Files @ r25566:1f8274202421
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Location: cpp/openttd-patchpack/source/src/script/api/script_gamesettings.cpp

Patric Stout
Codechange: use setting name instead of index for CmdChange(Company)Setting (#9306)

This is mostly done as there are now constraints on settings.ini you might not
expected. For example, conditional settings always have to come last, as otherwise
they would influence the index.
/*
 * 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"

#include "../../safeguards.h"

/* static */ bool ScriptGameSettings::IsValid(const char *setting)
{
	const SettingDesc *sd = GetSettingFromName(setting);
	return sd != nullptr && sd->IsIntSetting();
}

/* static */ int32 ScriptGameSettings::GetValue(const char *setting)
{
	if (!IsValid(setting)) return -1;

	const SettingDesc *sd = GetSettingFromName(setting);

	void *ptr = GetVariableAddress(&_settings_game, &sd->save);
	return (int32)ReadValue(ptr, sd->save.conv);
}

/* static */ bool ScriptGameSettings::SetValue(const char *setting, int value)
{
	if (!IsValid(setting)) return false;

	const SettingDesc *sd = GetSettingFromName(setting);

	if ((sd->save.conv & SLF_NO_NETWORK_SYNC) != 0) return false;

	return ScriptObject::DoCommand(0, 0, value, CMD_CHANGE_SETTING, sd->name);
}

/* 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;
	}
}