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Location: cpp/openttd-patchpack/source/src/ai/api/ai_gamesettings.hpp - annotation
r14662:8798e984ee81
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(svn r19251) -Codechange: add a contructor to GRFError and use it to allocating errors more uniform.
-Fix: some grf error messages didn't free the previous error messages, creating a memory leak
-Fix: some grf error messages didn't free the previous error messages, creating a memory leak
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/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file ai_gamesettings.hpp Everything to read game settings. */
#ifndef AI_GAMESETTINGS_HPP
#define AI_GAMESETTINGS_HPP
#include "ai_object.hpp"
#include "ai_vehicle.hpp"
/**
* Class that handles all game settings related functions.
*
* @note AIGameSettings::IsValid and AIGameSettings::GetValue are functions
* that rely on the settings as OpenTTD stores them in savegame and
* openttd.cfg. No guarantees can be given on the long term validity,
* consistency and stability of the names, values and value ranges.
* Using these settings can be dangerous and could cause issues in
* future versions. To make sure that a setting still exists in the
* current version you have to run AIGameSettings::IsValid before
* accessing it.
*
* @note The names of the setting for AIGameSettings::IsValid and
* AIGameSettings::GetValue are the same ones as those that are shown by
* the list_settings command in the in-game console. Settings that are
* string based are NOT supported and AIGAmeSettings::IsValid will return
* false for them. These settings will not be supported either because
* they have no relevance for the AI (default client names, server IPs,
* etc.).
*/
class AIGameSettings : public AIObject {
public:
static const char *GetClassName() { return "AIGameSettings"; }
/**
* Is the given game setting a valid setting for this instance of OpenTTD?
* @param setting The setting to check for existence.
* @warning Results of this function are not governed by the API. This means
* that a setting that previously existed can be gone or has
* changed it's name.
* @note Results achieved in the past offer no gurantee for the future.
* @return True if and only if the setting is valid.
*/
static bool IsValid(const char *setting);
/**
* Gets the value of the game setting.
* @param setting The setting to get the value of.
* @pre IsValid(setting).
* @warning Results of this function are not governed by the API. This means
* that the value of settings may be out of the expected range. It
* also means that a setting that previously existed can be gone or
* has changed it's name/characteristics.
* @note Results achieved in the past offer no gurantee for the future.
* @return The value for the setting.
*/
static int32 GetValue(const char *setting);
/**
* Checks whether the given vehicle-type is disabled for AIs.
* @param vehicle_type The vehicle-type to check.
* @return True if the vehicle-type is disabled.
*/
static bool IsDisabledVehicleType(AIVehicle::VehicleType vehicle_type);
};
#endif /* AI_GAMESETTINGS_HPP */
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