summaryrefslogtreecommitdiff
path: root/src/ai/api/ai_gamesettings.cpp
diff options
context:
space:
mode:
authortruebrain <truebrain@openttd.org>2009-01-12 17:11:45 +0000
committertruebrain <truebrain@openttd.org>2009-01-12 17:11:45 +0000
commita3dd7506d377b1434f913bd65c019eed52b64b6e (patch)
treeced1a262eb143ad6e64ec02f4a4c89835c0c32fd /src/ai/api/ai_gamesettings.cpp
parent9294f9616866b9778c22076c19b5a32b4f85f788 (diff)
downloadopenttd-a3dd7506d377b1434f913bd65c019eed52b64b6e.tar.xz
(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
Diffstat (limited to 'src/ai/api/ai_gamesettings.cpp')
-rw-r--r--src/ai/api/ai_gamesettings.cpp38
1 files changed, 38 insertions, 0 deletions
diff --git a/src/ai/api/ai_gamesettings.cpp b/src/ai/api/ai_gamesettings.cpp
new file mode 100644
index 000000000..81b187d73
--- /dev/null
+++ b/src/ai/api/ai_gamesettings.cpp
@@ -0,0 +1,38 @@
+/* $Id$ */
+
+/** @file ai_gamesettings.cpp Implementation of AIGameSettings. */
+
+#include "ai_gamesettings.hpp"
+#include "../../settings_internal.h"
+#include "../../saveload/saveload.h"
+
+/* static */ bool AIGameSettings::IsValid(const char *setting)
+{
+ uint i;
+ const SettingDesc *sd = GetPatchFromName(setting, &i);
+ return sd != NULL && sd->desc.cmd != SDT_STRING;
+}
+
+/* static */ int32 AIGameSettings::GetValue(const char *setting)
+{
+ if (!IsValid(setting)) return -1;
+
+ uint i;
+ const SettingDesc *sd = GetPatchFromName(setting, &i);
+
+ void *ptr = GetVariableAddress(&_settings_game, &sd->save);
+ if (sd->desc.cmd == SDT_BOOLX) return *(bool*)ptr;
+
+ return (int32)ReadValue(ptr, sd->save.conv);
+}
+
+/* static */ bool AIGameSettings::IsDisabledVehicleType(AIVehicle::VehicleType vehicle_type)
+{
+ switch (vehicle_type) {
+ case AIVehicle::VEHICLE_RAIL: return _settings_game.ai.ai_disable_veh_train;
+ case AIVehicle::VEHICLE_ROAD: return _settings_game.ai.ai_disable_veh_roadveh;
+ case AIVehicle::VEHICLE_WATER: return _settings_game.ai.ai_disable_veh_ship;
+ case AIVehicle::VEHICLE_AIR: return _settings_game.ai.ai_disable_veh_aircraft;
+ default: return true;
+ }
+}