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Fix #8711: having gui_zoom lower than zoom_min causes crashes #8835

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merged 1 commit into from Mar 10, 2021

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Fixes #8711.

Motivation / Problem

Manually changing your config makes the game go boom!

Specially: set gui_zoom to 0 and zoom_min to 1. This brings gui_zoom out of the valid range, creating really weird effects.

Description

gui_zoom was never clamp'd between zoom_min/zoom_max.

zoom_min controls how zoomed-in we load sprites. For a value of 1,
no quad-sizes sprites are loaded. If gui_zoom would be 0, meaning
it wants quad-sized sprites to display, it was printing random
stuff to the screen, which could or could not result in crashes.

Limitations

Checklist for review

Some things are not automated, and forgotten often. This list is a reminder for the reviewers.

  • The bug fix is important enough to be backported? (label: 'backport requested')
  • This PR affects the save game format? (label 'savegame upgrade')
  • This PR affects the GS/AI API? (label 'needs review: Script API')
    • ai_changelog.hpp, gs_changelog.hpp need updating.
    • The compatibility wrappers (compat_*.nut) need updating.
  • This PR affects the NewGRF API? (label 'needs review: NewGRF')

gui_zoom was never clamp'd between zoom_min/zoom_max.

zoom_min controls how zoomed-in we load sprites. For a value of 1,
no quad-sizes sprites are loaded. If gui_zoom would be 0, meaning
it wants quad-sized sprites to display, it was printing random
stuff to the screen, which could or could not result in crashes.
@TrueBrain TrueBrain merged commit 098d5b2 into OpenTTD:master Mar 10, 2021
@TrueBrain TrueBrain deleted the gui_zoom-out-of-bound branch March 10, 2021 12:39
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Successfully merging this pull request may close these issues.

gui_zoom can have invalid values, not respecting zoom_min
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