(svn r23364) -Codechange: refactor AIConfig, moving it mostly to Scriptconfig

pull/155/head
truebrain 13 years ago
parent 8f75bcd81b
commit e7c77353ce

@ -788,6 +788,8 @@
<ClInclude Include="..\src\table\water_land.h" />
<ClCompile Include="..\src\3rdparty\md5\md5.cpp" />
<ClInclude Include="..\src\3rdparty\md5\md5.h" />
<ClCompile Include="..\src\script\script_config.cpp" />
<ClInclude Include="..\src\script\script_config.hpp" />
<ClInclude Include="..\src\script\script_fatalerror.hpp" />
<ClCompile Include="..\src\script\script_info.cpp" />
<ClInclude Include="..\src\script\script_info.hpp" />

@ -1587,6 +1587,12 @@
<ClInclude Include="..\src\3rdparty\md5\md5.h">
<Filter>MD5</Filter>
</ClInclude>
<ClCompile Include="..\src\script\script_config.cpp">
<Filter>Script</Filter>
</ClCompile>
<ClInclude Include="..\src\script\script_config.hpp">
<Filter>Script</Filter>
</ClInclude>
<ClInclude Include="..\src\script\script_fatalerror.hpp">
<Filter>Script</Filter>
</ClInclude>

@ -2458,6 +2458,14 @@
<Filter
Name="Script"
>
<File
RelativePath=".\..\src\script\script_config.cpp"
>
</File>
<File
RelativePath=".\..\src\script\script_config.hpp"
>
</File>
<File
RelativePath=".\..\src\script\script_fatalerror.hpp"
>

@ -2455,6 +2455,14 @@
<Filter
Name="Script"
>
<File
RelativePath=".\..\src\script\script_config.cpp"
>
</File>
<File
RelativePath=".\..\src\script\script_config.hpp"
>
</File>
<File
RelativePath=".\..\src\script\script_fatalerror.hpp"
>

@ -553,6 +553,8 @@ table/water_land.h
#if AI
# Script
script/script_config.cpp
script/script_config.hpp
script/script_fatalerror.hpp
script/script_info.cpp
script/script_info.hpp

@ -14,101 +14,73 @@
#include "../core/random_func.hpp"
#include "ai.hpp"
#include "ai_config.hpp"
void AIConfig::ChangeAI(const char *name, int version, bool force_exact_match, bool is_random_ai)
{
free(this->name);
this->name = (name == NULL) ? NULL : strdup(name);
this->info = (name == NULL) ? NULL : AI::FindInfo(this->name, version, force_exact_match);
this->version = (info == NULL) ? -1 : info->GetVersion();
this->is_random_ai = is_random_ai;
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((*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)
#include "ai_info.hpp"
/** Configuration for AI start date, every AI has this setting. */
ScriptConfigItem _start_date_config = {
"start_date",
"Number of days to start this AI after the previous one (give or take)",
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
};
/* static */ AIConfig *AIConfig::GetConfig(CompanyID company, ScriptSettingSource source)
{
this->name = (config->name == NULL) ? NULL : strdup(config->name);
this->info = config->info;
this->version = config->version;
this->config_list = NULL;
this->is_random_ai = config->is_random_ai;
for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
this->settings[strdup((*it).first)] = (*it).second;
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];
}
this->AddRandomDeviation();
if (*config == NULL) *config = new AIConfig();
return *config;
}
AIConfig::~AIConfig()
class AIInfo *AIConfig::GetInfo() const
{
free(this->name);
this->ResetSettings();
if (this->config_list != NULL) delete this->config_list;
return static_cast<class AIInfo *>(ScriptConfig::GetInfo());
}
AIInfo *AIConfig::GetInfo() const
ScriptInfo *AIConfig::FindInfo(const char *name, int version, bool force_exact_match)
{
return this->info;
return static_cast<ScriptInfo *>(AI::FindInfo(name, version, force_exact_match));
}
bool AIConfig::ResetInfo(bool force_exact_match)
{
this->info = AI::FindInfo(this->name, force_exact_match ? this->version : -1, force_exact_match);
this->info = (ScriptInfo *)AI::FindInfo(this->name, force_exact_match ? this->version : -1, force_exact_match);
return this->info != NULL;
}
const AIConfigItemList *AIConfig::GetConfigList()
void AIConfig::PushExtraConfigList()
{
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;
this->config_list->push_back(_start_date_config);
}
AIConfig *AIConfig::GetConfig(CompanyID company, AISettingSource source)
void AIConfig::ClearConfigList()
{
AIConfig **config;
if (source == AISS_FORCE_NEWGAME || (source == AISS_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;
/* 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
{
SettingValueList::const_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() || GetGameSettings().difficulty.diff_level != 3) {
if (this->info == NULL) {
if (this->info == NULL) {
SettingValueList::const_iterator it = this->settings.find(name);
if (it == this->settings.end() || GetGameSettings().difficulty.diff_level != 3) {
assert(strcmp("start_date", name) == 0);
switch (GetGameSettings().difficulty.diff_level) {
case 0: return AI::START_NEXT_EASY;
@ -118,115 +90,28 @@ int AIConfig::GetSetting(const char *name) const
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;
return (*it).second;
}
}
void AIConfig::ResetSettings()
{
for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
free((*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));
}
}
return ScriptConfig::GetSetting(name);
}
bool AIConfig::HasAI() const
{
return this->info != NULL;
}
bool AIConfig::IsRandomAI() const
{
return this->is_random_ai;
}
const char *AIConfig::GetName() const
{
return this->name;
}
int AIConfig::GetVersion() const
void AIConfig::SetSetting(const char *name, int value)
{
return this->version;
}
if (this->info == NULL) {
if (strcmp("start_date", name) != 0) return;
value = Clamp(value, AI::START_NEXT_MIN, AI::START_NEXT_MAX);
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++;
SettingValueList::iterator it = this->settings.find(name);
if (it != this->settings.end()) {
(*it).second = value;
} else {
this->settings[strdup(name)] = value;
}
this->SetSetting(item_name, atoi(item_value));
return;
}
free(value_copy);
}
void AIConfig::SettingsToString(char *string, size_t size) const
{
string[0] = '\0';
for (SettingValueList::const_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_t needed_size = strlen((*it).first) + 1 + strlen(no) + 1;
/* If it doesn't fit, skip the next settings */
if (size <= needed_size) break;
size -= needed_size;
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';
ScriptConfig::SetSetting(name, value);
}

