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/* $Id$ */
/*
* 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 "../settings_type.h"
#include "../string_func.h"
#include "ai.hpp"
#include "ai_config.hpp"
#include "ai_info.hpp"
#include "../safeguards.h"
/** Configuration for AI start date, every AI has this setting. */
ScriptConfigItem _start_date_config = {
"start_date",
"", // STR_AI_SETTINGS_START_DELAY
AI::START_NEXT_MIN,
AI::START_NEXT_MAX,
AI::START_NEXT_MEDIUM,
AI::START_NEXT_EASY,
AI::START_NEXT_MEDIUM,
AI::START_NEXT_HARD,
AI::START_NEXT_DEVIATION,
30,
SCRIPTCONFIG_NONE,
NULL,
false
};
/* static */ AIConfig *AIConfig::GetConfig(CompanyID company, ScriptSettingSource source)
{
AIConfig **config;
if (source == SSS_FORCE_NEWGAME || (source == SSS_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;
}
class AIInfo *AIConfig::GetInfo() const
{
return static_cast<class AIInfo *>(ScriptConfig::GetInfo());
}
ScriptInfo *AIConfig::FindInfo(const char *name, int version, bool force_exact_match)
{
return static_cast<ScriptInfo *>(AI::FindInfo(name, version, force_exact_match));
}
bool AIConfig::ResetInfo(bool force_exact_match)
{
this->info = (ScriptInfo *)AI::FindInfo(this->name, force_exact_match ? this->version : -1, force_exact_match);
return this->info != NULL;
}
void AIConfig::PushExtraConfigList()
{
this->config_list->push_back(_start_date_config);
}
void AIConfig::ClearConfigList()
{
/* The special casing for start_date is here to ensure that the
* start_date setting won't change even if you chose another Script. */
int start_date = this->GetSetting("start_date");
ScriptConfig::ClearConfigList();
this->SetSetting("start_date", start_date);
}
int AIConfig::GetSetting(const char *name) const
{
if (this->info == NULL) {
SettingValueList::const_iterator it = this->settings.find(name);
if (it == this->settings.end()) {
assert(strcmp("start_date", name) == 0);
switch (GetGameSettings().script.settings_profile) {
case SP_EASY: return AI::START_NEXT_EASY;
case SP_MEDIUM: return AI::START_NEXT_MEDIUM;
case SP_HARD: return AI::START_NEXT_HARD;
case SP_CUSTOM: return AI::START_NEXT_MEDIUM;
default: NOT_REACHED();
}
}
return (*it).second;
}
return ScriptConfig::GetSetting(name);
}
void AIConfig::SetSetting(const char *name, int value)
{
if (this->info == NULL) {
if (strcmp("start_date", name) != 0) return;
value = Clamp(value, AI::START_NEXT_MIN, AI::START_NEXT_MAX);
SettingValueList::iterator it = this->settings.find(name);
if (it != this->settings.end()) {
(*it).second = value;
} else {
this->settings[stredup(name)] = value;
}
return;
}
ScriptConfig::SetSetting(name, value);
}
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