/* * 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: *
    *
  1. 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. *
  2. 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. *
  3. Handle saving/loading of the PATS chunk inside the savegame. *
* @see SettingDesc * @see SaveLoad */ #include "stdafx.h" #include #include #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" #if defined(WITH_FREETYPE) || defined(_WIN32) || defined(WITH_COCOA) #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 "vehicle_func.h" #include "void_map.h" #include "station_base.h" #if defined(WITH_FREETYPE) || defined(_WIN32) || defined(WITH_COCOA) #define HAS_TRUETYPE_FONT #endif #include "table/strings.h" #include "table/settings.h" #include "safeguards.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 std::string _config_file; ///< Configuration file of OpenTTD typedef std::list ErrorList; static ErrorList _settings_error_list; ///< Errors while loading minimal settings. typedef span SettingTable; /** * List of all the setting tables. * * There are a few tables that are special and not processed like the rest: * - _currency_settings * - _misc_settings * - _company_settings * - _win32_settings * As such, they are not part of this list. */ static const SettingTable _setting_tables[] = { _settings, _network_settings, }; typedef void SettingDescProc(IniFile *ini, const SettingTable &desc, const char *grpname, void *object, bool only_startup); typedef void SettingDescProcList(IniFile *ini, const char *grpname, StringList &list); static bool IsSignedVarMemType(VarType vt); /** * Helper to convert the type of the iterated settings description to a pointer to it. * @param desc The type of the iterator of the value in SettingTable. * @return The actual pointer to SettingDesc. */ static constexpr const SettingDesc *GetSettingDesc(const SettingVariant &desc) { return std::visit([](auto&& arg) -> const SettingDesc * { return &arg; }, desc); } /** * Groups in openttd.cfg that are actually lists. */ static const char * const _list_group_names[] = { "bans", "newgrf", "servers", "server_bind_addresses", nullptr }; /** * Find the index value of a ONEofMANY type in a string separated by | * @param str the current value of the setting for which a value needs found * @param len length of the string * @param many full domain of values the ONEofMANY setting can have * @return the integer index of the full-list, or -1 if not found */ size_t OneOfManySettingDesc::ParseSingleValue(const char *str, size_t len, const std::vector &many) { /* check if it's an integer */ if (isdigit(*str)) return strtoul(str, nullptr, 0); size_t idx = 0; for (auto one : many) { if (one.size() == len && strncmp(one.c_str(), str, len) == 0) return idx; idx++; } return (size_t)-1; } /** * 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 separated by a whitespace,tab or | character * @return the 'fully' set integer, or -1 if a set is not found */ static size_t LookupManyOfMany(const std::vector &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 = OneOfManySettingDesc::ParseSingleValue(str, s - str, many); 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 separated 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 */ template static int ParseIntList(const char *p, T *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; FALLTHROUGH; case ' ': p++; break; default: { if (n == maxitems) return -1; // we don't accept that many numbers char *end; unsigned long v = strtoul(p, &end, 0); if (p == end) return -1; // invalid character (not a number) if (sizeof(T) < sizeof(v)) v = Clamp(v, std::numeric_limits::min(), std::numeric_limits::max()); 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) { unsigned long items[64]; int i, nitems; if (str == nullptr) { 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 separated 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.) */ void ListSettingDesc::FormatValue(char *buf, const char *last, const void *object) const { const byte *p = static_cast(GetVariableAddress(object, this->save)); int i, v = 0; for (i = 0; i != this->save.length; i++) { switch (GetVarMemType(this->save.conv)) { 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(); } if (IsSignedVarMemType(this->save.conv)) { buf += seprintf(buf, last, (i == 0) ? "%d" : ",%d", v); } else { buf += seprintf(buf, last, (i == 0) ? "%u" : ",%u", v); } } } char *OneOfManySettingDesc::FormatSingleValue(char *buf, const char *last, uint id) const { if (id >= this->many.size()) { return buf + seprintf(buf, last, "%d", id); } return strecpy(buf, this->many[id].c_str(), last); } void OneOfManySettingDesc::FormatValue(char *buf, const char *last, const void *object) const { uint id = (uint)this->Read(object); this->FormatSingleValue(buf, last, id); } void ManyOfManySettingDesc::FormatValue(char *buf, const char *last, const void *object) const { uint bitmask = (uint)this->Read(object); uint id = 0; bool first = true; FOR_EACH_SET_BIT(id, bitmask) { if (!first) buf = strecpy(buf, "|", last); buf = this->FormatSingleValue(buf, last, id); first = false; } } /** * Convert a string representation (external) of an integer-like setting to an integer. * @param str Input string that will be parsed based on the type of desc. * @return The value from the parse string, or the default value of the setting. */ size_t IntSettingDesc::ParseValue(const char *str) const { 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, this->name); _settings_error_list.push_back(msg); return this->def; } if (*end != '\0') { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_TRAILING_CHARACTERS); msg.SetDParamStr(0, this->name); _settings_error_list.push_back(msg); } return val; } size_t OneOfManySettingDesc::ParseValue(const char *str) const { size_t r = OneOfManySettingDesc::ParseSingleValue(str, strlen(str), this->many); /* 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 && this->many_cnvt != nullptr) r = this->many_cnvt(str); if (r != (size_t)-1) return r; // and here goes converted value ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE); msg.SetDParamStr(0, str); msg.SetDParamStr(1, this->name); _settings_error_list.push_back(msg); return this->def; } size_t ManyOfManySettingDesc::ParseValue(const char *str) const { size_t r = LookupManyOfMany(this->many, str); if (r != (size_t)-1) return r; ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE); msg.SetDParamStr(0, str); msg.SetDParamStr(1, this->name); _settings_error_list.push_back(msg); return this->def; } size_t BoolSettingDesc::ParseValue(const char *str) const { if (strcmp(str, "true") == 0 || strcmp(str, "on") == 0 || strcmp(str, "1") == 0) return true; if (strcmp(str, "false") == 0 || strcmp(str, "off") == 0 || strcmp(str, "0") == 0) return false; ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE); msg.SetDParamStr(0, str); msg.SetDParamStr(1, this->name); _settings_error_list.push_back(msg); return this->def; } /** * Make the value valid and then write it to the setting. * See #MakeValidValid and #Write for more details. * @param object The object the setting is to be saved in. * @param val Signed version of the new value. */ void IntSettingDesc::MakeValueValidAndWrite(const void *object, int32 val) const { this->MakeValueValid(val); this->Write(object, val); } /** * Make the value valid given the limitations of this setting. * * In the case of int settings this is ensuring the value is between the minimum and * maximum value, with a special case for 0 if SF_GUI_0_IS_SPECIAL is set. * This is generally done by clamping the value so it is within the allowed value range. * However, for SF_GUI_DROPDOWN the default is used when the value is not valid. * @param val The value to make valid. */ void IntSettingDesc::MakeValueValid(int32 &val) const { /* 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; requires 64 bit over command protocol! */ switch (GetVarMemType(this->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 this->min, except special value 0 */ if (!(this->flags & SF_GUI_0_IS_SPECIAL) || val != 0) { if (!(this->flags & SF_GUI_DROPDOWN)) { /* Clamp value-type setting to its valid range */ val = Clamp(val, this->min, this->max); } else if (val < this->min || val > (int32)this->max) { /* Reset invalid discrete setting (where different values change gameplay) to its default value */ val = this->def; } } break; } case SLE_VAR_U32: { /* Override the minimum value. No value below this->min, except special value 0 */ uint32 uval = (uint32)val; if (!(this->flags & SF_GUI_0_IS_SPECIAL) || uval != 0) { if (!(this->flags & SF_GUI_DROPDOWN)) { /* Clamp value-type setting to its valid range */ uval = ClampU(uval, this->min, this->max); } else if (uval < (uint)this->min || uval > this->max) { /* Reset invalid discrete setting to its default value */ uval = (uint32)this->def; } } val = (int32)uval; return; } case SLE_VAR_I64: case SLE_VAR_U64: default: NOT_REACHED(); } } /** * Set the value of a setting. * @param object The object the setting is to be saved in. * @param val Signed version of the new value. */ void IntSettingDesc::Write(const void *object, int32 val) const { void *ptr = GetVariableAddress(object, this->save); WriteValue(ptr, this->save.conv, (int64)val); } /** * Read the integer from the the actual setting. * @param object The object the setting is to be saved in. * @return The value of the saved integer. */ int32 IntSettingDesc::Read(const void *object) const { void *ptr = GetVariableAddress(object, this->save); return (int32)ReadValue(ptr, this->save.conv); } /** * Make the value valid given the limitations of this setting. * * In the case of string settings this is ensuring the string contains only accepted * Utf8 characters and is at most the maximum length defined in this setting. * @param str The string to make valid. */ void StringSettingDesc::MakeValueValid(std::string &str) const { if (this->max_length == 0 || str.size() < this->max_length) return; /* In case a maximum length is imposed by the setting, the length * includes the '\0' termination for network transfer purposes. * Also ensure the string is valid after chopping of some bytes. */ std::string stdstr(str, this->max_length - 1); str.assign(StrMakeValid(stdstr, SVS_NONE)); } /** * Write a string to the actual setting. * @param object The object the setting is to be saved in. * @param str The string to save. */ void StringSettingDesc::Write(const void *object, const std::string &str) const { reinterpret_cast(GetVariableAddress(object, this->save))->assign(str); } /** * Read the string from the the actual setting. * @param object The object the setting is to be saved in. * @return The value of the saved string. */ const std::string &StringSettingDesc::Read(const void *object) const { return *reinterpret_cast(GetVariableAddress(object, this->save)); } /** * Load values from a group of an IniFile structure into the internal representation * @param ini pointer to IniFile structure that holds administrative information * @param settings_table table with SettingDesc structures 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 * @param only_startup load only the startup settings set */ static void IniLoadSettings(IniFile *ini, const SettingTable &settings_table, const char *grpname, void *object, bool only_startup) { IniGroup *group; IniGroup *group_def = ini->GetGroup(grpname); for (auto &desc : settings_table) { const SettingDesc *sd = GetSettingDesc(desc); if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (sd->startup != only_startup) continue; /* For settings.xx.yy load the settings from [xx] yy = ? */ std::string s{ sd->name }; auto