Codechange: move script settings to std::string

This commit is contained in:
rubidium42 2021-04-29 19:04:27 +02:00 committed by rubidium42
parent 95386dc2b8
commit a032714dc4
7 changed files with 45 additions and 49 deletions

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@ -38,14 +38,10 @@ IniItem::~IniItem()
* Replace the current value with another value. * Replace the current value with another value.
* @param value the value to replace with. * @param value the value to replace with.
*/ */
void IniItem::SetValue(const char *value) void IniItem::SetValue(const std::string_view value)
{ {
if (value == nullptr) {
this->value.reset();
} else {
this->value.emplace(value); this->value.emplace(value);
} }
}
/** /**
* Construct a new in-memory group of an Ini file. * Construct a new in-memory group of an Ini file.

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@ -31,7 +31,7 @@ struct IniItem {
IniItem(struct IniGroup *parent, const std::string &name); IniItem(struct IniGroup *parent, const std::string &name);
~IniItem(); ~IniItem();
void SetValue(const char *value); void SetValue(const std::string_view value);
}; };
/** A group within an ini file. */ /** A group within an ini file. */

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@ -20,14 +20,14 @@
#include "../safeguards.h" #include "../safeguards.h"
static char _ai_saveload_name[64]; static std::string _ai_saveload_name;
static int _ai_saveload_version; static int _ai_saveload_version;
static char _ai_saveload_settings[1024]; static std::string _ai_saveload_settings;
static bool _ai_saveload_is_random; static bool _ai_saveload_is_random;
static const SaveLoad _ai_company[] = { static const SaveLoad _ai_company[] = {
SLEG_STR(_ai_saveload_name, SLE_STRB), SLEG_SSTR(_ai_saveload_name, SLE_STR),
SLEG_STR(_ai_saveload_settings, SLE_STRB), SLEG_SSTR(_ai_saveload_settings, SLE_STR),
SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION), SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION), SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
SLE_END() SLE_END()
@ -39,17 +39,16 @@ static void SaveReal_AIPL(int *index_ptr)
AIConfig *config = AIConfig::GetConfig(index); AIConfig *config = AIConfig::GetConfig(index);
if (config->HasScript()) { if (config->HasScript()) {
strecpy(_ai_saveload_name, config->GetName(), lastof(_ai_saveload_name)); _ai_saveload_name = config->GetName();
_ai_saveload_version = config->GetVersion(); _ai_saveload_version = config->GetVersion();
} else { } else {
/* No AI is configured for this so store an empty string as name. */ /* No AI is configured for this so store an empty string as name. */
_ai_saveload_name[0] = '\0'; _ai_saveload_name.clear();
_ai_saveload_version = -1; _ai_saveload_version = -1;
} }
_ai_saveload_is_random = config->IsRandom(); _ai_saveload_is_random = config->IsRandom();
_ai_saveload_settings[0] = '\0'; _ai_saveload_settings = config->SettingsToString();
config->SettingsToString(_ai_saveload_settings, lastof(_ai_saveload_settings));
SlObject(nullptr, _ai_company); SlObject(nullptr, _ai_company);
/* If the AI was active, store his data too */ /* If the AI was active, store his data too */
@ -77,25 +76,25 @@ static void Load_AIPL()
} }
AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME); AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
if (StrEmpty(_ai_saveload_name)) { if (_ai_saveload_name.empty()) {
/* A random AI. */ /* A random AI. */
config->Change(nullptr, -1, false, true); config->Change(nullptr, -1, false, true);
} else { } else {
config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random); config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random);
if (!config->HasScript()) { if (!config->HasScript()) {
/* No version of the AI available that can load the data. Try to load the /* No version of the AI available that can load the data. Try to load the
* latest version of the AI instead. */ * latest version of the AI instead. */
config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random); config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
if (!config->HasScript()) { if (!config->HasScript()) {
if (strcmp(_ai_saveload_name, "%_dummy") != 0) { if (_ai_saveload_name.compare("%_dummy") != 0) {
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); 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);
DEBUG(script, 0, "A random other AI will be loaded in its place."); DEBUG(script, 0, "A random other AI will be loaded in its place.");
} else { } else {
DEBUG(script, 0, "The savegame had no AIs available at the time of saving."); DEBUG(script, 0, "The savegame had no AIs available at the time of saving.");
DEBUG(script, 0, "A random available AI will be loaded now."); DEBUG(script, 0, "A random available AI will be loaded now.");
} }
} else { } else {
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); 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);
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."); 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.");
} }
/* Make sure the AI doesn't get the saveload data, as it was not the /* Make sure the AI doesn't get the saveload data, as it was not the

