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/* $Id$ */
/** @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;
}
}
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