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/* $Id$ */
/** @file ai_config.hpp AIConfig stores the configuration settings of every AI. */
#ifndef AI_CONFIG_HPP
#define AI_CONFIG_HPP
#include <map>
#ifndef AI_HPP
struct ltstr { bool operator()(const char *s1, const char *s2) const { return strcmp(s1, s2) < 0; } };
#endif /* AI_HPP */
class AIConfig {
private:
typedef std::map<const char *, int, ltstr> SettingValueList;
public:
AIConfig() :
name(NULL),
info(NULL)
{}
AIConfig(const AIConfig *config);
~AIConfig();
/**
* Set another AI to be loaded in this slot.
*/
void ChangeAI(const char *name);
/**
* When ever the AI Scanner is reloaded, all infos become invalid. This
* function tells AIConfig about this.
* @return True if the reset was successfull, false if the AI was no longer
* found.
*/
bool ResetInfo();
/**
* Get the AIInfo linked to this AIConfig.
*/
class AIInfo *GetInfo();
/**
* 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);
/**
* Set the value of a setting for this config.
*/
void SetSetting(const char *name, int value);
/**
* Is this config attached to an AI?
*/
bool HasAI();
/**
* Get the name of the AI.
*/
const char *GetName();
/**
* 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, int size);
private:
const char *name;
class AIInfo *info;
SettingValueList settings;
};
#endif /* AI_CONFIG_HPP */
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