mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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224 lines
8.0 KiB
C++
224 lines
8.0 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file script_config.hpp ScriptConfig stores the configuration settings of every Script. */
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#ifndef SCRIPT_CONFIG_HPP
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#define SCRIPT_CONFIG_HPP
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#include <map>
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#include <list>
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#include "../core/smallmap_type.hpp"
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#include "../core/string_compare_type.hpp"
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#include "../company_type.h"
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#include "../textfile_gui.h"
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#include "script_instance.hpp"
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/** Maximum of 10 digits for MIN / MAX_INT32, 1 for the sign and 1 for '\0'. */
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static const int INT32_DIGITS_WITH_SIGN_AND_TERMINATION = 10 + 1 + 1;
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/** Bitmask of flags for Script settings. */
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enum ScriptConfigFlags {
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SCRIPTCONFIG_NONE = 0x0, ///< No flags set.
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SCRIPTCONFIG_RANDOM = 0x1, ///< When randomizing the Script, pick any value between min_value and max_value when on custom difficulty setting.
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SCRIPTCONFIG_BOOLEAN = 0x2, ///< This value is a boolean (either 0 (false) or 1 (true) ).
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SCRIPTCONFIG_INGAME = 0x4, ///< This setting can be changed while the Script is running.
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SCRIPTCONFIG_DEVELOPER = 0x8, ///< This setting will only be visible when the Script development tools are active.
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};
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typedef SmallMap<int, char *> LabelMapping; ///< Map-type used to map the setting numbers to labels.
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/** Info about a single Script setting. */
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struct ScriptConfigItem {
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const char *name; ///< The name of the configuration setting.
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const char *description; ///< The description of the configuration setting.
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int min_value; ///< The minimal value this configuration setting can have.
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int max_value; ///< The maximal value this configuration setting can have.
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int custom_value; ///< The default value on custom difficulty setting.
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int easy_value; ///< The default value on easy difficulty setting.
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int medium_value; ///< The default value on medium difficulty setting.
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int hard_value; ///< The default value on hard difficulty setting.
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int random_deviation; ///< The maximum random deviation from the default value.
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int step_size; ///< The step size in the gui.
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ScriptConfigFlags flags; ///< Flags for the configuration setting.
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LabelMapping *labels; ///< Text labels for the integer values.
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bool complete_labels; ///< True if all values have a label.
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};
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typedef std::list<ScriptConfigItem> ScriptConfigItemList; ///< List of ScriptConfig items.
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extern ScriptConfigItem _start_date_config;
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/**
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* Script settings.
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*/
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class ScriptConfig {
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protected:
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/** List with name=>value pairs of all script-specific settings */
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typedef std::map<const char *, int, StringCompare> SettingValueList;
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public:
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ScriptConfig() :
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name(nullptr),
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version(-1),
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info(nullptr),
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config_list(nullptr),
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is_random(false),
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to_load_data(nullptr)
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{}
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/**
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* Create a new Script config that is a copy of an existing config.
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* @param config The object to copy.
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*/
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ScriptConfig(const ScriptConfig *config);
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/** Delete an Script configuration. */
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virtual ~ScriptConfig();
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/**
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* Set another Script to be loaded in this slot.
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* @param name The name of the Script.
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* @param version The version of the Script to load, or -1 of latest.
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* @param force_exact_match If true try to find the exact same version
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* as specified. If false any compatible version is ok.
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* @param is_random Is the Script chosen randomly?
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*/
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void Change(const char *name, int version = -1, bool force_exact_match = false, bool is_random = false);
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/**
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* Get the ScriptInfo linked to this ScriptConfig.
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*/
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class ScriptInfo *GetInfo() const;
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/**
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* Get the config list for this ScriptConfig.
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*/
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const ScriptConfigItemList *GetConfigList();
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/**
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* Where to get the config from, either default (depends on current game
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* mode) or force either newgame or normal
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*/
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enum ScriptSettingSource {
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SSS_DEFAULT, ///< Get the Script config from the current game mode
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SSS_FORCE_NEWGAME, ///< Get the newgame Script config
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SSS_FORCE_GAME, ///< Get the Script config from the current game
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};
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/**
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* As long as the default of a setting has not been changed, the value of
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* the setting is not stored. This to allow changing the difficulty setting
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* without having to reset the script's config. However, when a setting may
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* not be changed in game, we must "anchor" this value to what the setting
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* would be at the time of starting. Otherwise changing the difficulty
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* setting would change the setting's value (which isn't allowed).
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*/
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void AnchorUnchangeableSettings();
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/**
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* Get the value of a setting for this config. It might fallback to its
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* 'info' to find the default value (if not set or if not-custom difficulty
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* level).
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* @return The (default) value of the setting, or -1 if the setting was not
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* found.
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*/
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virtual int GetSetting(const char *name) const;
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/**
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* Set the value of a setting for this config.
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*/
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virtual void SetSetting(const char *name, int value);
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/**
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* Reset all settings to their default value.
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*/
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void ResetSettings();
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/**
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* Reset only editable and visible settings to their default value.
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*/
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void ResetEditableSettings(bool yet_to_start);
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/**
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* Randomize all settings the Script requested to be randomized.
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*/
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virtual void AddRandomDeviation();
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/**
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* Is this config attached to an Script? In other words, is there a Script
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* that is assigned to this slot.
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*/
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bool HasScript() const;
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/**
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* Is the current Script a randomly chosen Script?
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*/
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bool IsRandom() const;
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/**
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* Get the name of the Script.
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*/
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const char *GetName() const;
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/**
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* Get the version of the Script.
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*/
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int GetVersion() const;
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/**
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* Convert a string which is stored in the config file or savegames to
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* custom settings of this Script.
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*/
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void StringToSettings(const std::string &value);
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/**
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* Convert the custom settings to a string that can be stored in the config
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* file or savegames.
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*/
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std::string SettingsToString() const;
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/**
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* Search a textfile file next to this script.
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* @param type The type of the textfile to search for.
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* @param slot #CompanyID to check status of.
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* @return The filename for the textfile, \c nullptr otherwise.
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*/
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const char *GetTextfile(TextfileType type, CompanyID slot) const;
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void SetToLoadData(ScriptInstance::ScriptData *data);
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ScriptInstance::ScriptData *GetToLoadData();
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protected:
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const char *name; ///< Name of the Script
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int version; ///< Version of the Script
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class ScriptInfo *info; ///< ScriptInfo object for related to this Script version
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SettingValueList settings; ///< List with all setting=>value pairs that are configure for this Script
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ScriptConfigItemList *config_list; ///< List with all settings defined by this Script
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bool is_random; ///< True if the AI in this slot was randomly chosen.
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std::unique_ptr<ScriptInstance::ScriptData> to_load_data; ///< Data to load after the Script start.
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/**
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* In case you have mandatory non-Script-definable config entries in your
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* list, add them to this function.
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*/
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virtual void PushExtraConfigList() {};
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/**
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* Routine that clears the config list.
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*/
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virtual void ClearConfigList();
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/**
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* This function should call back to the Scanner in charge of this Config,
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* to find the ScriptInfo belonging to a name+version.
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*/
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virtual ScriptInfo *FindInfo(const char *name, int version, bool force_exact_match) = 0;
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};
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#endif /* SCRIPT_CONFIG_HPP */
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