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authortruebrain <truebrain@openttd.org>2009-01-13 01:46:46 +0000
committertruebrain <truebrain@openttd.org>2009-01-13 01:46:46 +0000
commitbcbbf2c366b829994983513d2858762874e99964 (patch)
treea2e699a90fbe7d2ebd18ddd9ea713546f3f641bc /src/saveload/ai_sl.cpp
parente6883c5cc7dedad23dfcf7a303a7154520db7f5e (diff)
downloadopenttd-bcbbf2c366b829994983513d2858762874e99964.tar.xz
(svn r15045) -Add [NoAI API CHANGE]: in info.nut you can now have (optional) a CanLoadFromVersion(version), which should return true/false, to indicate if you can load a savegame made with your AI of version 'version'
-Add [NoAI API CHANGE]: in main.nut the Load() function now should be Load(version, data), where 'version' is the version of your AI which made the savegame -Codechange [NoAI]: various of function renames to make things more sane -Add [NoAI]: push the 'version' of the AI through various of layers -Codechange [NoAI]: various of code cleanups -Add [NoAI]: store the version of the AI in the savegame too
Diffstat (limited to 'src/saveload/ai_sl.cpp')
-rw-r--r--src/saveload/ai_sl.cpp36
1 files changed, 21 insertions, 15 deletions
diff --git a/src/saveload/ai_sl.cpp b/src/saveload/ai_sl.cpp
index 5e444ea9f..4c3e169dd 100644
--- a/src/saveload/ai_sl.cpp
+++ b/src/saveload/ai_sl.cpp
@@ -13,12 +13,14 @@
#include "../ai/ai.hpp"
#include "../ai/ai_config.hpp"
-static char _ai_saveload_ainame[64];
-static char _ai_company_convert_array[1024];
+static char _ai_saveload_name[64];
+static int _ai_saveload_version;
+static char _ai_saveload_settings[1024];
static const SaveLoad _ai_company[] = {
- SLEG_STR(_ai_saveload_ainame, SLE_STRB),
- SLEG_STR(_ai_company_convert_array, SLE_STRB),
+ SLEG_STR(_ai_saveload_name, SLE_STRB),
+ SLEG_STR(_ai_saveload_settings, SLE_STRB),
+ SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
SLE_END()
};
@@ -27,10 +29,11 @@ static void SaveReal_AIPL(int *index_ptr)
CompanyID index = (CompanyID)*index_ptr;
AIConfig *config = AIConfig::GetConfig(index);
- ttd_strlcpy(_ai_saveload_ainame, config->GetName(), lengthof(_ai_saveload_ainame));
+ ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
+ _ai_saveload_version = config->GetVersion();
- _ai_company_convert_array[0] = '\0';
- config->SettingsToString(_ai_company_convert_array, lengthof(_ai_company_convert_array));
+ _ai_saveload_settings[0] = '\0';
+ config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
SlObject(NULL, _ai_company);
/* If the AI was active, store his data too */
@@ -47,27 +50,30 @@ static void Load_AIPL()
CompanyID index;
while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
AIConfig *config = AIConfig::GetConfig(index);
+
+ _ai_saveload_version = -1;
SlObject(NULL, _ai_company);
- if (_ai_saveload_ainame[0] == '\0' || AI::GetCompanyInfo(_ai_saveload_ainame) == NULL) {
- if (strcmp(_ai_saveload_ainame, "%_dummy") != 0) {
- DEBUG(ai, 0, "The savegame has an AI by the name '%s' which is no longer available.", _ai_saveload_ainame);
+ config->ChangeAI(_ai_saveload_name, _ai_saveload_version);
+ if (!config->HasAI()) {
+ if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
+ DEBUG(ai, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
DEBUG(ai, 0, "A random other AI will be loaded in its place.");
} else {
DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
DEBUG(ai, 0, "A random available AI will be loaded now.");
}
- config->ChangeAI(NULL);
- } else {
- config->ChangeAI(_ai_saveload_ainame);
+ /* Make sure the AI doesn't get the saveload data, as he was not the
+ * writer of the saveload data in the first place */
+ _ai_saveload_version = -1;
}
- config->StringToSettings(_ai_company_convert_array);
+ config->StringToSettings(_ai_saveload_settings);
/* Start the AI directly if it was active in the savegame */
if (IsValidCompanyID(index) && !IsHumanCompany(index)) {
AI::StartNew(index);
- AI::Load(index);
+ AI::Load(index, _ai_saveload_version);
}
}
}