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https://github.com/OpenTTD/OpenTTD.git
synced 2025-03-06 06:15:04 +00:00
(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
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@ -227,6 +227,7 @@ void ShowEndGameChart(void);
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TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng);
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void AfterLoadTown(void);
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void UpdatePatches(void);
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void GenRandomNewGame(uint32 rnd1, uint32 rnd2);
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void StartScenarioEditor(uint32 rnd1, uint32 rnd2);
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void AskExitGame(void);
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2
misc.c
2
misc.c
@ -191,6 +191,8 @@ void GenerateWorld(int mode, uint size_x, uint size_y)
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// Make sure everything is done via OWNER_NONE
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_current_player = OWNER_NONE;
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UpdatePatches();
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_generating_world = true;
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InitializeGame(mode == GW_RANDOM ? 0 : IG_DATE_RESET, size_x, size_y);
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SetObjectToPlace(SPR_CURSOR_ZZZ, 0, 0, 0);
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@ -16,7 +16,6 @@
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#include "command.h"
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#include "gfx.h"
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#include "window.h"
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#include "settings.h"
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#include "console.h"
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#include "variables.h"
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#include "ai/ai.h"
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@ -32,8 +31,6 @@ extern const char _openttd_revision[];
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static uint32 last_ack_frame;
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static void NetworkRecvPatchSettings(NetworkClientState* cs, Packet* p);
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// **********
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// Sending functions
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// DEF_CLIENT_SEND_COMMAND has no parameters
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@ -504,10 +501,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
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InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
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}
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if (maptype == MAP_PACKET_PATCH) {
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NetworkRecvPatchSettings(MY_CLIENT, p);
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}
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// Check if this was the last packet
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if (maptype == MAP_PACKET_END) {
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fclose(file_pointer);
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@ -826,37 +819,6 @@ static NetworkClientPacket* const _network_client_packet[] = {
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// If this fails, check the array above with network_data.h
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assert_compile(lengthof(_network_client_packet) == PACKET_END);
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extern const SettingDesc _patch_settings[];
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// This is a TEMPORARY solution to get the patch-settings
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// to the client. When the patch-settings are saved in the savegame
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// this should be removed!!
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static void NetworkRecvPatchSettings(NetworkClientState* cs, Packet* p)
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{
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const SettingDesc *item;
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item = _patch_settings;
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for (; item->save.cmd != SL_END; item++) {
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void *var = ini_get_variable(&item->save, &_patches);
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switch (GetVarMemType(item->save.conv)) {
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case SLE_VAR_BL:
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case SLE_VAR_I8:
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case SLE_VAR_U8:
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*(uint8 *)(var) = NetworkRecv_uint8(cs, p);
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break;
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case SLE_VAR_I16:
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case SLE_VAR_U16:
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*(uint16 *)(var) = NetworkRecv_uint16(cs, p);
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break;
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case SLE_VAR_I32:
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case SLE_VAR_U32:
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*(uint32 *)(var) = NetworkRecv_uint32(cs, p);
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break;
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}
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}
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}
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// Is called after a client is connected to the server
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void NetworkClient_Connected(void)
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{
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@ -58,7 +58,6 @@ typedef enum {
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typedef enum {
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MAP_PACKET_START,
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MAP_PACKET_NORMAL,
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MAP_PACKET_PATCH,
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MAP_PACKET_END,
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} MapPacket;
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@ -19,14 +19,11 @@
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#include "saveload.h"
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#include "vehicle.h"
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#include "station.h"
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#include "settings.h"
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#include "variables.h"
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// This file handles all the server-commands
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static void NetworkHandleCommandQueue(NetworkClientState* cs);
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static void NetworkSendPatchSettings(NetworkClientState* cs);
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void NetworkPopulateCompanyInfo(void);
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// Is the network enabled?
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@ -322,12 +319,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
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NetworkSend_Packet(p, cs);
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if (feof(file_pointer)) {
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// Done reading!
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Packet *p;
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// XXX - Delete this when patch-settings are saved in-game
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NetworkSendPatchSettings(cs);
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p = NetworkSend_Init(PACKET_SERVER_MAP);
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Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
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NetworkSend_uint8(p, MAP_PACKET_END);
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NetworkSend_Packet(p, cs);
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@ -1187,43 +1179,6 @@ static NetworkServerPacket* const _network_server_packet[] = {
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// If this fails, check the array above with network_data.h
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assert_compile(lengthof(_network_server_packet) == PACKET_END);
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extern const SettingDesc _patch_settings[];
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// This is a TEMPORARY solution to get the patch-settings
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// to the client. When the patch-settings are saved in the savegame
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// this should be removed!!
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static void NetworkSendPatchSettings(NetworkClientState* cs)
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{
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const SettingDesc *item;
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Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
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NetworkSend_uint8(p, MAP_PACKET_PATCH);
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// Now send all the patch-settings in a pretty order..
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item = _patch_settings;
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for (; item->save.cmd != SL_END; item++) {
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const void *var = ini_get_variable(&item->save, &_patches);
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switch (GetVarMemType(item->save.conv)) {
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case SLE_VAR_BL:
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case SLE_VAR_I8:
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case SLE_VAR_U8:
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NetworkSend_uint8(p, *(uint8 *)var);
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break;
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case SLE_VAR_I16:
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case SLE_VAR_U16:
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NetworkSend_uint16(p, *(uint16 *)var);
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break;
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case SLE_VAR_I32:
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case SLE_VAR_U32:
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NetworkSend_uint32(p, *(uint32 *)var);
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break;
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}
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}
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NetworkSend_Packet(p, cs);
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}
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// This update the company_info-stuff
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void NetworkPopulateCompanyInfo(void)
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{
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@ -1312,6 +1312,8 @@ bool AfterLoadGame(void)
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} END_TILE_LOOP(tile, MapSizeX(), MapSizeY(), 0);
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}
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if (CheckSavegameVersion(22)) UpdatePatches();
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FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index);
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return true;
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@ -29,7 +29,7 @@
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#include "variables.h"
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#include <setjmp.h>
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const uint16 SAVEGAME_VERSION = 21;
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const uint16 SAVEGAME_VERSION = 22;
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uint16 _sl_version; /// the major savegame version identifier
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byte _sl_minor_version; /// the minor savegame version, DO NOT USE!
