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/* $Id$ */
/** @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"
#include "ai_info.hpp"
void AIConfig::ChangeAI(const char *name, int version)
{
free((void *)this->name);
this->name = (name == NULL) ? NULL : strdup(name);
this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version);
this->version = (info == NULL) ? -1 : info->GetVersion();
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;
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()
{
return this->info;
}
bool AIConfig::ResetInfo()
{
this->info = AI::FindInfo(this->name, this->version);
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, bool forceNewgameSetting)
{
AIConfig **config;
if (!forceNewgameSetting) {
config = (_game_mode == GM_MENU) ? &_settings_newgame.ai_config[company] : &_settings_game.ai_config[company];
} else {
config = &_settings_newgame.ai_config[company];
}
if (*config == NULL) *config = new AIConfig();
return *config;
}
int AIConfig::GetSetting(const char *name)
{
SettingValueList::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()
{
return this->info != NULL;
}
const char *AIConfig::GetName()
{
return this->name;
}
int AIConfig::GetVersion()
{
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, int size)
{
string[0] = '\0';
for (SettingValueList::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 -= strlen((*it).first) - 1 - strlen(no) - 1;
/* If it doesn't fit, skip the next settings */
if (size <= 0) return;
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';
}
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