This reduced the load on compilers, as currently for example MacOS
doesn't like the huge settings-tables.
Additionally, nobody can find settings, as the list is massive and
unordered. By splitting it, it becomes a little bit more sensible.
We no longer need them. If you want to remove a field .. just
remove it! Because of the headers in the savegame, on loading,
it will do the right thing and skip the field.
Do remember to bump the savegame version, as otherwise older
clients can still load the game, but will reset the field you
have removed .. that might be unintentially.
We won't be able to make it fully self-descriptive (looking at you
MAP-chunks), but anything else can. With this framework, we can
add headers for each chunk explaining how each chunk looks like
in detail.
They also will all be tables, making it a lot easier to read in
external tooling, and opening the way to consider a database
(like SQLite) to use as savegame format.
Lastly, with the headers in the savegame, you can freely add
fields without needing a savegame version bump; older versions
of OpenTTD will simply ignore the new field. This also means
we can remove all the SLE_CONDNULL, as they are irrelevant.
The next few commits will start using this framework.
We often ask people for their openttd.cfg, which now includes their
passwords, usernames, etc. It is easy for people to overlook this,
unwillingly sharing information they shouldn't.
By splitting this information over either private.cfg or secrets.cfg,
we make it more obvious they shouldn't be sharing those files, and
hint to what is inside them.
With std::variant all memory can be figured out at compile time, so the compiler needs to keep track of fewer elements. It also saves out a unique_ptr and its memory management, over a slight impact for resolving a setting.
One UpdateServiceInterval has two parameters to update the service interval for a vehicle type, the other for all vehicle types at once. Rename the latter to help with function resolution for the introduction of variants.
Prior to this change, without realistic breaking, trains would continuously run into the train in front of them. This makes them adjust their speed based on trains in front of them
Prior to this change, trees tended to either cover the entire map like an ancient forest, or alternatively you turn off their growth which breaks industry. Furthermore there are these ugly random tree clumps at the beginning of the game which look like squares on the map someone placed there.
This change adds a new tree placing setting which removes the ugly random clumps and only slightly modifies the initial placement. The actual growth causes trees to bunch up in higher levels as usual but on the lower 4 levels their growth works differently. The number of trees per tile is limited and the trees spread out over a wider area instead of only to the neighboring tile. That spreads them out more and makes for a nicer look.
This also allows cacti to spread, since they can now use that same algorithm and avoid bunching up, but spread as they should.
Prior to this change, the game tended to place towns on mountain tops. Realistic heightmaps had limitations because of this.
This change allows the player to specify that the towns should be generated in the valleys.
Prior to this change, road vehicles would always slowdown in curves. This forces the player to build grid like roads. With new height levels and more mountainous maps and in the absense of diagonal roads this causes unnecessary pain. It should be an option to turn this off, so mountainous maps and curvy roads are not punishing the player unnecessarily. Nobody wants to build grid like roads outside of towns.
This means that during loading we can validate that what is saved
is also that what is expected. Additionally, this makes all list
types similar to how they are stored on disk:
First a gamma to indicate length, followed by the data.
The size still depends on the type.
Prior to this change, lakes could be very small and could also not be deactivated.
This change allows the deactivation of lake creation and the lake size is now the set size +- 25% instead of anything between 0 and lake_size.
It was rather confusing which one was for what, especially as some
SaveLoad flags were settings-only. Clean up this mess a bit by
having only Setting flags.
It is a lovely organicly grown enum, where it started off with
GUI-only flags, and after that a few flags got added that can be
considered GUI-only (the GUI disables/enables based on them), to
only have flags added that has nothing to do with the GUI.
So be less confusing, and rename them to what they do.
Additionally, I took this opportunity to rename 0ISDISABLED to
reflect what it really does.
This is mostly done as there are now constraints on settings.ini you might not
expected. For example, conditional settings always have to come last, as otherwise
they would influence the index.
The comments for SettingDescType; it is a byte, so not 4 bytes and since it is not a flag there are about 250 other possibilities left instead of 9.
SettingGuiFlag is uint16 so has 2 bytes allocated.
SettingDescGlobVarList and related comments imply that global vars cannot be used elsewhere, but they are used for settings just fine. Even then the type is not used anywhere else but the definition of the table.
This includes:
* CBID_VEHICLE_32DAY_CALLBACK
* CBID_VEHICLE_REFIT_COST
* CBID_VEHICLE_MODIFY_PROPERTY
This is on a per-property basis
The main benefit of this is to avoid callbacks not handled by the
vehicle's current sprite group from using the full graphics chain as
the "default" branch in the callback switch.
In the case where the graphics chain is long/expensive, a lot of work
had to be done before a callback failure result was eventually returned.
Susz is masculine, not neuter, so it should result in "Susz Mazowiecki",
"Susz Morski", and not "Susz Mazowieckie" or "Susz Morskie". However,
because order of the names whould not be changed, it was replaced with
Leszno, which is neuter.
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.
The GUI now more clearly shows some basic information about the
server you joined, your client name (and the ability to change it),
and what players are in which company.
It also contains useful buttons to press to join companies, chat
with other people, and for admins to kick/ban people.
Additionally, renamed "advertised" to "visibility"; this has to
do with future additions, but also because it is more clear in
wording.
The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:
- the client also sends his "language" to the server, but nothing
is doing anything with this.
- flags are a bad way to represent languages, and over the years
we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
servername with the language it is about. This is a much more
efficient way to do the same.
All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
Vsync should be off by default, as for most players it will be
better to play without vsync. Exception exist, mainly people who
play in fullscreen mode.
This opens up the true power of the TGP terrain generator, as it
is no longer constrainted by an arbitrary low map height limit,
especially for extreme terrain types.
In other words: on a 1kx1k map with "Alpinist" terrain type, the
map is now really hilly with default settings.
People can still manually limit the map height if they so wish,
and after the terrain generation the limit is stored in the
savegame as if the user set it.
Cheats still allow you to change this value.
This better reflects what it is, and hopefully removes a bit of
the confusion people are having what this setting actually does.
Additionally, update the text on the setting to better inform
users what it is doing exactly, so they can make an educated
decision on how to change it.
Next commit will introduce an "auto" value, which should be the
new default. The rename has as added benefit that everyone will
start out on the "auto" value.
This is an indication value; the game tries to get as close as it
can, but due to the complex tropic rules, that is unlikely to be
exact.
In the end, it picks a height-level to base the desert/tropic
line on. This is strictly seen not needed, as we can convert any
tile to either. But it is the simplest way to get started with
this without redoing all related functions.
Setting the snow coverage (in % of the map) makes a lot more sense
to the human, while still allowing the niche player to set (by
finding the correct %) a snow line height they like. This makes for
easier defaults, as it decoupled terrain height from amount of snow.
Maps can never be 100% snow, as we do not have sprites for coastal
tiles.
Internally, this calculates the best snow line height to approach
this coverage as close as possible.
Also the number display is screwed in the settings gui. Same problem as my other patch. Need to compare it to what I did for the other var I did recently (tiles width around rivers to make desert go away) and fix this. This will do to start with.
The video drivers using the OpenGL backend are currently our only
accelerated drivers. The options defaults to off for macOS builds and
to on everywhere else.
Co-authored-by: Michael Lutz <michi@icosahedron.de>
By default this setting is set to 2500% normal game speed.
(cherry picked from commit c3dc27e37e)
# Conflicts:
# src/gfx.cpp
# src/gfx_func.h
# src/settings_type.h
# src/video/cocoa/cocoa_v.mm
# src/video/video_driver.cpp
# src/video/win32_v.cpp