235 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			235 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* $Id$ */
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| 
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| /*
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|  * This file is part of OpenTTD.
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|  * 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.
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|  * 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.
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|  * 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/>.
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|  */
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| 
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| /** @file ai_config.cpp Implementation of AIConfig. */
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| 
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| #include "../stdafx.h"
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| #include "../openttd.h"
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| #include "../settings_type.h"
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| #include "../core/random_func.hpp"
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| #include "ai.hpp"
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| #include "ai_config.hpp"
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| 
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| void AIConfig::ChangeAI(const char *name, int version, bool force_exact_match, bool is_random_ai)
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| {
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| 	free((void *)this->name);
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| 	this->name = (name == NULL) ? NULL : strdup(name);
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| 	this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version, force_exact_match);
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| 	this->version = (info == NULL) ? -1 : info->GetVersion();
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| 	this->is_random_ai = is_random_ai;
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| 	if (this->config_list != NULL) delete this->config_list;
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| 	this->config_list = (info == NULL) ? NULL : new AIConfigItemList();
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| 	if (this->config_list != NULL) this->config_list->push_back(_start_date_config);
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| 
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| 	/* The special casing for start_date is here to ensure that the
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| 	 *  start_date setting won't change even if you chose another AI. */
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| 	int start_date = this->GetSetting("start_date");
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| 
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| 	for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
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| 		free((void*)(*it).first);
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| 	}
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| 	this->settings.clear();
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| 
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| 	this->SetSetting("start_date", start_date);
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| 
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| 	if (_game_mode == GM_NORMAL && this->info != NULL) {
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| 		/* If we're in an existing game and the AI is changed, set all settings
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| 		 *  for the AI that have the random flag to a random value. */
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| 		for (AIConfigItemList::const_iterator it = this->info->GetConfigList()->begin(); it != this->info->GetConfigList()->end(); it++) {
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| 			if ((*it).flags & AICONFIG_RANDOM) {
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| 				this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value - (*it).min_value) + (*it).min_value);
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| 			}
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| 		}
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| 		this->AddRandomDeviation();
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| 	}
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| 
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| }
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| 
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| AIConfig::AIConfig(const AIConfig *config)
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| {
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| 	this->name = (config->name == NULL) ? NULL : strdup(config->name);
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| 	this->info = config->info;
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| 	this->version = config->version;
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| 	this->config_list = NULL;
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| 	this->is_random_ai = config->is_random_ai;
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| 
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| 	for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
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| 		this->settings[strdup((*it).first)] = (*it).second;
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| 	}
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| 	this->AddRandomDeviation();
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| }
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| 
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| AIConfig::~AIConfig()
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| {
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| 	free((void *)this->name);
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| 	this->ResetSettings();
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| 	if (this->config_list != NULL) delete this->config_list;
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| }
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| 
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| AIInfo *AIConfig::GetInfo() const
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| {
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| 	return this->info;
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| }
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| 
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| bool AIConfig::ResetInfo()
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| {
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| 	this->info = AI::FindInfo(this->name, -1, false);
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| 	return this->info != NULL;
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| }
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| 
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| const AIConfigItemList *AIConfig::GetConfigList()
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| {
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| 	if (this->info != NULL) return this->info->GetConfigList();
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| 	if (this->config_list == NULL) {
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| 		this->config_list = new AIConfigItemList();
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| 		this->config_list->push_back(_start_date_config);
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| 	}
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| 	return this->config_list;
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| }
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| 
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| AIConfig *AIConfig::GetConfig(CompanyID company, AISettingSource source)
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| {
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| 	AIConfig **config;
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| 	if (source == AISS_FORCE_NEWGAME || (source == AISS_DEFAULT && _game_mode == GM_MENU)) {
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| 		config = &_settings_newgame.ai_config[company];
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| 	} else {
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| 		config = &_settings_game.ai_config[company];
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| 	}
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| 	if (*config == NULL) *config = new AIConfig();
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| 	return *config;
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| }
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| 
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| int AIConfig::GetSetting(const char *name) const
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| {
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| 	SettingValueList::const_iterator it = this->settings.find(name);
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| 	/* Return the default value if the setting is not set, or if we are in a not-custom difficult level */
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| 	if (it == this->settings.end() || ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) != 3) {
