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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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