preset names.
 */
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;
}

/**
 * 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;
}

/**
 * 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;
}

/**
 * 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->MakeValueValid(newval);
	if (this->pre_check != nullptr && !this->pre_check(newval)) return;
	if (oldval == newval) return;

	this->Write(object, newval);
	if (this->post_callback != nullptr) this->post_callback(newval);

	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) {
		if (_game_mode != GM_MENU) {
			setting->ChangeValue(&_settings_newgame, value);
		}
		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->MakeValueValidAndWrite(&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, std::string value, bool force_newgame)
{
	assert(sd->save.conv & SLF_NO_NETWORK_SYNC);

	if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ && value.compare("(null)") == 0) {
		value.clear();
	}

	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, std::string &newval) const
{
	this->MakeValueValid(newval);
	if (this->pre_check != nullptr && !this->pre_check(newval)) return;

	this->Write(object, newval);
	if (this->post_callback != nullptr) this->post_callback(newval);

	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->MakeValueValidAndWrite(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()
{
	/* 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);
}

static void Check_PATS()
{
	LoadSettings(_settings, &_load_check_data.settings);
}

static void Save_PATS()
{
	SaveSettings(_settings, &_settings_game);
}

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;
}