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| 		if (this->info == NULL) {
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| 			assert(strcmp("start_date", name) == 0);
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| 			switch ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) {
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| 				case 0: return AI::START_NEXT_EASY;
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| 				case 1: return AI::START_NEXT_MEDIUM;
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| 				case 2: return AI::START_NEXT_HARD;
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| 				case 3: return AI::START_NEXT_MEDIUM;
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| 				default: NOT_REACHED();
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| 			}
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| 		}
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| 		return this->info->GetSettingDefaultValue(name);
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| 	}
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| 	return (*it).second;
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| }
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| 
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| void AIConfig::SetSetting(const char *name, int value)
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| {
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| 	/* You can only set ai specific settings if an AI is selected. */
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| 	if (this->info == NULL && strcmp("start_date", name) != 0) return;
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| 
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| 	if (this->info == NULL && strcmp("start_date", name) == 0) {
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| 		value = Clamp(value, AI::START_NEXT_MIN, AI::START_NEXT_MAX);
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| 	} else {
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| 		const AIConfigItem *config_item = this->info->GetConfigItem(name);
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| 		if (config_item == NULL) return;
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| 
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| 		value = Clamp(value, config_item->min_value, config_item->max_value);
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| 	}
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| 
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| 	SettingValueList::iterator it = this->settings.find(name);
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| 	if (it != this->settings.end()) {
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| 		(*it).second = value;
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| 	} else {
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| 		this->settings[strdup(name)] = value;
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| 	}
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| }
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| 
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| void AIConfig::ResetSettings()
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| {
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| 	for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
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| 		free((void*)(*it).first);
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| 	}
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| 	this->settings.clear();
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| }
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| 
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| void AIConfig::AddRandomDeviation()
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| {
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| 	for (AIConfigItemList::const_iterator it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) {
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| 		if ((*it).random_deviation != 0) {
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| 			this->SetSetting((*it).name, InteractiveRandomRange((*it).random_deviation * 2) - (*it).random_deviation + this->GetSetting((*it).name));
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| 		}
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| 	}
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| }
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| 
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| bool AIConfig::HasAI() const
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| {
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| 	return this->info != NULL;
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| }
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| 
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| bool AIConfig::IsRandomAI() const
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| {
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| 	return this->is_random_ai;
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| }
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| 
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| const char *AIConfig::GetName() const
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| {
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| 	return this->name;
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| }
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| 
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| int AIConfig::GetVersion() const
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| {
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| 	return this->version;
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| }
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| 
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| void AIConfig::StringToSettings(const char *value)
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| {
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| 	char *value_copy = strdup(value);
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| 	char *s = value_copy;
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| 
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| 	while (s != NULL) {
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| 		/* Analyze the string ('name=value,name=value\0') */
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| 		char *item_name = s;
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| 		s = strchr(s, '=');
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| 		if (s == NULL) break;
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| 		if (*s == '\0') break;
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| 		*s = '\0';
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| 		s++;
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| 
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| 		char *item_value = s;
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| 		s = strchr(s, ',');
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| 		if (s != NULL) {
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| 			*s = '\0';
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| 			s++;
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| 		}
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| 
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| 		this->SetSetting(item_name, atoi(item_value));
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| 	}
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| 	free(value_copy);
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| }
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| 
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| void AIConfig::SettingsToString(char *string, size_t size) const
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| {
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| 	string[0] = '\0';
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| 	for (SettingValueList::const_iterator it = this->settings.begin(); it != this->settings.end(); it++) {
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| 		char no[10];
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| 		snprintf(no, sizeof(no), "%d", (*it).second);
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| 
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| 		/* Check if the string would fit in the destination */
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| 		size_t needed_size = strlen((*it).first) + 1 + strlen(no) + 1;
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| 		/* If it doesn't fit, skip the next settings */
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| 		if (size <= needed_size) break;
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| 		size -= needed_size;
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| 
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| 		strcat(string, (*it).first);
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| 		strcat(string, "=");
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| 		strcat(string, no);
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| 		strcat(string, ",");
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| 	}
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| 	/* Remove the last ',', but only if at least one setting was saved. */
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| 	size_t len = strlen(string);
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| 	if (len > 0) string[len - 1] = '\0';
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| }
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