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Files
OpenTTD/src/script/api/script_gamesettings.cpp
Rubidium 90f1768006 Codechange: add non-nullptr asserts in cases where it should never be nullptr
Though where similar calls are checked for nullptr as in those instances of
the use of that function it can actually return nullptr. In other words, write
down the assumption that the function never returns nullptr in an assert.
2023-01-14 21:15:23 +01:00

56 lines
2.1 KiB
C++

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file script_gamesettings.cpp Implementation of ScriptGameSettings. */
#include "../../stdafx.h"
#include "script_gamesettings.hpp"
#include "../../settings_internal.h"
#include "../../settings_type.h"
#include "../../command_type.h"
#include "../../settings_cmd.h"
#include "../../safeguards.h"
/* static */ bool ScriptGameSettings::IsValid(const char *setting)
{
const SettingDesc *sd = GetSettingFromName(setting);
return sd != nullptr && sd->IsIntSetting();
}
/* static */ int32 ScriptGameSettings::GetValue(const char *setting)
{
if (!IsValid(setting)) return -1;
const SettingDesc *sd = GetSettingFromName(setting);
assert(sd != nullptr);
return sd->AsIntSetting()->Read(&_settings_game);
}
/* static */ bool ScriptGameSettings::SetValue(const char *setting, int value)
{
if (!IsValid(setting)) return false;
const SettingDesc *sd = GetSettingFromName(setting);
assert(sd != nullptr);
if ((sd->flags & SF_NO_NETWORK_SYNC) != 0) return false;
return ScriptObject::Command<CMD_CHANGE_SETTING>::Do(sd->GetName(), value);
}
/* static */ bool ScriptGameSettings::IsDisabledVehicleType(ScriptVehicle::VehicleType vehicle_type)
{
switch (vehicle_type) {
case ScriptVehicle::VT_RAIL: return _settings_game.ai.ai_disable_veh_train;
case ScriptVehicle::VT_ROAD: return _settings_game.ai.ai_disable_veh_roadveh;
case ScriptVehicle::VT_WATER: return _settings_game.ai.ai_disable_veh_ship;
case ScriptVehicle::VT_AIR: return _settings_game.ai.ai_disable_veh_aircraft;
default: return true;
}
}