@ -11,48 +11,28 @@
#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"
/**
* AI settings for one company slot.
*/
class AIConfig {
private:
/** List with name=>value pairs of all AI-specific settings */
typedef std::map<const char *, int, StringCompare> SettingValueList;
#include "../script/script_config.hpp"
class AIConfig : public ScriptConfig {
public:
/**
* Get the config of a company.
*/
static AIConfig *GetConfig(CompanyID company, ScriptSettingSource source = SSS_DEFAULT);
AIConfig() :
name(NULL),
version(-1),
info(NULL),
config_list(NULL),
is_random_ai(false)
ScriptConfig()
{}
/**
* Create a new AI config that is a copy of an existing config.
* @param config The object to copy.
*/
AIConfig(const AIConfig *config);
AIConfig(const AIConfig *config) :
ScriptConfig(config)
{}
/** Delete an AI configuration. */
~AIConfig();
class AIInfo *GetInfo() const;
/**
* 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);
/* virtual */ int GetSetting(const char *name) const;
/* virtual */ void SetSetting(const char *name, int value);
/**
* When ever the AI Scanner is reloaded, all infos become invalid. This
@ -64,95 +44,10 @@ public:
*/
bool ResetInfo(bool force_exact_match);
/**
* 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; ///< Name of the AI
int version; ///< Version of the AI
class AIInfo *info; ///< AIInfo object for related to this AI version
SettingValueList settings; ///< List with all setting=>value pairs that are configure for this AI
AIConfigItemList *config_list; ///< List with all settings defined by this AI
bool is_random_ai; ///< True if the AI in this slot was randomly chosen.
protected:
/* virtual */ void PushExtraConfigList();
/* virtual */ void ClearConfigList();
/* virtual */ ScriptInfo *FindInfo(const char *name, int version, bool force_exact_match);
};
#endif /* ENABLE_AI */
#endif /* AI_CONFIG_HPP */

@ -21,6 +21,7 @@
#include "ai_scanner.hpp"
#include "ai_instance.hpp"
#include "ai_config.hpp"
#include "ai_info.hpp"
#include "ai.hpp"
#include "../script/api/script_error.hpp"
@ -43,11 +44,11 @@
AIConfig *config = AIConfig::GetConfig(company);
AIInfo *info = config->GetInfo();
if (info == NULL || (rerandomise_ai && config->IsRandomAI())) {
if (info == NULL || (rerandomise_ai && config->IsRandom())) {
info = AI::scanner_info->SelectRandomAI();
assert(info != NULL);
/* Load default data and store the name in the settings */
config->ChangeAI(info->GetName(), -1, false, true);
config->Change(info->GetName(), -1, false, true);
}
Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
@ -181,10 +182,10 @@
* the AIConfig. If not, remove the AI from the list (which will assign
* a random new AI on reload). */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) {
if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasScript()) {
if (!_settings_game.ai_config[c]->ResetInfo(true)) {
DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
_settings_game.ai_config[c]->ChangeAI(NULL);
_settings_game.ai_config[c]->Change(NULL);
if (Company::IsValidAiID(c)) {
/* The code belonging to an already running AI was deleted. We can only do
* one thing here to keep everything sane and that is kill the AI. After
@ -198,10 +199,10 @@
Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
}
}
if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) {
if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
_settings_newgame.ai_config[c]->ChangeAI(NULL);
_settings_newgame.ai_config[c]->Change(NULL);
}
}
}

@ -28,6 +28,7 @@
#include "ai.hpp"
#include "../script/api/script_log.hpp"
#include "ai_config.hpp"
#include "ai_info.hpp"
#include "ai_instance.hpp"
#include "table/strings.h"
@ -71,7 +72,7 @@ struct AIListWindow : public Window {
/* Try if we can find the currently selected AI */
this->selected = -1;
if (AIConfig::GetConfig(slot)->HasAI()) {
if (AIConfig::GetConfig(slot)->HasScript()) {
AIInfo *info = AIConfig::GetConfig(slot)->GetInfo();
int i = 0;
for (ScriptInfoList::const_iterator it = this->ai_info_list->begin(); it != this->ai_info_list->end(); it++, i++) {
@ -148,11 +149,11 @@ struct AIListWindow : public Window {
void ChangeAI()
{
if (this->selected == -1) {
AIConfig::GetConfig(slot)->ChangeAI(NULL);
AIConfig::GetConfig(slot)->Change(NULL);
} else {
ScriptInfoList::const_iterator it = this->ai_info_list->begin();
for (int i = 0; i < this->selected; i++) it++;
AIConfig::GetConfig(slot)->ChangeAI((*it).second->GetName(), (*it).second->GetVersion());
AIConfig::GetConfig(slot)->Change((*it).second->GetName(), (*it).second->GetVersion());
}
SetWindowDirty(WC_GAME_OPTIONS, 0);
}
@ -272,7 +273,7 @@ struct AISettingsWindow : public Window {
int clicked_row; ///< The clicked row of settings.
int line_height; ///< Height of a row in the matrix widget.
Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
typedef std::vector<const AIConfigItem *> VisibleSettingsList;
typedef std::vector<const ScriptConfigItem *> VisibleSettingsList;
VisibleSettingsList visible_settings; ///< List of visible AI settings
/**
@ -306,9 +307,9 @@ struct AISettingsWindow : public Window {
{
visible_settings.clear();
AIConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin();
ScriptConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin();
for (; it != this->ai_config->GetConfigList()->end(); it++) {
bool no_hide = (it->flags & AICONFIG_AI_DEVELOPER) == 0;
bool no_hide = (it->flags & SCRIPTCONFIG_DEVELOPER) == 0;
if (no_hide || _settings_client.gui.ai_developer_tools) {
visible_settings.push_back(&(*it));
}
@ -343,9 +344,9 @@ struct AISettingsWindow : public Window {
int y = r.top;
for (; this->vscroll->IsVisible(i) && it != visible_settings.end(); i++, it++) {
const AIConfigItem &config_item = **it;
const ScriptConfigItem &config_item = **it;
int current_value = config->GetSetting((config_item).name);
bool editable = _game_mode == GM_MENU || !Company::IsValidID(this->slot) || (config_item.flags & AICONFIG_INGAME) != 0;
bool editable = _game_mode == GM_MENU || !Company::IsValidID(this->slot) || (config_item.flags & SCRIPTCONFIG_INGAME) != 0;
StringID str;
TextColour colour;
@ -359,7 +360,7 @@ struct AISettingsWindow : public Window {
SetDParamStr(idx++, config_item.description);
}
if ((config_item.flags & AICONFIG_BOOLEAN) != 0) {
if ((config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0) {
DrawFrameRect(buttons_left, y + 2, buttons_left + 19, y + 10, (current_value != 0) ? COLOUR_GREEN : COLOUR_RED, (current_value != 0) ? FR_LOWERED : FR_NONE);
SetDParam(idx++, current_value == 0 ? STR_CONFIG_SETTING_OFF : STR_CONFIG_SETTING_ON);
} else {
@ -403,10 +404,10 @@ struct AISettingsWindow : public Window {
VisibleSettingsList::const_iterator it = this->visible_settings.begin();
for (int i = 0; i < num; i++) it++;
const AIConfigItem config_item = **it;
if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot) && (config_item.flags & AICONFIG_INGAME) == 0) return;
const ScriptConfigItem config_item = **it;
if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot) && (config_item.flags & SCRIPTCONFIG_INGAME) == 0) return;
bool bool_item = (config_item.flags & AICONFIG_BOOLEAN) != 0;
bool bool_item = (config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0;
int x = pt.x - wid->pos_x;
if (_current_text_dir == TD_RTL) x = wid->current_x - x;
@ -462,9 +463,9 @@ struct AISettingsWindow : public Window {
virtual void OnQueryTextFinished(char *str)
{
if (StrEmpty(str)) return;
AIConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin();
ScriptConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin();
for (int i = 0; i < this->clicked_row; i++) it++;
if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot) && (it->flags & AICONFIG_INGAME) == 0) return;
if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot) && (it->flags & SCRIPTCONFIG_INGAME) == 0) return;
int32 value = atoi(str);
this->ai_config->SetSetting((*it).name, value);
this->CheckDifficultyLevel();

