mirror of https://github.com/OpenTTD/OpenTTD
Codechange: just pass the SettingDesc to SetSettingValue and remove distinction between (non)company
parent
db54e20825
commit
8ffb4122df
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@ -2199,9 +2199,7 @@ public:
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case WID_CL_SERVER_NAME_EDIT: {
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if (!_network_server) break;
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uint index;
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GetSettingFromName("network.server_name", &index);
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SetSettingValue(index, StrEmpty(str) ? "Unnamed Server" : str);
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SetSettingValue(GetSettingFromName("network.server_name"), StrEmpty(str) ? "Unnamed Server" : str);
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this->InvalidateData();
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break;
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}
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@ -2210,9 +2208,7 @@ public:
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std::string client_name(str);
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if (!NetworkValidateClientName(client_name)) break;
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uint index;
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GetSettingFromName("network.client_name", &index);
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SetSettingValue(index, client_name.c_str());
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SetSettingValue(GetSettingFromName("network.client_name"), client_name.c_str());
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this->InvalidateData();
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break;
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}
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@ -253,8 +253,7 @@ static_assert(lengthof(_news_type_data) == NT_END);
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*/
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NewsDisplay NewsTypeData::GetDisplay() const
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{
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uint index;
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const SettingDesc *sd = GetSettingFromName(this->name, &index);
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const SettingDesc *sd = GetSettingFromName(this->name);
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assert(sd != nullptr);
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void *ptr = GetVariableAddress(nullptr, &sd->save);
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return (NewsDisplay)ReadValue(ptr, sd->save.conv);
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@ -17,8 +17,7 @@
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/* static */ bool ScriptGameSettings::IsValid(const char *setting)
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{
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uint i;
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const SettingDesc *sd = GetSettingFromName(setting, &i);
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const SettingDesc *sd = GetSettingFromName(setting);
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return sd != nullptr && sd->desc.cmd != SDT_STDSTRING;
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}
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@ -26,8 +25,7 @@
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{
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if (!IsValid(setting)) return -1;
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uint index;
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const SettingDesc *sd = GetSettingFromName(setting, &index);
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const SettingDesc *sd = GetSettingFromName(setting);
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void *ptr = GetVariableAddress(&_settings_game, &sd->save);
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if (sd->desc.cmd == SDT_BOOLX) return *(bool*)ptr;
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@ -39,13 +37,12 @@
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{
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if (!IsValid(setting)) return false;
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uint index;
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const SettingDesc *sd = GetSettingFromName(setting, &index);
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const SettingDesc *sd = GetSettingFromName(setting);
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if ((sd->save.conv & SLF_NO_NETWORK_SYNC) != 0) return false;
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if (sd->desc.cmd != SDT_BOOLX && sd->desc.cmd != SDT_NUMX) return false;
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return ScriptObject::DoCommand(0, index, value, CMD_CHANGE_SETTING);
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return ScriptObject::DoCommand(0, GetSettingIndex(sd), value, CMD_CHANGE_SETTING);
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}
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/* static */ bool ScriptGameSettings::IsDisabledVehicleType(ScriptVehicle::VehicleType vehicle_type)
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@ -1948,6 +1948,17 @@ CommandCost CmdChangeCompanySetting(TileIndex tile, DoCommandFlag flags, uint32
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return CommandCost();
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}
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/**
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* Get the index of the setting with this description.
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* @param sd the setting to get the index for.
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* @return the index of the setting to be used for CMD_CHANGE_SETTING.
