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Location: cpp/openttd-patchpack/source/src/script/script_config.cpp - annotation
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indonesian - 2 changes by UseYourIllusion
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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_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"
void ScriptConfig::Change(const char *name, int version, bool force_exact_match, bool is_random)
{
free(this->name);
this->name = (name == NULL) ? NULL : strdup(name);
this->info = (name == NULL) ? NULL : this->FindInfo(this->name, version, force_exact_match);
this->version = (info == NULL) ? -1 : info->GetVersion();
this->is_random = is_random;
if (this->config_list != NULL) delete this->config_list;
this->config_list = (info == NULL) ? NULL : new ScriptConfigItemList();
if (this->config_list != NULL) this->PushExtraConfigList();
this->ClearConfigList();
if (_game_mode == GM_NORMAL && this->info != NULL) {
/* 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 (ScriptConfigItemList::const_iterator it = this->info->GetConfigList()->begin(); it != this->info->GetConfigList()->end(); it++) {
if ((*it).flags & SCRIPTCONFIG_RANDOM) {
this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value - (*it).min_value) + (*it).min_value);
}
}
this->AddRandomDeviation();
}
}
ScriptConfig::ScriptConfig(const ScriptConfig *config)
{
this->name = (config->name == NULL) ? NULL : strdup(config->name);
this->info = config->info;
this->version = config->version;
this->config_list = NULL;
this->is_random = config->is_random;
for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
this->settings[strdup((*it).first)] = (*it).second;
}
this->AddRandomDeviation();
}
ScriptConfig::~ScriptConfig()
{
free(this->name);
this->ResetSettings();
if (this->config_list != NULL) delete this->config_list;
}
ScriptInfo *ScriptConfig::GetInfo() const
{
return this->info;
}
const ScriptConfigItemList *ScriptConfig::GetConfigList()
{
if (this->info != NULL) return this->info->GetConfigList();
if (this->config_list == NULL) {
this->config_list = new ScriptConfigItemList();
this->PushExtraConfigList();
}
return this->config_list;
}
void ScriptConfig::ClearConfigList()
{
for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
free((*it).first);
}
this->settings.clear();
}
void ScriptConfig::AnchorUnchangeableSettings()
{
for (ScriptConfigItemList::const_iterator it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) {
if (((*it).flags & SCRIPTCONFIG_INGAME) == 0) {
this->SetSetting((*it).name, this->GetSetting((*it).name));
}
}
}
int ScriptConfig::GetSetting(const char *name) const
{
SettingValueList::const_iterator 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 == NULL) return;
const ScriptConfigItem *config_item = this->info->GetConfigItem(name);
if (config_item == NULL) return;
value = Clamp(value, config_item->min_value, config_item->max_value);
SettingValueList::iterator it = this->settings.find(name);
if (it != this->settings.end()) {
(*it).second = value;
} else {
this->settings[strdup(name)] = value;
}
}
void ScriptConfig::ResetSettings()
{
for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
free((*it).first);
}
this->settings.clear();
}
void ScriptConfig::AddRandomDeviation()
{
for (ScriptConfigItemList::const_iterator it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) {
if ((*it).random_deviation != 0) {
this->SetSetting((*it).name, InteractiveRandomRange((*it).random_deviation * 2) - (*it).random_deviation + this->GetSetting((*it).name));
}
}
}
bool ScriptConfig::HasScript() const
{
return this->info != NULL;
}
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 char *value)
{
char *value_copy = strdup(value);
char *s = value_copy;
while (s != NULL) {
/* Analyze the string ('name=value,name=value\0') */
char *item_name = s;
s = strchr(s, '=');
if (s == NULL) break;
if (*s == '\0') break;
*s = '\0';
s++;
char *item_value = s;
s = strchr(s, ',');
if (s != NULL) {
*s = '\0';
s++;
}
this->SetSetting(item_name, atoi(item_value));
}
free(value_copy);
}
void ScriptConfig::SettingsToString(char *string, size_t size) const
{
string[0] = '\0';
for (SettingValueList::const_iterator it = this->settings.begin(); it != this->settings.end(); it++) {
char no[10];
snprintf(no, sizeof(no), "%d", (*it).second);
/* Check if the string would fit in the destination */
size_t needed_size = strlen((*it).first) + 1 + strlen(no) + 1;
/* If it doesn't fit, skip the next settings */
if (size <= needed_size) break;
size -= needed_size;
strcat(string, (*it).first);
strcat(string, "=");
strcat(string, no);
strcat(string, ",");
}
/* Remove the last ',', but only if at least one setting was saved. */
size_t len = strlen(string);
if (len > 0) string[len - 1] = '\0';
}
const char *ScriptConfig::GetTextfile(TextfileType type, CompanyID slot) const
{
if (slot == INVALID_COMPANY || this->GetInfo() == NULL) return NULL;
return ::GetTextfile(type, (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR, this->GetInfo()->GetMainScript());
}
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