@ -23,22 +23,6 @@
/** Maximum number of operations allowed for getting a particular setting. */
static const int MAX_GET_SETTING_OPS = 100000;
/** Configuration for AI start date, every AI has this setting. */
AIConfigItem _start_date_config = {
"start_date",
"Number of days to start this AI after the previous one (give or take)",
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,
AICONFIG_NONE,
NULL
};
/**
* Check if the API version provided by the AI is supported.
* @param api_version The API version as provided by the AI.
@ -61,11 +45,18 @@ template <> const char *GetClassName<AIInfo, ST_AI>() { return "AIInfo"; }
SQAIInfo.AddConstructor<void (AIInfo::*)(), 1>(engine, "x");
SQAIInfo.DefSQAdvancedMethod(engine, &AIInfo::AddSetting, "AddSetting");
SQAIInfo.DefSQAdvancedMethod(engine, &AIInfo::AddLabels, "AddLabels");
SQAIInfo.DefSQConst(engine, AICONFIG_NONE, "AICONFIG_NONE");
SQAIInfo.DefSQConst(engine, AICONFIG_RANDOM, "AICONFIG_RANDOM");
SQAIInfo.DefSQConst(engine, AICONFIG_BOOLEAN, "AICONFIG_BOOLEAN");
SQAIInfo.DefSQConst(engine, AICONFIG_INGAME, "AICONFIG_INGAME");
SQAIInfo.DefSQConst(engine, AICONFIG_AI_DEVELOPER, "AICONFIG_AI_DEVELOPER");
SQAIInfo.DefSQConst(engine, SCRIPTCONFIG_NONE, "CONFIG_NONE");
SQAIInfo.DefSQConst(engine, SCRIPTCONFIG_RANDOM, "CONFIG_RANDOM");
SQAIInfo.DefSQConst(engine, SCRIPTCONFIG_BOOLEAN, "CONFIG_BOOLEAN");
SQAIInfo.DefSQConst(engine, SCRIPTCONFIG_INGAME, "CONFIG_INGAME");
SQAIInfo.DefSQConst(engine, SCRIPTCONFIG_DEVELOPER, "CONFIG_DEVELOPER");
/* Pre 1.2 had an AI prefix */
SQAIInfo.DefSQConst(engine, SCRIPTCONFIG_NONE, "AICONFIG_NONE");
SQAIInfo.DefSQConst(engine, SCRIPTCONFIG_RANDOM, "AICONFIG_RANDOM");
SQAIInfo.DefSQConst(engine, SCRIPTCONFIG_BOOLEAN, "AICONFIG_BOOLEAN");
SQAIInfo.DefSQConst(engine, SCRIPTCONFIG_INGAME, "AICONFIG_INGAME");
SQAIInfo.PostRegister(engine);
engine->AddMethod("RegisterAI", &AIInfo::Constructor, 2, "tx");
engine->AddMethod("RegisterDummyAI", &AIInfo::DummyConstructor, 2, "tx");
@ -81,15 +72,11 @@ template <> const char *GetClassName<AIInfo, ST_AI>() { return "AIInfo"; }
SQInteger res = ScriptInfo::Constructor(vm, info);
if (res != 0) return res;
AIConfigItem config = _start_date_config;
ScriptConfigItem config = _start_date_config;
config.name = strdup(config.name);
config.description = strdup(config.description);
info->config_list.push_back(config);
info->config_list.push_front(config);
/* Check if we have settings */
if (info->engine->MethodExists(*info->SQ_instance, "GetSettings")) {
if (!info->GetSettings()) return SQ_ERROR;
}
if (info->engine->MethodExists(*info->SQ_instance, "MinVersionToLoad")) {
if (!info->engine->CallIntegerMethod(*info->SQ_instance, "MinVersionToLoad", &info->min_loadable_version, MAX_GET_SETTING_OPS)) return SQ_ERROR;
} else {
@ -141,11 +128,6 @@ template <> const char *GetClassName<AIInfo, ST_AI>() { return "AIInfo"; }
return 0;
}
bool AIInfo::GetSettings()
{
return this->engine->CallMethod(*this->SQ_instance, "GetSettings", NULL, MAX_GET_SETTING_OPS);
}
AIInfo::AIInfo() :
min_loadable_version(0),
use_as_random(false),
@ -155,18 +137,6 @@ AIInfo::AIInfo() :
AIInfo::~AIInfo()
{
/* Free all allocated strings */
for (AIConfigItemList::iterator it = this->config_list.begin(); it != this->config_list.end(); it++) {
free((*it).name);
free((*it).description);
if (it->labels != NULL) {
for (LabelMapping::iterator it2 = (*it).labels->Begin(); it2 != (*it).labels->End(); it2++) {
free(it2->second);
}
delete it->labels;
}
}
this->config_list.clear();
free(this->api_version);
}
@ -176,191 +146,6 @@ bool AIInfo::CanLoadFromVersion(int version) const
return version >= this->min_loadable_version && version <= this->GetVersion();
}
SQInteger AIInfo::AddSetting(HSQUIRRELVM vm)
{
AIConfigItem config;
memset(&config, 0, sizeof(config));
config.max_value = 1;
config.step_size = 1;
uint items = 0;
/* Read the table, and find all properties we care about */
sq_pushnull(vm);
while (SQ_SUCCEEDED(sq_next(vm, -2))) {
const SQChar *sqkey;
if (SQ_FAILED(sq_getstring(vm, -2, &sqkey))) return SQ_ERROR;
const char *key = SQ2OTTD(sqkey);
if (strcmp(key, "name") == 0) {
const SQChar *sqvalue;
if (SQ_FAILED(sq_getstring(vm, -1, &sqvalue))) return SQ_ERROR;
char *name = strdup(SQ2OTTD(sqvalue));
char *s;
/* Don't allow '=' and ',' in configure setting names, as we need those
* 2 chars to nicely store the settings as a string. */
while ((s = strchr(name, '=')) != NULL) *s = '_';
while ((s = strchr(name, ',')) != NULL) *s = '_';
config.name = name;
items |= 0x001;
} else if (strcmp(key, "description") == 0) {
const SQChar *sqdescription;
if (SQ_FAILED(sq_getstring(vm, -1, &sqdescription))) return SQ_ERROR;
config.description = strdup(SQ2OTTD(sqdescription));
items |= 0x002;
} else if (strcmp(key, "min_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.min_value = res;
items |= 0x004;
} else if (strcmp(key, "max_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.max_value = res;
items |= 0x008;
} else if (strcmp(key, "easy_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.easy_value = res;
items |= 0x010;
} else if (strcmp(key, "medium_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.medium_value = res;
items |= 0x020;
} else if (strcmp(key, "hard_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.hard_value = res;
items |= 0x040;
} else if (strcmp(key, "random_deviation") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.random_deviation = res;
items |= 0x200;
} else if (strcmp(key, "custom_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.custom_value = res;
items |= 0x080;
} else if (strcmp(key, "step_size") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.step_size = res;
} else if (strcmp(key, "flags") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.flags = (AIConfigFlags)res;
items |= 0x100;
} else {
char error[1024];
snprintf(error, sizeof(error), "unknown setting property '%s'", key);
this->engine->ThrowError(error);
return SQ_ERROR;
}
sq_pop(vm, 2);
}
sq_pop(vm, 1);
/* Don't allow both random_deviation and AICONFIG_RANDOM to
* be set for the same config item. */
if ((items & 0x200) != 0 && (config.flags & AICONFIG_RANDOM) != 0) {
char error[1024];
snprintf(error, sizeof(error), "Setting both random_deviation and AICONFIG_RANDOM is not allowed");
this->engine->ThrowError(error);
return SQ_ERROR;
}
/* Reset the bit for random_deviation as it's optional. */
items &= ~0x200;
/* Make sure all properties are defined */
uint mask = (config.flags & AICONFIG_BOOLEAN) ? 0x1F3 : 0x1FF;
if (items != mask) {
char error[1024];
snprintf(error, sizeof(error), "please define all properties of a setting (min/max not allowed for booleans)");
this->engine->ThrowError(error);
return SQ_ERROR;
}
this->config_list.push_back(config);
return 0;
}
SQInteger AIInfo::AddLabels(HSQUIRRELVM vm)
{
const SQChar *sq_setting_name;
if (SQ_FAILED(sq_getstring(vm, -2, &sq_setting_name))) return SQ_ERROR;
const char *setting_name = SQ2OTTD(sq_setting_name);
AIConfigItem *config = NULL;
for (AIConfigItemList::iterator it = this->config_list.begin(); it != this->config_list.end(); it++) {
if (strcmp((*it).name, setting_name) == 0) config = &(*it);
}
if (config == NULL) {
char error[1024];
snprintf(error, sizeof(error), "Trying to add labels for non-defined setting '%s'", setting_name);
this->engine->ThrowError(error);
return SQ_ERROR;
}
if (config->labels != NULL) return SQ_ERROR;
config->labels = new LabelMapping;
/* Read the table and find all labels */
sq_pushnull(vm);
while (SQ_SUCCEEDED(sq_next(vm, -2))) {
const SQChar *sq_key;
const SQChar *sq_label;
if (SQ_FAILED(sq_getstring(vm, -2, &sq_key))) return SQ_ERROR;
if (SQ_FAILED(sq_getstring(vm, -1, &sq_label))) return SQ_ERROR;
/* Because squirrel doesn't support identifiers starting with a digit,
* we skip the first character. */
const char *key_string = SQ2OTTD(sq_key);
int key = atoi(key_string + 1);
const char *label = SQ2OTTD(sq_label);
/* !Contains() prevents strdup from leaking. */
if (!config->labels->Contains(key)) config->labels->Insert(key, strdup(label));
sq_pop(vm, 2);
}
sq_pop(vm, 1);
return 0;
}
const AIConfigItemList *AIInfo::GetConfigList() const
{
return &this->config_list;
}
const AIConfigItem *AIInfo::GetConfigItem(const char *name) const
{
for (AIConfigItemList::const_iterator it = this->config_list.begin(); it != this->config_list.end(); it++) {
if (strcmp((*it).name, name) == 0) return &(*it);
}
return NULL;
}
int AIInfo::GetSettingDefaultValue(const char *name) const
{
for (AIConfigItemList::const_iterator it = this->config_list.begin(); it != this->config_list.end(); it++) {
if (strcmp((*it).name, name) != 0) continue;
/* The default value depends on the difficulty level */
switch (GetGameSettings().difficulty.diff_level) {
case 0: return (*it).easy_value;
case 1: return (*it).medium_value;
case 2: return (*it).hard_value;
case 3: return (*it).custom_value;
default: NOT_REACHED();
}
}
/* There is no such setting */
return -1;
}
AILibrary::~AILibrary()
{

