/* * 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 . */ /** @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()); }