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https://github.com/OpenTTD/OpenTTD.git
synced 2025-03-06 22:28:56 +00:00
Codechange: move script settings to std::string
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parent
95386dc2b8
commit
a032714dc4
@ -38,13 +38,9 @@ IniItem::~IniItem()
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* Replace the current value with another value.
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* @param value the value to replace with.
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*/
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void IniItem::SetValue(const char *value)
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void IniItem::SetValue(const std::string_view value)
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{
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if (value == nullptr) {
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this->value.reset();
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} else {
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this->value.emplace(value);
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}
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this->value.emplace(value);
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}
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/**
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@ -31,7 +31,7 @@ struct IniItem {
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IniItem(struct IniGroup *parent, const std::string &name);
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~IniItem();
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void SetValue(const char *value);
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void SetValue(const std::string_view value);
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};
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/** A group within an ini file. */
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@ -20,14 +20,14 @@
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#include "../safeguards.h"
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static char _ai_saveload_name[64];
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static int _ai_saveload_version;
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static char _ai_saveload_settings[1024];
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static bool _ai_saveload_is_random;
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static std::string _ai_saveload_name;
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static int _ai_saveload_version;
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static std::string _ai_saveload_settings;
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static bool _ai_saveload_is_random;
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static const SaveLoad _ai_company[] = {
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SLEG_STR(_ai_saveload_name, SLE_STRB),
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SLEG_STR(_ai_saveload_settings, SLE_STRB),
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SLEG_SSTR(_ai_saveload_name, SLE_STR),
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SLEG_SSTR(_ai_saveload_settings, SLE_STR),
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SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
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SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
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SLE_END()
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@ -39,17 +39,16 @@ static void SaveReal_AIPL(int *index_ptr)
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AIConfig *config = AIConfig::GetConfig(index);
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if (config->HasScript()) {
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strecpy(_ai_saveload_name, config->GetName(), lastof(_ai_saveload_name));
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_ai_saveload_name = config->GetName();
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_ai_saveload_version = config->GetVersion();
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} else {
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/* No AI is configured for this so store an empty string as name. */
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_ai_saveload_name[0] = '\0';
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_ai_saveload_name.clear();
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_ai_saveload_version = -1;
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}
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_ai_saveload_is_random = config->IsRandom();
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_ai_saveload_settings[0] = '\0';
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config->SettingsToString(_ai_saveload_settings, lastof(_ai_saveload_settings));
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_ai_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _ai_company);
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/* If the AI was active, store his data too */
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@ -77,25 +76,25 @@ static void Load_AIPL()
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}
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AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
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if (StrEmpty(_ai_saveload_name)) {
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if (_ai_saveload_name.empty()) {
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/* A random AI. */
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config->Change(nullptr, -1, false, true);
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} else {
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config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
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config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random);
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if (!config->HasScript()) {
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/* No version of the AI available that can load the data. Try to load the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
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config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
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if (!config->HasScript()) {
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if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
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DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _ai_saveload_version);
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DEBUG(script, 0, "A random other AI will be loaded in its place.");
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} else {
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DEBUG(script, 0, "The savegame had no AIs available at the time of saving.");
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DEBUG(script, 0, "A random available AI will be loaded now.");
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}
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} else {
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DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _ai_saveload_version);
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DEBUG(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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}
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/* Make sure the AI doesn't get the saveload data, as it was not the
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@ -20,14 +20,14 @@
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#include "../safeguards.h"
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static char _game_saveload_name[64];
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static int _game_saveload_version;
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static char _game_saveload_settings[1024];
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static bool _game_saveload_is_random;
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static std::string _game_saveload_name;
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static int _game_saveload_version;
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static std::string _game_saveload_settings;
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static bool _game_saveload_is_random;
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static const SaveLoad _game_script[] = {
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SLEG_STR(_game_saveload_name, SLE_STRB),
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SLEG_STR(_game_saveload_settings, SLE_STRB),
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SLEG_SSTR(_game_saveload_name, SLE_STR),
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SLEG_SSTR(_game_saveload_settings, SLE_STR),
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SLEG_VAR(_game_saveload_version, SLE_UINT32),
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SLEG_VAR(_game_saveload_is_random, SLE_BOOL),
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SLE_END()
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@ -38,17 +38,16 @@ static void SaveReal_GSDT(int *index_ptr)
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GameConfig *config = GameConfig::GetConfig();
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if (config->HasScript()) {
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strecpy(_game_saveload_name, config->GetName(), lastof(_game_saveload_name));
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_game_saveload_name = config->GetName();
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_game_saveload_version = config->GetVersion();
