(svn r23364) -Codechange: refactor AIConfig, moving it mostly to Scriptconfig

This commit is contained in:
truebrain
2011-11-29 23:26:35 +00:00
parent c38c16773c
commit 34d7f01ccc
21 changed files with 815 additions and 643 deletions

View File

@@ -39,7 +39,7 @@ static void SaveReal_AIPL(int *index_ptr)
CompanyID index = (CompanyID)*index_ptr;
AIConfig *config = AIConfig::GetConfig(index);
if (config->HasAI()) {
if (config->HasScript()) {
ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
_ai_saveload_version = config->GetVersion();
} else {
@@ -48,7 +48,7 @@ static void SaveReal_AIPL(int *index_ptr)
_ai_saveload_version = -1;
}
_ai_saveload_is_random = config->IsRandomAI();
_ai_saveload_is_random = config->IsRandom();
_ai_saveload_settings[0] = '\0';
config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
@@ -61,7 +61,7 @@ static void Load_AIPL()
{
/* Free all current data */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c, AIConfig::AISS_FORCE_GAME)->ChangeAI(NULL);
AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(NULL);
}
CompanyID index;
@@ -76,17 +76,17 @@ static void Load_AIPL()
continue;
}
AIConfig *config = AIConfig::GetConfig(index, AIConfig::AISS_FORCE_GAME);
AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
if (StrEmpty(_ai_saveload_name)) {
/* A random AI. */
config->ChangeAI(NULL, -1, false, true);
config->Change(NULL, -1, false, true);
} else {
config->ChangeAI(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
if (!config->HasAI()) {
config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
if (!config->HasScript()) {
/* No version of the AI available that can load the data. Try to load the
* latest version of the AI instead. */
config->ChangeAI(_ai_saveload_name, -1, false, _ai_saveload_is_random);
if (!config->HasAI()) {
config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
if (!config->HasScript()) {
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.");