Changeset - r17434:3bc572d667d4
[Not reviewed]
master
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rubidium - 14 years ago 2011-03-05 11:16:44
rubidium@openttd.org
(svn r22198) -Codechange: make some constants name more explicit
5 files changed with 15 insertions and 15 deletions:
0 comments (0 inline, 0 general)
src/saveload/saveload.cpp
Show inline comments
 
@@ -1326,7 +1326,7 @@ static void SlList(void *list, SLRefType
 
static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
 
{
 
	if (_sl_version < sld->version_from || _sl_version > sld->version_to) return false;
 
	if (sld->conv & SLF_SAVE_NO) return false;
 
	if (sld->conv & SLF_NOT_IN_SAVE) return false;
 

	
 
	return true;
 
}
 
@@ -1338,7 +1338,7 @@ static inline bool SlIsObjectValidInSave
 
 */
 
static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
 
{
 
	if ((sld->conv & SLF_NETWORK_NO) && _sl.action != SLA_SAVE && _networking && !_network_server) {
 
	if ((sld->conv & SLF_NO_NETWORK_SYNC) && _sl.action != SLA_SAVE && _networking && !_network_server) {
 
		SlSkipBytes(SlCalcConvMemLen(sld->conv) * sld->length);
 
		return true;
 
	}
src/saveload/saveload.h
Show inline comments
 
@@ -176,9 +176,9 @@ enum VarTypes {
 

	
 
	/* 8 bits allocated for a maximum of 8 flags
 
	 * Flags directing saving/loading of a variable */
 
	SLF_SAVE_NO      = 1 <<  8, ///< do not save with savegame, basically client-based
 
	SLF_CONFIG_NO    = 1 <<  9, ///< do not save to config file
 
	SLF_NETWORK_NO   = 1 << 10, ///< do not synchronize over network (but it is saved if SSF_SAVE_NO is not set)
 
	SLF_NOT_IN_SAVE     = 1 <<  8, ///< do not save with savegame, basically client-based
 
	SLF_NOT_IN_CONFIG   = 1 <<  9, ///< do not save to config file
 
	SLF_NO_NETWORK_SYNC = 1 << 10, ///< do not synchronize over network (but it is saved if SLF_NOT_IN_SAVE is not set)
 
	/* 5 more possible flags */
 
};
 

	
 
@@ -336,7 +336,7 @@ typedef SaveLoad SaveLoadGlobVarList;
 
 * @param from   First savegame version that has the empty space.
 
 * @param to     Last savegame version that has the empty space.
 
 */
 
#define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to)
 
#define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_NOT_IN_CONFIG, length, from, to)
 

	
 
/** Translate values ingame to different values in the savegame and vv. */
 
#define SLE_WRITEBYTE(base, variable, value) SLE_GENERAL(SL_WRITEBYTE, base, variable, 0, 0, value, value)
 
@@ -446,7 +446,7 @@ typedef SaveLoad SaveLoadGlobVarList;
 
 * @param from   First savegame version that has the empty space.
 
 * @param to     Last savegame version that has the empty space.
 
 */
 
#define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to, (void*)NULL}
 
#define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_NOT_IN_CONFIG, length, from, to, (void*)NULL}
 

	
 
/** End marker of global variables save or load. */
 
#define SLEG_END() {true, SL_END, 0, 0, 0, 0, NULL}
src/settings.cpp
Show inline comments
 
@@ -538,7 +538,7 @@ static void IniSaveSettings(IniFile *ini
 
		/* If the setting is not saved to the configuration
 
		 * file, just continue with the next setting */
 
		if (!SlIsObjectCurrentlyValid(sld->version_from, sld->version_to)) continue;
 
		if (sld->conv & SLF_CONFIG_NO) continue;
 
		if (sld->conv & SLF_NOT_IN_CONFIG) continue;
 

	
 
		/* XXX - wtf is this?? (group override?) */
 
		s = strchr(sdb->name, '.');
 
@@ -1728,7 +1728,7 @@ bool SetSettingValue(uint index, int32 v
 
	 * (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 (sd->save.conv & SLF_NETWORK_NO) {
 
	if (sd->save.conv & SLF_NO_NETWORK_SYNC) {
 
		void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
 
		Write_ValidateSetting(var, sd, value);
 

	
 
@@ -1826,7 +1826,7 @@ uint GetCompanySettingIndex(const char *
 
bool SetSettingValue(uint index, const char *value, bool force_newgame)
 
{
 
	const SettingDesc *sd = &_settings[index];
 
	assert(sd->save.conv & SLF_NETWORK_NO);
 
	assert(sd->save.conv & SLF_NO_NETWORK_SYNC);
 

	
 
	if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ) {
 
		char **var = (char**)GetVariableAddress((_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game, &sd->save);
src/settings_gui.cpp
Show inline comments
 
@@ -1145,7 +1145,7 @@ void SettingEntry::DrawSetting(GameSetti
 
	uint button_y = y + (SETTING_HEIGHT - 11) / 2;
 

	
 
	/* We do not allow changes of some items when we are a client in a networkgame */
 
	if (!(sd->save.conv & SLF_NETWORK_NO) && _networking && !_network_server && !(sdb->flags & SGF_PER_COMPANY)) editable = false;
 
	if (!(sd->save.conv & SLF_NO_NETWORK_SYNC) && _networking && !_network_server && !(sdb->flags & SGF_PER_COMPANY)) editable = false;
 
	if ((sdb->flags & SGF_NETWORK_ONLY) && !_networking) editable = false;
 
	if ((sdb->flags & SGF_NO_NETWORK) && _networking) editable = false;
 

	
 
@@ -1587,7 +1587,7 @@ struct GameSettingsWindow : Window {
 
		const SettingDesc *sd = pe->d.entry.setting;
 

	
 
		/* return if action is only active in network, or only settable by server */
 
		if (!(sd->save.conv & SLF_NETWORK_NO) && _networking && !_network_server && !(sd->desc.flags & SGF_PER_COMPANY)) return;
 
		if (!(sd->save.conv & SLF_NO_NETWORK_SYNC) && _networking && !_network_server && !(sd->desc.flags & SGF_PER_COMPANY)) return;
 
		if ((sd->desc.flags & SGF_NETWORK_ONLY) && !_networking) return;
 
		if ((sd->desc.flags & SGF_NO_NETWORK) && _networking) return;
 

	
src/table/settings.h.preamble
Show inline comments
 
@@ -166,9 +166,9 @@ static bool UpdateClientConfigValues(int
 

	
 
/* Shortcuts for macros below. Logically if we don't save the value
 
 * we also don't sync it in a network game */
 
#define S SLF_SAVE_NO | SLF_NETWORK_NO
 
#define C SLF_CONFIG_NO
 
#define N SLF_NETWORK_NO
 
#define S SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
 
#define C SLF_NOT_IN_CONFIG
 
#define N SLF_NO_NETWORK_SYNC
 

	
 
#define D0 SGF_0ISDISABLED
 
#define NC SGF_NOCOMMA
0 comments (0 inline, 0 general)