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Location: cpp/openttd-patchpack/source/src/script/script_config.cpp - annotation
r25895:573b0b525189
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Fix: [Actions] changelog assumed major.minor.patch versioning (#9482)
We now use major.minor versioning, so it failed to pick up the
correct information.
We now use major.minor versioning, so it failed to pick up the
correct information.
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r25469:0f19702a0708 r18510:9d33e9643f80 r25469:0f19702a0708 r25469:0f19702a0708 r21394:3e2a7ba07447 r21394:3e2a7ba07447 r24500:deda806a71a7 r18510:9d33e9643f80 r24500:deda806a71a7 r18510:9d33e9643f80 r18510:9d33e9643f80 r24500:deda806a71a7 r18510:9d33e9643f80 r25469:0f19702a0708 r18510:9d33e9643f80 r24500:deda806a71a7 r21406:a92ce8024212 r21406:a92ce8024212 r21406:a92ce8024212 r18510:9d33e9643f80 r21394:3e2a7ba07447 r18510:9d33e9643f80 r21394:3e2a7ba07447 r25469:0f19702a0708 r25469:0f19702a0708 r18510:9d33e9643f80 r19068:3e8bf48b7b8a r19068:3e8bf48b7b8a r19068:3e8bf48b7b8a r23607:36c15679007d r19068:3e8bf48b7b8a r19068:3e8bf48b7b8a r19068:3e8bf48b7b8a | /*
* 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_config.cpp Implementation of ScriptConfig. */
#include "../stdafx.h"
#include "../settings_type.h"
#include "../core/random_func.hpp"
#include "script_info.hpp"
#include "../textfile_gui.h"
#include "../string_func.h"
#include "../safeguards.h"
void ScriptConfig::Change(const char *name, int version, bool force_exact_match, bool is_random)
{
free(this->name);
this->name = (name == nullptr) ? nullptr : stredup(name);
this->info = (name == nullptr) ? nullptr : this->FindInfo(this->name, version, force_exact_match);
this->version = (info == nullptr) ? -1 : info->GetVersion();
this->is_random = is_random;
if (this->config_list != nullptr) delete this->config_list;
this->config_list = (info == nullptr) ? nullptr : new ScriptConfigItemList();
if (this->config_list != nullptr) this->PushExtraConfigList();
this->ClearConfigList();
if (_game_mode == GM_NORMAL && this->info != nullptr) {
/* If we're in an existing game and the Script is changed, set all settings
* for the Script that have the random flag to a random value. */
for (const auto &item : *this->info->GetConfigList()) {
if (item.flags & SCRIPTCONFIG_RANDOM) {
this->SetSetting(item.name, InteractiveRandomRange(item.max_value + 1 - item.min_value) + item.min_value);
}
}
this->AddRandomDeviation();
}
}
ScriptConfig::ScriptConfig(const ScriptConfig *config)
{
this->name = (config->name == nullptr) ? nullptr : stredup(config->name);
this->info = config->info;
this->version = config->version;
this->config_list = nullptr;
this->is_random = config->is_random;
for (const auto &item : config->settings) {
this->settings[stredup(item.first)] = item.second;
}
/* Virtual functions get called statically in constructors, so make it explicit to remove any confusion. */
this->ScriptConfig::AddRandomDeviation();
}
ScriptConfig::~ScriptConfig()
{
free(this->name);
this->ResetSettings();
if (this->config_list != nullptr) delete this->config_list;
}
ScriptInfo *ScriptConfig::GetInfo() const
{
return this->info;
}
const ScriptConfigItemList *ScriptConfig::GetConfigList()
{
if (this->info != nullptr) return this->info->GetConfigList();
if (this->config_list == nullptr) {
this->config_list = new ScriptConfigItemList();
this->PushExtraConfigList();
}
return this->config_list;
}
void ScriptConfig::ClearConfigList()
{
for (const auto &item : this->settings) {
free(item.first);
}
this->settings.clear();
}
