Mercurial > hg > openttd
changeset 17444:bf88fe868439 draft
(svn r22198) -Codechange: make some constants name more explicit
author | rubidium <rubidium@openttd.org> |
---|---|
date | Sat, 05 Mar 2011 11:16:44 +0000 |
parents | b78e3e26c345 |
children | f4b87d29bafd |
files | src/saveload/saveload.cpp src/saveload/saveload.h src/settings.cpp src/settings_gui.cpp src/table/settings.h.preamble |
diffstat | 5 files changed, 15 insertions(+), 15 deletions(-) [+] |
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--- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -1326,7 +1326,7 @@ static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld) { if (_sl_version < sld->version_from || _sl_version > sld->version_to) return false; - if (sld->conv & SLF_SAVE_NO) return false; + if (sld->conv & SLF_NOT_IN_SAVE) return false; return true; } @@ -1338,7 +1338,7 @@ */ static inline bool SlSkipVariableOnLoad(const SaveLoad *sld) { - if ((sld->conv & SLF_NETWORK_NO) && _sl.action != SLA_SAVE && _networking && !_network_server) { + if ((sld->conv & SLF_NO_NETWORK_SYNC) && _sl.action != SLA_SAVE && _networking && !_network_server) { SlSkipBytes(SlCalcConvMemLen(sld->conv) * sld->length); return true; }
--- a/src/saveload/saveload.h +++ b/src/saveload/saveload.h @@ -176,9 +176,9 @@ /* 8 bits allocated for a maximum of 8 flags * Flags directing saving/loading of a variable */ - SLF_SAVE_NO = 1 << 8, ///< do not save with savegame, basically client-based - SLF_CONFIG_NO = 1 << 9, ///< do not save to config file - SLF_NETWORK_NO = 1 << 10, ///< do not synchronize over network (but it is saved if SSF_SAVE_NO is not set) + SLF_NOT_IN_SAVE = 1 << 8, ///< do not save with savegame, basically client-based + SLF_NOT_IN_CONFIG = 1 << 9, ///< do not save to config file + SLF_NO_NETWORK_SYNC = 1 << 10, ///< do not synchronize over network (but it is saved if SLF_NOT_IN_SAVE is not set) /* 5 more possible flags */ }; @@ -336,7 +336,7 @@ * @param from First savegame version that has the empty space. * @param to Last savegame version that has the empty space. */ -#define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to) +#define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_NOT_IN_CONFIG, length, from, to) /** Translate values ingame to different values in the savegame and vv. */ #define SLE_WRITEBYTE(base, variable, value) SLE_GENERAL(SL_WRITEBYTE, base, variable, 0, 0, value, value) @@ -446,7 +446,7 @@ * @param from First savegame version that has the empty space. * @param to Last savegame version that has the empty space. */ -#define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to, (void*)NULL} +#define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_NOT_IN_CONFIG, length, from, to, (void*)NULL} /** End marker of global variables save or load. */ #define SLEG_END() {true, SL_END, 0, 0, 0, 0, NULL}
--- a/src/settings.cpp +++ b/src/settings.cpp @@ -538,7 +538,7 @@ /* 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_CONFIG_NO) continue; + if (sld->conv & SLF_NOT_IN_CONFIG) continue; /* XXX - wtf is this?? (group override?) */ s = strchr(sdb->name, '.'); @@ -1728,7 +1728,7 @@ * (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_NETWORK_NO) { + if (sd->save.conv & SLF_NO_NETWORK_SYNC) { void *var = GetVariableAddress(&GetGameSettings(), &sd->save); Write_ValidateSetting(var, sd, value); @@ -1826,7 +1826,7 @@ bool SetSettingValue(uint index, const char *value, bool force_newgame) { const SettingDesc *sd = &_settings[index]; - assert(sd->save.conv & SLF_NETWORK_NO); + 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);
--- a/src/settings_gui.cpp +++ b/src/settings_gui.cpp @@ -1145,7 +1145,7 @@ uint button_y = y + (SETTING_HEIGHT - 11) / 2; /* We do not allow changes of some items when we are a client in a networkgame */ - if (!(sd->save.conv & SLF_NETWORK_NO) && _networking && !_network_server && !(sdb->flags & SGF_PER_COMPANY)) editable = false; + if (!(sd->save.conv & SLF_NO_NETWORK_SYNC) && _networking && !_network_server && !(sdb->flags & SGF_PER_COMPANY)) editable = false; if ((sdb->flags & SGF_NETWORK_ONLY) && !_networking) editable = false; if ((sdb->flags & SGF_NO_NETWORK) && _networking) editable = false; @@ -1587,7 +1587,7 @@ const SettingDesc *sd = pe->d.entry.setting; /* return if action is only active in network, or only settable by server */ - if (!(sd->save.conv & SLF_NETWORK_NO) && _networking && !_network_server && !(sd->desc.flags & SGF_PER_COMPANY)) return; + if (!(sd->save.conv & SLF_NO_NETWORK_SYNC) && _networking && !_network_server && !(sd->desc.flags & SGF_PER_COMPANY)) return; if ((sd->desc.flags & SGF_NETWORK_ONLY) && !_networking) return; if ((sd->desc.flags & SGF_NO_NETWORK) && _networking) return;
--- a/src/table/settings.h.preamble +++ b/src/table/settings.h.preamble @@ -166,9 +166,9 @@ /* Shortcuts for macros below. Logically if we don't save the value * we also don't sync it in a network game */ -#define S SLF_SAVE_NO | SLF_NETWORK_NO -#define C SLF_CONFIG_NO -#define N SLF_NETWORK_NO +#define S SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC +#define C SLF_NOT_IN_CONFIG +#define N SLF_NO_NETWORK_SYNC #define D0 SGF_0ISDISABLED #define NC SGF_NOCOMMA