/* $Id$ */
/*
* 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 .
*/
/**
* @file settings.cpp
* All actions handling saving and loading of the settings/configuration goes on in this file.
* The file consists of three parts:
*
* - Parsing the configuration file (openttd.cfg). This is achieved with the ini_ functions which
* handle various types, such as normal 'key = value' pairs, lists and value combinations of
* lists, strings, integers, 'bit'-masks and element selections.
*
- Handle reading and writing to the setting-structures from inside the game either from
* the console for example or through the gui with CMD_ functions.
*
- Handle saving/loading of the PATS chunk inside the savegame.
*
* @see SettingDesc
* @see SaveLoad
*/
#include "stdafx.h"
#include "currency.h"
#include "screenshot.h"
#include "network/network.h"
#include "network/network_func.h"
#include "settings_internal.h"
#include "command_func.h"
#include "console_func.h"
#include "pathfinder/pathfinder_type.h"
#include "genworld.h"
#include "train.h"
#include "news_func.h"
#include "window_func.h"
#include "sound_func.h"
#include "company_func.h"
#include "rev.h"
#ifdef WITH_FREETYPE
#include "fontcache.h"
#endif
#include "textbuf_gui.h"
#include "rail_gui.h"
#include "elrail_func.h"
#include "error.h"
#include "town.h"
#include "video/video_driver.hpp"
#include "sound/sound_driver.hpp"
#include "music/music_driver.hpp"
#include "blitter/factory.hpp"
#include "base_media_base.h"
#include "gamelog.h"
#include "settings_func.h"
#include "ini_type.h"
#include "ai/ai_config.hpp"
#include "ai/ai.hpp"
#include "game/game_config.hpp"
#include "game/game.hpp"
#include "ship.h"
#include "smallmap_gui.h"
#include "roadveh.h"
#include "fios.h"
#include "strings_func.h"
#include "void_map.h"
#include "station_base.h"
#include "table/strings.h"
#include "table/settings.h"
ClientSettings _settings_client;
GameSettings _settings_game; ///< Game settings of a running game or the scenario editor.
GameSettings _settings_newgame; ///< Game settings for new games (updated from the intro screen).
VehicleDefaultSettings _old_vds; ///< Used for loading default vehicles settings from old savegames
char *_config_file; ///< Configuration file of OpenTTD
typedef std::list ErrorList;
static ErrorList _settings_error_list; ///< Errors while loading minimal settings.
typedef void SettingDescProc(IniFile *ini, const SettingDesc *desc, const char *grpname, void *object);
typedef void SettingDescProcList(IniFile *ini, const char *grpname, StringList *list);
static bool IsSignedVarMemType(VarType vt);
/**
* Groups in openttd.cfg that are actually lists.
*/
static const char * const _list_group_names[] = {
"bans",
"newgrf",
"servers",
"server_bind_addresses",
NULL
};
/**
* Find the index value of a ONEofMANY type in a string seperated by |
* @param many full domain of values the ONEofMANY setting can have
* @param one the current value of the setting for which a value needs found
* @param onelen force calculation of the *one parameter
* @return the integer index of the full-list, or -1 if not found
*/
static size_t LookupOneOfMany(const char *many, const char *one, size_t onelen = 0)
{
const char *s;
size_t idx;
if (onelen == 0) onelen = strlen(one);
/* check if it's an integer */
if (*one >= '0' && *one <= '9') return strtoul(one, NULL, 0);
idx = 0;
for (;;) {
/* find end of item */
s = many;
while (*s != '|' && *s != 0) s++;
if ((size_t)(s - many) == onelen && !memcmp(one, many, onelen)) return idx;
if (*s == 0) return (size_t)-1;
many = s + 1;
idx++;
}
}
/**
* Find the set-integer value MANYofMANY type in a string
* @param many full domain of values the MANYofMANY setting can have
* @param str the current string value of the setting, each individual
* of seperated by a whitespace,tab or | character
* @return the 'fully' set integer, or -1 if a set is not found
*/
static size_t LookupManyOfMany(const char *many, const char *str)
{
const char *s;
size_t r;
size_t res = 0;
for (;;) {
/* skip "whitespace" */
while (*str == ' ' || *str == '\t' || *str == '|') str++;
if (*str == 0) break;
s = str;
while (*s != 0 && *s != ' ' && *s != '\t' && *s != '|') s++;
r = LookupOneOfMany(many, str, s - str);
if (r == (size_t)-1) return r;
SetBit(res, (uint8)r); // value found, set it
if (*s == 0) break;
str = s + 1;
}
return res;
}
/**
* Parse an integerlist string and set each found value
* @param p the string to be parsed. Each element in the list is seperated by a
* comma or a space character
* @param items pointer to the integerlist-array that will be filled with values
* @param maxitems the maximum number of elements the integerlist-array has
* @return returns the number of items found, or -1 on an error
*/
static int ParseIntList(const char *p, int *items, int maxitems)
{
int n = 0; // number of items read so far
bool comma = false; // do we accept comma?
while (*p != '\0') {
switch (*p) {
case ',':
/* Do not accept multiple commas between numbers */
if (!comma) return -1;
comma = false;
/* FALL THROUGH */
case ' ':
p++;
break;
default: {
if (n == maxitems) return -1; // we don't accept that many numbers
char *end;
long v = strtol(p, &end, 0);
if (p == end) return -1; // invalid character (not a number)
if (sizeof(int) < sizeof(long)) v = ClampToI32(v);
items[n++] = v;
p = end; // first non-number
comma = true; // we accept comma now
break;
}
}
}
/* If we have read comma but no number after it, fail.
* We have read comma when (n != 0) and comma is not allowed */
if (n != 0 && !comma) return -1;
return n;
}
/**
* Load parsed string-values into an integer-array (intlist)
* @param str the string that contains the values (and will be parsed)
* @param array pointer to the integer-arrays that will be filled
* @param nelems the number of elements the array holds. Maximum is 64 elements
* @param type the type of elements the array holds (eg INT8, UINT16, etc.)
* @return return true on success and false on error
*/
static bool LoadIntList(const char *str, void *array, int nelems, VarType type)
{
int items[64];
int i, nitems;
if (str == NULL) {
memset(items, 0, sizeof(items));
nitems = nelems;
} else {
nitems = ParseIntList(str, items, lengthof(items));
if (nitems != nelems) return false;
}
switch (type) {
case SLE_VAR_BL:
case SLE_VAR_I8:
case SLE_VAR_U8:
for (i = 0; i != nitems; i++) ((byte*)array)[i] = items[i];
break;
case SLE_VAR_I16:
case SLE_VAR_U16:
for (i = 0; i != nitems; i++) ((uint16*)array)[i] = items[i];
break;
case SLE_VAR_I32:
case SLE_VAR_U32:
for (i = 0; i != nitems; i++) ((uint32*)array)[i] = items[i];
break;
default: NOT_REACHED();
}
return true;
}
/**
* Convert an integer-array (intlist) to a string representation. Each value
* is seperated by a comma or a space character
* @param buf output buffer where the string-representation will be stored
* @param last last item to write to in the output buffer
* @param array pointer to the integer-arrays that is read from
* @param nelems the number of elements the array holds.
* @param type the type of elements the array holds (eg INT8, UINT16, etc.)
*/
static void MakeIntList(char *buf, const char *last, const void *array, int nelems, VarType type)
{
int i, v = 0;
const byte *p = (const byte *)array;
for (i = 0; i != nelems; i++) {
switch (type) {
case SLE_VAR_BL:
case SLE_VAR_I8: v = *(const int8 *)p; p += 1; break;
case SLE_VAR_U8: v = *(const uint8 *)p; p += 1; break;
case SLE_VAR_I16: v = *(const int16 *)p; p += 2; break;
case SLE_VAR_U16: v = *(const uint16 *)p; p += 2; break;
case SLE_VAR_I32: v = *(const int32 *)p; p += 4; break;
case SLE_VAR_U32: v = *(const uint32 *)p; p += 4; break;
default: NOT_REACHED();
}
buf += seprintf(buf, last, (i == 0) ? "%d" : ",%d", v);
}
}
/**
* Convert a ONEofMANY structure to a string representation.