void ScriptConfig::AnchorUnchangeableSettings()
{
for (const auto &item : *this->GetConfigList()) {
if ((item.flags & SCRIPTCONFIG_INGAME) == 0) {
this->SetSetting(item.name, this->GetSetting(item.name));
}
}
}
int ScriptConfig::GetSetting(const char *name) const
{
const auto it = this->settings.find(name);
if (it == this->settings.end()) return this->info->GetSettingDefaultValue(name);
return (*it).second;
}
void ScriptConfig::SetSetting(const char *name, int value)
{
/* You can only set Script specific settings if an Script is selected. */
if (this->info == nullptr) return;
const ScriptConfigItem *config_item = this->info->GetConfigItem(name);
if (config_item == nullptr) return;
value = Clamp(value, config_item->min_value, config_item->max_value);
const auto it = this->settings.find(name);
if (it != this->settings.end()) {
(*it).second = value;
} else {
this->settings[stredup(name)] = value;
}
}
void ScriptConfig::ResetSettings()
{
for (const auto &item : this->settings) {
free(item.first);
}
this->settings.clear();
}
void ScriptConfig::ResetEditableSettings(bool yet_to_start)
{
if (this->info == nullptr) return ResetSettings();
for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end();) {
const ScriptConfigItem *config_item = this->info->GetConfigItem(it->first);
assert(config_item != nullptr);
bool editable = yet_to_start || (config_item->flags & SCRIPTCONFIG_INGAME) != 0;
bool visible = _settings_client.gui.ai_developer_tools || (config_item->flags & SCRIPTCONFIG_DEVELOPER) == 0;
if (editable && visible) {
free(it->first);
it = this->settings.erase(it);
} else {
it++;
}
}
}
void ScriptConfig::AddRandomDeviation()
{
for (const auto &item : *this->GetConfigList()) {
if (item.random_deviation != 0) {
this->SetSetting(item.name, InteractiveRandomRange(item.random_deviation * 2 + 1) - item.random_deviation + this->GetSetting(item.name));
}
}
}
bool ScriptConfig::HasScript() const
{
return this->info != nullptr;
}
bool ScriptConfig::IsRandom() const
{
return this->is_random;
}
const char *ScriptConfig::GetName() const
{
return this->name;
}
int ScriptConfig::GetVersion() const
{
return this->version;
}
void ScriptConfig::StringToSettings(const std::string &value)
{
char *value_copy = stredup(value.c_str());
char *s = value_copy;
while (s != nullptr) {
/* Analyze the string ('name=value,name=value\0') */
char *item_name = s;
s = strchr(s, '=');
if (s == nullptr) break;
if (*s == '\0') break;
*s = '\0';
s++;
char *item_value = s;
s = strchr(s, ',');
if (s != nullptr) {
*s = '\0';
s++;
}
this->SetSetting(item_name, atoi(item_value));
}
free(value_copy);
}
std::string ScriptConfig::SettingsToString() const
{
char string[1024];
char *last = lastof(string);
char *s = string;
*s = '\0';
for (const auto &item : this->settings) {
char no[10];
seprintf(no, lastof(no), "%d", item.second);
/* Check if the string would fit in the destination */
size_t needed_size = strlen(item.first) + 1 + strlen(no);
/* If it doesn't fit, skip the next settings */
if (s + needed_size > last) break;
s = strecat(s, item.first, last);
s = strecat(s, "=", last);
s = strecat(s, no, last);
s = strecat(s, ",", last);
}
/* Remove the last ',', but only if at least one setting was saved. */
if (s != string) s[-1] = '\0';
return string;
}
const char *ScriptConfig::GetTextfile(TextfileType type, CompanyID slot) const
{
if (slot == INVALID_COMPANY || this->GetInfo() == nullptr) return nullptr;
return ::GetTextfile(type, (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR, this->GetInfo()->GetMainScript());
}
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