@ -14,40 +14,8 @@
#ifdef ENABLE_AI
#include <list>
#include "../core/smallmap_type.hpp"
#include "../script/script_info.hpp"
/** Bitmask of flags for AI settings. */
enum AIConfigFlags {
AICONFIG_NONE = 0x0, ///< No flags set.
AICONFIG_RANDOM = 0x1, ///< When randomizing the AI, pick any value between min_value and max_value when on custom difficulty setting.
AICONFIG_BOOLEAN = 0x2, ///< This value is a boolean (either 0 (false) or 1 (true) ).
AICONFIG_INGAME = 0x4, ///< This setting can be changed while the AI is running.
AICONFIG_AI_DEVELOPER = 0x8, ///< This setting will only be visible when the ai development tools are active.
};
typedef SmallMap<int, char *> LabelMapping; ///< Map-type used to map the setting numbers to labels.
/** Info about a single AI setting. */
struct AIConfigItem {
const char *name; ///< The name of the configuration setting.
const char *description; ///< The description of the configuration setting.
int min_value; ///< The minimal value this configuration setting can have.
int max_value; ///< The maximal value this configuration setting can have.
int custom_value; ///< The default value on custom difficulty setting.
int easy_value; ///< The default value on easy difficulty setting.
int medium_value; ///< The default value on medium difficulty setting.
int hard_value; ///< The default value on hard difficulty setting.
int random_deviation; ///< The maximum random deviation from the default value.
int step_size; ///< The step size in the gui.
AIConfigFlags flags; ///< Flags for the configuration setting.
LabelMapping *labels; ///< Text labels for the integer values.
};
extern AIConfigItem _start_date_config;
typedef std::list<AIConfigItem> AIConfigItemList; ///< List of AIConfig items.
#include "../script/script_config.hpp"
/** All static information from an AI like name, version, etc. */
class AIInfo : public ScriptInfo {
@ -70,41 +38,11 @@ public:
*/
static SQInteger DummyConstructor(HSQUIRRELVM vm);
/**
* Get the settings of the AI.
*/
bool GetSettings();
/**
* Get the config list for this AI.
*/
const AIConfigItemList *GetConfigList() const;
/**
* Get the description of a certain ai config option.
*/
const AIConfigItem *GetConfigItem(const char *name) const;
/**
* Check if we can start this AI.
*/
bool CanLoadFromVersion(int version) const;
/**
* Set a setting.
*/
SQInteger AddSetting(HSQUIRRELVM vm);
/**
* Add labels for a setting.
*/
SQInteger AddLabels(HSQUIRRELVM vm);
/**
* Get the default value for a setting.
*/
int GetSettingDefaultValue(const char *name) const;
/**
* Use this AI as a random AI.
*/
@ -116,10 +54,9 @@ public:
const char *GetAPIVersion() const { return this->api_version; }
private:
AIConfigItemList config_list; ///< List of settings from this AI.
int min_loadable_version; ///< The AI can load savegame data if the version is equal or greater than this.
bool use_as_random; ///< Should this AI be used when the user wants a "random AI"?
const char *api_version; ///< API version used by this AI.
int min_loadable_version; ///< The AI can load savegame data if the version is equal or greater than this.
bool use_as_random; ///< Should this AI be used when the user wants a "random AI"?
const char *api_version; ///< API version used by this AI.
};
/** All static information from an AI library like name, version, etc. */

