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