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authorrubidium <rubidium@openttd.org>2008-01-09 16:40:02 +0000
committerrubidium <rubidium@openttd.org>2008-01-09 16:40:02 +0000
commitb4337eba83e34ddaac29684d78202ae9623e9240 (patch)
tree9569d5da425e71768a78a6ffdbad415f3fb38811 /src/oldloader.cpp
parenta27a240b879ab555f36695ba30c9dea0e2a6817e (diff)
downloadopenttd-b4337eba83e34ddaac29684d78202ae9623e9240.tar.xz
(svn r11792) -Codechange: move some (virtually) globally included AI related structs to a place where they are only included a few times.
Diffstat (limited to 'src/oldloader.cpp')
-rw-r--r--src/oldloader.cpp21
1 files changed, 11 insertions, 10 deletions
diff --git a/src/oldloader.cpp b/src/oldloader.cpp
index 3d5b5872a..52731c48c 100644
--- a/src/oldloader.cpp
+++ b/src/oldloader.cpp
@@ -20,6 +20,7 @@
#include "depot.h"
#include "newgrf_config.h"
#include "ai/ai.h"
+#include "ai/default/default.h"
#include "zoom_func.h"
#include "functions.h"
#include "date_func.h"
@@ -811,10 +812,10 @@ static bool OldLoadAIBuildRec(LoadgameState *ls, int num)
Player *p = GetPlayer(_current_player_id);
switch (num) {
- case 0: return LoadChunk(ls, &p->ai.src, player_ai_build_rec_chunk);
- case 1: return LoadChunk(ls, &p->ai.dst, player_ai_build_rec_chunk);
- case 2: return LoadChunk(ls, &p->ai.mid1, player_ai_build_rec_chunk);
- case 3: return LoadChunk(ls, &p->ai.mid2, player_ai_build_rec_chunk);
+ case 0: return LoadChunk(ls, &_players_ai[p->index].src, player_ai_build_rec_chunk);
+ case 1: return LoadChunk(ls, &_players_ai[p->index].dst, player_ai_build_rec_chunk);
+ case 2: return LoadChunk(ls, &_players_ai[p->index].mid1, player_ai_build_rec_chunk);
+ case 3: return LoadChunk(ls, &_players_ai[p->index].mid2, player_ai_build_rec_chunk);
}
return false;
@@ -924,11 +925,10 @@ static const OldChunks player_ai_chunk[] = {
static bool OldPlayerAI(LoadgameState *ls, int num)
{
- Player *p = GetPlayer(_current_player_id);
-
- return LoadChunk(ls, &p->ai, player_ai_chunk);
+ return LoadChunk(ls, &_players_ai[_current_player_id], player_ai_chunk);
}
+uint8 ai_tick;
static const OldChunks player_chunk[] = {
OCL_VAR ( OC_UINT16, 1, &_old_string_id ),
OCL_SVAR( OC_UINT32, Player, name_2 ),
@@ -958,7 +958,7 @@ static const OldChunks player_chunk[] = {
OCL_CHUNK( 1, OldPlayerAI ),
OCL_SVAR( OC_UINT8, Player, block_preview ),
- OCL_SVAR( OC_UINT8, Player, ai.tick ),
+ OCL_VAR( OC_UINT8, 1, &ai_tick ),
OCL_SVAR( OC_UINT8, Player, avail_railtypes ),
OCL_SVAR( OC_TILE, Player, location_of_house ),
OCL_SVAR( OC_UINT8, Player, share_owners[0] ),
@@ -982,6 +982,7 @@ static bool LoadOldPlayer(LoadgameState *ls, int num)
p->name_1 = RemapOldStringID(_old_string_id);
p->president_name_1 = RemapOldStringID(_old_string_id_2);
p->player_money = p->player_money;
+ _players_ai[_current_player_id].tick = ai_tick;
if (num == 0) {
/* If the first player has no name, make sure we call it UNNAMED */
@@ -1007,10 +1008,10 @@ static bool LoadOldPlayer(LoadgameState *ls, int num)
p->location_of_house = 0;
/* State 20 for AI players is sell vehicle. Since the AI struct is not
- * really figured out as of now, p->ai.cur_veh; needed for 'sell vehicle'
+ * really figured out as of now, _players_ai[p->index].cur_veh; needed for 'sell vehicle'
* is NULL and the function will crash. To fix this, just change the state
* to some harmless state, like 'loop vehicle'; 1 */
- if (!IsHumanPlayer((PlayerID)num) && p->ai.state == 20) p->ai.state = 1;
+ if (!IsHumanPlayer((PlayerID)num) && _players_ai[p->index].state == 20) _players_ai[p->index].state = 1;
if (p->is_ai && (!_networking || _network_server) && _ai.enabled)
AI_StartNewAI(p->index);