(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

View File

@@ -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},
};