Codechange: use setting name instead of index for HandleOldDiffCustom() (#9311)

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Patric Stout 2021-05-30 10:40:59 +02:00 committed by GitHub
parent bcd7a7aafe
commit e9e4588db1
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4 changed files with 36 additions and 11 deletions

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@ -22,6 +22,7 @@
*/
#include "stdafx.h"
#include <array>
#include <limits>
#include "currency.h"
#include "screenshot.h"
@ -1227,7 +1228,9 @@ static void PrepareOldDiffCustom()
*/
static void HandleOldDiffCustom(bool savegame)
{
uint options_to_load = GAME_DIFFICULTY_NUM - ((savegame && IsSavegameVersionBefore(SLV_4)) ? 1 : 0);
/* Savegames before v4 didn't have "town_council_tolerance" in savegame yet. */
bool has_no_town_council_tolerance = savegame && IsSavegameVersionBefore(SLV_4);
uint options_to_load = GAME_DIFFICULTY_NUM - (has_no_town_council_tolerance ? 1 : 0);
if (!savegame) {
/* If we did read to old_diff_custom, then at least one value must be non 0. */
@ -1239,11 +1242,21 @@ static void HandleOldDiffCustom(bool savegame)
if (!old_diff_custom_used) return;
}
for (uint i = 0; i < options_to_load; i++) {
const SettingDesc *sd = GetSettingDescription(i);
/* Skip deprecated options */
if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
int32 value = (int32)((i == 4 ? 1000 : 1) * _old_diff_custom[i]);
/* Iterate over all the old difficulty settings, and convert the list-value to the new setting. */
uint i = 0;
for (const auto &name : _old_diff_settings) {
if (has_no_town_council_tolerance && name == "town_council_tolerance") continue;
std::string fullname = "difficulty." + name;
const SettingDesc *sd = GetSettingFromName(fullname.c_str());
/* Some settings are no longer in use; skip reading those. */
if (sd == nullptr) {
i++;
continue;
}
int32 value = (int32)((name == "max_loan" ? 1000 : 1) * _old_diff_custom[i++]);
sd->AsIntSetting()->MakeValueValidAndWrite(savegame ? &_settings_game : &_settings_newgame, value);
}
}

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@ -61,6 +61,9 @@ enum IndustryDensity {
/** Settings related to the difficulty of the game */
struct DifficultySettings {
byte competitor_start_time; ///< Unused value, used to load old savegames.
byte competitor_intelligence; ///< Unused value, used to load old savegames.
byte max_no_competitors; ///< the number of competitors (AIs)
byte number_towns; ///< the amount of towns
byte industry_density; ///< The industry density. @see IndustryDensity

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@ -15,6 +15,7 @@
[pre-amble]
static const uint GAME_DIFFICULTY_NUM = 18;
static const std::array<std::string, GAME_DIFFICULTY_NUM> _old_diff_settings{"max_no_competitors", "competitor_start_time", "number_towns", "industry_density", "max_loan", "initial_interest", "vehicle_costs", "competitor_speed", "competitor_intelligence", "vehicle_breakdowns", "subsidy_multiplier", "construction_cost", "terrain_type", "quantity_sea_lakes", "economy", "line_reverse_mode", "disasters", "town_council_tolerance"};
static uint16 _old_diff_custom[GAME_DIFFICULTY_NUM];
uint8 _old_diff_level; ///< Old difficulty level from old savegames
uint8 _old_units; ///< Old units from old savegames

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@ -94,7 +94,7 @@ startup = false
; Saved settings variables.
; Do not ADD or REMOVE something in this "difficulty.XXX" table or before it. It breaks savegame compatibility.
; The next 18 entries are important for savegame compatibility. Do NOT remove those. See HandleOldDiffCustom() for more details.
[SDT_VAR]
var = difficulty.max_no_competitors
type = SLE_UINT8
@ -106,10 +106,14 @@ interval = 1
post_cb = MaxNoAIsChange
cat = SC_BASIC
[SDT_NULL]
length = 1
[SDT_VAR]
var = difficulty.competitor_start_time
type = SLE_UINT8
from = SLV_97
to = SLV_110
def = 2
min = 0
max = 3
[SDT_VAR]
var = difficulty.number_towns
@ -192,10 +196,14 @@ strhelp = STR_CONFIG_SETTING_CONSTRUCTION_SPEED_HELPTEXT
strval = STR_AI_SPEED_VERY_SLOW
cat = SC_BASIC
[SDT_NULL]
length = 1
[SDT_VAR]
var = difficulty.competitor_intelligence
type = SLE_UINT8
from = SLV_97
to = SLV_110
def = 0
min = 0
max = 2
[SDT_VAR]
var = difficulty.vehicle_breakdowns