diff options
Diffstat (limited to 'settings.c')
-rw-r--r-- | settings.c | 72 |
1 files changed, 37 insertions, 35 deletions
diff --git a/settings.c b/settings.c index 99ba75c1e..5fdcae284 100644 --- a/settings.c +++ b/settings.c @@ -712,9 +712,11 @@ static void ini_load_settings(IniFile *ini, const SettingDesc *sd, const char *g * @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 - * 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.*/ + * 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 ini_save_settings(IniFile *ini, const SettingDesc *sd, const char *grpname, void *object) { IniGroup *group_def = NULL, *group; @@ -894,28 +896,28 @@ static void ini_save_setting_list(IniFile *ini, const char *grpname, char **list * We have two types of list: * 1. SDTG_something * 2. SDT_something - * The 'G' stands for global, so this is the one you will use for a SettingDescGlobVarList - * section meaning global variables. The other uses a Base/Offset and runtime variable - * selection mechanism, known from the saveload convention (it also has global so it - * should not be hard). - * Of each type there are again two versions, the normal one and one prefixed with 'COND'. - * COND means that the setting is only valid in certain savegame versions (since patches - * are saved to the savegame, this bookkeeping is necessary. + * The 'G' stands for global, so this is the one you will use for a + * SettingDescGlobVarList section meaning global variables. The other uses a + * Base/Offset and runtime variable selection mechanism, known from the saveload * convention (it also has global so it should not be hard). + * Of each type there are again two versions, the normal one and one prefixed + * with 'COND'. + * COND means that the setting is only valid in certain savegame versions + * (since patches are saved to the savegame, this bookkeeping is necessary. * Now there are a lot of types. Easy ones are: * - VAR: any number type, 'type' field specifies what number. eg int8 or uint32 * - BOOL: a boolean number type * - STR: a string or character. 'type' field specifies what string. Normal, string, or quoted * A bit more difficult to use are MMANY (meaning ManyOfMany) and OMANY (OneOfMany) - * These are actually normal numbers, only bitmasked. In MMANY several bits can be - * set, in the other only one. + * These are actually normal numbers, only bitmasked. In MMANY several bits can + * be set, in the other only one. * The most complex type is INTLIST. This is basically an array of numbers. If * the intlist is only valid in certain savegame versions because for example * it has grown in size its length cannot be automatically be calculated so * use SDT(G)_CONDLISTO() meaning Old. - * If nothing fits you, you can use the GENERAL macros, but it exposes the internal - * structure somewhat so it needs a little looking. There are _NULL() macros as - * well, these fill up space so you can add more patches there (in place) and you - * DON'T have to increase the savegame version. */ + * If nothing fits you, you can use the GENERAL macros, but it exposes the + * internal structure somewhat so it needs a little looking. There are _NULL() + * macros as well, these fill up space so you can add more patches there (in + * place) and you DON'T have to increase the savegame version. */ #define NSD_GENERAL(name, def, cmd, guiflags, min, max, many, str, proc)\ {name, (const void*)(def), cmd, guiflags, min, max, many, str, proc} @@ -1218,11 +1220,11 @@ static const SettingDesc _gameopt_settings[] = { * These include for example the GUI settings and will not be saved with the * savegame. * It is also a bit tricky since you would think that service_interval - * for example doesn't need to be synched. Every client assigns the service_interval - * value to the v->service_interval, meaning that every client assigns his value. If - * the setting was player-based, that would mean that vehicles could decide on - * different moments that they are heading back to a service depot, causing desyncs - * on a massive scale. */ + * for example doesn't need to be synched. Every client assigns the + * service_interval value to the v->service_interval, meaning that every client + * assigns his value. If the setting was player-based, that would mean that + * vehicles could decide on different moments that they are heading back to a + * service depot, causing desyncs on a massive scale. */ const SettingDesc _patch_settings[] = { /***************************************************************************/ /* User-interface section of the GUI-configure patches window */ @@ -1336,20 +1338,20 @@ const SettingDesc _patch_settings[] = { SDT_VAR(Patches, npf_max_search_nodes,SLE_UINT, 0, 0,10000,500,100000, STR_NULL, NULL), /* When a red signal is encountered, a small detour can be made around - * it. This specifically occurs when a track is doubled, in which case - * the detour is typically 2 tiles. It is also often used at station - * entrances, when there is a choice of multiple platforms. If we take - * a typical 4 platform station, the detour is 4 tiles. To properly - * support larger stations we increase this value. - * We want to prevent that trains that want to leave at one side of a - * station, leave through the other side, turn around, enter the - * station on another platform and exit the station on the right side - * again, just because the sign at the right side was red. If we take - * a typical 5 length station, this detour is 10 or 11 tiles (not - * sure), so we set the default penalty at 10 (the station tile - * penalty will further prevent this. - * We give presignal exits (and combo's) a different (larger) penalty, because we really - * don't want trains waiting in front of a presignal exit. */ + * it. This specifically occurs when a track is doubled, in which case + * the detour is typically 2 tiles. It is also often used at station + * entrances, when there is a choice of multiple platforms. If we take + * a typical 4 platform station, the detour is 4 tiles. To properly + * support larger stations we increase this value. + * We want to prevent that trains that want to leave at one side of a + * station, leave through the other side, turn around, enter the + * station on another platform and exit the station on the right side + * again, just because the sign at the right side was red. If we take + * a typical 5 length station, this detour is 10 or 11 tiles (not + * sure), so we set the default penalty at 10 (the station tile + * penalty will further prevent this. + * We give presignal exits (and combo's) a different (larger) penalty, because + * we really don't want trains waiting in front of a presignal exit. */ SDT_VAR(Patches, npf_rail_firstred_penalty, SLE_UINT, 0, 0, (10 * NPF_TILE_LENGTH), 0, 100000, STR_NULL, NULL), SDT_VAR(Patches, npf_rail_firstred_exit_penalty,SLE_UINT, 0, 0, (100 * NPF_TILE_LENGTH),0, 100000, STR_NULL, NULL), /* This penalty is for when the last signal before the target is red. |