* @param buf output buffer where the string-representation will be stored
* @param last last item to write to in the output buffer
* @param many the full-domain string of possible values
* @param id the value of the variable and whose string-representation must be found
*/
static void MakeOneOfMany(char *buf, const char *last, const char *many, int id)
{
int orig_id = id;
/* Look for the id'th element */
while (--id >= 0) {
for (; *many != '|'; many++) {
if (*many == '\0') { // not found
seprintf(buf, last, "%d", orig_id);
return;
}
}
many++; // pass the |-character
}
/* copy string until next item (|) or the end of the list if this is the last one */
while (*many != '\0' && *many != '|' && buf < last) *buf++ = *many++;
*buf = '\0';
}
/**
* Convert a MANYofMANY structure to a string representation.
* @param buf output buffer where the string-representation will be stored
* @param last last item to write to in the output buffer
* @param many the full-domain string of possible values
* @param x the value of the variable and whose string-representation must
* be found in the bitmasked many string
*/
static void MakeManyOfMany(char *buf, const char *last, const char *many, uint32 x)
{
const char *start;
int i = 0;
bool init = true;
for (; x != 0; x >>= 1, i++) {
start = many;
while (*many != 0 && *many != '|') many++; // advance to the next element
if (HasBit(x, 0)) { // item found, copy it
if (!init) buf += seprintf(buf, last, "|");
init = false;
if (start == many) {
buf += seprintf(buf, last, "%d", i);
} else {
memcpy(buf, start, many - start);
buf += many - start;
}
}
if (*many == '|') many++;
}
*buf = '\0';
}
/**
* Convert a string representation (external) of a setting to the internal rep.
* @param desc SettingDesc struct that holds all information about the variable
* @param orig_str input string that will be parsed based on the type of desc
* @return return the parsed value of the setting
*/
static const void *StringToVal(const SettingDescBase *desc, const char *orig_str)
{
const char *str = orig_str == NULL ? "" : orig_str;
switch (desc->cmd) {
case SDT_NUMX: {
char *end;
size_t val = strtoul(str, &end, 0);
if (end == str) {
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, desc->name);
_settings_error_list.push_back(msg);
return desc->def;
}
if (*end != '\0') {
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_TRAILING_CHARACTERS);
msg.SetDParamStr(0, desc->name);
_settings_error_list.push_back(msg);
}
return (void*)val;
}
case SDT_ONEOFMANY: {
size_t r = LookupOneOfMany(desc->many, str);
/* if the first attempt of conversion from string to the appropriate value fails,
* look if we have defined a converter from old value to new value. */
if (r == (size_t)-1 && desc->proc_cnvt != NULL) r = desc->proc_cnvt(str);
if (r != (size_t)-1) return (void*)r; // and here goes converted value
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, desc->name);
_settings_error_list.push_back(msg);
return desc->def;
}
case SDT_MANYOFMANY: {
size_t r = LookupManyOfMany(desc->many, str);
if (r != (size_t)-1) return (void*)r;
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, desc->name);
_settings_error_list.push_back(msg);
return desc->def;
}
case SDT_BOOLX: {
if (strcmp(str, "true") == 0 || strcmp(str, "on") == 0 || strcmp(str, "1") == 0) return (void*)true;
if (strcmp(str, "false") == 0 || strcmp(str, "off") == 0 || strcmp(str, "0") == 0) return (void*)false;
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE);
msg.SetDParamStr(0, str);
msg.SetDParamStr(1, desc->name);
_settings_error_list.push_back(msg);
return desc->def;
}
case SDT_STRING: return orig_str;
case SDT_INTLIST: return str;
default: break;
}
return NULL;
}
/**
* Set the value of a setting and if needed clamp the value to
* the preset minimum and maximum.
* @param ptr the variable itself
* @param sd pointer to the 'information'-database of the variable
* @param val signed long version of the new value
* @pre SettingDesc is of type SDT_BOOLX, SDT_NUMX,
* SDT_ONEOFMANY or SDT_MANYOFMANY. Other types are not supported as of now
*/
static void Write_ValidateSetting(void *ptr, const SettingDesc *sd, int32 val)
{
const SettingDescBase *sdb = &sd->desc;
if (sdb->cmd != SDT_BOOLX &&
sdb->cmd != SDT_NUMX &&
sdb->cmd != SDT_ONEOFMANY &&
sdb->cmd != SDT_MANYOFMANY) {
return;
}
/* We cannot know the maximum value of a bitset variable, so just have faith */
if (sdb->cmd != SDT_MANYOFMANY) {
/* We need to take special care of the uint32 type as we receive from the function
* a signed integer. While here also bail out on 64-bit settings as those are not
* supported. Unsigned 8 and 16-bit variables are safe since they fit into a signed
* 32-bit variable
* TODO: Support 64-bit settings/variables */
switch (GetVarMemType(sd->save.conv)) {
case SLE_VAR_NULL: return;
case SLE_VAR_BL:
case SLE_VAR_I8:
case SLE_VAR_U8:
case SLE_VAR_I16:
case SLE_VAR_U16:
case SLE_VAR_I32: {
/* Override the minimum value. No value below sdb->min, except special value 0 */
if (!(sdb->flags & SGF_0ISDISABLED) || val != 0) val = Clamp(val, sdb->min, sdb->max);
break;
}
case SLE_VAR_U32: {
/* Override the minimum value. No value below sdb->min, except special value 0 */
uint min = ((sdb->flags & SGF_0ISDISABLED) && (uint)val <= (uint)sdb->min) ? 0 : sdb->min;
WriteValue(ptr, SLE_VAR_U32, (int64)ClampU(val, min, sdb->max));
return;
}
case SLE_VAR_I64:
case SLE_VAR_U64:
default: NOT_REACHED();
}
}
WriteValue(ptr, sd->save.conv, (int64)val);
}
/**
* Load values from a group of an IniFile structure into the internal representation
* @param ini pointer to IniFile structure that holds administrative information
* @param sd pointer to SettingDesc structure whose internally pointed variables will
* be given values
* @param grpname the group of the IniFile to search in for the new values
* @param object pointer to the object been loaded
*/
static void IniLoadSettings(IniFile *ini, const SettingDesc *sd, const char *grpname, void *object)
{
IniGroup *group;
IniGroup *group_def = ini->GetGroup(grpname);
IniItem *item;
const void *p;
void *ptr;
const char *s;
for (; sd->save.cmd != SL_END; sd++) {
const SettingDescBase *sdb = &sd->desc;
const SaveLoad *sld = &sd->save;
if (!SlIsObjectCurrentlyValid(sld->version_from, sld->version_to)) continue;
/* For settings.xx.yy load the settings from [xx] yy = ? */
s = strchr(sdb->name, '.');
if (s != NULL) {
group = ini->GetGroup(sdb->name, s - sdb->name);
s++;
} else {
s = sdb->name;
group = group_def;
}
item = group->GetItem(s, false);
if (item == NULL && group != group_def) {
/* For settings.xx.yy load the settings from [settingss] yy = ? in case the previous
* did not exist (e.g. loading old config files with a [settings] section */
item = group_def->GetItem(s, false);
}
if (item == NULL) {
/* For settings.xx.zz.yy load the settings from [zz] yy = ? in case the previous
* did not exist (e.g. loading old config files with a [yapf] section */
const char *sc = strchr(s, '.');
if (sc != NULL) item = ini->GetGroup(s, sc - s)->GetItem(sc + 1, false);
}
p = (item == NULL) ? sdb->def : StringToVal(sdb, item->value);
ptr = GetVariableAddress(object, sld);
switch (sdb->cmd) {
case SDT_BOOLX: // All four are various types of (integer) numbers
case SDT_NUMX:
case SDT_ONEOFMANY:
case SDT_MANYOFMANY:
Write_ValidateSetting(ptr, sd, (int32)(size_t)p);
break;
case SDT_STRING:
switch (GetVarMemType(sld->conv)) {
case SLE_VAR_STRB:
case SLE_VAR_STRBQ:
if (p != NULL) ttd_strlcpy((char*)ptr, (const char*)p, sld->length);
break;
case SLE_VAR_STR:
case SLE_VAR_STRQ:
free(*(char**)ptr);
*(char**)ptr = p == NULL ? NULL : strdup((const char*)p);
break;
case SLE_VAR_CHAR: if (p != NULL) *(char *)ptr = *(const char *)p; break;
default: NOT_REACHED();
}
break;
case SDT_INTLIST: {
if (!LoadIntList((const char*)p, ptr, sld->length, GetVarMemType(sld->conv))) {
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY);
msg.SetDParamStr(0, sdb->name);
_settings_error_list.push_back(msg);
/* Use default */
LoadIntList((const char*)sdb->def, ptr, sld->length, GetVarMemType(sld->conv));
} else if (sd->desc.proc_cnvt != NULL) {
sd->desc.proc_cnvt((const char*)p);
}
break;
}
default: NOT_REACHED();
}
}
}
/**
* Save the values of settings to the inifile.
