Files @ r15899:3bbe04d427d2
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Location: cpp/openttd-patchpack/source/src/settings_internal.h

rubidium
(svn r20593) -Fix: (rlongago, r20547): long ago the service interval was int16, after which is got converted to Date except in the order backup. Much later I copied the savegame snippets from a vehicle and applied that on the order backup. Presto, reading/writing 32 bits (of Date) into 16 bits of ancient style service interval. That would then "spoil" the name pointer and that eventually crashes OpenTTD as it's likely to be an invalid pointer.
/* $Id$ */

/*
 * 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_internal.h Functions and types used internally for the settings configurations. */

#ifndef SETTINGS_INTERNAL_H
#define SETTINGS_INTERNAL_H

#include "saveload/saveload.h"
#include "settings_type.h"
#include "strings_type.h"

/**
 * Convention/Type of settings. This is then further specified if necessary
 * with the SLE_ (SLE_VAR/SLE_FILE) enums in saveload.h
 * @see VarTypes
 * @see SettingDescBase
 */
enum SettingDescTypeLong {
	/* 4 bytes allocated a maximum of 16 types for GenericType */
	SDT_BEGIN       = 0,
	SDT_NUMX        = 0, ///< any number-type
	SDT_BOOLX       = 1, ///< a boolean number
	SDT_ONEOFMANY   = 2, ///< bitmasked number where only ONE bit may be set
	SDT_MANYOFMANY  = 3, ///< bitmasked number where MULTIPLE bits may be set
	SDT_INTLIST     = 4, ///< list of integers seperated by a comma ','
	SDT_STRING      = 5, ///< string with a pre-allocated buffer
	SDT_END,
	/* 10 more possible primitives */
};
typedef SimpleTinyEnumT<SettingDescTypeLong, byte> SettingDescType;


enum SettingGuiFlagLong {
	/* 1 byte allocated for a maximum of 8 flags
	 * Flags directing saving/loading of a variable */
	SGF_NONE = 0,
	SGF_0ISDISABLED  = 1 << 0, ///< a value of zero means the feature is disabled
	SGF_NOCOMMA      = 1 << 1, ///< number without any thousand seperators (no formatting)
	SGF_MULTISTRING  = 1 << 2, ///< the value represents a limited number of string-options (internally integer)
	SGF_NETWORK_ONLY = 1 << 3, ///< this setting only applies to network games
	SGF_CURRENCY     = 1 << 4, ///< the number represents money, so when reading value multiply by exchange rate
	SGF_NO_NETWORK   = 1 << 5, ///< this setting does not apply to network games; it may not be changed during the game
	SGF_NEWGAME_ONLY = 1 << 6, ///< this setting cannot be changed in a game
	SGF_SCENEDIT_TOO = 1 << 7, ///< this setting can be changed in the scenario editor (only makes sense when SGF_NEWGAME_ONLY is set)
	SGF_PER_COMPANY  = 1 << 8, ///< this setting can be different for each company (saved in company struct)
};
DECLARE_ENUM_AS_BIT_SET(SettingGuiFlagLong)
typedef SimpleTinyEnumT<SettingGuiFlagLong, uint16> SettingGuiFlag;


typedef bool OnChange(int32 var);           ///< callback prototype on data modification
typedef int32 OnConvert(const char *value); ///< callback prototype for convertion error

struct SettingDescBase {
	const char *name;       ///< name of the setting. Used in configuration file and for console
	const void *def;        ///< default value given when none is present
	SettingDescType cmd;    ///< various flags for the variable
	SettingGuiFlag flags;   ///< handles how a setting would show up in the GUI (text/currency, etc.)
	int32 min;              ///< minimum values
	uint32 max;             ///< maximum values
	int32 interval;         ///< the interval to use between settings in the 'settings' window. If interval is '0' the interval is dynamically determined
	const char *many;       ///< ONE/MANY_OF_MANY: string of possible values for this type
	StringID str;           ///< (translated) string with descriptive text; gui and console
	OnChange *proc;         ///< callback procedure for when the value is changed
	OnConvert *proc_cnvt;   ///< callback procedure when loading value mechanism fails
};

struct SettingDesc {
	SettingDescBase desc;   ///< Settings structure (going to configuration file)
	SaveLoad save;          ///< Internal structure (going to savegame, parts to config)
};

/* NOTE: The only difference between SettingDesc and SettingDescGlob is
 * that one uses global variables as a source and the other offsets
 * in a struct which are bound to a certain variable during runtime.
 * The only way to differentiate between these two is to check if an object
 * has been passed to the function or not. If not, then it is a global variable
 * and save->variable has its address, otherwise save->variable only holds the
 * offset in a certain struct */
typedef SettingDesc SettingDescGlobVarList;

const SettingDesc *GetSettingFromName(const char *name, uint *i);
bool SetSettingValue(uint index, int32 value, bool force_newgame = false);
bool SetSettingValue(uint index, const char *value, bool force_newgame = false);
void SetCompanySetting(uint index, int32 value);

extern VehicleDefaultSettings _old_vds;

#endif /* SETTINGS_H */