@ -22,6 +22,7 @@
#include "../script/script_fatalerror.hpp"
#include "../script/script_suspend.hpp"
#include "../script/script_storage.hpp"
#include "ai_info.hpp"
#include "ai_instance.hpp"
/* Convert all AI related classes to Squirrel data.

@ -31,7 +31,7 @@
* \li AICompany::GetQuarterlyPerformanceRating
* \li AICompany::GetQuarterlyCompanyValue
* \li AIController::GetOpsTillSuspend
* \li AIInfo::AICONFIG_AI_DEVELOPER
* \li AIInfo::CONFIG_DEVELOPER
* \li AIOrder::GetOrderRefit
* \li AIOrder::IsRefitOrder
* \li AIOrder::SetOrderRefit
@ -44,7 +44,9 @@
*
* API renames:
* \li AITown::GetLastMonthTransported to AITown::GetLastMonthSupplied to better
* reflect what it does
* reflect what it does.
* \li AIInfo has all its configure settings renamed from AICONFIG to just CONFIG
* like CONFIG_RANDOM.
*
* API removals:
* \li AICompany::GetCompanyValue, use AICompany::GetQuarterlyCompanyValue instead.

@ -1150,8 +1150,8 @@ DEF_CONSOLE_CMD(ConStartAI)
AIConfig *config = AIConfig::GetConfig((CompanyID)n);
if (argc >= 2) {
config->ChangeAI(argv[1], -1, true);
if (!config->HasAI()) {
config->Change(argv[1], -1, true);
if (!config->HasScript()) {
IConsoleWarning("Failed to load the specified AI");
return true;
}

@ -39,7 +39,7 @@ static void SaveReal_AIPL(int *index_ptr)
CompanyID index = (CompanyID)*index_ptr;
AIConfig *config = AIConfig::GetConfig(index);
if (config->HasAI()) {
if (config->HasScript()) {
ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
_ai_saveload_version = config->GetVersion();
} else {
@ -48,7 +48,7 @@ static void SaveReal_AIPL(int *index_ptr)
_ai_saveload_version = -1;
}
_ai_saveload_is_random = config->IsRandomAI();
_ai_saveload_is_random = config->IsRandom();
_ai_saveload_settings[0] = '\0';
config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
@ -61,7 +61,7 @@ static void Load_AIPL()
{
/* Free all current data */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c, AIConfig::AISS_FORCE_GAME)->ChangeAI(NULL);
AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(NULL);
}
CompanyID index;
@ -76,17 +76,17 @@ static void Load_AIPL()
continue;
}
AIConfig *config = AIConfig::GetConfig(index, AIConfig::AISS_FORCE_GAME);
AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
if (StrEmpty(_ai_saveload_name)) {
/* A random AI. */
config->ChangeAI(NULL, -1, false, true);
config->Change(NULL, -1, false, true);
} else {
config->ChangeAI(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
if (!config->HasAI()) {
config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
if (!config->HasScript()) {
/* No version of the AI available that can load the data. Try to load the
* latest version of the AI instead. */
config->ChangeAI(_ai_saveload_name, -1, false, _ai_saveload_is_random);
if (!config->HasAI()) {
config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
if (!config->HasScript()) {
if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
DEBUG(ai, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
DEBUG(ai, 0, "A random other AI will be loaded in its place.");

@ -21,6 +21,7 @@
#include "../../ai/ai_config.hpp"
#include "../../ai/ai.hpp"
#include "../script_fatalerror.hpp"
#include "../script_info.hpp"
#include "../script_suspend.hpp"
#include "script_log.hpp"
@ -96,7 +97,7 @@ ScriptController::~ScriptController()
snprintf(library_name, sizeof(library_name), "%s.%d", library, version);
strtolower(library_name);
AILibrary *lib = AI::FindLibrary(library, version);
ScriptInfo *lib = (ScriptInfo *)AI::FindLibrary(library, version);
if (lib == NULL) {
char error[1024];
snprintf(error, sizeof(error), "couldn't find library '%s' with version %d", library, version);