sc = s.find('.'); if (sc != std::string::npos) { group = ini->GetGroup(s.substr(0, sc)); s = s.substr(sc + 1); } else { group = group_def; } IniItem *item = group->GetItem(s, false); if (item == nullptr && group != group_def) { /* For settings.xx.yy load the settings from [settings] 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 == nullptr) { /* 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 */ sc = s.find('.'); if (sc != std::string::npos) item = ini->GetGroup(s.substr(0, sc))->GetItem(s.substr(sc + 1), false); } sd->ParseValue(item, object); } } void IntSettingDesc::ParseValue(const IniItem *item, void *object) const { size_t val = (item == nullptr) ? this->def : this->ParseValue(item->value.has_value() ? item->value->c_str() : ""); this->MakeValueValidAndWrite(object, (int32)val); } void StringSettingDesc::ParseValue(const IniItem *item, void *object) const { std::string str = (item == nullptr) ? this->def : item->value.value_or(""); this->MakeValueValid(str); this->Write(object, str); } void ListSettingDesc::ParseValue(const IniItem *item, void *object) const { const char *str = (item == nullptr) ? this->def : item->value.has_value() ? item->value->c_str() : nullptr; void *ptr = GetVariableAddress(object, this->save); if (!LoadIntList(str, ptr, this->save.length, GetVarMemType(this->save.conv))) { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY); msg.SetDParamStr(0, this->name); _settings_error_list.push_back(msg); /* Use default */ LoadIntList(this->def, ptr, this->save.length, GetVarMemType(this->save.conv)); } } /** * 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 SettingTable &settings_table, const char *grpname, void *object, bool) { IniGroup *group_def = nullptr, *group; IniItem *item; char buf[512]; for (auto &desc : settings_table) { const SettingDesc *sd = GetSettingDesc(desc); /* If the setting is not saved to the configuration * file, just continue with the next setting */ if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (sd->flags & SF_NOT_IN_CONFIG) continue; /* XXX - wtf is this?? (group override?) */ std::string s{ sd->name }; auto sc = s.find('.'); if (sc != std::string::npos) { group = ini->GetGroup(s.substr(0, sc)); s = s.substr(sc + 1); } else { if (group_def == nullptr) group_def = ini->GetGroup(grpname); group = group_def; } item = group->GetItem(s, true); if (!item->value.has_value() || !sd->IsSameValue(item, object)) { /* Value has changed, get the new value and put it into a buffer */ sd->FormatValue(buf, lastof(buf), object); /* The value is different, that means we have to write it to the ini */ item->value.emplace(buf); } } } void IntSettingDesc::FormatValue(char *buf, const char *last, const void *object) const { uint32 i = (uint32)this->Read(object); seprintf(buf, last, IsSignedVarMemType(this->save.conv) ? "%d" : "%u", i); } void BoolSettingDesc::FormatValue(char *buf, const char *last, const void *object) const { bool val = this->Read(object) != 0; strecpy(buf, val ? "true" : "false", last); } bool IntSettingDesc::IsSameValue(const IniItem *item, void *object) const { int32 item_value = (int32)this->ParseValue(item->value->c_str()); int32 object_value = this->Read(object); return item_value == object_value; } void StringSettingDesc::FormatValue(char *buf, const char *last, const void *object) const { const std::string &str = this->Read(object); switch (GetVarMemType(this->save.conv)) { case SLE_VAR_STR: strecpy(buf, str.c_str(), last); break; case SLE_VAR_STRQ: if (str.empty()) { buf[0] = '\0'; } else { seprintf(buf, last, "\"%s\"", str.c_str()); } break; default: NOT_REACHED(); } } bool StringSettingDesc::IsSameValue(const IniItem *item, void *object) const { /* The ini parsing removes the quotes, which are needed to retain the spaces in STRQs, * so those values are always different in the parsed ini item than they should be. */ if (GetVarMemType(this->save.conv) == SLE_VAR_STRQ) return false; const std::string &str = this->Read(object); return item->value->compare(str) == 0; } bool ListSettingDesc::IsSameValue(const IniItem *item, void *object) const { /* Checking for equality is way more expensive than just writing the value. */ return false; } /** * Loads all items from a 'grpname' section into a list * The list parameter can be a nullptr 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 == nullptr) return; list.clear(); for (const IniItem *item = group->item; item != nullptr; item = item->next) { if (!item->name.empty()) list.push_back(item->name); } } /** * Saves all items from a list into the 'grpname' section * The list parameter can be a nullptr 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 == nullptr) return; group->Clear(); for (const auto &iter : list) { group->GetItem(iter, true)->SetValue(""); } } /** * Load a WindowDesc from config. * @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 desc Destination WindowDesc */ void IniLoadWindowSettings(IniFile *ini, const char *grpname, void *desc) { IniLoadSettings(ini, _window_settings, grpname, desc, false); } /** * Save a WindowDesc to config. * @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 desc Source WindowDesc */ void IniSaveWindowSettings(IniFile *ini, const char *grpname, void *desc) { IniSaveSettings(ini, _window_settings, grpname, desc, false); } /** * 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->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server && !(this->flags & SF_PER_COMPANY)) return false; if ((this->flags & SF_NETWORK_ONLY) && !_networking && _game_mode != GM_MENU) return false; if ((this->flags & SF_NO_NETWORK) && _networking) return false; if ((this->flags & SF_NEWGAME_ONLY) && (_game_mode == GM_NORMAL || (_game_mode == GM_EDITOR && !