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/* $Id$ */
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/** @file ai_config.cpp Implementation of AIConfig. */
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../settings_type.h"
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#include "ai.hpp"
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#include "ai_config.hpp"
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#include "ai_info.hpp"
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void AIConfig::ChangeAI(const char *name)
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{
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free((void *)this->name);
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this->name = (name == NULL) ? NULL : strdup(name);
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this->info = (name == NULL) ? NULL : AI::GetCompanyInfo(this->name);
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this->version = (info == NULL) ? -1 : info->GetVersion();
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for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
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free((void*)(*it).first);
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}
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this->settings.clear();
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}
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AIConfig::AIConfig(const AIConfig *config)
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{
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this->name = (config->name == NULL) ? NULL : strdup(config->name);
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this->info = config->info;
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this->version = config->version;
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for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
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this->settings[strdup((*it).first)] = (*it).second;
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}
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}
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AIConfig::~AIConfig()
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{
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this->ChangeAI(NULL);
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}
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AIInfo *AIConfig::GetInfo()
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{
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return this->info;
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}
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bool AIConfig::ResetInfo()
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{
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this->info = AI::GetCompanyInfo(this->name);
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return this->info != NULL;
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}
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AIConfig *AIConfig::GetConfig(CompanyID company, bool forceNewgameSetting)
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{
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AIConfig **config;
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if (!forceNewgameSetting) {
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config = (_game_mode == GM_MENU) ? &_settings_newgame.ai_config[company] : &_settings_game.ai_config[company];
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} else {
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config = &_settings_newgame.ai_config[company];
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}
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if (*config == NULL) *config = new AIConfig();
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return *config;
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}
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int AIConfig::GetSetting(const char *name)
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{
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assert(this->info != NULL);
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SettingValueList::iterator it = this->settings.find(name);
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/* Return the default value if the setting is not set, or if we are in a not-custom difficult level */
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if (it == this->settings.end() || ((_game_mode == GM_MENU) ? _settings_newgame.difficulty.diff_level : _settings_game.difficulty.diff_level) != 3) {
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return this->info->GetSettingDefaultValue(name);
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}
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return (*it).second;
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}
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void AIConfig::SetSetting(const char *name, int value)
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{
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/* You can only set ai specific settings if an AI is selected. */
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assert(strcmp(name, "start_date") == 0 || this->info != NULL);
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SettingValueList::iterator it = this->settings.find(name);
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if (it != this->settings.end()) {
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(*it).second = value;
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} else {
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this->settings[strdup(name)] = value;
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}
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}
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bool AIConfig::HasAI()
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{
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return this->info != NULL;
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}
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const char *AIConfig::GetName()
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{
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return this->name;
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}
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int AIConfig::GetVersion()
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{
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return this->version;
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}
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void AIConfig::StringToSettings(const char *value)
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{
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char *value_copy = strdup(value);
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char *s = value_copy;
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while (s != NULL) {
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/* Analyze the string ('name=value,name=value\0') */
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char *item_name = s;
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s = strchr(s, '=');
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if (s == NULL) break;
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if (*s == '\0') break;
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*s = '\0';
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s++;
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char *item_value = s;
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s = strchr(s, ',');
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if (s != NULL) {
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*s = '\0';
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s++;
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}
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this->SetSetting(item_name, atoi(item_value));
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}
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free(value_copy);
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}
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void AIConfig::SettingsToString(char *string, int size)
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{
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string[0] = '\0';
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for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
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char no[10];
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snprintf(no, sizeof(no), "%d", (*it).second);
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/* Check if the string would fit in the destination */
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size -= strlen((*it).first) - 1 - strlen(no) - 1;
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/* If it doesn't fit, skip the next settings */
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if (size <= 0) return;
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strcat(string, (*it).first);
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strcat(string, "=");
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strcat(string, no);
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strcat(string, ",");
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}
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string[strlen(string) - 1] = '\0';
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}
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