@ -0,0 +1,201 @@
/* $Id$ */
/*
* 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 script_config.cpp Implementation of ScriptConfig. */
#include "../stdafx.h"
#include "../settings_type.h"
#include "../core/random_func.hpp"
#include "script_info.hpp"
#include "script_config.hpp"
void ScriptConfig::Change(const char *name, int version, bool force_exact_match, bool is_random)
{
free(this->name);
this->name = (name == NULL) ? NULL : strdup(name);
this->info = (name == NULL) ? NULL : this->FindInfo(this->name, version, force_exact_match);
this->version = (info == NULL) ? -1 : info->GetVersion();
this->is_random = is_random;
if (this->config_list != NULL) delete this->config_list;
this->config_list = (info == NULL) ? NULL : new ScriptConfigItemList();
if (this->config_list != NULL) this->PushExtraConfigList();
this->ClearConfigList();
if (_game_mode == GM_NORMAL && this->info != NULL) {
/* If we're in an existing game and the Script is changed, set all settings
* for the Script that have the random flag to a random value. */
for (ScriptConfigItemList::const_iterator it = this->info->GetConfigList()->begin(); it != this->info->GetConfigList()->end(); it++) {
if ((*it).flags & SCRIPTCONFIG_RANDOM) {
this->SetSetting((*it).name, InteractiveRandomRange((*it).max_value - (*it).min_value) + (*it).min_value);
}
}
this->AddRandomDeviation();
}
}
ScriptConfig::ScriptConfig(const ScriptConfig *config)
{
this->name = (config->name == NULL) ? NULL : strdup(config->name);
this->info = config->info;
this->version = config->version;
this->config_list = NULL;
this->is_random = config->is_random;
for (SettingValueList::const_iterator it = config->settings.begin(); it != config->settings.end(); it++) {
this->settings[strdup((*it).first)] = (*it).second;
}
this->AddRandomDeviation();
}
ScriptConfig::~ScriptConfig()
{
free(this->name);
this->ResetSettings();
if (this->config_list != NULL) delete this->config_list;
}
ScriptInfo *ScriptConfig::GetInfo() const
{
return this->info;
}
const ScriptConfigItemList *ScriptConfig::GetConfigList()
{
if (this->info != NULL) return this->info->GetConfigList();
if (this->config_list == NULL) {
this->config_list = new ScriptConfigItemList();
this->PushExtraConfigList();
}
return this->config_list;
}
void ScriptConfig::ClearConfigList()
{
for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
free((*it).first);
}
this->settings.clear();
}
int ScriptConfig::GetSetting(const char *name) const
{
/* Return default values if the difficulty is not set to Custom */
if (GetGameSettings().difficulty.diff_level != 3) {
return this->info->GetSettingDefaultValue(name);
}
SettingValueList::const_iterator it = this->settings.find(name);
if (it == this->settings.end()) return this->info->GetSettingDefaultValue(name);
return (*it).second;
}
void ScriptConfig::SetSetting(const char *name, int value)
{
/* You can only set Script specific settings if an Script is selected. */
if (this->info == NULL) return;
const ScriptConfigItem *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 ScriptConfig::ResetSettings()
{
for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end(); it++) {
free((*it).first);
}
this->settings.clear();
}
void ScriptConfig::AddRandomDeviation()
{
for (ScriptConfigItemList::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 ScriptConfig::HasScript() const
{
return this->info != NULL;
}
bool ScriptConfig::IsRandom() const
{
return this->is_random;
}
const char *ScriptConfig::GetName() const
{
return this->name;
}
int ScriptConfig::GetVersion() const
{
return this->version;
}
void ScriptConfig::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 ScriptConfig::SettingsToString(char *string, size_t size) const
{
string[0] = '\0';
for (SettingValueList::const_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_t needed_size = strlen((*it).first) + 1 + strlen(no) + 1;
/* If it doesn't fit, skip the next settings */
if (size <= needed_size) break;
size -= needed_size;
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';
}

@ -0,0 +1,191 @@
/* $Id$ */
/*
* 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 script_config.hpp ScriptConfig stores the configuration settings of every Script. */
#ifndef SCRIPT_CONFIG_HPP
#define SCRIPT_CONFIG_HPP
#include <map>
#include <list>
#include "../core/smallmap_type.hpp"
#include "../core/string_compare_type.hpp"
#include "../company_type.h"
/** Bitmask of flags for Script settings. */
enum ScriptConfigFlags {
SCRIPTCONFIG_NONE = 0x0, ///< No flags set.
SCRIPTCONFIG_RANDOM = 0x1, ///< When randomizing the Script, pick any value between min_value and max_value when on custom difficulty setting.
SCRIPTCONFIG_BOOLEAN = 0x2, ///< This value is a boolean (either 0 (false) or 1 (true) ).
SCRIPTCONFIG_INGAME = 0x4, ///< This setting can be changed while the Script is running.
SCRIPTCONFIG_DEVELOPER = 0x8, ///< This setting will only be visible when the Script development tools are active.
};
typedef SmallMap<int, char *> LabelMapping; ///< Map-type used to map the setting numbers to labels.
/** Info about a single Script setting. */
struct ScriptConfigItem {
const char *name; ///< The name of the configuration setting.
const char *description; ///< The description of the configuration setting.
int min_value; ///< The minimal value this configuration setting can have.
int max_value; ///< The maximal value this configuration setting can have.
int custom_value; ///< The default value on custom difficulty setting.
int easy_value; ///< The default value on easy difficulty setting.
int medium_value; ///< The default value on medium difficulty setting.
int hard_value; ///< The default value on hard difficulty setting.
int random_deviation; ///< The maximum random deviation from the default value.
int step_size; ///< The step size in the gui.
ScriptConfigFlags flags; ///< Flags for the configuration setting.
LabelMapping *labels; ///< Text labels for the integer values.
};
typedef std::list<ScriptConfigItem> ScriptConfigItemList; ///< List of ScriptConfig items.
extern ScriptConfigItem _start_date_config;
/**
* Script settings.
*/
class ScriptConfig {
protected:
/** List with name=>value pairs of all script-specific settings */
typedef std::map<const char *, int, StringCompare> SettingValueList;
public:
ScriptConfig() :
name(NULL),
version(-1),
info(NULL),
config_list(NULL),
is_random(false)
{}
/**
* Create a new Script config that is a copy of an existing config.
* @param config The object to copy.
*/
ScriptConfig(const ScriptConfig *config);
/** Delete an Script configuration. */
virtual ~ScriptConfig();
/**
* Set another Script to be loaded in this slot.
* @param name The name of the Script.
* @param version The version of the Script 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 Script chosen randomly?
*/
void Change(const char *name, int version = -1, bool force_exact_match = false, bool is_random = false);
/**
* Get the ScriptInfo linked to this ScriptConfig.
*/
class ScriptInfo *GetInfo() const;
/**
* Get the config list for this ScriptConfig.
*/
const ScriptConfigItemList *GetConfigList();
/**
* Where to get the config from, either default (depends on current game
* mode) or force either newgame or normal
*/
enum ScriptSettingSource {
SSS_DEFAULT, ///< Get the Script config from the current game mode
SSS_FORCE_NEWGAME, ///< Get the newgame Script config
SSS_FORCE_GAME, ///< Get the Script config from the current game
};
/**
* 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.
*/
virtual int GetSetting(const char *name) const;
/**
* Set the value of a setting for this config.
*/
virtual void SetSetting(const char *name, int value);
/**
* Reset all settings to their default value.
*/
void ResetSettings();
/**
* Randomize all settings the Script requested to be randomized.
*/
void AddRandomDeviation();
/**
* Is this config attached to an Script? In other words, is there a Script
* that is assigned to this slot.
*/
bool HasScript() const;
/**
* Is the current Script a randomly chosen Script?
*/
bool IsRandom() const;
/**
* Get the name of the Script.
*/
const char *GetName() const;
/**
* Get the version of the Script.
*/
int GetVersion() const;
/**
* Convert a string which is stored in the config file or savegames to
* custom settings of this Script.
*/
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;
protected:
const char *name; ///< Name of the Script
int version; ///< Version of the Script
class ScriptInfo *info; ///< ScriptInfo object for related to this Script version
SettingValueList settings; ///< List with all setting=>value pairs that are configure for this Script
ScriptConfigItemList *config_list; ///< List with all settings defined by this Script
bool is_random; ///< True if the AI in this slot was randomly chosen.
/**
* In case you have mandatory non-Script-definable config entries in your
* list, add them to this function.
*/
virtual void PushExtraConfigList() {};
/**
* Routine that clears the config list.
*/
virtual void ClearConfigList();
/**
* This function should call back to the Scanner in charge of this Config,
* to find the ScriptInfo belonging to a name+version.
*/
virtual ScriptInfo *FindInfo(const char *name, int version, bool force_exact_match) = 0;
};
#endif /* SCRIPT_CONFIG_HPP */