(this->flags & SF_SCENEDIT_TOO)))) return false; if ((this->flags & SF_SCENEDIT_ONLY) && _game_mode != GM_EDITOR) return false; return true; } /** * Return the type of the setting. * @return type of setting */ SettingType SettingDesc::GetType() const { if (this->flags & SF_PER_COMPANY) return ST_COMPANY; return (this->flags & SF_NOT_IN_SAVE) ? ST_CLIENT : ST_GAME; } /** * Get the setting description of this setting as an integer setting. * @return The integer setting description. */ const IntSettingDesc *SettingDesc::AsIntSetting() const { assert(this->IsIntSetting()); return static_cast(this); } /** * Get the setting description of this setting as a string setting. * @return The string setting description. */ const StringSettingDesc *SettingDesc::AsStringSetting() const { assert(this->IsStringSetting()); return static_cast(this); } /* Begin - Callback Functions for the various settings. */ /** Reposition the main toolbar as the setting changed. */ static void v_PositionMainToolbar(int32 new_value) { if (_game_mode != GM_MENU) PositionMainToolbar(nullptr); } /** Reposition the statusbar as the setting changed. */ static void v_PositionStatusbar(int32 new_value) { if (_game_mode != GM_MENU) { PositionStatusbar(nullptr); PositionNewsMessage(nullptr); PositionNetworkChatWindow(nullptr); } } /** * Redraw the smallmap after a colour scheme change. * @param p1 Callback parameter. */ static void RedrawSmallmap(int32 new_value) { BuildLandLegend(); BuildOwnerLegend(); SetWindowClassesDirty(WC_SMALLMAP); } static void StationSpreadChanged(int32 p1) { InvalidateWindowData(WC_SELECT_STATION, 0); InvalidateWindowData(WC_BUILD_STATION, 0); } static void CloseSignalGUI(int32 new_value) { if (new_value == 0) { CloseWindowByClass(WC_BUILD_SIGNAL); } } static void UpdateConsists(int32 new_value) { for (Train *t : Train::Iterate()) { /* Update the consist of all trains so the maximum speed is set correctly. */ if (t->IsFrontEngine() || t->IsFreeWagon()) t->ConsistChanged(CCF_TRACK); } InvalidateWindowClassesData(WC_BUILD_VEHICLE, 0); } /* Check service intervals of vehicles, newvalue is value of % or day based servicing */ static void UpdateAllServiceInterval(int32 new_value) { bool update_vehicles; VehicleDefaultSettings *vds; if (_game_mode == GM_MENU || !Company::IsValidID(_current_company)) { vds = &_settings_client.company.vehicle; update_vehicles = false; } else { vds = &Company::Get(_current_company)->settings.vehicle; update_vehicles = true; } if (new_value != 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; } if (update_vehicles) { const Company *c = Company::Get(_current_company); for (Vehicle *v : Vehicle::Iterate()) { if (v->owner == _current_company && v->IsPrimaryVehicle() && !v->ServiceIntervalIsCustom()) { v->SetServiceInterval(CompanyServiceInterval(c, v->type)); v->SetServiceIntervalIsPercent(new_value != 0); } } } SetWindowClassesDirty(WC_VEHICLE_DETAILS); } static bool CanUpdateServiceInterval(VehicleType type, int32 &new_value) { VehicleDefaultSettings *vds; if (_game_mode == GM_MENU || !Company::IsValidID(_current_company)) { vds = &_settings_client.company.vehicle; } else { vds = &Company::Get(_current_company)->settings.vehicle; } /* Test if the interval is valid */ int32 interval = GetServiceIntervalClamped(new_value, vds->servint_ispercent); return interval == new_value; } static void UpdateServiceInterval(VehicleType type, int32 new_value) { if (_game_mode != GM_MENU && Company::IsValidID(_current_company)) { for (Vehicle *v : Vehicle::Iterate()) { if (v->owner == _current_company && v->type == type && v->IsPrimaryVehicle() && !v->ServiceIntervalIsCustom()) { v->SetServiceInterval(new_value); } } } SetWindowClassesDirty(WC_VEHICLE_DETAILS); } static void TrainAccelerationModelChanged(int32 new_value) { for (Train *t : Train::Iterate()) { 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); } /** * This function updates the train acceleration cache after a steepness change. * @param new_value Unused new value of setting. */ static void TrainSlopeSteepnessChanged(int32 new_value) { for (Train *t : Train::Iterate()) { if (t->IsFrontEngine()) t->CargoChanged(); } } /** * This function updates realistic acceleration caches when the setting "Road vehicle acceleration model" is set. * @param new_value Unused new value of setting. */ static void RoadVehAccelerationModelChanged(int32 new_value) { if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) { for (RoadVehicle *rv : RoadVehicle::Iterate()) { 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); } /** * This function updates the road vehicle acceleration cache after a steepness change. * @param new_value Unused new value of setting. */ static void RoadVehSlopeSteepnessChanged(int32 new_value) { for (RoadVehicle *rv : RoadVehicle::Iterate()) { if (rv->IsFrontEngine()) rv->CargoChanged(); } } static void TownFoundingChanged(int32 new_value) { if (_game_mode != GM_EDITOR && _settings_game.economy.found_town == TF_FORBIDDEN) { CloseWindowById(WC_FOUND_TOWN, 0); } else { InvalidateWindowData(WC_FOUND_TOWN, 0); } } static void ZoomMinMaxChanged(int32 new_value) { extern void ConstrainAllViewportsZoom(); ConstrainAllViewportsZoom(); GfxClearSpriteCache(); if (_settings_client.gui.zoom_min > _gui_zoom) { /* Restrict GUI zoom if it is no longer available. */ _gui_zoom = _settings_client.gui.zoom_min; UpdateCursorSize(); LoadStringWidthTable(); } } static void SpriteZoomMinChanged(int32 new_value) { GfxClearSpriteCache(); /* Force all sprites to redraw at the new chosen zoom level */ MarkWholeScreenDirty(); } /** * 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 new_value unused. */ static void InvalidateNewGRFChangeWindows(int32 new_value) { InvalidateWindowClassesData(WC_SAVELOAD); CloseWindowByClass(WC_GAME_OPTIONS); ReInitAllWindows(_gui_zoom_cfg); } static void InvalidateCompanyLiveryWindow(int32 