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@ -20,14 +20,14 @@
#include "../safeguards.h" #include "../safeguards.h"
static char _game_saveload_name[64]; static std::string _game_saveload_name;
static int _game_saveload_version; static int _game_saveload_version;
static char _game_saveload_settings[1024]; static std::string _game_saveload_settings;
static bool _game_saveload_is_random; static bool _game_saveload_is_random;
static const SaveLoad _game_script[] = { static const SaveLoad _game_script[] = {
SLEG_STR(_game_saveload_name, SLE_STRB), SLEG_SSTR(_game_saveload_name, SLE_STR),
SLEG_STR(_game_saveload_settings, SLE_STRB), SLEG_SSTR(_game_saveload_settings, SLE_STR),
SLEG_VAR(_game_saveload_version, SLE_UINT32), SLEG_VAR(_game_saveload_version, SLE_UINT32),
SLEG_VAR(_game_saveload_is_random, SLE_BOOL), SLEG_VAR(_game_saveload_is_random, SLE_BOOL),
SLE_END() SLE_END()
@ -38,17 +38,16 @@ static void SaveReal_GSDT(int *index_ptr)
GameConfig *config = GameConfig::GetConfig(); GameConfig *config = GameConfig::GetConfig();
if (config->HasScript()) { if (config->HasScript()) {
strecpy(_game_saveload_name, config->GetName(), lastof(_game_saveload_name)); _game_saveload_name = config->GetName();
_game_saveload_version = config->GetVersion(); _game_saveload_version = config->GetVersion();
} else { } else {
/* No GameScript is configured for this so store an empty string as name. */ /* No GameScript is configured for this so store an empty string as name. */
_game_saveload_name[0] = '\0'; _game_saveload_name.clear();
_game_saveload_version = -1; _game_saveload_version = -1;
} }
_game_saveload_is_random = config->IsRandom(); _game_saveload_is_random = config->IsRandom();
_game_saveload_settings[0] = '\0'; _game_saveload_settings = config->SettingsToString();
config->SettingsToString(_game_saveload_settings, lastof(_game_saveload_settings));
SlObject(nullptr, _game_script); SlObject(nullptr, _game_script);
Game::Save(); Game::Save();
@ -71,23 +70,23 @@ static void Load_GSDT()
} }
GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME); GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
if (StrEmpty(_game_saveload_name)) { if (_game_saveload_name.empty()) {
} else { } else {
config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random); config->Change(_game_saveload_name.c_str(), _game_saveload_version, false, _game_saveload_is_random);
if (!config->HasScript()) { if (!config->HasScript()) {
/* No version of the GameScript available that can load the data. Try to load the /* No version of the GameScript available that can load the data. Try to load the
* latest version of the GameScript instead. */ * latest version of the GameScript instead. */
config->Change(_game_saveload_name, -1, false, _game_saveload_is_random); config->Change(_game_saveload_name.c_str(), -1, false, _game_saveload_is_random);
if (!config->HasScript()) { if (!config->HasScript()) {
if (strcmp(_game_saveload_name, "%_dummy") != 0) { if (_game_saveload_name.compare("%_dummy") != 0) {
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); 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);
DEBUG(script, 0, "This game will continue to run without GameScript."); DEBUG(script, 0, "This game will continue to run without GameScript.");
} else { } else {
DEBUG(script, 0, "The savegame had no GameScript available at the time of saving."); DEBUG(script, 0, "The savegame had no GameScript available at the time of saving.");
DEBUG(script, 0, "This game will continue to run without GameScript."); DEBUG(script, 0, "This game will continue to run without GameScript.");
} }
} else { } else {
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); 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);
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."); 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.");
} }
/* Make sure the GameScript doesn't get the saveload data, as it was not the /* 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
return this->version; return this->version;
} }
void ScriptConfig::StringToSettings(const char *value) void ScriptConfig::StringToSettings(const std::string &value)
{ {
char *value_copy = stredup(value); char *value_copy = stredup(value.c_str());
char *s = value_copy; char *s = value_copy;
while (s != nullptr) { while (s != nullptr) {
@ -205,8 +205,10 @@ void ScriptConfig::StringToSettings(const char *value)
free(value_copy); free(value_copy);
} }
void ScriptConfig::SettingsToString(char *string, const char *last) const std::string ScriptConfig::SettingsToString() const
{ {
char string[1024];
char *last = lastof(string);
char *s = string; char *s = string;
*s = '\0'; *s = '\0';
for (const auto &item : this->settings) { for (const auto &item : this->settings) {
@ -216,7 +218,7 @@ void ScriptConfig::SettingsToString(char *string, const char *last) const
/* Check if the string would fit in the destination */ /* Check if the string would fit in the destination */
size_t needed_size = strlen(item.first) + 1 + strlen(no); size_t needed_size = strlen(item.first) + 1 + strlen(no);
/* If it doesn't fit, skip the next settings */ /* If it doesn't fit, skip the next settings */
if (string + needed_size > last) break; if (s + needed_size > last) break;
s = strecat(s, item.first, last); s = strecat(s, item.first, last);
s = strecat(s, "=", last); s = strecat(s, "=", last);
@ -226,6 +228,8 @@ void ScriptConfig::SettingsToString(char *string, const char *last) const
/* Remove the last ',', but only if at least one setting was saved. */ /* Remove the last ',', but only if at least one setting was saved. */
if (s != string) s[-1] = '\0'; if (s != string) s[-1] = '\0';
return string;
} }
const char *ScriptConfig::GetTextfile(TextfileType type, CompanyID slot) const const char *ScriptConfig::GetTextfile(TextfileType type, CompanyID slot) const