@ -10,6 +10,7 @@
/** @file script_info.cpp Implementation of ScriptInfo. */
#include "../stdafx.h"
#include "../settings_type.h"
#include "squirrel_helper.hpp"
@ -20,9 +21,25 @@
static const int MAX_GET_OPS = 1000;
/** Number of operations to create an instance of a script. */
static const int MAX_CREATEINSTANCE_OPS = 100000;
/** Maximum number of operations allowed for getting a particular setting. */
static const int MAX_GET_SETTING_OPS = 100000;
ScriptInfo::~ScriptInfo()
{
/* Free all allocated strings */
for (ScriptConfigItemList::iterator it = this->config_list.begin(); it != this->config_list.end(); it++) {
free((*it).name);
free((*it).description);
if (it->labels != NULL) {
for (LabelMapping::iterator it2 = (*it).labels->Begin(); it2 != (*it).labels->End(); it2++) {
free(it2->second);
}
delete it->labels;
}
}
this->config_list.clear();
free(this->author);
free(this->name);
free(this->short_name);
@ -90,5 +107,200 @@ bool ScriptInfo::CheckMethod(const char *name) const
if (!info->engine->CallStringMethodStrdup(*info->SQ_instance, "GetURL", &info->url, MAX_GET_OPS)) return SQ_ERROR;
}
/* Check if we have settings */
if (info->engine->MethodExists(*info->SQ_instance, "GetSettings")) {
if (!info->GetSettings()) return SQ_ERROR;
}
return 0;
}
bool ScriptInfo::GetSettings()
{
return this->engine->CallMethod(*this->SQ_instance, "GetSettings", NULL, MAX_GET_SETTING_OPS);
}
SQInteger ScriptInfo::AddSetting(HSQUIRRELVM vm)
{
ScriptConfigItem config;
memset(&config, 0, sizeof(config));
config.max_value = 1;
config.step_size = 1;
uint items = 0;
/* Read the table, and find all properties we care about */
sq_pushnull(vm);
while (SQ_SUCCEEDED(sq_next(vm, -2))) {
const SQChar *sqkey;
if (SQ_FAILED(sq_getstring(vm, -2, &sqkey))) return SQ_ERROR;
const char *key = SQ2OTTD(sqkey);
if (strcmp(key, "name") == 0) {
const SQChar *sqvalue;
if (SQ_FAILED(sq_getstring(vm, -1, &sqvalue))) return SQ_ERROR;
char *name = strdup(SQ2OTTD(sqvalue));
char *s;
/* Don't allow '=' and ',' in configure setting names, as we need those
* 2 chars to nicely store the settings as a string. */
while ((s = strchr(name, '=')) != NULL) *s = '_';
while ((s = strchr(name, ',')) != NULL) *s = '_';
config.name = name;
items |= 0x001;
} else if (strcmp(key, "description") == 0) {
const SQChar *sqdescription;
if (SQ_FAILED(sq_getstring(vm, -1, &sqdescription))) return SQ_ERROR;
config.description = strdup(SQ2OTTD(sqdescription));
items |= 0x002;
} else if (strcmp(key, "min_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.min_value = res;
items |= 0x004;
} else if (strcmp(key, "max_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.max_value = res;
items |= 0x008;
} else if (strcmp(key, "easy_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.easy_value = res;
items |= 0x010;
} else if (strcmp(key, "medium_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.medium_value = res;
items |= 0x020;
} else if (strcmp(key, "hard_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.hard_value = res;
items |= 0x040;
} else if (strcmp(key, "random_deviation") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.random_deviation = res;
items |= 0x200;
} else if (strcmp(key, "custom_value") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.custom_value = res;
items |= 0x080;
} else if (strcmp(key, "step_size") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.step_size = res;
} else if (strcmp(key, "flags") == 0) {
SQInteger res;
if (SQ_FAILED(sq_getinteger(vm, -1, &res))) return SQ_ERROR;
config.flags = (ScriptConfigFlags)res;
items |= 0x100;
} else {
char error[1024];
snprintf(error, sizeof(error), "unknown setting property '%s'", key);
this->engine->ThrowError(error);
return SQ_ERROR;
}
sq_pop(vm, 2);
}
sq_pop(vm, 1);
/* Don't allow both random_deviation and SCRIPTCONFIG_RANDOM to
* be set for the same config item. */
if ((items & 0x200) != 0 && (config.flags & SCRIPTCONFIG_RANDOM) != 0) {
char error[1024];
snprintf(error, sizeof(error), "Setting both random_deviation and SCRIPTCONFIG_RANDOM is not allowed");
this->engine->ThrowError(error);
return SQ_ERROR;
}
/* Reset the bit for random_deviation as it's optional. */
items &= ~0x200;
/* Make sure all properties are defined */
uint mask = (config.flags & SCRIPTCONFIG_BOOLEAN) ? 0x1F3 : 0x1FF;
if (items != mask) {
char error[1024];
snprintf(error, sizeof(error), "please define all properties of a setting (min/max not allowed for booleans)");
this->engine->ThrowError(error);
return SQ_ERROR;
}
this->config_list.push_back(config);
return 0;
}
SQInteger ScriptInfo::AddLabels(HSQUIRRELVM vm)
{
const SQChar *sq_setting_name;
if (SQ_FAILED(sq_getstring(vm, -2, &sq_setting_name))) return SQ_ERROR;
const char *setting_name = SQ2OTTD(sq_setting_name);
ScriptConfigItem *config = NULL;
for (ScriptConfigItemList::iterator it = this->config_list.begin(); it != this->config_list.end(); it++) {
if (strcmp((*it).name, setting_name) == 0) config = &(*it);
}
if (config == NULL) {
char error[1024];
snprintf(error, sizeof(error), "Trying to add labels for non-defined setting '%s'", setting_name);
this->engine->ThrowError(error);
return SQ_ERROR;
}
if (config->labels != NULL) return SQ_ERROR;
config->labels = new LabelMapping;
/* Read the table and find all labels */
sq_pushnull(vm);
while (SQ_SUCCEEDED(sq_next(vm, -2))) {
const SQChar *sq_key;
const SQChar *sq_label;
if (SQ_FAILED(sq_getstring(vm, -2, &sq_key))) return SQ_ERROR;
if (SQ_FAILED(sq_getstring(vm, -1, &sq_label))) return SQ_ERROR;
/* Because squirrel doesn't support identifiers starting with a digit,
* we skip the first character. */
const char *key_string = SQ2OTTD(sq_key);
int key = atoi(key_string + 1);
const char *label = SQ2OTTD(sq_label);
/* !Contains() prevents strdup from leaking. */
if (!config->labels->Contains(key)) config->labels->Insert(key, strdup(label));
sq_pop(vm, 2);
}
sq_pop(vm, 1);
return 0;
}
const ScriptConfigItemList *ScriptInfo::GetConfigList() const
{
return &this->config_list;
}
const ScriptConfigItem *ScriptInfo::GetConfigItem(const char *name) const
{
for (ScriptConfigItemList::const_iterator it = this->config_list.begin(); it != this->config_list.end(); it++) {
if (strcmp((*it).name, name) == 0) return &(*it);
}
return NULL;
}
int ScriptInfo::GetSettingDefaultValue(const char *name) const
{
for (ScriptConfigItemList::const_iterator it = this->config_list.begin(); it != this->config_list.end(); it++) {
if (strcmp((*it).name, name) != 0) continue;
/* The default value depends on the difficulty level */
switch (GetGameSettings().difficulty.diff_level) {
case 0: return (*it).easy_value;
case 1: return (*it).medium_value;
case 2: return (*it).hard_value;
case 3: return (*it).custom_value;
default: NOT_REACHED();
}
}
/* There is no such setting */
return -1;
}