* @param ini pointer to IniFile structure
* @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
* @param object pointer to the object been 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.
*/
static void IniSaveSettings(IniFile *ini, const SettingDesc *sd, const char *grpname, void *object)
{
IniGroup *group_def = NULL, *group;
IniItem *item;
char buf[512];
const char *s;
void *ptr;
for (; sd->save.cmd != SL_END; sd++) {
const SettingDescBase *sdb = &sd->desc;
const SaveLoad *sld = &sd->save;
/* 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_NOT_IN_CONFIG) continue;
/* XXX - wtf is this?? (group override?) */
s = strchr(sdb->name, '.');
if (s != NULL) {
group = ini->GetGroup(sdb->name, s - sdb->name);
s++;
} else {
if (group_def == NULL) group_def = ini->GetGroup(grpname);
s = sdb->name;
group = group_def;
}
item = group->GetItem(s, true);
ptr = GetVariableAddress(object, sld);
if (item->value != NULL) {
/* check if the value is the same as the old value */
const void *p = StringToVal(sdb, item->value);
/* The main type of a variable/setting is in bytes 8-15
* The subtype (what kind of numbers do we have there) is in 0-7 */
switch (sdb->cmd) {
case SDT_BOOLX:
case SDT_NUMX:
case SDT_ONEOFMANY:
case SDT_MANYOFMANY:
switch (GetVarMemType(sld->conv)) {
case SLE_VAR_BL:
if (*(bool*)ptr == (p != NULL)) continue;
break;
case SLE_VAR_I8:
case SLE_VAR_U8:
if (*(byte*)ptr == (byte)(size_t)p) continue;
break;
case SLE_VAR_I16:
case SLE_VAR_U16:
if (*(uint16*)ptr == (uint16)(size_t)p) continue;
break;
case SLE_VAR_I32:
case SLE_VAR_U32:
if (*(uint32*)ptr == (uint32)(size_t)p) continue;
break;
default: NOT_REACHED();
}
break;
default: break; // Assume the other types are always changed
}
}
/* Value has changed, get the new value and put it into a buffer */
switch (sdb->cmd) {
case SDT_BOOLX:
case SDT_NUMX:
case SDT_ONEOFMANY:
case SDT_MANYOFMANY: {
uint32 i = (uint32)ReadValue(ptr, sld->conv);
switch (sdb->cmd) {
case SDT_BOOLX: strecpy(buf, (i != 0) ? "true" : "false", lastof(buf)); break;
case SDT_NUMX: seprintf(buf, lastof(buf), IsSignedVarMemType(sld->conv) ? "%d" : "%u", i); break;
case SDT_ONEOFMANY: MakeOneOfMany(buf, lastof(buf), sdb->many, i); break;
case SDT_MANYOFMANY: MakeManyOfMany(buf, lastof(buf), sdb->many, i); break;
default: NOT_REACHED();
}
break;
}
case SDT_STRING:
switch (GetVarMemType(sld->conv)) {
case SLE_VAR_STRB: strecpy(buf, (char*)ptr, lastof(buf)); break;
case SLE_VAR_STRBQ:seprintf(buf, lastof(buf), "\"%s\"", (char*)ptr); break;
case SLE_VAR_STR: strecpy(buf, *(char**)ptr, lastof(buf)); break;
case SLE_VAR_STRQ:
if (*(char**)ptr == NULL) {
buf[0] = '\0';
} else {
seprintf(buf, lastof(buf), "\"%s\"", *(char**)ptr);
}
break;
case SLE_VAR_CHAR: buf[0] = *(char*)ptr; buf[1] = '\0'; break;
default: NOT_REACHED();
}
break;
case SDT_INTLIST:
MakeIntList(buf, lastof(buf), ptr, sld->length, GetVarMemType(sld->conv));
break;
default: NOT_REACHED();
}
/* The value is different, that means we have to write it to the ini */
free(item->value);
item->value = strdup(buf);
}
}
/**
* Loads all items from a 'grpname' section into a list
* The list parameter can be a NULL pointer, in this case nothing will be
* saved and a callback function should be defined that will take over the
* list-handling and store the data itself somewhere.
* @param ini IniFile handle to the ini file with the source data
* @param grpname character string identifying the section-header of the ini file that will be parsed
* @param list new list with entries of the given section
*/
static void IniLoadSettingList(IniFile *ini, const char *grpname, StringList *list)
{
IniGroup *group = ini->GetGroup(grpname);
if (group == NULL || list == NULL) return;
list->Clear();
for (const IniItem *item = group->item; item != NULL; item = item->next) {
if (item->name != NULL) *list->Append() = strdup(item->name);
}
}
/**
* Saves all items from a list into the 'grpname' section
* The list parameter can be a NULL pointer, in this case a callback function
* should be defined that will provide the source data to be saved.
* @param ini IniFile handle to the ini file where the destination data is saved
* @param grpname character string identifying the section-header of the ini file
* @param list pointer to an string(pointer) array that will be used as the
* source to be saved into the relevant ini section
*/
static void IniSaveSettingList(IniFile *ini, const char *grpname, StringList *list)
{
IniGroup *group = ini->GetGroup(grpname);
if (group == NULL || list == NULL) return;
group->Clear();
for (char **iter = list->Begin(); iter != list->End(); iter++) {
group->GetItem(*iter, true)->SetValue("");
}
}
/**
* Check whether the setting is editable in the current gamemode.
* @param do_command true if this is about checking a command from the server.
* @return true if editable.
*/
bool SettingDesc::IsEditable(bool do_command) const
{
if (!do_command && !(this->save.conv & SLF_NO_NETWORK_SYNC) && _networking && !_network_server && !(this->desc.flags & SGF_PER_COMPANY)) return false;
if ((this->desc.flags & SGF_NETWORK_ONLY) && !_networking && _game_mode != GM_MENU) return false;
if ((this->desc.flags & SGF_NO_NETWORK) && _networking) return false;
if ((this->desc.flags & SGF_NEWGAME_ONLY) &&
(_game_mode == GM_NORMAL ||
(_game_mode == GM_EDITOR && !(this->desc.flags & SGF_SCENEDIT_TOO)))) return false;
return true;
}
/* Begin - Callback Functions for the various settings. */
/** Reposition the main toolbar as the setting changed. */
static bool v_PositionMainToolbar(int32 p1)
{
if (_game_mode != GM_MENU) PositionMainToolbar(NULL);
return true;
}
/** Reposition the statusbar as the setting changed. */
static bool v_PositionStatusbar(int32 p1)
{
if (_game_mode != GM_MENU) {
PositionStatusbar(NULL);
PositionNewsMessage(NULL);
PositionNetworkChatWindow(NULL);
}
return true;
}
static bool PopulationInLabelActive(int32 p1)
{
UpdateAllTownVirtCoords();
return true;
}
static bool RedrawScreen(int32 p1)
{
MarkWholeScreenDirty();
return true;
}
/**
* Redraw the smallmap after a colour scheme change.
* @param p1 Callback parameter.
* @return Always true.
