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@@ -570,49 +570,49 @@ void ListSettingDesc::ParseValue(const I
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}
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/**
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* Save the values of settings to the inifile.
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* @param ini pointer to IniFile structure
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* @param sd read-only SettingDesc structure which contains the unmodified,
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* loaded values of the configuration file and various information about it
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* @param grpname holds the name of the group (eg. [network]) where these will be saved
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* @param object pointer to the object been saved
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* The function works as follows: for each item in the SettingDesc structure we
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* have a look if the value has changed since we started the game (the original
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* values are reloaded when saving). If settings indeed have changed, we get
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* these and save them.
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*/
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static void IniSaveSettings(IniFile *ini, const SettingTable &settings_table, const char *grpname, void *object, bool)
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{
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IniGroup *group_def = nullptr, *group;
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IniItem *item;
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char buf[512];
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for (auto &sd : settings_table) {
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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(sd->save.version_from, sd->save.version_to)) continue;
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if (sd->save.conv & SLF_NOT_IN_CONFIG) continue;
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if (sd->flags & SF_NOT_IN_CONFIG) continue;
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/* XXX - wtf is this?? (group override?) */
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std::string s{ sd->name };
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auto sc = s.find('.');
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if (sc != std::string::npos) {
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group = ini->GetGroup(s.substr(0, sc));
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s = s.substr(sc + 1);
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} else {
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if (group_def == nullptr) group_def = ini->GetGroup(grpname);
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group = group_def;
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}
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item = group->GetItem(s, true);
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if (!item->value.has_value() || !sd->IsSameValue(item, object)) {
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/* Value has changed, get the new value and put it into a buffer */
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sd->FormatValue(buf, lastof(buf), object);
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/* The value is different, that means we have to write it to the ini */
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item->value.emplace(buf);
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}
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}
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}
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@@ -720,66 +720,66 @@ static void IniSaveSettingList(IniFile *
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*/
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void IniLoadWindowSettings(IniFile *ini, const char *grpname, void *desc)
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{
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IniLoadSettings(ini, _window_settings, grpname, desc, false);
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}
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/**
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* Save a WindowDesc to config.
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* @param ini IniFile handle to the ini file where the destination data is saved
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* @param grpname character string identifying the section-header of the ini file
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* @param desc Source WindowDesc
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*/
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void IniSaveWindowSettings(IniFile *ini, const char *grpname, void *desc)
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{
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IniSaveSettings(ini, _window_settings, grpname, desc, false);
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}
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/**
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* Check whether the setting is editable in the current gamemode.
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* @param do_command true if this is about checking a command from the server.
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* @return true if editable.
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*/
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bool SettingDesc::IsEditable(bool do_command) const
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{
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if (!do_command && !(this->save.conv & SLF_NO_NETWORK_SYNC) && _networking && !_network_server && !(this->flags & SF_PER_COMPANY)) return false;
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if (!do_command && !(this->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server && !(this->flags & SF_PER_COMPANY)) return false;
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if ((this->flags & SF_NETWORK_ONLY) && !_networking && _game_mode != GM_MENU) return false;
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if ((this->flags & SF_NO_NETWORK) && _networking) return false;
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if ((this->flags & SF_NEWGAME_ONLY) &&
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(_game_mode == GM_NORMAL ||
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(_game_mode == GM_EDITOR && !(this->flags & SF_SCENEDIT_TOO)))) return false;
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if ((this->flags & SF_SCENEDIT_ONLY) && _game_mode != GM_EDITOR) return false;
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return true;
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}
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/**
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* Return the type of the setting.
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* @return type of setting
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*/
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SettingType SettingDesc::GetType() const
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{
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if (this->flags & SF_PER_COMPANY) return ST_COMPANY;
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return (this->save.conv & SLF_NOT_IN_SAVE) ? ST_CLIENT : ST_GAME;
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return (this->flags & SF_NOT_IN_SAVE) ? ST_CLIENT : ST_GAME;
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}
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/**
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* Get the setting description of this setting as an integer setting.
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* @return The integer setting description.
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*/
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const IntSettingDesc *SettingDesc::AsIntSetting() const
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{
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assert(this->IsIntSetting());
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return static_cast<const IntSettingDesc *>(this);
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}
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/**
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* Get the setting description of this setting as a string setting.
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* @return The string setting description.
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*/
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const StringSettingDesc *SettingDesc::AsStringSetting() const
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{
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assert(this->IsStringSetting());
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return static_cast<const StringSettingDesc *>(this);
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}
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/* Begin - Callback Functions for the various settings. */
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@@ -1823,49 +1823,49 @@ CommandCost CmdChangeCompanySetting(Tile
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/**
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* Top function to save the new value of an element of the Settings struct
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* @param index offset in the SettingDesc array of the Settings struct which
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* identifies the setting member we want to change
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* @param value new value of the setting
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* @param force_newgame force the newgame settings
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*/
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bool SetSettingValue(const IntSettingDesc *sd, int32 value, bool force_newgame)
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{
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const IntSettingDesc *setting = sd->AsIntSetting();
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if ((setting->flags & SF_PER_COMPANY) != 0) {
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if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) {
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return DoCommandP(0, 0, value, CMD_CHANGE_COMPANY_SETTING, nullptr, setting->name);
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}
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setting->ChangeValue(&_settings_client.company, value);
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return true;
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}
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/* If an item is company-based, we do not send it over the network
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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 (setting->save.conv & SLF_NO_NETWORK_SYNC) {
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if (setting->flags & SF_NO_NETWORK_SYNC) {
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if (_game_mode != GM_MENU) {
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setting->ChangeValue(&_settings_newgame, value);
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}
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setting->ChangeValue(&GetGameSettings(), value);
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return true;
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}
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if (force_newgame) {
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setting->ChangeValue(&_settings_newgame, value);
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return true;
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}
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/* send non-company-based settings over the network */
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if (!_networking || (_networking && _network_server)) {
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return DoCommandP(0, 0, value, CMD_CHANGE_SETTING, nullptr, setting->name);
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}
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return false;
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}
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/**
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* Set the company settings for a new company to their default values.
