/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** * @file settings.cpp * All actions handling saving and loading of the settings/configuration goes on in this file. * The file consists of three parts: * <ol> * <li>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. * <li>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. * <li>Handle saving/loading of the PATS chunk inside the savegame. * </ol> * @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 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 != '\0') { SetDParamStr(0, desc->name); ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_TRAILING_CHARACTERS, WL_CRITICAL); } 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 SetDParamStr(0, str); SetDParamStr(1, desc->name); ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE, WL_CRITICAL); return 0; } case SDT_MANYOFMANY: { size_t r = LookupManyOfMany(desc->many, str); if (r != (size_t)-1) return (void*)r; SetDParamStr(0, str); SetDParamStr(1, desc->name); ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE, WL_CRITICAL); return NULL; } 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; SetDParamStr(0, str); SetDParamStr(1, desc->name); ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_VALUE, WL_CRITICAL); break; 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))) { SetDParamStr(0, sdb->name); ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_ARRAY, WL_CRITICAL); } 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(""); } } /* 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[3] = { /* 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) { assert(mode <= 3); if (mode != 3) { *gm_opt = _default_game_diff[mode]; } else { gm_opt->diff_level = 3; } } /** 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 != 3) { 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 != 3) { ShowErrorMessage(STR_WARNING_DIFFICULTY_TO_CUSTOM, INVALID_STRING_ID, WL_WARNING); _settings_newgame.difficulty.diff_level = 3; } SetWindowClassesDirty(WC_SELECT_GAME); } else { _settings_game.difficulty.diff_level = 3; } /* 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(); } 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->desc.flags & SGF_NETWORK_ONLY) && !_networking && _game_mode != GM_MENU) return CMD_ERROR; if ((sd->desc.flags & SGF_NO_NETWORK) && _networking) return CMD_ERROR; if ((sd->desc.flags & SGF_NEWGAME_ONLY) && (_game_mode == GM_NORMAL || (_game_mode == GM_EDITOR && (sd->desc.flags & SGF_SCENEDIT_TOO) == 0))) { 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 * signal_side 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; }