*/
static bool RedrawSmallmap(int32 p1)
{
BuildLandLegend();
BuildOwnerLegend();
SetWindowClassesDirty(WC_SMALLMAP);
return true;
}
static bool InvalidateDetailsWindow(int32 p1)
{
SetWindowClassesDirty(WC_VEHICLE_DETAILS);
return true;
}
static bool InvalidateStationBuildWindow(int32 p1)
{
SetWindowDirty(WC_BUILD_STATION, 0);
return true;
}
static bool InvalidateBuildIndustryWindow(int32 p1)
{
InvalidateWindowData(WC_BUILD_INDUSTRY, 0);
return true;
}
static bool CloseSignalGUI(int32 p1)
{
if (p1 == 0) {
DeleteWindowByClass(WC_BUILD_SIGNAL);
}
return true;
}
static bool InvalidateTownViewWindow(int32 p1)
{
InvalidateWindowClassesData(WC_TOWN_VIEW, p1);
return true;
}
static bool DeleteSelectStationWindow(int32 p1)
{
DeleteWindowById(WC_SELECT_STATION, 0);
return true;
}
static bool UpdateConsists(int32 p1)
{
Train *t;
FOR_ALL_TRAINS(t) {
/* Update the consist of all trains so the maximum speed is set correctly. */
if (t->IsFrontEngine() || t->IsFreeWagon()) t->ConsistChanged(true);
}
InvalidateWindowClassesData(WC_BUILD_VEHICLE, 0);
return true;
}
/* Check service intervals of vehicles, p1 is value of % or day based servicing */
static bool CheckInterval(int32 p1)
{
VehicleDefaultSettings *vds;
if (_game_mode == GM_MENU || !Company::IsValidID(_current_company)) {
vds = &_settings_client.company.vehicle;
} else {
vds = &Company::Get(_current_company)->settings.vehicle;
}
if (p1 != 0) {
vds->servint_trains = 50;
vds->servint_roadveh = 50;
vds->servint_aircraft = 50;
vds->servint_ships = 50;
} else {
vds->servint_trains = 150;
vds->servint_roadveh = 150;
vds->servint_aircraft = 100;
vds->servint_ships = 360;
}
InvalidateDetailsWindow(0);
return true;
}
static bool TrainAccelerationModelChanged(int32 p1)
{
Train *t;
FOR_ALL_TRAINS(t) {
if (t->IsFrontEngine()) {
t->tcache.cached_max_curve_speed = t->GetCurveSpeedLimit();
t->UpdateAcceleration();
}
}
/* These windows show acceleration values only when realistic acceleration is on. They must be redrawn after a setting change. */
SetWindowClassesDirty(WC_ENGINE_PREVIEW);
InvalidateWindowClassesData(WC_BUILD_VEHICLE, 0);
SetWindowClassesDirty(WC_VEHICLE_DETAILS);
return true;
}
/**
* This function updates the train acceleration cache after a steepness change.
* @param p1 Callback parameter.
* @return Always true.
*/
static bool TrainSlopeSteepnessChanged(int32 p1)
{
Train *t;
FOR_ALL_TRAINS(t) {
if (t->IsFrontEngine()) t->CargoChanged();
}
return true;
}
/**
* This function updates realistic acceleration caches when the setting "Road vehicle acceleration model" is set.
* @param p1 Callback parameter
* @return Always true
*/
static bool RoadVehAccelerationModelChanged(int32 p1)
{
if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) {
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
if (rv->IsFrontEngine()) {
rv->CargoChanged();
}
}
}
/* These windows show acceleration values only when realistic acceleration is on. They must be redrawn after a setting change. */
SetWindowClassesDirty(WC_ENGINE_PREVIEW);
InvalidateWindowClassesData(WC_BUILD_VEHICLE, 0);
SetWindowClassesDirty(WC_VEHICLE_DETAILS);
return true;
}
/**
* This function updates the road vehicle acceleration cache after a steepness change.
* @param p1 Callback parameter.
* @return Always true.
*/
static bool RoadVehSlopeSteepnessChanged(int32 p1)
{
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
if (rv->IsFrontEngine()) rv->CargoChanged();
}
return true;
}
static bool DragSignalsDensityChanged(int32)
{
InvalidateWindowData(WC_BUILD_SIGNAL, 0);
return true;
}
static bool TownFoundingChanged(int32 p1)
{
if (_game_mode != GM_EDITOR && _settings_game.economy.found_town == TF_FORBIDDEN) {
DeleteWindowById(WC_FOUND_TOWN, 0);
return true;
}
InvalidateWindowData(WC_FOUND_TOWN, 0);
return true;
}
static bool InvalidateVehTimetableWindow(int32 p1)
{
InvalidateWindowClassesData(WC_VEHICLE_TIMETABLE, -2);
return true;
}
static bool ZoomMinMaxChanged(int32 p1)
{
extern void ConstrainAllViewportsZoom();
ConstrainAllViewportsZoom();
GfxClearSpriteCache();
return true;
}
/**
* Update any possible saveload window and delete any newgrf dialogue as
* its widget parts might change. Reinit all windows as it allows access to the
* newgrf debug button.
* @param p1 unused.
* @return Always true.
*/
static bool InvalidateNewGRFChangeWindows(int32 p1)
{
InvalidateWindowClassesData(WC_SAVELOAD);
DeleteWindowByClass(WC_GAME_OPTIONS);
ReInitAllWindows();
return true;
}
static bool InvalidateCompanyLiveryWindow(int32 p1)
{
InvalidateWindowClassesData(WC_COMPANY_COLOUR);
return RedrawScreen(p1);
}
static bool InvalidateIndustryViewWindow(int32 p1)
{
InvalidateWindowClassesData(WC_INDUSTRY_VIEW);
return true;
}
static bool InvalidateAISettingsWindow(int32 p1)
{
InvalidateWindowClassesData(WC_AI_SETTINGS);
return true;
}
/**
* Update the town authority window after a town authority setting change.
* @param p1 Unused.
* @return Always true.
*/
static bool RedrawTownAuthority(int32 p1)
{
SetWindowClassesDirty(WC_TOWN_AUTHORITY);
return true;
}
/**
* Invalidate the company infrastructure details window after a infrastructure maintenance setting change.
* @param p1 Unused.
* @return Always true.
*/
static bool InvalidateCompanyInfrastructureWindow(int32 p1)
{
InvalidateWindowClassesData(WC_COMPANY_INFRASTRUCTURE);
return true;
}
/*
* A: competitors
* B: competitor start time. Deprecated since savegame version 110.
* C: town count (3 = high, 0 = very low)
* D: industry count (4 = high, 0 = none)
* E: inital loan (in GBP)
* F: interest rate
* G: running costs (0 = low, 2 = high)
* H: construction speed of competitors (0 = very slow, 4 = very fast)
* I: competitor intelligence. Deprecated since savegame version 110.
* J: breakdowns (0 = off, 2 = normal)
* K: subsidy multiplier (0 = 1.5, 3 = 4.0)
* L: construction cost (0-2)
* M: terrain type (0 = very flat, 3 = mountainous)
* N: amount of water (0 = very low, 3 = high)
* O: economy (0 = steady, 1 = fluctuating)
* P: Train reversing (0 = end of line + stations, 1 = end of line)
* Q: disasters
* R: area restructuring (0 = permissive, 2 = hostile)
* S: the difficulty level
*/
static const DifficultySettings _default_game_diff[SP_END] = { /*
A, C, D, E, F, G, H, J, K, L, M, N, O, P, Q, R, S*/
{2, 2, 4, 300000, 2, 0, 2, 1, 2, 0, 1, 0, 0, 0, 0, 0, 0}, ///< easy
{4, 2, 3, 150000, 3, 1, 3, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1}, ///< medium
{7, 3, 3, 100000, 4, 1, 3, 2, 0, 2, 3, 2, 1, 1, 1, 2, 2}, ///< hard
};
void SetDifficultyLevel(int mode, DifficultySettings *gm_opt)
{
if (mode != SP_CUSTOM) {
assert(mode >= SP_BEGIN && mode < SP_END);
*gm_opt = _default_game_diff[mode];
} else {
gm_opt->diff_level = SP_CUSTOM;
}
}
/** Checks if any settings are set to incorrect values, and sets them to correct values in that case. */
static void ValidateSettings()
{
/* Force the difficulty levels to correct values if they are invalid. */
if (_settings_newgame.difficulty.diff_level != SP_CUSTOM) {
SetDifficultyLevel(_settings_newgame.difficulty.diff_level, &_settings_newgame.difficulty);
}
/* Do not allow a custom sea level with the original land generator. */
if (_settings_newgame.game_creation.land_generator == 0 &&
_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
_settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
}
}
static bool DifficultyReset(int32 level)
{
/* In game / in the scenario editor you can set the difficulty level only to custom. This is
* needed by the AI Gui code that sets the difficulty level when you change any AI settings. */
if (_game_mode != GM_MENU && level != 3) return false;
SetDifficultyLevel(level, &GetGameSettings().difficulty);
return true;
}
static bool DifficultyChange(int32)
{
if (_game_mode == GM_MENU) {
if (_settings_newgame.difficulty.diff_level != SP_CUSTOM) {
ShowErrorMessage(STR_WARNING_DIFFICULTY_TO_CUSTOM, INVALID_STRING_ID, WL_WARNING);
_settings_newgame.difficulty.diff_level = SP_CUSTOM;
}
SetWindowClassesDirty(WC_SELECT_GAME);
} else {
_settings_game.difficulty.diff_level = SP_CUSTOM;
}
/* If we are a network-client, update the difficult setting (if it is open).