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*/
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uint GetSettingIndex(const SettingDesc *sd)
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{
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assert((sd->desc.flags & SGF_PER_COMPANY) == 0);
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return sd - _settings;
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}
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/**
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* Top function to save the new value of an element of the Settings struct
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* @param index offset in the SettingDesc array of the Settings struct which
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@ -1955,9 +1966,19 @@ CommandCost CmdChangeCompanySetting(TileIndex tile, DoCommandFlag flags, uint32
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* @param value new value of the setting
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* @param force_newgame force the newgame settings
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*/
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bool SetSettingValue(uint index, int32 value, bool force_newgame)
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bool SetSettingValue(const SettingDesc *sd, int32 value, bool force_newgame)
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{
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const SettingDesc *sd = &_settings[index];
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if ((sd->desc.flags & SGF_PER_COMPANY) != 0) {
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if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) {
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return DoCommandP(0, sd - _company_settings, value, CMD_CHANGE_COMPANY_SETTING);
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}
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void *var = GetVariableAddress(&_settings_client.company, &sd->save);
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Write_ValidateSetting(var, sd, value);
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if (sd->desc.proc != nullptr) sd->desc.proc((int32)ReadValue(var, sd->save.conv));
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return true;
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}
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/* If an item is company-based, we do not send it over the network
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* (if any) to change. Also *hack*hack* we update the _newgame version
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* of settings because changing a company-based setting in a game also
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@ -1988,29 +2009,11 @@ bool SetSettingValue(uint index, int32 value, bool force_newgame)
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/* send non-company-based settings over the network */
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if (!_networking || (_networking && _network_server)) {
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return DoCommandP(0, index, value, CMD_CHANGE_SETTING);
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return DoCommandP(0, GetSettingIndex(sd), value, CMD_CHANGE_SETTING);
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}
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return false;
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}
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/**
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* Top function to save the new value of an element of the Settings struct
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* @param index offset in the SettingDesc array of the CompanySettings struct
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* which identifies the setting member we want to change
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* @param value new value of the setting
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*/
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void SetCompanySetting(uint index, int32 value)
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{
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const SettingDesc *sd = &_company_settings[index];
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if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) {
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DoCommandP(0, index, value, CMD_CHANGE_COMPANY_SETTING);
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} else {
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void *var = GetVariableAddress(&_settings_client.company, &sd->save);
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Write_ValidateSetting(var, sd, value);
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if (sd->desc.proc != nullptr) sd->desc.proc((int32)ReadValue(var, sd->save.conv));
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}
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}
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/**
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* Set the company settings for a new company to their default values.
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*/
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@ -2047,23 +2050,20 @@ void SyncCompanySettings()
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*/
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uint GetCompanySettingIndex(const char *name)
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{
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uint i;
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const SettingDesc *sd = GetSettingFromName(name, &i);
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(void)sd; // Unused without asserts
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const SettingDesc *sd = GetSettingFromName(name);
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assert(sd != nullptr && (sd->desc.flags & SGF_PER_COMPANY) != 0);
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return i;
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return sd - _company_settings;
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}
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/**
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* Set a setting value with a string.
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* @param index the settings index.
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* @param sd the setting to change.
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* @param value the value to write
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* @param force_newgame force the newgame settings
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* @note Strings WILL NOT be synced over the network
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*/
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bool SetSettingValue(uint index, const char *value, bool force_newgame)
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bool SetSettingValue(const SettingDesc *sd, const char *value, bool force_newgame)
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{
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const SettingDesc *sd = &_settings[index];
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assert(sd->save.conv & SLF_NO_NETWORK_SYNC);
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if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ && strcmp(value, "(null)") == 0) {
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@ -2085,18 +2085,16 @@ bool SetSettingValue(uint index, const char *value, bool force_newgame)
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* @return Pointer to the setting description of setting \a name if it can be found,
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* \c nullptr indicates failure to obtain the description
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*/
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const SettingDesc *GetSettingFromName(const char *name, uint *i)
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const SettingDesc *GetSettingFromName(const char *name)
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{
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const SettingDesc *sd;
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/* First check all full names */
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for (*i = 0, sd = _settings; sd->save.cmd != SL_END; sd++, (*i)++) {
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for (const SettingDesc *sd = _settings; sd->save.cmd != SL_END; sd++) {
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if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
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if (strcmp(sd->desc.name, name) == 0) return sd;
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}
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/* Then check the shortcut variant of the name. */
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for (*i = 0, sd = _settings; sd->save.cmd != SL_END; sd++, (*i)++) {
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for (const SettingDesc *sd = _settings; sd->save.cmd != SL_END; sd++) {
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if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
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const char *short_name = strchr(sd->desc.name, '.');
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if (short_name != nullptr) {
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@ -2107,7 +2105,7 @@ const SettingDesc *GetSettingFromName(const char *name, uint *i)
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if (strncmp(name, "company.", 8) == 0) name += 8;
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/* And finally the company-based settings */
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for (*i = 0, sd = _company_settings; sd->save.cmd != SL_END; sd++, (*i)++) {
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for (const SettingDesc *sd = _company_settings; sd->save.cmd != SL_END; sd++) {
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if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
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if (strcmp(sd->desc.name, name) == 0) return sd;
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}
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@ -2119,8 +2117,7 @@ const SettingDesc *GetSettingFromName(const char *name, uint *i)
