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Location: cpp/openttd-patchpack/source/src/script/api/script_gamesettings.cpp - annotation
r19373:45622ebd1794
2.2 KiB
text/x-c
(svn r24288) -Fix: squirrel_export should match stuff like 'virtual', 'static' and 'const' only as whole words.
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file script_gamesettings.cpp Implementation of ScriptGameSettings. */
#include "../../stdafx.h"
#include "script_gamesettings.hpp"
#include "../../settings_internal.h"
#include "../../settings_type.h"
#include "../../command_type.h"
/* static */ bool ScriptGameSettings::IsValid(const char *setting)
{
uint i;
const SettingDesc *sd = GetSettingFromName(setting, &i);
return sd != NULL && sd->desc.cmd != SDT_STRING;
}
/* static */ int32 ScriptGameSettings::GetValue(const char *setting)
{
if (!IsValid(setting)) return -1;
uint index;
const SettingDesc *sd = GetSettingFromName(setting, &index);
void *ptr = GetVariableAddress(&_settings_game, &sd->save);
if (sd->desc.cmd == SDT_BOOLX) return *(bool*)ptr;
return (int32)ReadValue(ptr, sd->save.conv);
}
/* static */ bool ScriptGameSettings::SetValue(const char *setting, int value)
{
if (!IsValid(setting)) return false;
uint index;
const SettingDesc *sd = GetSettingFromName(setting, &index);
if ((sd->save.conv & SLF_NO_NETWORK_SYNC) != 0) return false;
if (sd->desc.cmd != SDT_BOOLX && sd->desc.cmd != SDT_NUMX) return false;
return ScriptObject::DoCommand(0, index, value, CMD_CHANGE_SETTING);
}
/* static */ bool ScriptGameSettings::IsDisabledVehicleType(ScriptVehicle::VehicleType vehicle_type)
{
switch (vehicle_type) {
case ScriptVehicle::VT_RAIL: return _settings_game.ai.ai_disable_veh_train;
case ScriptVehicle::VT_ROAD: return _settings_game.ai.ai_disable_veh_roadveh;
case ScriptVehicle::VT_WATER: return _settings_game.ai.ai_disable_veh_ship;
case ScriptVehicle::VT_AIR: return _settings_game.ai.ai_disable_veh_aircraft;
default: return true;
}
}
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