(svn r3726) - [6/6] Finalize conversion, finally save the patches struct.

- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
  [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
  [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
  [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
  [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
This commit is contained in:
Darkvater 2006-03-02 02:22:15 +00:00
parent bf1bf1e1ec
commit 42dec88a29
9 changed files with 49 additions and 95 deletions

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@ -227,6 +227,7 @@ void ShowEndGameChart(void);
TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng);
void AfterLoadTown(void);
void UpdatePatches(void);
void GenRandomNewGame(uint32 rnd1, uint32 rnd2);
void StartScenarioEditor(uint32 rnd1, uint32 rnd2);
void AskExitGame(void);

2
misc.c
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@ -191,6 +191,8 @@ void GenerateWorld(int mode, uint size_x, uint size_y)
// Make sure everything is done via OWNER_NONE
_current_player = OWNER_NONE;
UpdatePatches();
_generating_world = true;
InitializeGame(mode == GW_RANDOM ? 0 : IG_DATE_RESET, size_x, size_y);
SetObjectToPlace(SPR_CURSOR_ZZZ, 0, 0, 0);

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@ -16,7 +16,6 @@
#include "command.h"
#include "gfx.h"
#include "window.h"
#include "settings.h"
#include "console.h"
#include "variables.h"
#include "ai/ai.h"
@ -32,8 +31,6 @@ extern const char _openttd_revision[];
static uint32 last_ack_frame;
static void NetworkRecvPatchSettings(NetworkClientState* cs, Packet* p);
// **********
// Sending functions
// DEF_CLIENT_SEND_COMMAND has no parameters
@ -504,10 +501,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
}
if (maptype == MAP_PACKET_PATCH) {
NetworkRecvPatchSettings(MY_CLIENT, p);
}
// Check if this was the last packet
if (maptype == MAP_PACKET_END) {
fclose(file_pointer);
@ -826,37 +819,6 @@ static NetworkClientPacket* const _network_client_packet[] = {
// If this fails, check the array above with network_data.h
assert_compile(lengthof(_network_client_packet) == PACKET_END);
extern const SettingDesc _patch_settings[];
// This is a TEMPORARY solution to get the patch-settings
// to the client. When the patch-settings are saved in the savegame
// this should be removed!!
static void NetworkRecvPatchSettings(NetworkClientState* cs, Packet* p)
{
const SettingDesc *item;
item = _patch_settings;
for (; item->save.cmd != SL_END; item++) {
void *var = ini_get_variable(&item->save, &_patches);
switch (GetVarMemType(item->save.conv)) {
case SLE_VAR_BL:
case SLE_VAR_I8:
case SLE_VAR_U8:
*(uint8 *)(var) = NetworkRecv_uint8(cs, p);
break;
case SLE_VAR_I16:
case SLE_VAR_U16:
*(uint16 *)(var) = NetworkRecv_uint16(cs, p);
break;
case SLE_VAR_I32:
case SLE_VAR_U32:
*(uint32 *)(var) = NetworkRecv_uint32(cs, p);
break;
}
}
}
// Is called after a client is connected to the server
void NetworkClient_Connected(void)
{

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@ -58,7 +58,6 @@ typedef enum {
typedef enum {
MAP_PACKET_START,
MAP_PACKET_NORMAL,
MAP_PACKET_PATCH,
MAP_PACKET_END,
} MapPacket;

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@ -19,14 +19,11 @@
#include "saveload.h"
#include "vehicle.h"
#include "station.h"
#include "settings.h"
#include "variables.h"
// This file handles all the server-commands
static void NetworkHandleCommandQueue(NetworkClientState* cs);
static void NetworkSendPatchSettings(NetworkClientState* cs);
void NetworkPopulateCompanyInfo(void);
// Is the network enabled?
@ -322,12 +319,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
NetworkSend_Packet(p, cs);
if (feof(file_pointer)) {
// Done reading!
Packet *p;
// XXX - Delete this when patch-settings are saved in-game
NetworkSendPatchSettings(cs);
p = NetworkSend_Init(PACKET_SERVER_MAP);
Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
NetworkSend_uint8(p, MAP_PACKET_END);
NetworkSend_Packet(p, cs);
@ -1187,43 +1179,6 @@ static NetworkServerPacket* const _network_server_packet[] = {
// If this fails, check the array above with network_data.h
assert_compile(lengthof(_network_server_packet) == PACKET_END);
extern const SettingDesc _patch_settings[];
// This is a TEMPORARY solution to get the patch-settings
// to the client. When the patch-settings are saved in the savegame
// this should be removed!!
static void NetworkSendPatchSettings(NetworkClientState* cs)
{
const SettingDesc *item;
Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
NetworkSend_uint8(p, MAP_PACKET_PATCH);
// Now send all the patch-settings in a pretty order..
item = _patch_settings;
for (; item->save.cmd != SL_END; item++) {
const void *var = ini_get_variable(&item->save, &_patches);
switch (GetVarMemType(item->save.conv)) {
case SLE_VAR_BL:
case SLE_VAR_I8:
case SLE_VAR_U8:
NetworkSend_uint8(p, *(uint8 *)var);
break;
case SLE_VAR_I16:
case SLE_VAR_U16:
NetworkSend_uint16(p, *(uint16 *)var);
break;
case SLE_VAR_I32:
case SLE_VAR_U32:
NetworkSend_uint32(p, *(uint32 *)var);
break;
}
}
NetworkSend_Packet(p, cs);
}
// This update the company_info-stuff
void NetworkPopulateCompanyInfo(void)
{

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@ -1312,6 +1312,8 @@ bool AfterLoadGame(void)
} END_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0);
}
if (CheckSavegameVersion(22)) UpdatePatches();
FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index);
return true;

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@ -29,7 +29,7 @@
#include "variables.h"
#include <setjmp.h>
const uint16 SAVEGAME_VERSION = 21;
const uint16 SAVEGAME_VERSION = 22;
uint16 _sl_version; /// the major savegame version identifier
byte _sl_minor_version; /// the minor savegame version, DO NOT USE!

