Files @ r14895:fb237f7e7f5b
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Location: cpp/openttd-patchpack/source/src/ai/ai_config.cpp

peter1138
(svn r19502) -Codechange: During NewGRF loading, store rail type labels in temporary data and process after loading has finished. This avoids deactivated rail vehicles being reactivated if the climate property is set after the rail type property.
/* $Id$ */

/*
 * 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 ai_config.cpp Implementation of AIConfig. */

#include "../stdafx.h"
#include "../openttd.h"
#include "../settings_type.h"
#include "../core/random_func.hpp"
#include "ai.hpp"
#include "ai_config.hpp"

void AIConfig::ChangeAI(const char *name, int version, bool force_exact_match, bool is_random_ai)
{
	free((void *)this->name);
	this->name = (name == NULL) ? NULL : strdup(name);
	this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version, force_exact_match);
	this->version = (info == NULL) ? -1 : info->GetVersion();
	this->is_random_ai = is_random_ai;
	if (this->config_list != NULL) delete this->config_list;
	this->config_list = (info == NULL) ? NULL : new AIConfigItemList();
	if (this->config_list != NULL) this->config_list->push_back(_start_date_config);

	/* The special casing for start_date is here to ensure that the
	 *  start_date setting won't change even if you chose another AI. */
	int start_date = this->GetSetting("start_date");

	for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
		free((void*)(*it).first);
	}
	this->settings.clear();

	this->SetSetting("start_date", start_date);

	if (_game_mode == GM_NORMAL && this->info != NULL) {
		/* If we're in an existing game and the AI is changed, set all settings
		 *  for the AI that have the random flag to a random value. */
		for (AIConfigItemList::const_iterator it = this->info->GetConfigList()->begin(); it != this->info->GetConfigList()->end(); it++) {
			if ((*it).flags & AICONFIG_RANDOM) {
				this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value - (*it).min_value) + (*it).min_value);
			}
		}
		this->AddRandomDeviation();
	}

}

AIConfig::AIConfig(const AIConfig *config)
{
	this->name = (config->name == NULL) ? NULL : strdup(config->name);
	this->info = config->info;
	this->version = config->version;
	this->config_list = NULL;
	this->is_random_ai = config->is_random_ai;

	for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
		this->settings[strdup((*it).first)] = (*it).second;
	}
	this->AddRandomDeviation();
}

AIConfig::~AIConfig()
{
	free((void *)this->name);
	this->ResetSettings();
	if (this->config_list != NULL) delete this->config_list;
}

AIInfo *AIConfig::GetInfo() const
{
	return this->info;
}

bool AIConfig::ResetInfo()
{
	this->info = AI::FindInfo(this->name, -1, false);
	return this->info != NULL;
}

const AIConfigItemList *AIConfig::GetConfigList()
{
	if (this->info != NULL) return this->info->GetConfigList();
	if (this->config_list == NULL) {
		this->config_list = new AIConfigItemList();
		this->config_list->push_back(_start_date_config);
	}
	return this->config_list;
}

AIConfig *AIConfig::GetConfig(CompanyID company, AISettingSource source)
{
	AIConfig **config;
	if (source == AISS_FORCE_NEWGAME || (source == AISS_DEFAULT && _game_mode == GM_MENU)) {
		config = &_settings_newgame.ai_config[company];
	} else {
		config = &_settings_game.ai_config[company];
	}
	if (*config == NULL) *config = new AIConfig();
	return *config;
}

int AIConfig::GetSetting(const char *name) const
{
	SettingValueList::const_iterator it = this->settings.find(name);
	/* Return the default value if the setting is not set, or if we are in a not-custom difficult level */
	if (it == this->settings.end() || ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) != 3) {
		if (this->info == NULL) {
			assert(strcmp("start_date", name) == 0);
			switch ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) {
				case 0: return AI::START_NEXT_EASY;
				case 1: return AI::START_NEXT_MEDIUM;
				case 2: return AI::START_NEXT_HARD;
				case 3: return AI::START_NEXT_MEDIUM;
				default: NOT_REACHED();
			}
		}
		return this->info->GetSettingDefaultValue(name);
	}
	return (*it).second;
}

void AIConfig::SetSetting(const char *name, int value)
{
	/* You can only set ai specific settings if an AI is selected. */
	if (this->info == NULL && strcmp("start_date", name) != 0) return;

	if (this->info == NULL && strcmp("start_date", name) == 0) {
		value = Clamp(value, AI::START_NEXT_MIN, AI::START_NEXT_MAX);
	} else {
		const AIConfigItem *config_item = this->info->GetConfigItem(name);
		if (config_item == NULL) return;

		value = Clamp(value, config_item->min_value, config_item->max_value);
	}

	SettingValueList::iterator it = this->settings.find(name);
	if (it != this->settings.end()) {
		(*it).second = value;
	} else {
		this->settings[strdup(name)] = value;
	}
}

void AIConfig::ResetSettings()
{
	for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
		free((void*)(*it).first);
	}
	this->settings.clear();
}

void AIConfig::AddRandomDeviation()
{
	for (AIConfigItemList::const_iterator it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) {
		if ((*it).random_deviation != 0) {
			this->SetSetting((*it).name, InteractiveRandomRange((*it).random_deviation * 2) - (*it).random_deviation + this->GetSetting((*it).name));
		}
	}
}

bool AIConfig::HasAI() const
{
	return this->info != NULL;
}

bool AIConfig::IsRandomAI() const
{
	return this->is_random_ai;
}

const char *AIConfig::GetName() const
{
	return this->name;
}

int AIConfig::GetVersion() const
{
	return this->version;
}

void AIConfig::StringToSettings(const char *value)
{
	char *value_copy = strdup(value);
	char *s = value_copy;

	while (s != NULL) {
		/* Analyze the string ('name=value,name=value\0') */
		char *item_name = s;
		s = strchr(s, '=');
		if (s == NULL) break;
		if (*s == '\0') break;
		*s = '\0';
		s++;

		char *item_value = s;
		s = strchr(s, ',');
		if (s != NULL) {
			*s = '\0';
			s++;
		}

		this->SetSetting(item_name, atoi(item_value));
	}
	free(value_copy);
}

void AIConfig::SettingsToString(char *string, size_t size) const
{
	string[0] = '\0';
	for (SettingValueList::const_iterator it = this->settings.begin(); it != this->settings.end(); it++) {
		char no[10];
		snprintf(no, sizeof(no), "%d", (*it).second);

		/* Check if the string would fit in the destination */
		size_t needed_size = strlen((*it).first) + 1 + strlen(no) + 1;
		/* If it doesn't fit, skip the next settings */
		if (size <= needed_size) break;
		size -= needed_size;

		strcat(string, (*it).first);
		strcat(string, "=");
		strcat(string, no);
		strcat(string, ",");
	}
	/* Remove the last ',', but only if at least one setting was saved. */
	size_t len = strlen(string);
	if (len > 0) string[len - 1] = '\0';
}