* Use this instead of just dirtying the window because we need to load in
* the new difficulty settings */
if (_networking) InvalidateWindowClassesData(WC_GAME_OPTIONS, GOID_DIFFICULTY_CHANGED);
return true;
}
static bool DifficultyNoiseChange(int32 i)
{
if (_game_mode == GM_NORMAL) {
UpdateAirportsNoise();
if (_settings_game.economy.station_noise_level) {
InvalidateWindowClassesData(WC_TOWN_VIEW, 0);
}
}
return DifficultyChange(i);
}
static bool MaxNoAIsChange(int32 i)
{
if (GetGameSettings().difficulty.max_no_competitors != 0 &&
AI::GetInfoList()->size() == 0 &&
(!_networking || _network_server)) {
ShowErrorMessage(STR_WARNING_NO_SUITABLE_AI, INVALID_STRING_ID, WL_CRITICAL);
}
return DifficultyChange(i);
}
/**
* Check whether the road side may be changed.
* @param p1 unused
* @return true if the road side may be changed.
*/
static bool CheckRoadSide(int p1)
{
extern bool RoadVehiclesAreBuilt();
return _game_mode == GM_MENU || !RoadVehiclesAreBuilt();
}
/**
* Conversion callback for _gameopt_settings_game.landscape
* It converts (or try) between old values and the new ones,
* without losing initial setting of the user
* @param value that was read from config file
* @return the "hopefully" converted value
*/
static size_t ConvertLandscape(const char *value)
{
/* try with the old values */
return LookupOneOfMany("normal|hilly|desert|candy", value);
}
static bool CheckFreeformEdges(int32 p1)
{
if (_game_mode == GM_MENU) return true;
if (p1 != 0) {
Ship *s;
FOR_ALL_SHIPS(s) {
/* Check if there is a ship on the northern border. */
if (TileX(s->tile) == 0 || TileY(s->tile) == 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_EMPTY, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
BaseStation *st;
FOR_ALL_BASE_STATIONS(st) {
/* Check if there is a non-deleted buoy on the northern border. */
if (st->IsInUse() && (TileX(st->xy) == 0 || TileY(st->xy) == 0)) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_EMPTY, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
for (uint i = 0; i < MapSizeX(); i++) MakeVoid(TileXY(i, 0));
for (uint i = 0; i < MapSizeY(); i++) MakeVoid(TileXY(0, i));
} else {
for (uint i = 0; i < MapMaxX(); i++) {
if (TileHeight(TileXY(i, 1)) != 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_WATER, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
for (uint i = 1; i < MapMaxX(); i++) {
if (!IsTileType(TileXY(i, MapMaxY() - 1), MP_WATER) || TileHeight(TileXY(1, MapMaxY())) != 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_WATER, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
for (uint i = 0; i < MapMaxY(); i++) {
if (TileHeight(TileXY(1, i)) != 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_WATER, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
for (uint i = 1; i < MapMaxY(); i++) {
if (!IsTileType(TileXY(MapMaxX() - 1, i), MP_WATER) || TileHeight(TileXY(MapMaxX(), i)) != 0) {
ShowErrorMessage(STR_CONFIG_SETTING_EDGES_NOT_WATER, INVALID_STRING_ID, WL_ERROR);
return false;
}
}
/* Make tiles at the border water again. */
for (uint i = 0; i < MapMaxX(); i++) {
SetTileHeight(TileXY(i, 0), 0);
SetTileType(TileXY(i, 0), MP_WATER);
}
for (uint i = 0; i < MapMaxY(); i++) {
SetTileHeight(TileXY(0, i), 0);
SetTileType(TileXY(0, i), MP_WATER);
}
}
MarkWholeScreenDirty();
return true;
}
/**
* Changing the setting "allow multiple NewGRF sets" is not allowed
* if there are vehicles.
*/
static bool ChangeDynamicEngines(int32 p1)
{
if (_game_mode == GM_MENU) return true;
if (!EngineOverrideManager::ResetToCurrentNewGRFConfig()) {
ShowErrorMessage(STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES, INVALID_STRING_ID, WL_ERROR);
return false;
}
return true;
}
static bool StationCatchmentChanged(int32 p1)
{
Station::RecomputeIndustriesNearForAll();
return true;
}
#ifdef ENABLE_NETWORK
static bool UpdateClientName(int32 p1)
{
NetworkUpdateClientName();
return true;
}
static bool UpdateServerPassword(int32 p1)
{
if (strcmp(_settings_client.network.server_password, "*") == 0) {
_settings_client.network.server_password[0] = '\0';
}
return true;
}
static bool UpdateRconPassword(int32 p1)
{
if (strcmp(_settings_client.network.rcon_password, "*") == 0) {
_settings_client.network.rcon_password[0] = '\0';
}
return true;
}
static bool UpdateClientConfigValues(int32 p1)
{
if (_network_server) NetworkServerSendConfigUpdate();
return true;
}
#endif /* ENABLE_NETWORK */
/* End - Callback Functions */
/**
* Prepare for reading and old diff_custom by zero-ing the memory.
*/
static 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.
*/
static void HandleOldDiffCustom(bool savegame)
{
uint options_to_load = GAME_DIFFICULTY_NUM - ((savegame && IsSavegameVersionBefore(4)) ? 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;
}
for (uint i = 0; i < options_to_load; i++) {
const SettingDesc *sd = &_settings[i];
/* Skip deprecated options */
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
void *var = GetVariableAddress(savegame ? &_settings_game : &_settings_newgame, &sd->save);
Write_ValidateSetting(var, sd, (int32)((i == 4 ? 1000 : 1) * _old_diff_custom[i]));
}
}
/**
* tries to convert newly introduced news settings based on old ones
* @param name pointer to the string defining name of the old news config
* @param value pointer to the string defining value of the old news config
* @returns true if conversion could have been made
*/
static bool ConvertOldNewsSetting(const char *name, const char *value)
{
if (strcasecmp(name, "openclose") == 0) {
/* openclose has been split in "open" and "close".
* So the job is now to decrypt the value of the old news config
* and give it to the two newly introduced ones*/
NewsDisplay display = ND_OFF; // default
if (strcasecmp(value, "full") == 0) {
display = ND_FULL;
} else if (strcasecmp(value, "summarized") == 0) {
display = ND_SUMMARY;
}
/* tranfert of values */
_news_type_data[NT_INDUSTRY_OPEN].display = display;
_news_type_data[NT_INDUSTRY_CLOSE].display = display;
return true;
}
return false;
}
/**
* Load newstype settings from a configuration file.
* @param ini the configuration to read from.
* @param grpname Name of the group containing the news type settings.
