/* $Id$ */ /* * 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.hpp AIConfig stores the configuration settings of every AI. */ #ifndef AI_CONFIG_HPP #define AI_CONFIG_HPP #ifdef ENABLE_AI #include <map> #include "ai_info.hpp" #include "../core/string_compare_type.hpp" #include "../company_type.h" class AIConfig { private: typedef std::map<const char *, int, StringCompare> SettingValueList; public: AIConfig() : name(NULL), version(-1), info(NULL), config_list(NULL), is_random_ai(false) {} AIConfig(const AIConfig *config); ~AIConfig(); /** * Set another AI to be loaded in this slot. * @param name The name of the AI. * @param version The version of the AI to load, or -1 of latest. * @param force_exact_match If true try to find the exact same version * as specified. If false any compatible version is ok. * @param is_random Is the AI chosen randomly? */ void ChangeAI(const char *name, int version = -1, bool force_exact_match = false, bool is_random = false); /** * When ever the AI Scanner is reloaded, all infos become invalid. This * function tells AIConfig about this. * @return \c true if the reset was successful, \c false if the AI was no longer * found. */ bool ResetInfo(); /** * Get the AIInfo linked to this AIConfig. */ class AIInfo *GetInfo() const; /** * Get the config list for this AIConfig. */ const AIConfigItemList *GetConfigList(); /* Where to get the config from, either default (depends on current game * mode) or force either newgame or normal */ enum AISettingSource { AISS_DEFAULT, ///< Get the AI config from the current game mode AISS_FORCE_NEWGAME, ///< Get the newgame AI config AISS_FORCE_GAME, ///< Get the AI config from the current game }; /** * Get the config of a company. */ static AIConfig *GetConfig(CompanyID company, AISettingSource source = AISS_DEFAULT); /** * Get the value of a setting for this config. It might fallback to his * 'info' to find the default value (if not set or if not-custom difficulty * level). * @return The (default) value of the setting, or -1 if the setting was not * found. */ int GetSetting(const char *name) const; /** * Set the value of a setting for this config. */ void SetSetting(const char *name, int value); /** * Reset all settings to their default value. */ void ResetSettings(); /** * Randomize all settings the AI requested to be randomized. */ void AddRandomDeviation(); /** * Is this config attached to an AI? */ bool HasAI() const; /** * Is the current AI a randomly chosen AI? */ bool IsRandomAI() const; /** * Get the name of the AI. */ const char *GetName() const; /** * Get the version of the AI. */ int GetVersion() const; /** * Convert a string which is stored in the config file or savegames to * custom settings of this AI. */ void StringToSettings(const char *value); /** * Convert the custom settings to a string that can be stored in the config * file or savegames. */ void SettingsToString(char *string, size_t size) const; private: const char *name; int version; class AIInfo *info; SettingValueList settings; AIConfigItemList *config_list; bool is_random_ai; }; #endif /* ENABLE_AI */ #endif /* AI_CONFIG_HPP */