Mercurial > hg > openttd
changeset 20641:5eb738001301 draft
(svn r25592) -Fix [FS#5644]: Changing the script difficulty level in-game would also change the settings using the default even though they were not allowed to change in-game
author | rubidium <rubidium@openttd.org> |
---|---|
date | Fri, 12 Jul 2013 18:54:27 +0000 |
parents | d38e12a30333 |
children | c1cf2d256f83 |
files | src/ai/ai_core.cpp src/game/game_core.cpp src/script/script_config.cpp src/script/script_config.hpp |
diffstat | 4 files changed, 22 insertions(+), 0 deletions(-) [+] |
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--- a/src/ai/ai_core.cpp +++ b/src/ai/ai_core.cpp @@ -47,6 +47,7 @@ /* Load default data and store the name in the settings */ config->Change(info->GetName(), -1, false, true); } + config->AnchorUnchangeableSettings(); Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE); Company *c = Company::Get(company);
--- a/src/game/game_core.cpp +++ b/src/game/game_core.cpp @@ -71,6 +71,8 @@ GameInfo *info = config->GetInfo(); if (info == NULL) return; + config->AnchorUnchangeableSettings(); + Backup<CompanyByte> cur_company(_current_company, FILE_LINE); cur_company.Change(OWNER_DEITY);
--- a/src/script/script_config.cpp +++ b/src/script/script_config.cpp @@ -84,6 +84,15 @@ this->settings.clear(); } +void ScriptConfig::AnchorUnchangeableSettings() +{ + for (ScriptConfigItemList::const_iterator it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) { + if (((*it).flags & SCRIPTCONFIG_INGAME) == 0) { + this->SetSetting((*it).name, this->GetSetting((*it).name)); + } + } +} + int ScriptConfig::GetSetting(const char *name) const { SettingValueList::const_iterator it = this->settings.find(name);
--- a/src/script/script_config.hpp +++ b/src/script/script_config.hpp @@ -108,6 +108,16 @@ }; /** + * As long as the default of a setting has not been changed, the value of + * the setting is not stored. This to allow changing the difficulty setting + * without having to reset the script's config. However, when a setting may + * not be changed in game, we must "anchor" this value to what the setting + * would be at the time of starting. Otherwise changing the difficulty + * setting would change the setting's value (which isn't allowed). + */ + void AnchorUnchangeableSettings(); + + /** * Get the value of a setting for this config. It might fallback to his * 'info' to find the default value (if not set or if not-custom difficulty * level).