*/
static void NewsDisplayLoadConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
IniItem *item;
/* If no group exists, return */
if (group == NULL) return;
for (item = group->item; item != NULL; item = item->next) {
int news_item = -1;
for (int i = 0; i < NT_END; i++) {
if (strcasecmp(item->name, _news_type_data[i].name) == 0) {
news_item = i;
break;
}
}
/* the config been read is not within current aceptable config */
if (news_item == -1) {
/* if the conversion function cannot process it, advice by a debug warning*/
if (!ConvertOldNewsSetting(item->name, item->value)) {
DEBUG(misc, 0, "Invalid display option: %s", item->name);
}
/* in all cases, there is nothing left to do */
continue;
}
if (StrEmpty(item->value)) {
DEBUG(misc, 0, "Empty display value for newstype %s", item->name);
continue;
} else if (strcasecmp(item->value, "full") == 0) {
_news_type_data[news_item].display = ND_FULL;
} else if (strcasecmp(item->value, "off") == 0) {
_news_type_data[news_item].display = ND_OFF;
} else if (strcasecmp(item->value, "summarized") == 0) {
_news_type_data[news_item].display = ND_SUMMARY;
} else {
DEBUG(misc, 0, "Invalid display value for newstype %s: %s", item->name, item->value);
continue;
}
}
}
static void AILoadConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
IniItem *item;
/* Clean any configured AI */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME)->Change(NULL);
}
/* If no group exists, return */
if (group == NULL) return;
CompanyID c = COMPANY_FIRST;
for (item = group->item; c < MAX_COMPANIES && item != NULL; c++, item = item->next) {
AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
config->Change(item->name);
if (!config->HasScript()) {
if (strcmp(item->name, "none") != 0) {
DEBUG(script, 0, "The AI by the name '%s' was no longer found, and removed from the list.", item->name);
continue;
}
}
if (item->value != NULL) config->StringToSettings(item->value);
}
}
static void GameLoadConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
IniItem *item;
/* Clean any configured GameScript */
GameConfig::GetConfig(GameConfig::SSS_FORCE_NEWGAME)->Change(NULL);
/* If no group exists, return */
if (group == NULL) return;
item = group->item;
if (item == NULL) return;
GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
config->Change(item->name);
if (!config->HasScript()) {
if (strcmp(item->name, "none") != 0) {
DEBUG(script, 0, "The GameScript by the name '%s' was no longer found, and removed from the list.", item->name);
return;
}
}
if (item->value != NULL) config->StringToSettings(item->value);
}
/**
* Load a GRF configuration
* @param ini The configuration to read from.
* @param grpname Group name containing the configuration of the GRF.
* @param is_static GRF is static.
*/
static GRFConfig *GRFLoadConfig(IniFile *ini, const char *grpname, bool is_static)
{
IniGroup *group = ini->GetGroup(grpname);
IniItem *item;
GRFConfig *first = NULL;
GRFConfig **curr = &first;
if (group == NULL) return NULL;
for (item = group->item; item != NULL; item = item->next) {
GRFConfig *c = new GRFConfig(item->name);
/* Parse parameters */
if (!StrEmpty(item->value)) {
c->num_params = ParseIntList(item->value, (int*)c->param, lengthof(c->param));
if (c->num_params == (byte)-1) {
SetDParamStr(0, item->name);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY, WL_CRITICAL);
c->num_params = 0;
}
}
/* Check if item is valid */
if (!FillGRFDetails(c, is_static) || HasBit(c->flags, GCF_INVALID)) {
if (c->status == GCS_NOT_FOUND) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_NOT_FOUND);
} else if (HasBit(c->flags, GCF_UNSAFE)) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_UNSAFE);
} else if (HasBit(c->flags, GCF_SYSTEM)) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_SYSTEM);
} else if (HasBit(c->flags, GCF_INVALID)) {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_INCOMPATIBLE);
} else {
SetDParam(1, STR_CONFIG_ERROR_INVALID_GRF_UNKNOWN);
}
SetDParamStr(0, item->name);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_GRF, WL_CRITICAL);
delete c;
continue;
}
/* Check for duplicate GRFID (will also check for duplicate filenames) */
bool duplicate = false;
for (const GRFConfig *gc = first; gc != NULL; gc = gc->next) {
if (gc->ident.grfid == c->ident.grfid) {
SetDParamStr(0, item->name);
SetDParamStr(1, gc->filename);
ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_DUPLICATE_GRFID, WL_CRITICAL);
duplicate = true;
break;
}
}
if (duplicate) {
delete c;
continue;
}
/* Mark file as static to avoid saving in savegame. */
if (is_static) SetBit(c->flags, GCF_STATIC);
/* Add item to list */
*curr = c;
curr = &c->next;
}
return first;
}
/**
* Write newstype settings to a configuration file.
* @param ini The configuration to write to.
* @param grpname Name of the group containing the news type settings.
*/
static void NewsDisplaySaveConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
for (int i = 0; i < NT_END; i++) {
const char *value;
int v = _news_type_data[i].display;
value = (v == ND_OFF ? "off" : (v == ND_SUMMARY ? "summarized" : "full"));
group->GetItem(_news_type_data[i].name, true)->SetValue(value);
}
}
static void AISaveConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
if (group == NULL) return;
group->Clear();
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
const char *name;
char value[1024];
config->SettingsToString(value, lengthof(value));
if (config->HasScript()) {
name = config->GetName();
} else {
name = "none";
}
IniItem *item = new IniItem(group, name, strlen(name));
item->SetValue(value);
}
}
static void GameSaveConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
if (group == NULL) return;
group->Clear();
GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
const char *name;
char value[1024];
config->SettingsToString(value, lengthof(value));
if (config->HasScript()) {
name = config->GetName();
} else {
name = "none";
}
IniItem *item = new IniItem(group, name, strlen(name));
item->SetValue(value);
}
/**
* Save the version of OpenTTD to the ini file.
* @param ini the ini to write to
*/
static void SaveVersionInConfig(IniFile *ini)
{
IniGroup *group = ini->GetGroup("version");
char version[9];
snprintf(version, lengthof(version), "%08X", _openttd_newgrf_version);
const char * const versions[][2] = {
{ "version_string", _openttd_revision },
{ "version_number", version }
};
for (uint i = 0; i < lengthof(versions); i++) {
group->GetItem(versions[i][0], true)->SetValue(versions[i][1]);
}
}
/* Save a GRF configuration to the given group name */
static void GRFSaveConfig(IniFile *ini, const char *grpname, const GRFConfig *list)
{
ini->RemoveGroup(grpname);
IniGroup *group = ini->GetGroup(grpname);
const GRFConfig *c;
for (c = list; c != NULL; c = c->next) {
char params[512];
GRFBuildParamList(params, c, lastof(params));
group->GetItem(c->filename, true)->SetValue(params);
}
}
/* Common handler for saving/loading variables to the configuration file */
static void HandleSettingDescs(IniFile *ini, SettingDescProc *proc, SettingDescProcList *proc_list, bool basic_settings = true, bool other_settings = true)
{
if (basic_settings) {
proc(ini, (const SettingDesc*)_misc_settings, "misc", NULL);
#if defined(WIN32) && !defined(DEDICATED)
proc(ini, (const SettingDesc*)_win32_settings, "win32", NULL);
#endif /* WIN32 */
}
if (other_settings) {
proc(ini, _settings, "patches", &_settings_newgame);
proc(ini, _currency_settings,"currency", &_custom_currency);
proc(ini, _company_settings, "company", &_settings_client.company);
#ifdef ENABLE_NETWORK
proc_list(ini, "server_bind_addresses", &_network_bind_list);
proc_list(ini, "servers", &_network_host_list);
proc_list(ini, "bans", &_network_ban_list);
#endif /* ENABLE_NETWORK */
}
}
static IniFile *IniLoadConfig()
{
IniFile *ini = new IniFile(_list_group_names);
ini->LoadFromDisk(_config_file, BASE_DIR);
return ini;
}
/**
* Load the values from the configuration files
* @param minimal Load the minimal amount of the configuration to "bootstrap" the blitter and such.
*/
void LoadFromConfig(bool minimal)
{
IniFile *ini = IniLoadConfig();
if (!minimal) ResetCurrencies(false); // Initialize the array of curencies, without preserving the custom one
/* Load basic settings only during bootstrap, load other settings not during bootstrap */
HandleSettingDescs(ini, IniLoadSettings, IniLoadSettingList, minimal, !minimal);
if (!minimal) {
_grfconfig_newgame = GRFLoadConfig(ini, "newgrf", false);
_grfconfig_static = GRFLoadConfig(ini, "newgrf-static", true);
NewsDisplayLoadConfig(ini, "news_display");
AILoadConfig(ini, "ai_players");
GameLoadConfig(ini, "game_scripts");
PrepareOldDiffCustom();
IniLoadSettings(ini, _gameopt_settings, "gameopt", &_settings_newgame);
HandleOldDiffCustom(false);
ValidateSettings();
/* Display sheduled errors */
extern void ScheduleErrorMessage(ErrorList &datas);
ScheduleErrorMessage(_settings_error_list);
if (FindWindowById(WC_ERRMSG, 0) == NULL) ShowFirstError();
}
delete ini;
}
/** Save the values to the configuration file */
void SaveToConfig()
{
IniFile *ini = IniLoadConfig();
/* Remove some obsolete groups. These have all been loaded into other groups. */
ini->RemoveGroup("patches");
ini->RemoveGroup("yapf");
ini->RemoveGroup("gameopt");
HandleSettingDescs(ini, IniSaveSettings, IniSaveSettingList);
GRFSaveConfig(ini, "newgrf", _grfconfig_newgame);
GRFSaveConfig(ini, "newgrf-static", _grfconfig_static);
NewsDisplaySaveConfig(ini, "news_display");
AISaveConfig(ini, "ai_players");
GameSaveConfig(ini, "game_scripts");
SaveVersionInConfig(ini);
ini->SaveToDisk(_config_file);
delete ini;
}
/**
* Get the list of known NewGrf presets.