new_value) { InvalidateWindowClassesData(WC_COMPANY_COLOUR, -1); ResetVehicleColourMap(); } /** Checks if any settings are set to incorrect values, and sets them to correct values in that case. */ static void ValidateSettings() { /* Do not allow a custom sea level with the original land generator. */ if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL && _settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) { _settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE; } } static void DifficultyNoiseChange(int32 new_value) { if (_game_mode == GM_NORMAL) { UpdateAirportsNoise(); if (_settings_game.economy.station_noise_level) { InvalidateWindowClassesData(WC_TOWN_VIEW, 0); } } } static void MaxNoAIsChange(int32 new_value) { 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); } InvalidateWindowClassesData(WC_GAME_OPTIONS, 0); } /** * Check whether the road side may be changed. * @param new_value unused * @return true if the road side may be changed. */ static bool CheckRoadSide(int32 &new_value) { 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 */ static std::vector _old_landscape_values{"normal", "hilly", "desert", "candy"}; return OneOfManySettingDesc::ParseSingleValue(value, strlen(value), _old_landscape_values); } static bool CheckFreeformEdges(int32 &new_value) { if (_game_mode == GM_MENU) return true; if (new_value != 0) { for (Ship *s : Ship::Iterate()) { /* 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; } } for (const BaseStation *st : BaseStation::Iterate()) { /* 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; } } } 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; } } } return true; } static void UpdateFreeformEdges(int32 new_value) { if (_game_mode == GM_MENU) return; if (new_value != 0) { for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0)); for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y)); } else { /* 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(); } /** * Changing the setting "allow multiple NewGRF sets" is not allowed * if there are vehicles. */ static bool CheckDynamicEngines(int32 &new_value) { 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 CheckMaxHeightLevel(int32 &new_value) { if (_game_mode == GM_NORMAL) return false; if (_game_mode != GM_EDITOR) return true; /* Check if at least one mountain on the map is higher than the new value. * If yes, disallow the change. */ for (TileIndex t = 0; t < MapSize(); t++) { if ((int32)TileHeight(t) > new_value) { ShowErrorMessage(STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN, INVALID_STRING_ID, WL_ERROR); /* Return old, unchanged value */ return false; } } return true; } static void StationCatchmentChanged(int32 new_value) { Station::RecomputeCatchmentForAll(); MarkWholeScreenDirty(); } static void MaxVehiclesChanged(int32 new_value) { InvalidateWindowClassesData(WC_BUILD_TOOLBAR); MarkWholeScreenDirty(); } static void InvalidateShipPathCache(int32 new_value) { for (Ship *s : Ship::Iterate()) { s->path.clear(); } } /** * Replace a passwords that are a literal asterisk with an empty string. * @param newval The new string value for this password field. * @return Always true. */ static bool ReplaceAsteriskWithEmptyPassword(std::string &newval) { if (newval.compare("*") == 0) newval.clear(); return true; } /** Update the game info, and send it to the clients when we are running as a server. */ static void UpdateClientConfigValues() { NetworkServerUpdateGameInfo(); if (_network_server) NetworkServerSendConfigUpdate(); } /* 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) { /* 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); } } 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(nullptr); } /* If no group exists, return */ if (group == nullptr) return; CompanyID c = COMPANY_FIRST; for (item = group->item; c < MAX_COMPANIES && item != nullptr; c++, item = item->next) { AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME); config->Change(item->name.c_str()); if (!config->HasScript()) { if (item->name != "none") { Debug(script, 0, "The AI by the name '{}' was no longer found, and removed from the list.", item->name); continue; } } if (item->value.has_value()) 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(nullptr); /* If no group exists, return */ if (group == nullptr) return; item = group->item; if (item == nullptr) return; GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME); config->Change(item->name.c_str()); if (!config->HasScript()) { if (item->name != "none") { Debug(script, 0, "The GameScript by the name '{}' was no longer found, and removed from the list.", item->name); return; } } if (item->value.has_value()) config->StringToSettings(*item->value); } /** * Convert a character to a hex nibble value, or \c -1 otherwise. * @param c Character to convert. * @return Hex value of the character, or \c -1 if not a hex digit. */ static int DecodeHexNibble(char c) { if (c >= '0' && c <= '9') return c - '0'; if (c >= 'A' && c <= 'F') return c + 10 - 'A'; if (c >= 'a' && c <= 'f') return c + 10 - 'a'; return -1; } /** * Parse a sequence of characters (supposedly hex digits) into a sequence of bytes. * After the hex number should be a \c '|' character. * @param pos First character to convert. * @param[out] dest Output byte array to write the bytes. * @param dest_size Number of bytes in \a dest. * @return Whether reading was successful. */ static bool DecodeHexText(const char *pos, uint8 *dest, size_t dest_size) { while (dest_size > 0) { int hi = DecodeHexNibble(pos[0]); int lo = (hi >= 0) ? DecodeHexNibble(pos[1]) : -1; if (lo < 0) return false; *dest++ = (hi << 4) | lo; pos += 2; dest_size--; } return *pos == '|'; } /** * 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 = nullptr; GRFConfig **curr = &first; if (group == nullptr) return nullptr; for (item = group->item; item != nullptr; item = item->next) { GRFConfig *c = nullptr; uint8 grfid_buf[4], md5sum[16]; const char *filename = item->name.c_str(); bool has_grfid = false; bool has_md5sum = false; /* Try reading "|" and on success, "|". */ has_grfid = DecodeHexText(filename, grfid_buf, lengthof(grfid_buf)); if (has_grfid) { filename += 1 + 2 * lengthof(grfid_buf); has_md5sum = DecodeHexText(filename, md5sum, lengthof(md5sum)); if (has_md5sum) filename += 1 + 2 * lengthof(md5sum); uint32 grfid = grfid_buf[0] | (grfid_buf[1] << 8) | (grfid_buf[2] << 16) | (grfid_buf[3] << 24); if (has_md5sum) { const GRFConfig *s = FindGRFConfig(grfid, FGCM_EXACT, md5sum); if (s != nullptr) c = new GRFConfig(*s); } if (c == nullptr && !FioCheckFileExists(filename, NEWGRF_DIR)) { const GRFConfig *s = FindGRFConfig(grfid, FGCM_NEWEST_VALID); if (s != nullptr) c = new GRFConfig(*s); } } if (c == nullptr) c = new GRFConfig(filename); /* Parse parameters */ if (item->value.has_value() && !item->value->empty()) { int count = ParseIntList(item->value->c_str(), c->param, lengthof(c->param)); if (count < 0) { SetDParamStr(0, filename); ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY, WL_CRITICAL); count = 0; } c->num_params = count; } /* 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, StrEmpty(filename) ? item->name : filename); 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 != nullptr; gc = gc->next) { if (gc->ident.grfid == c->ident.grfid) { SetDParamStr(0, c->filename); 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; } static void AISaveConfig(IniFile *ini, const char *grpname) { IniGroup *group = ini->GetGroup(grpname); if (group == nullptr) return; group->Clear(); for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME); const char *name; std::string value = config->SettingsToString(); if (config->HasScript()) { name = config->GetName(); } else { name = "none"; } IniItem *item = new IniItem(group, name); item->SetValue(value); } } static void GameSaveConfig(IniFile *ini, const char *grpname) { IniGroup *group = ini->GetGroup(grpname); if (group == nullptr) return; group->Clear(); GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME); const char *name; std::string value = config->SettingsToString(); if (config->HasScript()) { name = config->GetName(); } else { name = "none"; } IniItem *item = new IniItem(group, 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]; seprintf(version, lastof(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 != nullptr; c = c->next) { /* Hex grfid (4 bytes in nibbles), "|", hex md5sum (16 bytes in nibbles), "|", file system path. */ char key[4 * 2 + 1 + 16 * 2 + 1 + MAX_PATH]; char params[512]; GRFBuildParamList(params, c, lastof(params)); char *pos = key + seprintf(key, lastof(key), "%08X|", BSWAP32(c->ident.grfid)); pos = md5sumToString(pos, lastof(key), c->ident.md5sum); seprintf(pos, lastof(key), "|%s", c->filename); group->GetItem(key, true)->SetValue(params); } } /* Common handler for saving/loading variables to the configuration file */ static void HandleSettingDescs(IniFile *ini, SettingDescProc *proc, SettingDescProcList *proc_list, bool only_startup = false) { proc(ini, _misc_settings, "misc", nullptr, only_startup); #if defined(_WIN32) && !defined(DEDICATED) proc(ini, _win32_settings, "win32", nullptr, only_startup); #endif /* _WIN32 */ for (auto &table : _setting_tables) { /* The name "patches" is a fallback, as every setting should sets its own group. */ proc(ini, table, "patches", &_settings_newgame, only_startup); } proc(ini, _currency_settings,"currency", &_custom_currency, only_startup); proc(ini, _company_settings, "company", &_settings_client.company, only_startup); if (!only_startup) { proc_list(ini, "server_bind_addresses", _network_bind_list); proc_list(ini, "servers", _network_host_list); proc_list(ini, "bans", _network_ban_list); } } static IniFile *IniLoadConfig() { IniFile *ini = new IniFile(_list_group_names); ini->LoadFromDisk(_config_file, NO_DIRECTORY); return ini; } /** * Load the values from the configuration files * @param startup Load the minimal amount of the configuration to "bootstrap" the blitter and such. */ void LoadFromConfig(bool startup) { IniFile *ini = IniLoadConfig(); if (!startup) ResetCurrencies(false); // Initialize the array of currencies, without preserving the custom one /* Load basic settings only during bootstrap, load other settings not during bootstrap */ HandleSettingDescs(ini, IniLoadSettings, IniLoadSettingList, startup); if (!startup) { _grfconfig_newgame = GRFLoadConfig(ini, "newgrf", false); _grfconfig_static = GRFLoadConfig(ini, "newgrf-static", true); AILoadConfig(ini, "ai_players"); GameLoadConfig(ini, "game_scripts"); PrepareOldDiffCustom(); IniLoadSettings(ini, _gameopt_settings, "gameopt", &_settings_newgame, false); HandleOldDiffCustom(false); ValidateSettings(); /* Display scheduled errors */ extern void ScheduleErrorMessage(ErrorList &datas); ScheduleErrorMessage(_settings_error_list); if (FindWindowById(WC_ERRMSG, 0) == nullptr) 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); AISaveConfig(ini, "ai_players"); GameSaveConfig(ini, "game_scripts"); SaveVersionInConfig(ini); ini->SaveToDisk(_config_file); delete ini; } /** * Get the list of known NewGrf presets. * @returns List of preset names. */ StringList GetGRFPresetList() { StringList list; std::unique_ptr ini(IniLoadConfig()); for (IniGroup *group = ini->group; group != nullptr; group = group->next) { if (group->name.compare(0, 7, "preset-") == 0) { list.push_back(group->name.substr(7)); } } return list; } /** * 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) { size_t len = strlen(config_name) + 8; char *section = (char*)alloca(len); seprintf(section, section + len - 1, "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) { size_t len = strlen(config_name) + 8; char *section = (char*)alloca(len); seprintf(section, section + len - 1, "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) { size_t len = strlen(config_name) + 8; char *section = (char*)alloca(len); seprintf(section, section + len - 1, "preset-%s", config_name); IniFile *ini = IniLoadConfig(); ini->RemoveGroup(section); ini->SaveToDisk(_config_file); delete ini; } /** * Handle changing a value. This performs validation of the input value and * calls the appropriate callbacks, and saves it when the value is changed. * @param object The object the setting is in. * @param newval The new value for the setting. */ void IntSettingDesc::ChangeValue(const void *object, int32 newval) const { int32 oldval = this->Read(object); this->MakeValueValid(newval); if (this->pre_check != nullptr && !this->pre_check(newval)) return; if (oldval == newval) return; this->Write(object, newval); if (this->post_callback != nullptr) this->post_callback(newval); if (this->flags & SF_NO_NETWORK) { GamelogStartAction(GLAT_SETTING); GamelogSetting(this->name, oldval, newval); GamelogStopAction(); } SetWindowClassesDirty(WC_GAME_OPTIONS); if (_save_config) SaveToConfig(); } /** * Given a name of setting, return a setting description from the table. * @param name Name of the setting to return a setting description of. * @param settings Table to look in for the setting. * @return Pointer to the setting description of setting \a name if it can be found, * \c nullptr indicates failure to obtain the description. */ static const SettingDesc *GetSettingFromName(const std::string_view name, const SettingTable &settings) { /* First check all full names */ for (auto &desc : settings) { const SettingDesc *sd = GetSettingDesc(desc); if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (sd->name == name) return sd; } /* Then check the shortcut variant of the name. */ std::string short_name_suffix = std::string{ "." }.append(name); for (auto &desc : settings) { const SettingDesc *sd = GetSettingDesc(desc); if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (StrEndsWith(sd->name, short_name_suffix)) return sd; } return nullptr; } /** * Get the SaveLoad from all settings matching the prefix. * @param prefix The prefix to look for. * @param saveloads A vector to store the result in. */ void GetSettingSaveLoadByPrefix(std::string_view prefix, std::vector &saveloads) { for (auto &desc : _settings) { const SettingDesc *sd = GetSettingDesc(desc); if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (StrStartsWith(sd->name, prefix)) saveloads.push_back(sd->save); } } /** * Given a name of setting, return a company setting description of it. * @param name Name of the company setting to return a setting description of. * @return Pointer to the setting description of setting \a name if it can be found, * \c nullptr indicates failure to obtain the description. */ static const SettingDesc *GetCompanySettingFromName(std::string_view name) { static const std::string_view company_prefix = "company."; if (StrStartsWith(name, company_prefix)) name.remove_prefix(company_prefix.size()); return GetSettingFromName(name, _company_settings); } /** * Given a name of any setting, return any setting description of it. * @param name Name of the setting to return a setting description of. * @return Pointer to the setting description of setting \a name if it can be found, * \c nullptr indicates failure to obtain the description. */ const SettingDesc *GetSettingFromName(const std::string_view name) { for (auto &table : _setting_tables) { auto sd = GetSettingFromName(name, table); if (sd != nullptr) return sd; } return GetCompanySettingFromName(name); } /** * Network-safe changing of settings (server-only). * @param tile unused * @param flags operation to perform * @param p1 unused * @param p2 the new value for the setting * The new value is properly clamped to its minimum/maximum when setting * @param text the name of the setting to change * @return the cost of this operation or an error * @see _settings */ CommandCost CmdChangeSetting(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text) { if (text.empty()) return CMD_ERROR; const SettingDesc *sd = GetSettingFromName(text); if (sd == nullptr) return CMD_ERROR; if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) return CMD_ERROR; if (!sd->IsIntSetting()) return CMD_ERROR; if (!sd->IsEditable(true)) return CMD_ERROR; if (flags & DC_EXEC) { sd->AsIntSetting()->ChangeValue(&GetGameSettings(), p2); } return CommandCost(); } /** * Change one of the per-company settings. * @param tile unused * @param flags operation to perform * @param p1 unused * @param p2 the new value for the setting * The new value is properly clamped to its minimum/maximum when setting * @param text the name of the company setting to change * @return the cost of this operation or an error */ CommandCost CmdChangeCompanySetting(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text) { if (text.empty()) return CMD_ERROR; const SettingDesc *sd = GetCompanySettingFromName(text.c_str()); if (sd == nullptr) return CMD_ERROR; if (!sd->IsIntSetting()) return CMD_ERROR; if (flags & DC_EXEC) { sd->AsIntSetting()->ChangeValue(&Company::Get(_current_company)->settings, p2); } 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(const IntSettingDesc *sd, int32 value, bool force_newgame) { const IntSettingDesc *setting = sd->AsIntSetting(); if ((setting->flags & SF_PER_COMPANY) != 0) { if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) { return DoCommandP(0, 0, value, CMD_CHANGE_COMPANY_SETTING, nullptr, setting->name); } setting->ChangeValue(&_settings_client.company, value); return true; } /* 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 (setting->flags & SF_NO_NETWORK_SYNC) { if (_game_mode != GM_MENU) { setting->ChangeValue(&_settings_newgame, value); } setting->ChangeValue(&GetGameSettings(), value); return true; } if (force_newgame) { setting->ChangeValue(&_settings_newgame, value); return true; } /* send non-company-based settings over the network */ if (!