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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.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();
/**
* Get the config of a company.
*/
static AIConfig *GetConfig(CompanyID company, bool forceNewgameSetting = false);
/**
* 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 */
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