* @param list[inout] Pointer to list for storing the preset names.
*/
void GetGRFPresetList(GRFPresetList *list)
{
list->Clear();
IniFile *ini = IniLoadConfig();
IniGroup *group;
for (group = ini->group; group != NULL; group = group->next) {
if (strncmp(group->name, "preset-", 7) == 0) {
*list->Append() = strdup(group->name + 7);
}
}
delete ini;
}
/**
* Load a NewGRF configuration by preset-name.
* @param config_name Name of the preset.
* @return NewGRF configuration.
* @see GetGRFPresetList
*/
GRFConfig *LoadGRFPresetFromConfig(const char *config_name)
{
char *section = (char*)alloca(strlen(config_name) + 8);
sprintf(section, "preset-%s", config_name);
IniFile *ini = IniLoadConfig();
GRFConfig *config = GRFLoadConfig(ini, section, false);
delete ini;
return config;
}
/**
* Save a NewGRF configuration with a preset name.
* @param config_name Name of the preset.
* @param config NewGRF configuration to save.
* @see GetGRFPresetList
*/
void SaveGRFPresetToConfig(const char *config_name, GRFConfig *config)
{
char *section = (char*)alloca(strlen(config_name) + 8);
sprintf(section, "preset-%s", config_name);
IniFile *ini = IniLoadConfig();
GRFSaveConfig(ini, section, config);
ini->SaveToDisk(_config_file);
delete ini;
}
/**
* Delete a NewGRF configuration by preset name.
* @param config_name Name of the preset.
*/
void DeleteGRFPresetFromConfig(const char *config_name)
{
char *section = (char*)alloca(strlen(config_name) + 8);
sprintf(section, "preset-%s", config_name);
IniFile *ini = IniLoadConfig();
ini->RemoveGroup(section);
ini->SaveToDisk(_config_file);
delete ini;
}
static const SettingDesc *GetSettingDescription(uint index)
{
if (index >= lengthof(_settings)) return NULL;
return &_settings[index];
}
/**
* Network-safe changing of settings (server-only).
* @param tile unused
* @param flags operation to perform
* @param p1 the index of the setting in the SettingDesc array which identifies it
* @param p2 the new value for the setting
* The new value is properly clamped to its minimum/maximum when setting
* @param text unused
* @return the cost of this operation or an error
* @see _settings
*/
CommandCost CmdChangeSetting(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
const SettingDesc *sd = GetSettingDescription(p1);
if (sd == NULL) return CMD_ERROR;
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) return CMD_ERROR;
if (!sd->IsEditable(true)) return CMD_ERROR;
if (flags & DC_EXEC) {
void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
int32 oldval = (int32)ReadValue(var, sd->save.conv);
int32 newval = (int32)p2;
Write_ValidateSetting(var, sd, newval);
newval = (int32)ReadValue(var, sd->save.conv);
if (oldval == newval) return CommandCost();
if (sd->desc.proc != NULL && !sd->desc.proc(newval)) {
WriteValue(var, sd->save.conv, (int64)oldval);
return CommandCost();
}
if (sd->desc.flags & SGF_NO_NETWORK) {
GamelogStartAction(GLAT_SETTING);
GamelogSetting(sd->desc.name, oldval, newval);
GamelogStopAction();
}
SetWindowClassesDirty(WC_GAME_OPTIONS);
}
return CommandCost();
}
/**
* Change one of the per-company settings.
* @param tile unused
* @param flags operation to perform
* @param p1 the index of the setting in the _company_settings array which identifies it
* @param p2 the new value for the setting
* The new value is properly clamped to its minimum/maximum when setting
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdChangeCompanySetting(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
if (p1 >= lengthof(_company_settings)) return CMD_ERROR;
const SettingDesc *sd = &_company_settings[p1];
if (flags & DC_EXEC) {
void *var = GetVariableAddress(&Company::Get(_current_company)->settings, &sd->save);
int32 oldval = (int32)ReadValue(var, sd->save.conv);
int32 newval = (int32)p2;
Write_ValidateSetting(var, sd, newval);
newval = (int32)ReadValue(var, sd->save.conv);
if (oldval == newval) return CommandCost();
if (sd->desc.proc != NULL && !sd->desc.proc(newval)) {
WriteValue(var, sd->save.conv, (int64)oldval);
return CommandCost();
}
SetWindowClassesDirty(WC_GAME_OPTIONS);
}
return CommandCost();
}
/**
* Top function to save the new value of an element of the Settings struct
* @param index offset in the SettingDesc array of the Settings struct which
* identifies the setting member we want to change
* @param value new value of the setting
* @param force_newgame force the newgame settings
*/
bool SetSettingValue(uint index, int32 value, bool force_newgame)
{
const SettingDesc *sd = &_settings[index];
/* If an item is company-based, we do not send it over the network
* (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_NO_NETWORK_SYNC) {
void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
Write_ValidateSetting(var, sd, value);
if (_game_mode != GM_MENU) {
void *var2 = GetVariableAddress(&_settings_newgame, &sd->save);
Write_ValidateSetting(var2, sd, value);
}
if (sd->desc.proc != NULL) sd->desc.proc((int32)ReadValue(var, sd->save.conv));
SetWindowClassesDirty(WC_GAME_OPTIONS);
return true;
}
if (force_newgame) {
void *var2 = GetVariableAddress(&_settings_newgame, &sd->save);
Write_ValidateSetting(var2, sd, value);
return true;
}
/* send non-company-based settings over the network */
if (!_networking || (_networking && _network_server)) {
return DoCommandP(0, index, value, CMD_CHANGE_SETTING);
}
return false;
}
/**
* Top function to save the new value of an element of the Settings struct
* @param index offset in the SettingDesc array of the CompanySettings struct
* which identifies the setting member we want to change
* @param value new value of the setting
*/
void SetCompanySetting(uint index, int32 value)
{
const SettingDesc *sd = &_company_settings[index];
if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) {
DoCommandP(0, index, value, CMD_CHANGE_COMPANY_SETTING);
} else {
void *var = GetVariableAddress(&_settings_client.company, &sd->save);
Write_ValidateSetting(var, sd, value);
if (sd->desc.proc != NULL) sd->desc.proc((int32)ReadValue(var, sd->save.conv));
}
}
/**
* Set the company settings for a new company to their default values.
*/
void SetDefaultCompanySettings(CompanyID cid)
{
Company *c = Company::Get(cid);
const SettingDesc *sd;
for (sd = _company_settings; sd->save.cmd != SL_END; sd++) {
void *var = GetVariableAddress(&c->settings, &sd->save);
Write_ValidateSetting(var, sd, (int32)(size_t)sd->desc.def);
}
}
#if defined(ENABLE_NETWORK)
/**
* Sync all company settings in a multiplayer game.
*/
void SyncCompanySettings()
{
const SettingDesc *sd;
uint i = 0;
for (sd = _company_settings; sd->save.cmd != SL_END; sd++, i++) {
const void *old_var = GetVariableAddress(&Company::Get(_current_company)->settings, &sd->save);
const void *new_var = GetVariableAddress(&_settings_client.company, &sd->save);
uint32 old_value = (uint32)ReadValue(old_var, sd->save.conv);
uint32 new_value = (uint32)ReadValue(new_var, sd->save.conv);
if (old_value != new_value) NetworkSendCommand(0, i, new_value, CMD_CHANGE_COMPANY_SETTING, NULL, NULL, _local_company);
}
}
#endif /* ENABLE_NETWORK */
/**
* Get the index in the _company_settings array of a setting
* @param name The name of the setting
* @return The index in the _company_settings array
*/
uint GetCompanySettingIndex(const char *name)
{
uint i;
const SettingDesc *sd = GetSettingFromName(name, &i);
assert(sd != NULL && (sd->desc.flags & SGF_PER_COMPANY) != 0);
return i;
}
/**
* Set a setting value with a string.
