Update to 12.0-beta1
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@@ -85,7 +85,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
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/* static */ void ScriptObject::SetLastCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd)
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{
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ScriptStorage *s = GetStorage();
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DEBUG(script, 6, "SetLastCommand company=%02d tile=%06x p1=%08x p2=%08x cmd=%d", s->root_company, tile, p1, p2, cmd);
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Debug(script, 6, "SetLastCommand company={:02d} tile={:06x} p1={:08x} p2={:08x} cmd={}", s->root_company, tile, p1, p2, cmd);
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s->last_tile = tile;
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s->last_p1 = p1;
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s->last_p2 = p2;
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@@ -95,7 +95,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
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/* static */ bool ScriptObject::CheckLastCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd)
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{
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ScriptStorage *s = GetStorage();
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DEBUG(script, 6, "CheckLastCommand company=%02d tile=%06x p1=%08x p2=%08x cmd=%d", s->root_company, tile, p1, p2, cmd);
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Debug(script, 6, "CheckLastCommand company={:02d} tile={:06x} p1={:08x} p2={:08x} cmd={}", s->root_company, tile, p1, p2, cmd);
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if (s->last_tile != tile) return false;
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if (s->last_p1 != p1) return false;
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if (s->last_p2 != p2) return false;
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@@ -283,7 +283,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
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{
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char buffer[64];
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::GetString(buffer, string, lastof(buffer));
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::str_validate(buffer, lastof(buffer), SVS_NONE);
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::StrMakeValidInPlace(buffer, lastof(buffer), SVS_NONE);
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return ::stredup(buffer);
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}
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@@ -309,10 +309,11 @@ ScriptObject::ActiveInstance::~ActiveInstance()
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return false;
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}
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if (!StrEmpty(text) && (GetCommandFlags(cmd) & CMD_STR_CTRL) == 0) {
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std::string command_text = text == nullptr ? std::string{} : text;
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if (!command_text.empty() && (GetCommandFlags(cmd) & CMD_STR_CTRL) == 0) {
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/* The string must be valid, i.e. not contain special codes. Since some
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* can be made with GSText, make sure the control codes are removed. */
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::str_validate(const_cast<char *>(text), text + strlen(text), SVS_NONE);
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command_text = ::StrMakeValid(command_text, SVS_NONE);
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}
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/* Set the default callback to return a true/false result of the DoCommand */
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@@ -328,7 +329,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
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if (!estimate_only && _networking && !_generating_world) SetLastCommand(tile, p1, p2, cmd);
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/* Try to perform the command. */
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CommandCost res = ::DoCommandPInternal(tile, p1, p2, cmd, (_networking && !_generating_world) ? ScriptObject::GetActiveInstance()->GetDoCommandCallback() : nullptr, text, false, estimate_only);
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CommandCost res = ::DoCommandPInternal(tile, p1, p2, cmd, (_networking && !_generating_world) ? ScriptObject::GetActiveInstance()->GetDoCommandCallback() : nullptr, command_text, false, estimate_only);
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/* We failed; set the error and bail out */
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if (res.Failed()) {
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@@ -365,7 +366,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
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IncreaseDoCommandCosts(res.GetCost());
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/* Suspend the script player for 1+ ticks, so it simulates multiplayer. This
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* both avoids confusion when a developer launched his script in a
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* both avoids confusion when a developer launched the script in a
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* multiplayer game, but also gives time for the GUI and human player
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* to interact with the game. */
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throw Script_Suspend(GetDoCommandDelay(), callback);
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