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* and besides, it is also better to keep stuff like this at the same place */
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void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
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{
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uint index;
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const SettingDesc *sd = GetSettingFromName(name, &index);
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const SettingDesc *sd = GetSettingFromName(name);
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if (sd == nullptr) {
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IConsolePrintF(CC_WARNING, "'%s' is an unknown setting.", name);
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@ -2129,7 +2126,7 @@ void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
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bool success;
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if (sd->desc.cmd == SDT_STDSTRING) {
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success = SetSettingValue(index, value, force_newgame);
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success = SetSettingValue(sd, value, force_newgame);
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} else {
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uint32 val;
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extern bool GetArgumentInteger(uint32 *value, const char *arg);
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@ -2139,7 +2136,7 @@ void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
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return;
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}
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success = SetSettingValue(index, val, force_newgame);
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success = SetSettingValue(sd, val, force_newgame);
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}
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if (!success) {
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@ -2153,11 +2150,9 @@ void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
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void IConsoleSetSetting(const char *name, int value)
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{
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uint index;
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const SettingDesc *sd = GetSettingFromName(name, &index);
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(void)sd; // Unused without asserts
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const SettingDesc *sd = GetSettingFromName(name);
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assert(sd != nullptr);
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SetSettingValue(index, value);
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SetSettingValue(sd, value);
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}
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/**
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@ -2168,8 +2163,7 @@ void IConsoleSetSetting(const char *name, int value)
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void IConsoleGetSetting(const char *name, bool force_newgame)
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{
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char value[20];
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uint index;
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const SettingDesc *sd = GetSettingFromName(name, &index);
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const SettingDesc *sd = GetSettingFromName(name);
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const void *ptr;
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if (sd == nullptr) {
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@ -826,7 +826,6 @@ protected:
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struct SettingEntry : BaseSettingEntry {
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const char *name; ///< Name of the setting
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const SettingDesc *setting; ///< Setting description of the setting
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uint index; ///< Index of the setting in the settings table
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SettingEntry(const char *name);
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@ -1021,7 +1020,6 @@ SettingEntry::SettingEntry(const char *name)
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{
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this->name = name;
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this->setting = nullptr;
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this->index = 0;
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}
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/**
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@ -1031,7 +1029,7 @@ SettingEntry::SettingEntry(const char *name)
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void SettingEntry::Init(byte level)
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{
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BaseSettingEntry::Init(level);
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this->setting = GetSettingFromName(this->name, &this->index);
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this->setting = GetSettingFromName(this->name);
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assert(this->setting != nullptr);
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}
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@ -1039,7 +1037,7 @@ void SettingEntry::Init(byte level)
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void SettingEntry::ResetAll()
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{
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int32 default_value = ReadValue(&this->setting->desc.def, this->setting->save.conv);
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SetSettingValue(this->index, default_value);
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SetSettingValue(this->setting, default_value);
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}
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/**
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@ -2288,11 +2286,7 @@ struct GameSettingsWindow : Window {
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}
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if (value != oldvalue) {
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if ((sd->desc.flags & SGF_PER_COMPANY) != 0) {
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SetCompanySetting(pe->index, value);
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} else {
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SetSettingValue(pe->index, value);
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}
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SetSettingValue(sd, value);
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this->SetDirty();
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}
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} else {
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@ -2340,11 +2334,7 @@ struct GameSettingsWindow : Window {
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value = (int32)(size_t)sd->desc.def;
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}
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if ((sd->desc.flags & SGF_PER_COMPANY) != 0) {
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SetCompanySetting(this->valuewindow_entry->index, value);
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} else {
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SetSettingValue(this->valuewindow_entry->index, value);
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}
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SetSettingValue(this->valuewindow_entry->setting, value);
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this->SetDirty();
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}
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@ -2380,12 +2370,7 @@ struct GameSettingsWindow : Window {
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const SettingDesc *sd = this->valuedropdown_entry->setting;
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assert(sd->desc.flags & SGF_MULTISTRING);
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if ((sd->desc.flags & SGF_PER_COMPANY) != 0) {
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SetCompanySetting(this->valuedropdown_entry->index, index);
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} else {
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SetSettingValue(this->valuedropdown_entry->index, index);
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}
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SetSettingValue(sd, index);
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this->SetDirty();
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}
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break;
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@ -123,9 +123,9 @@ struct SettingDesc {
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* offset in a certain struct */
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typedef SettingDesc SettingDescGlobVarList;
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const SettingDesc *GetSettingFromName(const char *name, uint *i);
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bool SetSettingValue(uint index, int32 value, bool force_newgame = false);
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bool SetSettingValue(uint index, const char *value, bool force_newgame = false);
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void SetCompanySetting(uint index, int32 value);
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const SettingDesc *GetSettingFromName(const char *name);
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bool SetSettingValue(const SettingDesc *sd, int32 value, bool force_newgame = false);
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bool SetSettingValue(const SettingDesc *sd, const char *value, bool force_newgame = false);
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uint GetSettingIndex(const SettingDesc *sd);
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#endif /* SETTINGS_INTERNAL_H */
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