(svn r19429) -Fix: when the title game contains an AIPL block the AI settinsg where overwritten by those from the title game

This commit is contained in:
yexo
2010-03-15 22:42:43 +00:00
parent b20309a02a
commit 4c358cb1e1
4 changed files with 18 additions and 10 deletions

View File

@@ -93,13 +93,13 @@ const AIConfigItemList *AIConfig::GetConfigList()
return this->config_list;
}
AIConfig *AIConfig::GetConfig(CompanyID company, bool forceNewgameSetting)
AIConfig *AIConfig::GetConfig(CompanyID company, AISettingSource source)
{
AIConfig **config;
if (!forceNewgameSetting) {
config = (_game_mode == GM_MENU) ? &_settings_newgame.ai_config[company] : &_settings_game.ai_config[company];
} else {
if (source == AISS_FORCE_NEWGAME || (source == AISS_DEFAULT && _game_mode == GM_MENU)) {
config = &_settings_newgame.ai_config[company];
} else {
config = &_settings_game.ai_config[company];
}
if (*config == NULL) *config = new AIConfig();
return *config;

View File

@@ -61,10 +61,18 @@ public:
*/
const AIConfigItemList *GetConfigList();
/* Where to get the config from, either default (depends on current game
* mode) or force either newgame or normal */
enum AISettingSource {
AISS_DEFAULT, ///< Get the AI config from the current game mode
AISS_FORCE_NEWGAME, ///< Get the newgame AI config
AISS_FORCE_GAME, ///< Get the AI config from the current game
};
/**
* Get the config of a company.
*/
static AIConfig *GetConfig(CompanyID company, bool forceNewgameSetting = false);
static AIConfig *GetConfig(CompanyID company, AISettingSource source = AISS_DEFAULT);
/**
* Get the value of a setting for this config. It might fallback to his