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47
settings.c
47
settings.c
@ -15,6 +15,9 @@
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#include "console.h"
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#include "saveload.h"
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/** The patch values that are used for new games and/or modified in config file */
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Patches _patches_newgame;
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typedef struct IniFile IniFile;
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typedef struct IniItem IniItem;
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typedef struct IniGroup IniGroup;
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@ -1229,7 +1232,7 @@ static void HandleSettingDescs(IniFile *ini, SettingDescProc *proc, SettingDescP
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#endif /* WIN32 */
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proc(ini, _gameopt_settings, "gameopt", &_opt_newgame);
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proc(ini, _patch_settings, "patches", &_patches);
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proc(ini, _patch_settings, "patches", &_patches_newgame);
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proc(ini, _currency_settings,"currency", &_custom_currency);
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#ifdef ENABLE_NETWORK
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@ -1276,7 +1279,7 @@ int32 CmdChangePatchSetting(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if (sd == NULL) return CMD_ERROR;
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if (flags & DC_EXEC) {
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Patches *patches_ptr = &_patches;
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Patches *patches_ptr = (_game_mode == GM_MENU) ? &_patches_newgame : &_patches;
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void *var = ini_get_variable(&sd->save, patches_ptr);
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Write_ValidateSetting(var, sd, (int32)p2);
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@ -1303,6 +1306,11 @@ void SetPatchValue(uint index, const Patches *object, int32 value)
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if (sd->save.conv & SLF_NETWORK_NO) {
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void *var = ini_get_variable(&sd->save, object);
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Write_ValidateSetting(var, sd, value);
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if (_game_mode != GM_MENU) {
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void *var2 = ini_get_variable(&sd->save, &_patches_newgame);
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Write_ValidateSetting(var2, sd, value);
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}
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} else {
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DoCommandP(0, index, value, NULL, CMD_CHANGE_PATCH_SETTING);
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}
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@ -1336,7 +1344,7 @@ void IConsoleSetPatchSetting(const char *name, const char *value)
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}
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sscanf(value, "%d", &val);
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patches_ptr = &_patches;
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patches_ptr = (_game_mode == GM_MENU) ? &_patches_newgame : &_patches;
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ptr = ini_get_variable(&sd->save, patches_ptr);
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SetPatchValue(index, patches_ptr, val);
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@ -1362,7 +1370,7 @@ void IConsoleGetPatchSetting(const char *name)
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return;
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}
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ptr = ini_get_variable(&sd->save, &_patches);
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ptr = ini_get_variable(&sd->save, (_game_mode == GM_MENU) ? &_patches_newgame : &_patches);
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if (sd->desc.cmd == SDT_BOOLX) {
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snprintf(value, sizeof(value), (*(bool*)ptr == 1) ? "on" : "off");
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@ -1439,6 +1447,20 @@ static void Save_OPTS(void)
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SaveSettings(_gameopt_settings, &_opt);
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}
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static void Load_PATS(void)
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{
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/* Copy over default setting since some might not get loaded in
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* a networking environment. This ensures for example that the local
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* signal_side stays when joining a network-server */
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_patches = _patches_newgame;
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LoadSettings(_patch_settings, &_patches);
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}
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static void Save_PATS(void)
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{
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SaveSettings(_patch_settings, &_patches);
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}
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void CheckConfig(void)
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{
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// fix up news_display_opt from old to new
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@ -1453,12 +1475,21 @@ void CheckConfig(void)
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// Increase old default values for pf_maxdepth and pf_maxlength
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// to support big networks.
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if (_patches.pf_maxdepth == 16 && _patches.pf_maxlength == 512) {
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_patches.pf_maxdepth = 48;
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_patches.pf_maxlength = 4096;
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if (_patches_newgame.pf_maxdepth == 16 && _patches_newgame.pf_maxlength == 512) {
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_patches_newgame.pf_maxdepth = 48;
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_patches_newgame.pf_maxlength = 4096;
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}
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}
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void UpdatePatches(void)
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{
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/* Since old(er) savegames don't have any patches saved, we initialise
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* them with the default values just as it was in the old days.
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* Also new games need this copying-over */
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_patches = _patches_newgame; /* backwards compatibility */
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}
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const ChunkHandler _setting_chunk_handlers[] = {
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{ 'OPTS', Save_OPTS, Load_OPTS, CH_RIFF | CH_LAST}
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{ 'OPTS', Save_OPTS, Load_OPTS, CH_RIFF},
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{ 'PATS', Save_PATS, Load_PATS, CH_RIFF | CH_LAST},
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};
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@ -673,6 +673,8 @@ static const PatchPage _patches_page[] = {
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{_patches_ai, lengthof(_patches_ai)},
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};
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extern Patches _patches_newgame;
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/** The main patches window. Shows a number of categories on top and
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* a selection of patches in that category.
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* Uses WP(w, def_d) macro - data_1, data_2, data_3 */
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@ -682,7 +684,7 @@ static void PatchesSelectionWndProc(Window *w, WindowEvent *e)
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switch (e->event) {
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case WE_CREATE:
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patches_ptr = &_patches;
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patches_ptr = (_game_mode == GM_MENU) ? &_patches_newgame : &_patches;
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break;
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case WE_PAINT: {
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