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*/
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void SetDefaultCompanySettings(CompanyID cid)
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{
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@@ -1878,49 +1878,49 @@ void SetDefaultCompanySettings(CompanyID
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/**
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* Sync all company settings in a multiplayer game.
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*/
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void SyncCompanySettings()
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{
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const void *old_object = &Company::Get(_current_company)->settings;
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const void *new_object = &_settings_client.company;
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for (auto &sd : _company_settings) {
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uint32 old_value = (uint32)sd->AsIntSetting()->Read(new_object);
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uint32 new_value = (uint32)sd->AsIntSetting()->Read(old_object);
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if (old_value != new_value) NetworkSendCommand(0, 0, new_value, CMD_CHANGE_COMPANY_SETTING, nullptr, sd->name, _local_company);
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}
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}
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/**
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* Set a setting value with a string.
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* @param sd the setting to change.
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* @param value the value to write
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* @param force_newgame force the newgame settings
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* @note Strings WILL NOT be synced over the network
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*/
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bool SetSettingValue(const StringSettingDesc *sd, std::string value, bool force_newgame)
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{
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assert(sd->save.conv & SLF_NO_NETWORK_SYNC);
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assert(sd->flags & SF_NO_NETWORK_SYNC);
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if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ && value.compare("(null)") == 0) {
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value.clear();
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}
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const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game;
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sd->AsStringSetting()->ChangeValue(object, value);
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return true;
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}
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/**
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* Handle changing a string value. This performs validation of the input value
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* and calls the appropriate callbacks, and saves it when the value is changed.
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* @param object The object the setting is in.
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* @param newval The new value for the setting.
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*/
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void StringSettingDesc::ChangeValue(const void *object, std::string &newval) const
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{
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this->MakeValueValid(newval);
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if (this->pre_check != nullptr && !this->pre_check(newval)) return;
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this->Write(object, newval);
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if (this->post_callback != nullptr) this->post_callback(newval);
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@@ -2002,86 +2002,86 @@ void IConsoleGetSetting(const char *name
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void IConsoleListSettings(const char *prefilter)
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{
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IConsolePrintF(CC_WARNING, "All settings with their current value:");
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for (auto &sd : _settings) {
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if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
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if (prefilter != nullptr && strstr(sd->name, prefilter) == nullptr) continue;
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char value[80];
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sd->FormatValue(value, lastof(value), &GetGameSettings());
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IConsolePrintF(CC_DEFAULT, "%s = %s", sd->name, value);
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}
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IConsolePrintF(CC_WARNING, "Use 'setting' command to change a value");
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}
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/**
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* Save and load handler for settings
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* @param settings SettingDesc struct containing all information
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* @param object can be either nullptr in which case we load global variables or
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* a pointer to a struct which is getting saved
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*/
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static void LoadSettings(const SettingTable &settings, void *object)
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{
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for (auto &osd : settings) {
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if (osd->save.conv & SLF_NOT_IN_SAVE) continue;
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if (osd->flags & SF_NOT_IN_SAVE) continue;
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SaveLoad sl = osd->save;
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if ((osd->save.conv & SLF_NO_NETWORK_SYNC) && _networking && !_network_server) {
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if ((osd->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server) {
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/* We don't want to read this setting, so we do need to skip over it. */
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sl = SLE_NULL(static_cast<uint16>(SlCalcConvMemLen(osd->save.conv) * osd->save.length));
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}
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void *ptr = GetVariableAddress(object, sl);
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if (!SlObjectMember(ptr, sl)) continue;
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if (osd->IsIntSetting()) {
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const IntSettingDesc *int_setting = osd->AsIntSetting();
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int_setting->MakeValueValidAndWrite(object, int_setting->Read(object));
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}
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}
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}
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/**
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* Save and load handler for settings
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* @param settings SettingDesc struct containing all information
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* @param object can be either nullptr in which case we load global variables or
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* a pointer to a struct which is getting saved
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*/
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static void SaveSettings(const SettingTable &settings, void *object)
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{
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/* We need to write the CH_RIFF header, but unfortunately can't call
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* SlCalcLength() because we have a different format. So do this manually */
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size_t length = 0;
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for (auto &sd : settings) {
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if (sd->save.conv & SLF_NOT_IN_SAVE) continue;
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if (sd->flags & SF_NOT_IN_SAVE) continue;
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length += SlCalcObjMemberLength(object, sd->save);
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}
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SlSetLength(length);
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for (auto &sd : settings) {
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if (sd->save.conv & SLF_NOT_IN_SAVE) continue;
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if (sd->flags & SF_NOT_IN_SAVE) continue;
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void *ptr = GetVariableAddress(object, sd->save);
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SlObjectMember(ptr, sd->save);
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}
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}
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static void Load_OPTS()
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{
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/* Copy over default setting since some might not get loaded in
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* a networking environment. This ensures for example that the local
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* autosave-frequency stays when joining a network-server */
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PrepareOldDiffCustom();
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LoadSettings(_gameopt_settings, &_settings_game);
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HandleOldDiffCustom(true);
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}
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static void Load_PATS()
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{
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/* Copy over default setting since some might not get loaded in
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* a networking environment. This ensures for example that the local
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* currency setting stays when joining a network-server */
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LoadSettings(_settings, &_settings_game);
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}
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