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@ -169,13 +169,13 @@ public:
* Convert a string which is stored in the config file or savegames to * Convert a string which is stored in the config file or savegames to
* custom settings of this Script. * custom settings of this Script.
*/ */
void StringToSettings(const char *value); void StringToSettings(const std::string &value);
/** /**
* Convert the custom settings to a string that can be stored in the config * Convert the custom settings to a string that can be stored in the config
* file or savegames. * file or savegames.
*/ */
void SettingsToString(char *string, const char *last) const; std::string SettingsToString() const;
/** /**
* Search a textfile file next to this script. * Search a textfile file next to this script.

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@ -1682,8 +1682,7 @@ static void AISaveConfig(IniFile *ini, const char *grpname)
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME); AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
const char *name; const char *name;
char value[1024]; std::string value = config->SettingsToString();
config->SettingsToString(value, lastof(value));
if (config->HasScript()) { if (config->HasScript()) {
name = config->GetName(); name = config->GetName();
@ -1705,8 +1704,7 @@ static void GameSaveConfig(IniFile *ini, const char *grpname)
GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME); GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
const char *name; const char *name;
char value[1024]; std::string value = config->SettingsToString();
config->SettingsToString(value, lastof(value));
if (config->HasScript()) { if (config->HasScript()) {
name = config->GetName(); name = config->GetName();