* @param index the settings index.
* @param value the value to write
* @param force_newgame force the newgame settings
* @note Strings WILL NOT be synced over the network
*/
bool SetSettingValue(uint index, const char *value, bool force_newgame)
{
const SettingDesc *sd = &_settings[index];
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);
free(*var);
*var = strcmp(value, "(null)") == 0 ? NULL : strdup(value);
} else {
char *var = (char*)GetVariableAddress(NULL, &sd->save);
ttd_strlcpy(var, value, sd->save.length);
}
if (sd->desc.proc != NULL) sd->desc.proc(0);
return true;
}
/**
* Given a name of setting, return a setting description of it.
* @param name Name of the setting to return a setting description of
* @param i Pointer to an integer that will contain the index of the setting after the call, if it is successful.
* @return Pointer to the setting description of setting \a name if it can be found,
* \c NULL indicates failure to obtain the description
*/
const SettingDesc *GetSettingFromName(const char *name, uint *i)
{
const SettingDesc *sd;
/* First check all full names */
for (*i = 0, sd = _settings; sd->save.cmd != SL_END; sd++, (*i)++) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (strcmp(sd->desc.name, name) == 0) return sd;
}
/* Then check the shortcut variant of the name. */
for (*i = 0, sd = _settings; sd->save.cmd != SL_END; sd++, (*i)++) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
const char *short_name = strchr(sd->desc.name, '.');
if (short_name != NULL) {
short_name++;
if (strcmp(short_name, name) == 0) return sd;
}
}
if (strncmp(name, "company.", 8) == 0) name += 8;
/* And finally the company-based settings */
for (*i = 0, sd = _company_settings; sd->save.cmd != SL_END; sd++, (*i)++) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (strcmp(sd->desc.name, name) == 0) return sd;
}
return NULL;
}
/* Those 2 functions need to be here, else we have to make some stuff non-static
* and besides, it is also better to keep stuff like this at the same place */
void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
{
uint index;
const SettingDesc *sd = GetSettingFromName(name, &index);
if (sd == NULL) {
IConsolePrintF(CC_WARNING, "'%s' is an unknown setting.", name);
return;
}
bool success;
if (sd->desc.cmd == SDT_STRING) {
success = SetSettingValue(index, value, force_newgame);
} else {
uint32 val;
extern bool GetArgumentInteger(uint32 *value, const char *arg);
success = GetArgumentInteger(&val, value);
if (!success) {
IConsolePrintF(CC_ERROR, "'%s' is not an integer.", value);
return;
}
success = SetSettingValue(index, val, force_newgame);
}
if (!success) {
if (_network_server) {
IConsoleError("This command/variable is not available during network games.");
} else {
IConsoleError("This command/variable is only available to a network server.");
}
}
}
void IConsoleSetSetting(const char *name, int value)
{
uint index;
const SettingDesc *sd = GetSettingFromName(name, &index);
assert(sd != NULL);
SetSettingValue(index, value);
}
/**
* Output value of a specific setting to the console
* @param name Name of the setting to output its value
* @param force_newgame force the newgame settings
*/
void IConsoleGetSetting(const char *name, bool force_newgame)
{
char value[20];
uint index;
const SettingDesc *sd = GetSettingFromName(name, &index);
const void *ptr;
if (sd == NULL) {
IConsolePrintF(CC_WARNING, "'%s' is an unknown setting.", name);
return;
}
ptr = GetVariableAddress((_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game, &sd->save);
if (sd->desc.cmd == SDT_STRING) {
IConsolePrintF(CC_WARNING, "Current value for '%s' is: '%s'", name, (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ) ? *(const char * const *)ptr : (const char *)ptr);
} else {
if (sd->desc.cmd == SDT_BOOLX) {
snprintf(value, sizeof(value), (*(const bool*)ptr != 0) ? "on" : "off");
} else {
snprintf(value, sizeof(value), sd->desc.min < 0 ? "%d" : "%u", (int32)ReadValue(ptr, sd->save.conv));
}
IConsolePrintF(CC_WARNING, "Current value for '%s' is: '%s' (min: %s%d, max: %u)",
name, value, (sd->desc.flags & SGF_0ISDISABLED) ? "(0) " : "", sd->desc.min, sd->desc.max);
}
}
/**
* List all settings and their value to the console
*
* @param prefilter If not \c NULL, only list settings with names that begin with \a prefilter prefix
*/
void IConsoleListSettings(const char *prefilter)
{
IConsolePrintF(CC_WARNING, "All settings with their current value:");
for (const SettingDesc *sd = _settings; sd->save.cmd != SL_END; sd++) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (prefilter != NULL && strstr(sd->desc.name, prefilter) == NULL) continue;
char value[80];
const void *ptr = GetVariableAddress(&GetGameSettings(), &sd->save);
if (sd->desc.cmd == SDT_BOOLX) {
snprintf(value, lengthof(value), (*(const bool *)ptr != 0) ? "on" : "off");
} else if (sd->desc.cmd == SDT_STRING) {
snprintf(value, sizeof(value), "%s", (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ) ? *(const char * const *)ptr : (const char *)ptr);
} else {
snprintf(value, lengthof(value), sd->desc.min < 0 ? "%d" : "%u", (int32)ReadValue(ptr, sd->save.conv));
}
IConsolePrintF(CC_DEFAULT, "%s = %s", sd->desc.name, value);
}
IConsolePrintF(CC_WARNING, "Use 'setting' command to change a value");
}
/**
* Save and load handler for settings
* @param osd SettingDesc struct containing all information
* @param object can be either NULL in which case we load global variables or
* a pointer to a struct which is getting saved
*/
static void LoadSettings(const SettingDesc *osd, void *object)
{
for (; osd->save.cmd != SL_END; osd++) {
const SaveLoad *sld = &osd->save;
void *ptr = GetVariableAddress(object, sld);
if (!SlObjectMember(ptr, sld)) continue;
if (IsNumericType(sld->conv)) Write_ValidateSetting(ptr, osd, ReadValue(ptr, sld->conv));
}
}
/**
* Save and load handler for settings
* @param sd SettingDesc struct containing all information
* @param object can be either NULL in which case we load global variables or
* a pointer to a struct which is getting saved
*/
static void SaveSettings(const SettingDesc *sd, void *object)
{
/* We need to write the CH_RIFF header, but unfortunately can't call
* SlCalcLength() because we have a different format. So do this manually */
const SettingDesc *i;
size_t length = 0;
for (i = sd; i->save.cmd != SL_END; i++) {
length += SlCalcObjMemberLength(object, &i->save);
}
SlSetLength(length);
for (i = sd; i->save.cmd != SL_END; i++) {
void *ptr = GetVariableAddress(object, &i->save);
SlObjectMember(ptr, &i->save);
}
}
static void Load_OPTS()
{
/* 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(_gameopt_settings, &_settings_game);
HandleOldDiffCustom(true);
}
static void Load_PATS()
{
/* 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(_settings, &_settings_game);
}
static void Check_PATS()
{
LoadSettings(_settings, &_load_check_data.settings);
}
static void Save_PATS()
{
SaveSettings(_settings, &_settings_game);
}
void CheckConfig()
{
/*
* Increase old default values for pf_maxdepth and pf_maxlength
* to support big networks.
*/
if (_settings_newgame.pf.opf.pf_maxdepth == 16 && _settings_newgame.pf.opf.pf_maxlength == 512) {
_settings_newgame.pf.opf.pf_maxdepth = 48;
_settings_newgame.pf.opf.pf_maxlength = 4096;
}
}
extern const ChunkHandler _setting_chunk_handlers[] = {
{ 'OPTS', NULL, Load_OPTS, NULL, NULL, CH_RIFF},
{ 'PATS', Save_PATS, Load_PATS, NULL, Check_PATS, CH_RIFF | CH_LAST},
};
static bool IsSignedVarMemType(VarType vt)
{
switch (GetVarMemType(vt)) {
case SLE_VAR_I8:
case SLE_VAR_I16:
case SLE_VAR_I32:
case SLE_VAR_I64:
return true;
}
return false;
}