Codechange: move script settings to std::string
This commit is contained in:
@@ -20,14 +20,14 @@
|
||||
|
||||
#include "../safeguards.h"
|
||||
|
||||
static char _ai_saveload_name[64];
|
||||
static int _ai_saveload_version;
|
||||
static char _ai_saveload_settings[1024];
|
||||
static bool _ai_saveload_is_random;
|
||||
static std::string _ai_saveload_name;
|
||||
static int _ai_saveload_version;
|
||||
static std::string _ai_saveload_settings;
|
||||
static bool _ai_saveload_is_random;
|
||||
|
||||
static const SaveLoad _ai_company[] = {
|
||||
SLEG_STR(_ai_saveload_name, SLE_STRB),
|
||||
SLEG_STR(_ai_saveload_settings, SLE_STRB),
|
||||
SLEG_SSTR(_ai_saveload_name, SLE_STR),
|
||||
SLEG_SSTR(_ai_saveload_settings, SLE_STR),
|
||||
SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
|
||||
SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
|
||||
SLE_END()
|
||||
@@ -39,17 +39,16 @@ static void SaveReal_AIPL(int *index_ptr)
|
||||
AIConfig *config = AIConfig::GetConfig(index);
|
||||
|
||||
if (config->HasScript()) {
|
||||
strecpy(_ai_saveload_name, config->GetName(), lastof(_ai_saveload_name));
|
||||
_ai_saveload_name = config->GetName();
|
||||
_ai_saveload_version = config->GetVersion();
|
||||
} else {
|
||||
/* No AI is configured for this so store an empty string as name. */
|
||||
_ai_saveload_name[0] = '\0';
|
||||
_ai_saveload_name.clear();
|
||||
_ai_saveload_version = -1;
|
||||
}
|
||||
|
||||
_ai_saveload_is_random = config->IsRandom();
|
||||
_ai_saveload_settings[0] = '\0';
|
||||
config->SettingsToString(_ai_saveload_settings, lastof(_ai_saveload_settings));
|
||||
_ai_saveload_settings = config->SettingsToString();
|
||||
|
||||
SlObject(nullptr, _ai_company);
|
||||
/* If the AI was active, store his data too */
|
||||
@@ -77,25 +76,25 @@ static void Load_AIPL()
|
||||
}
|
||||
|
||||
AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
|
||||
if (StrEmpty(_ai_saveload_name)) {
|
||||
if (_ai_saveload_name.empty()) {
|
||||
/* A random AI. */
|
||||
config->Change(nullptr, -1, false, true);
|
||||
} else {
|
||||
config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
|
||||
config->Change(_ai_saveload_name.c_str(), _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->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
|
||||
config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
|
||||
if (!config->HasScript()) {
|
||||
if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
|
||||
DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
|
||||
if (_ai_saveload_name.compare("%_dummy") != 0) {
|
||||
DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _ai_saveload_version);
|
||||
DEBUG(script, 0, "A random other AI will be loaded in its place.");
|
||||
} else {
|
||||
DEBUG(script, 0, "The savegame had no AIs available at the time of saving.");
|
||||
DEBUG(script, 0, "A random available AI will be loaded now.");
|
||||
}
|
||||
} else {
|
||||
DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
|
||||
DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _ai_saveload_version);
|
||||
DEBUG(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
|
||||
}
|
||||
/* Make sure the AI doesn't get the saveload data, as it was not the
|
||||
|
Reference in New Issue
Block a user