_networking || (_networking && _network_server)) { return DoCommandP(0, 0, value, CMD_CHANGE_SETTING, nullptr, setting->name); } return false; } /** * Set the company settings for a new company to their default values. */ void SetDefaultCompanySettings(CompanyID cid) { Company *c = Company::Get(cid); for (auto &desc : _company_settings) { const IntSettingDesc *int_setting = GetSettingDesc(desc)->AsIntSetting(); int_setting->MakeValueValidAndWrite(&c->settings, int_setting->def); } } /** * Sync all company settings in a multiplayer game. */ void SyncCompanySettings() { const void *old_object = &Company::Get(_current_company)->settings; const void *new_object = &_settings_client.company; for (auto &desc : _company_settings) { const SettingDesc *sd = GetSettingDesc(desc); uint32 old_value = (uint32)sd->AsIntSetting()->Read(new_object); uint32 new_value = (uint32)sd->AsIntSetting()->Read(old_object); if (old_value != new_value) NetworkSendCommand(0, 0, new_value, CMD_CHANGE_COMPANY_SETTING, nullptr, sd->name, _local_company); } } /** * Set a setting value with a string. * @param sd the setting to change. * @param value the value to write * @param force_newgame force the newgame settings * @note Strings WILL NOT be synced over the network */ bool SetSettingValue(const StringSettingDesc *sd, std::string value, bool force_newgame) { assert(sd->flags & SF_NO_NETWORK_SYNC); if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ && value.compare("(null)") == 0) { value.clear(); } const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game; sd->AsStringSetting()->ChangeValue(object, value); return true; } /** * Handle changing a string value. This performs validation of the input value * and calls the appropriate callbacks, and saves it when the value is changed. * @param object The object the setting is in. * @param newval The new value for the setting. */ void StringSettingDesc::ChangeValue(const void *object, std::string &newval) const { this->MakeValueValid(newval); if (this->pre_check != nullptr && !this->pre_check(newval)) return; this->Write(object, newval); if (this->post_callback != nullptr) this->post_callback(newval); if (_save_config) SaveToConfig(); } /* 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) { const SettingDesc *sd = GetSettingFromName(name); if (sd == nullptr) { IConsolePrint(CC_ERROR, "'{}' is an unknown setting.", name); return; } bool success = true; if (sd->IsStringSetting()) { success = SetSettingValue(sd->AsStringSetting(), value, force_newgame); } else if (sd->IsIntSetting()) { uint32 val; extern bool GetArgumentInteger(uint32 *value, const char *arg); success = GetArgumentInteger(&val, value); if (!success) { IConsolePrint(CC_ERROR, "'{}' is not an integer.", value); return; } success = SetSettingValue(sd->AsIntSetting(), val, force_newgame); } if (!success) { if (_network_server) { IConsolePrint(CC_ERROR, "This command/variable is not available during network games."); } else { IConsolePrint(CC_ERROR, "This command/variable is only available to a network server."); } } } void IConsoleSetSetting(const char *name, int value) { const SettingDesc *sd = GetSettingFromName(name); assert(sd != nullptr); SetSettingValue(sd->AsIntSetting(), 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) { const SettingDesc *sd = GetSettingFromName(name); if (sd == nullptr) { IConsolePrint(CC_ERROR, "'{}' is an unknown setting.", name); return; } const void *object = (_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game; if (sd->IsStringSetting()) { IConsolePrint(CC_INFO, "Current value for '{}' is '{}'.", sd->name, sd->AsStringSetting()->Read(object)); } else if (sd->IsIntSetting()) { char value[20]; sd->FormatValue(value, lastof(value), object); const IntSettingDesc *int_setting = sd->AsIntSetting(); IConsolePrint(CC_INFO, "Current value for '{}' is '{}' (min: {}{}, max: {}).", sd->name.c_str(), value, (sd->flags & SF_GUI_0_IS_SPECIAL) ? "(0) " : "", int_setting->min, int_setting->max); } } /** * List all settings and their value to the console * * @param prefilter If not \c nullptr, only list settings with names that begin with \a prefilter prefix */ void IConsoleListSettings(const char *prefilter) { IConsolePrint(CC_HELP, "All settings with their current value:"); for (auto &table : _setting_tables) { for (auto &desc : table) { const SettingDesc *sd = GetSettingDesc(desc); if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue; if (prefilter != nullptr && sd->name.find(prefilter) == std::string::npos) continue; char value[80]; sd->FormatValue(value, lastof(value), &GetGameSettings()); IConsolePrint(CC_DEFAULT, "{} = {}", sd->name, value); } } IConsolePrint(CC_HELP, "Use 'setting' command to change a 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 GetSettingsDesc(const SettingTable &settings, bool is_loading) { std::vector 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) { /* We don't want to read this setting, so we do need to skip over it. */ saveloads.push_back({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 std::vector slt = GetSettingsDesc(settings, true); 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 slt = GetSettingsDesc(settings, false); SlSetArrayIndex(0); SlObject(object, slt); } 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); } static const ChunkHandler setting_chunk_handlers[] = { { 'OPTS', nullptr, Load_OPTS, nullptr, nullptr, CH_READONLY }, { 'PATS', Save_PATS, Load_PATS, nullptr, Check_PATS, CH_ARRAY }, }; extern const ChunkHandlerTable _setting_chunk_handlers(setting_chunk_handlers); 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; }