@ -15,6 +15,8 @@
#include <squirrel.h>
#include "../misc/countedptr.hpp"
#include "script_config.hpp"
class ScriptInfo : public SimpleCountedObject {
public:
ScriptInfo() :
@ -98,9 +100,41 @@ public:
*/
virtual class ScriptScanner *GetScanner() { return this->scanner; }
/**
* Get the settings of the Script.
*/
bool GetSettings();
/**
* Get the config list for this Script.
*/
const ScriptConfigItemList *GetConfigList() const;
/**
* Get the description of a certain Script config option.
*/
const ScriptConfigItem *GetConfigItem(const char *name) const;
/**
* Set a setting.
*/
SQInteger AddSetting(HSQUIRRELVM vm);
/**
* Add labels for a setting.
*/
SQInteger AddLabels(HSQUIRRELVM vm);
/**
* Get the default value for a setting.
*/
int GetSettingDefaultValue(const char *name) const;
protected:
class Squirrel *engine; ///< Engine used to register for Squirrel.
HSQOBJECT *SQ_instance; ///< The Squirrel instance created for this info.
class Squirrel *engine; ///< Engine used to register for Squirrel.
HSQOBJECT *SQ_instance; ///< The Squirrel instance created for this info.
ScriptConfigItemList config_list; ///< List of settings from this Script.
private:
char *main_script; ///< The full path of the script.

@ -1320,7 +1320,7 @@ static void AILoadConfig(IniFile *ini, const char *grpname)
/* Clean any configured AI */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c, AIConfig::AISS_FORCE_NEWGAME)->ChangeAI(NULL);
AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME)->Change(NULL);
}
/* If no group exists, return */
@ -1328,10 +1328,10 @@ static void AILoadConfig(IniFile *ini, const char *grpname)
CompanyID c = COMPANY_FIRST;
for (item = group->item; c < MAX_COMPANIES && item != NULL; c++, item = item->next) {
AIConfig *config = AIConfig::GetConfig(c, AIConfig::AISS_FORCE_NEWGAME);
AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
config->ChangeAI(item->name);
if (!config->HasAI()) {
config->Change(item->name);
if (!config->HasScript()) {
if (strcmp(item->name, "none") != 0) {
DEBUG(ai, 0, "The AI by the name '%s' was no longer found, and removed from the list.", item->name);
continue;
@ -1443,12 +1443,12 @@ static void AISaveConfig(IniFile *ini, const char *grpname)
group->Clear();
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig *config = AIConfig::GetConfig(c, AIConfig::AISS_FORCE_NEWGAME);
AIConfig *config = AIConfig::GetConfig(c, AIConfig::SSS_FORCE_NEWGAME);
const char *name;
char value[1024];
config->SettingsToString(value, lengthof(value));
if (config->HasAI()) {
if (config->HasScript()) {
name = config->GetName();
} else {
name = "none";

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