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Location: cpp/openttd-patchpack/source/src/saveload/settings_sl.cpp
r26913:e7b3d514fe34
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Revert 92c7551: Line drawing algorithm fix broke other cases (#10497)
This reverts commit 92c755161d6a467d33477bd0041fc720d7d9ba41.
This reverts commit 92c755161d6a467d33477bd0041fc720d7d9ba41.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 | /*
* 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_sl.cpp Handles the saveload part of the settings. */
#include "../stdafx.h"
#include "saveload.h"
#include "compat/settings_sl_compat.h"
#include "../settings_type.h"
#include "../settings_table.h"
#include "../network/network.h"
#include "../fios.h"
#include "../safeguards.h"
/**
* Prepare for reading and old diff_custom by zero-ing the memory.
*/
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.
*/
void HandleOldDiffCustom(bool savegame)
{
/* Savegames before v4 didn't have "town_council_tolerance" in savegame yet. */
bool has_no_town_council_tolerance = savegame && IsSavegameVersionBefore(SLV_4);
uint options_to_load = GAME_DIFFICULTY_NUM - (has_no_town_council_tolerance ? 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;
}
/* Iterate over all the old difficulty settings, and convert the list-value to the new setting. */
uint i = 0;
for (const auto &name : _old_diff_settings) {
if (has_no_town_council_tolerance && name == "town_council_tolerance") continue;
std::string fullname = "difficulty." + name;
const SettingDesc *sd = GetSettingFromName(fullname);
/* Some settings are no longer in use; skip reading those. */
if (sd == nullptr) {
i++;
continue;
}
int32 value = (int32)((name == "max_loan" ? 1000 : 1) * _old_diff_custom[i++]);
sd->AsIntSetting()->MakeValueValidAndWrite(savegame ? &_settings_game : &_settings_newgame, value);
}
}
/**
* Get the SaveLoad description for the SettingTable.
* @param settings SettingDesc struct containing all information.
* @param is_loading True iff the SaveLoad table is for loading.
* @return Vector with SaveLoad entries for the SettingTable.
*/
static std::vector<SaveLoad> GetSettingsDesc(const SettingTable &settings, bool is_loading)
{
std::vector<SaveLoad> saveloads;
for (auto &desc : settings) {
const SettingDesc *sd = GetSettingDesc(desc);
if (sd->flags & SF_NOT_IN_SAVE) continue;
if (is_loading && (sd->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server) {
if (IsSavegameVersionBefore(SLV_TABLE_CHUNKS)) {
/* We don't want to read this setting, so we do need to skip over it. */
saveloads.push_back({sd->GetName(), sd->save.cmd, GetVarFileType(sd->save.conv) | SLE_VAR_NULL, sd->save.length, sd->save.version_from, sd->save.version_to, 0, nullptr, 0, nullptr});
}
continue;
}
saveloads.push_back(sd->save);
}
return saveloads;
}
/**
* 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, const SaveLoadCompatTable &slct)
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(GetSettingsDesc(settings, true), slct);
if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() == -1) return;
SlObject(object, slt);
if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() != -1) SlErrorCorrupt("Too many settings entries");
/* Ensure all IntSettings are valid (min/max could have changed between versions etc). */
for (auto &desc : settings) {
const SettingDesc *sd = GetSettingDesc(desc);
if (sd->flags & SF_NOT_IN_SAVE) continue;
if ((sd->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server) continue;
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (sd->IsIntSetting()) {
const IntSettingDesc *int_setting = sd->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)
{
const std::vector<SaveLoad> slt = GetSettingsDesc(settings, false);
SlTableHeader(slt);
SlSetArrayIndex(0);
SlObject(object, slt);
}
struct OPTSChunkHandler : ChunkHandler {
OPTSChunkHandler() : ChunkHandler('OPTS', CH_READONLY) {}
void Load() const override
{
/* 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(_old_gameopt_settings, &_settings_game, _gameopt_sl_compat);
HandleOldDiffCustom(true);
}
};
struct PATSChunkHandler : ChunkHandler {
PATSChunkHandler() : ChunkHandler('PATS', CH_TABLE) {}
/**
* Create a single table with all settings that should be stored/loaded
* in the savegame.
*/
SettingTable GetSettingTable() const
{
static const SettingTable saveload_settings_tables[] = {
_difficulty_settings,
_economy_settings,
_game_settings,
_linkgraph_settings,
_locale_settings,
_pathfinding_settings,
_script_settings,
_world_settings,
};
static std::vector<SettingVariant> settings_table;
if (settings_table.empty()) {
for (auto &saveload_settings_table : saveload_settings_tables) {
for (auto &saveload_setting : saveload_settings_table) {
settings_table.push_back(saveload_setting);
}
}
}
return settings_table;
}
void Load() const override
{
/* 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(this->GetSettingTable(), &_settings_game, _settings_sl_compat);
}
void LoadCheck(size_t) const override
{
LoadSettings(this->GetSettingTable(), &_load_check_data.settings, _settings_sl_compat);
}
void Save() const override
{
SaveSettings(this->GetSettingTable(), &_settings_game);
}
};
static const OPTSChunkHandler OPTS;
static const PATSChunkHandler PATS;
static const ChunkHandlerRef setting_chunk_handlers[] = {
OPTS,
PATS,
};
extern const ChunkHandlerTable _setting_chunk_handlers(setting_chunk_handlers);
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