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} else {
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/* No GameScript is configured for this so store an empty string as name. */
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_game_saveload_name[0] = '\0';
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_game_saveload_name.clear();
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_game_saveload_version = -1;
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}
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_game_saveload_is_random = config->IsRandom();
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_game_saveload_settings[0] = '\0';
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config->SettingsToString(_game_saveload_settings, lastof(_game_saveload_settings));
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_game_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _game_script);
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Game::Save();
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@ -71,23 +70,23 @@ static void Load_GSDT()
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}
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GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
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if (StrEmpty(_game_saveload_name)) {
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if (_game_saveload_name.empty()) {
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} else {
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config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random);
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config->Change(_game_saveload_name.c_str(), _game_saveload_version, false, _game_saveload_is_random);
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if (!config->HasScript()) {
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/* No version of the GameScript available that can load the data. Try to load the
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* latest version of the GameScript instead. */
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config->Change(_game_saveload_name, -1, false, _game_saveload_is_random);
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config->Change(_game_saveload_name.c_str(), -1, false, _game_saveload_is_random);
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if (!config->HasScript()) {
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if (strcmp(_game_saveload_name, "%_dummy") != 0) {
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DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version);
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if (_game_saveload_name.compare("%_dummy") != 0) {
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DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version);
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DEBUG(script, 0, "This game will continue to run without GameScript.");
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} else {
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DEBUG(script, 0, "The savegame had no GameScript available at the time of saving.");
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DEBUG(script, 0, "This game will continue to run without GameScript.");
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}
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} else {
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DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version);
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DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version);
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DEBUG(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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}
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/* Make sure the GameScript doesn't get the saveload data, as it was not the
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@ -179,9 +179,9 @@ int ScriptConfig::GetVersion() const
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return this->version;
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}
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void ScriptConfig::StringToSettings(const char *value)
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void ScriptConfig::StringToSettings(const std::string &value)
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{
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char *value_copy = stredup(value);
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char *value_copy = stredup(value.c_str());
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char *s = value_copy;
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while (s != nullptr) {
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@ -205,8 +205,10 @@ void ScriptConfig::StringToSettings(const char *value)
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free(value_copy);
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}
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void ScriptConfig::SettingsToString(char *string, const char *last) const
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std::string ScriptConfig::SettingsToString() const
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{
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char string[1024];
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char *last = lastof(string);
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char *s = string;
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*s = '\0';
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for (const auto &item : this->settings) {
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@ -216,7 +218,7 @@ void ScriptConfig::SettingsToString(char *string, const char *last) const
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/* Check if the string would fit in the destination */
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size_t needed_size = strlen(item.first) + 1 + strlen(no);
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/* If it doesn't fit, skip the next settings */
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if (string + needed_size > last) break;
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if (s + needed_size > last) break;
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s = strecat(s, item.first, last);
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s = strecat(s, "=", last);
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@ -226,6 +228,8 @@ void ScriptConfig::SettingsToString(char *string, const char *last) const
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/* Remove the last ',', but only if at least one setting was saved. */
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if (s != string) s[-1] = '\0';
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return string;
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}
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const char *ScriptConfig::GetTextfile(TextfileType type, CompanyID slot) const
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@ -169,13 +169,13 @@ public:
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* Convert a string which is stored in the config file or savegames to
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* custom settings of this Script.
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*/
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void StringToSettings(const char *value);
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void StringToSettings(const std::string &value);
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/**
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* Convert the custom settings to a string that can be stored in the config
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* file or savegames.
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*/
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void SettingsToString(char *string, const char *last) const;
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std::string SettingsToString() const;
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/**
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* Search a textfile file next to this script.
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@ -1682,8 +1682,7 @@ static void AISaveConfig(IniFile *ini, const char *grpname)
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
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const char *name;
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char value[1024];
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config->SettingsToString(value, lastof(value));
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std::string value = config->SettingsToString();
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if (config->HasScript()) {
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name = config->GetName();
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@ -1705,8 +1704,7 @@ static void GameSaveConfig(IniFile *ini, const char *grpname)
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GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
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const char *name;
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char value[1024];
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config->SettingsToString(value, lastof(value));
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std::string value = config->SettingsToString();
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if (config->HasScript()) {
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name = config->GetName();
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