Codechange: just pass the SettingDesc to SetSettingValue and remove distinction between (non)company

This commit is contained in:
rubidium42
2021-05-18 20:57:44 +02:00
committed by rubidium42
parent db54e20825
commit 8ffb4122df
6 changed files with 54 additions and 83 deletions

View File

@@ -1948,6 +1948,17 @@ CommandCost CmdChangeCompanySetting(TileIndex tile, DoCommandFlag flags, uint32
return CommandCost();
}
/**
* Get the index of the setting with this description.
* @param sd the setting to get the index for.
* @return the index of the setting to be used for CMD_CHANGE_SETTING.
*/
uint GetSettingIndex(const SettingDesc *sd)
{
assert((sd->desc.flags & SGF_PER_COMPANY) == 0);
return sd - _settings;
}
/**
* Top function to save the new value of an element of the Settings struct
* @param index offset in the SettingDesc array of the Settings struct which
@@ -1955,9 +1966,19 @@ CommandCost CmdChangeCompanySetting(TileIndex tile, DoCommandFlag flags, uint32
* @param value new value of the setting
* @param force_newgame force the newgame settings
*/
bool SetSettingValue(uint index, int32 value, bool force_newgame)
bool SetSettingValue(const SettingDesc *sd, int32 value, bool force_newgame)
{
const SettingDesc *sd = &_settings[index];
if ((sd->desc.flags & SGF_PER_COMPANY) != 0) {
if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) {
return DoCommandP(0, sd - _company_settings, value, CMD_CHANGE_COMPANY_SETTING);
}
void *var = GetVariableAddress(&_settings_client.company, &sd->save);
Write_ValidateSetting(var, sd, value);
if (sd->desc.proc != nullptr) sd->desc.proc((int32)ReadValue(var, sd->save.conv));
return true;
}
/* If an item is company-based, we do not send it over the network
* (if any) to change. Also *hack*hack* we update the _newgame version
* of settings because changing a company-based setting in a game also
@@ -1988,29 +2009,11 @@ bool SetSettingValue(uint index, int32 value, bool force_newgame)
/* send non-company-based settings over the network */
if (!_networking || (_networking && _network_server)) {
return DoCommandP(0, index, value, CMD_CHANGE_SETTING);
return DoCommandP(0, GetSettingIndex(sd), value, CMD_CHANGE_SETTING);
}
return false;
}
/**
* Top function to save the new value of an element of the Settings struct
* @param index offset in the SettingDesc array of the CompanySettings struct
* which identifies the setting member we want to change
* @param value new value of the setting
*/
void SetCompanySetting(uint index, int32 value)
{
const SettingDesc *sd = &_company_settings[index];
if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) {
DoCommandP(0, index, value, CMD_CHANGE_COMPANY_SETTING);
} else {
void *var = GetVariableAddress(&_settings_client.company, &sd->save);
Write_ValidateSetting(var, sd, value);
if (sd->desc.proc != nullptr) sd->desc.proc((int32)ReadValue(var, sd->save.conv));
}
}
/**
* Set the company settings for a new company to their default values.
*/
@@ -2047,23 +2050,20 @@ void SyncCompanySettings()
*/
uint GetCompanySettingIndex(const char *name)
{
uint i;
const SettingDesc *sd = GetSettingFromName(name, &i);
(void)sd; // Unused without asserts
const SettingDesc *sd = GetSettingFromName(name);
assert(sd != nullptr && (sd->desc.flags & SGF_PER_COMPANY) != 0);
return i;
return sd - _company_settings;
}
/**
* Set a setting value with a string.
* @param index the settings index.
* @param sd the setting to change.
* @param value the value to write
* @param force_newgame force the newgame settings
* @note Strings WILL NOT be synced over the network
*/
bool SetSettingValue(uint index, const char *value, bool force_newgame)
bool SetSettingValue(const SettingDesc *sd, const char *value, bool force_newgame)
{
const SettingDesc *sd = &_settings[index];
assert(sd->save.conv & SLF_NO_NETWORK_SYNC);
if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ && strcmp(value, "(null)") == 0) {
@@ -2085,18 +2085,16 @@ bool SetSettingValue(uint index, const char *value, bool force_newgame)
* @return Pointer to the setting description of setting \a name if it can be found,
* \c nullptr indicates failure to obtain the description
*/
const SettingDesc *GetSettingFromName(const char *name, uint *i)
const SettingDesc *GetSettingFromName(const char *name)
{
const SettingDesc *sd;
/* First check all full names */
for (*i = 0, sd = _settings; sd->save.cmd != SL_END; sd++, (*i)++) {
for (const SettingDesc *sd = _settings; sd->save.cmd != SL_END; sd++) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (strcmp(sd->desc.name, name) == 0) return sd;
}
/* Then check the shortcut variant of the name. */
for (*i = 0, sd = _settings; sd->save.cmd != SL_END; sd++, (*i)++) {
for (const SettingDesc *sd = _settings; sd->save.cmd != SL_END; sd++) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
const char *short_name = strchr(sd->desc.name, '.');
if (short_name != nullptr) {
@@ -2107,7 +2105,7 @@ const SettingDesc *GetSettingFromName(const char *name, uint *i)
if (strncmp(name, "company.", 8) == 0) name += 8;
/* And finally the company-based settings */
for (*i = 0, sd = _company_settings; sd->save.cmd != SL_END; sd++, (*i)++) {
for (const SettingDesc *sd = _company_settings; sd->save.cmd != SL_END; sd++) {
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
if (strcmp(sd->desc.name, name) == 0) return sd;
}
@@ -2119,8 +2117,7 @@ const SettingDesc *GetSettingFromName(const char *name, uint *i)
* and besides, it is also better to keep stuff like this at the same place */
void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
{
uint index;
const SettingDesc *sd = GetSettingFromName(name, &index);
const SettingDesc *sd = GetSettingFromName(name);
if (sd == nullptr) {
IConsolePrintF(CC_WARNING, "'%s' is an unknown setting.", name);
@@ -2129,7 +2126,7 @@ void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
bool success;
if (sd->desc.cmd == SDT_STDSTRING) {
success = SetSettingValue(index, value, force_newgame);
success = SetSettingValue(sd, value, force_newgame);
} else {
uint32 val;
extern bool GetArgumentInteger(uint32 *value, const char *arg);
@@ -2139,7 +2136,7 @@ void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
return;
}
success = SetSettingValue(index, val, force_newgame);
success = SetSettingValue(sd, val, force_newgame);
}
if (!success) {
@@ -2153,11 +2150,9 @@ void IConsoleSetSetting(const char *name, const char *value, bool force_newgame)
void IConsoleSetSetting(const char *name, int value)
{
uint index;
const SettingDesc *sd = GetSettingFromName(name, &index);
(void)sd; // Unused without asserts
const SettingDesc *sd = GetSettingFromName(name);
assert(sd != nullptr);
SetSettingValue(index, value);
SetSettingValue(sd, value);
}
/**
@@ -2168,8 +2163,7 @@ void IConsoleSetSetting(const char *name, int value)
void IConsoleGetSetting(const char *name, bool force_newgame)
{
char value[20];
uint index;
const SettingDesc *sd = GetSettingFromName(name, &index);
const SettingDesc *sd = GetSettingFromName(name);
const void *ptr;
if (sd == nullptr) {