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@ -15,6 +15,9 @@
#include "console.h"
#include "saveload.h"
/** The patch values that are used for new games and/or modified in config file */
Patches _patches_newgame;
typedef struct IniFile IniFile;
typedef struct IniItem IniItem;
typedef struct IniGroup IniGroup;
@ -1229,7 +1232,7 @@ static void HandleSettingDescs(IniFile *ini, SettingDescProc *proc, SettingDescP
#endif /* WIN32 */
proc(ini, _gameopt_settings, "gameopt", &_opt_newgame);
proc(ini, _patch_settings, "patches", &_patches);
proc(ini, _patch_settings, "patches", &_patches_newgame);
proc(ini, _currency_settings,"currency", &_custom_currency);
#ifdef ENABLE_NETWORK
@ -1276,7 +1279,7 @@ int32 CmdChangePatchSetting(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (sd == NULL) return CMD_ERROR;
if (flags & DC_EXEC) {
Patches *patches_ptr = &_patches;
Patches *patches_ptr = (_game_mode == GM_MENU) ? &_patches_newgame : &_patches;
void *var = ini_get_variable(&sd->save, patches_ptr);
Write_ValidateSetting(var, sd, (int32)p2);
@ -1303,6 +1306,11 @@ void SetPatchValue(uint index, const Patches *object, int32 value)
if (sd->save.conv & SLF_NETWORK_NO) {
void *var = ini_get_variable(&sd->save, object);
Write_ValidateSetting(var, sd, value);
if (_game_mode != GM_MENU) {
void *var2 = ini_get_variable(&sd->save, &_patches_newgame);
Write_ValidateSetting(var2, sd, value);
}
} else {
DoCommandP(0, index, value, NULL, CMD_CHANGE_PATCH_SETTING);
}
@ -1336,7 +1344,7 @@ void IConsoleSetPatchSetting(const char *name, const char *value)
}
sscanf(value, "%d", &val);
patches_ptr = &_patches;
patches_ptr = (_game_mode == GM_MENU) ? &_patches_newgame : &_patches;
ptr = ini_get_variable(&sd->save, patches_ptr);
SetPatchValue(index, patches_ptr, val);
@ -1362,7 +1370,7 @@ void IConsoleGetPatchSetting(const char *name)
return;
}
ptr = ini_get_variable(&sd->save, &_patches);
ptr = ini_get_variable(&sd->save, (_game_mode == GM_MENU) ? &_patches_newgame : &_patches);
if (sd->desc.cmd == SDT_BOOLX) {
snprintf(value, sizeof(value), (*(bool*)ptr == 1) ? "on" : "off");
@ -1439,6 +1447,20 @@ static void Save_OPTS(void)
SaveSettings(_gameopt_settings, &_opt);
}
static void Load_PATS(void)
{
/* 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 */
_patches = _patches_newgame;
LoadSettings(_patch_settings, &_patches);
}
static void Save_PATS(void)
{
SaveSettings(_patch_settings, &_patches);
}
void CheckConfig(void)
{
// fix up news_display_opt from old to new
@ -1453,12 +1475,21 @@ void CheckConfig(void)
// Increase old default values for pf_maxdepth and pf_maxlength
// to support big networks.
if (_patches.pf_maxdepth == 16 && _patches.pf_maxlength == 512) {
_patches.pf_maxdepth = 48;
_patches.pf_maxlength = 4096;
if (_patches_newgame.pf_maxdepth == 16 && _patches_newgame.pf_maxlength == 512) {
_patches_newgame.pf_maxdepth = 48;
_patches_newgame.pf_maxlength = 4096;
}
}
void UpdatePatches(void)
{
/* Since old(er) savegames don't have any patches saved, we initialise
* them with the default values just as it was in the old days.
* Also new games need this copying-over */
_patches = _patches_newgame; /* backwards compatibility */
}
const ChunkHandler _setting_chunk_handlers[] = {
{ 'OPTS', Save_OPTS, Load_OPTS, CH_RIFF | CH_LAST}
{ 'OPTS', Save_OPTS, Load_OPTS, CH_RIFF},
{ 'PATS', Save_PATS, Load_PATS, CH_RIFF | CH_LAST},
};

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@ -673,6 +673,8 @@ static const PatchPage _patches_page[] = {
{_patches_ai, lengthof(_patches_ai)},
};
extern Patches _patches_newgame;
/** The main patches window. Shows a number of categories on top and
* a selection of patches in that category.
* Uses WP(w, def_d) macro - data_1, data_2, data_3 */
@ -682,7 +684,7 @@ static void PatchesSelectionWndProc(Window *w, WindowEvent *e)
switch (e->event) {
case WE_CREATE:
patches_ptr = &_patches;
patches_ptr = (_game_mode == GM_MENU) ? &_patches_newgame : &_patches;
break;
case WE_PAINT: {