(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.

NoAI is an API (a framework) to build your own AIs in. See:
   http://wiki.openttd.org/wiki/index.php/AI:Main_Page
 With many thanks to:
  - glx and Rubidium for their syncing, feedback and hard work
  - Yexo for his feedback, patches, and AIs which tested the system very deep
  - Morloth for his feedback and patches
  - TJIP for hosting a challenge which kept NoAI on track
  - All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
This commit is contained in:
truebrain
2009-01-12 17:11:45 +00:00
parent 9294f96168
commit a3dd7506d3
257 changed files with 34620 additions and 7576 deletions

View File

@@ -48,6 +48,7 @@
#include "../company_func.h"
#include "../command_func.h"
#include "../road_cmd.h"
#include "../ai/ai.hpp"
#include "table/strings.h"
@@ -468,6 +469,14 @@ bool AfterLoadGame()
/* Update all vehicles */
AfterLoadVehicles(true);
/* Make sure there is an AI attached to an AI company */
{
Company *c;
FOR_ALL_COMPANIES(c) {
if (c->is_ai && c->ai_instance == NULL) AI::StartNew(c->index);
}
}
/* Update all waypoints */
if (CheckSavegameVersion(12)) FixOldWaypoints();

View File

@@ -1,79 +1,87 @@
/* $Id$ */
/** @file ai_sl.cpp Code handling saving and loading of old AI + new AI initialisation after game load */
/** @file ai_sl.cpp Handles the saveload part of the AIs */
#include "../stdafx.h"
#include "../ai/ai.h"
#include "../ai/default/default.h"
#include "../openttd.h"
#include "../company_base.h"
#include "../company_func.h"
#include "../debug.h"
#include "saveload.h"
#include "../settings_type.h"
#include "../string_func.h"
#include "../ai/ai.hpp"
#include "../ai/ai_config.hpp"
static const SaveLoad _company_ai_desc[] = {
SLE_VAR(CompanyAI, state, SLE_UINT8),
SLE_VAR(CompanyAI, tick, SLE_UINT8),
SLE_CONDVAR(CompanyAI, state_counter, SLE_FILE_U16 | SLE_VAR_U32, 0, 12),
SLE_CONDVAR(CompanyAI, state_counter, SLE_UINT32, 13, SL_MAX_VERSION),
SLE_VAR(CompanyAI, timeout_counter, SLE_UINT16),
static char _ai_saveload_ainame[64];
static char _ai_company_convert_array[1024];
SLE_VAR(CompanyAI, state_mode, SLE_UINT8),
SLE_VAR(CompanyAI, banned_tile_count, SLE_UINT8),
SLE_VAR(CompanyAI, railtype_to_use, SLE_UINT8),
SLE_VAR(CompanyAI, cargo_type, SLE_UINT8),
SLE_VAR(CompanyAI, num_wagons, SLE_UINT8),
SLE_VAR(CompanyAI, build_kind, SLE_UINT8),
SLE_VAR(CompanyAI, num_build_rec, SLE_UINT8),
SLE_VAR(CompanyAI, num_loco_to_build, SLE_UINT8),
SLE_VAR(CompanyAI, num_want_fullload, SLE_UINT8),
SLE_VAR(CompanyAI, route_type_mask, SLE_UINT8),
SLE_CONDVAR(CompanyAI, start_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(CompanyAI, start_tile_a, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(CompanyAI, cur_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(CompanyAI, cur_tile_a, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(CompanyAI, start_dir_a, SLE_UINT8),
SLE_VAR(CompanyAI, cur_dir_a, SLE_UINT8),
SLE_CONDVAR(CompanyAI, start_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(CompanyAI, start_tile_b, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(CompanyAI, cur_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(CompanyAI, cur_tile_b, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(CompanyAI, start_dir_b, SLE_UINT8),
SLE_VAR(CompanyAI, cur_dir_b, SLE_UINT8),
SLE_REF(CompanyAI, cur_veh, REF_VEHICLE),
SLE_ARR(CompanyAI, wagon_list, SLE_UINT16, 9),
SLE_ARR(CompanyAI, order_list_blocks, SLE_UINT8, 20),
SLE_ARR(CompanyAI, banned_tiles, SLE_UINT16, 16),
SLE_CONDNULL(64, 2, SL_MAX_VERSION),
static const SaveLoad _ai_company[] = {
SLEG_STR(_ai_saveload_ainame, SLE_STRB),
SLEG_STR(_ai_company_convert_array, SLE_STRB),
SLE_END()
};
static const SaveLoad _company_ai_build_rec_desc[] = {
SLE_CONDVAR(AiBuildRec, spec_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(AiBuildRec, spec_tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(AiBuildRec, use_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(AiBuildRec, use_tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(AiBuildRec, rand_rng, SLE_UINT8),
SLE_VAR(AiBuildRec, cur_building_rule, SLE_UINT8),
SLE_VAR(AiBuildRec, unk6, SLE_UINT8),
SLE_VAR(AiBuildRec, unk7, SLE_UINT8),
SLE_VAR(AiBuildRec, buildcmd_a, SLE_UINT8),
SLE_VAR(AiBuildRec, buildcmd_b, SLE_UINT8),
SLE_VAR(AiBuildRec, direction, SLE_UINT8),
SLE_VAR(AiBuildRec, cargo, SLE_UINT8),
SLE_END()
};
void SaveLoad_AI(CompanyID company)
static void SaveReal_AIPL(int *index_ptr)
{
CompanyAI *cai = &_companies_ai[company];
SlObject(cai, _company_ai_desc);
for (int i = 0; i != cai->num_build_rec; i++) {
SlObject(&cai->src + i, _company_ai_build_rec_desc);
CompanyID index = (CompanyID)*index_ptr;
AIConfig *config = AIConfig::GetConfig(index);
ttd_strlcpy(_ai_saveload_ainame, config->GetName(), lengthof(_ai_saveload_ainame));
_ai_company_convert_array[0] = '\0';
config->SettingsToString(_ai_company_convert_array, lengthof(_ai_company_convert_array));
SlObject(NULL, _ai_company);
/* If the AI was active, store his data too */
if (IsValidCompanyID(index) && !IsHumanCompany(index)) AI::Save(index);
}
static void Load_AIPL()
{
/* Free all current data */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c)->ChangeAI(NULL);
}
CompanyID index;
while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
AIConfig *config = AIConfig::GetConfig(index);
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);
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);
}
config->StringToSettings(_ai_company_convert_array);
/* Start the AI directly if it was active in the savegame */
if (IsValidCompanyID(index) && !IsHumanCompany(index)) {
AI::StartNew(index);
AI::Load(index);
}
}
}
static void Save_AIPL()
{
for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
if (!AIConfig::GetConfig((CompanyID)i)->HasAI()) continue;
SlSetArrayIndex(i);
SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
}
}
extern const ChunkHandler _ai_chunk_handlers[] = {
{ 'AIPL', Save_AIPL, Load_AIPL, CH_ARRAY | CH_LAST},
};

View File

@@ -6,8 +6,7 @@
#include "../company_base.h"
#include "../company_func.h"
#include "../network/network.h"
#include "../ai/ai.h"
#include "../ai/trolly/trolly.h"
#include "../ai/ai.hpp"
#include "../company_manager_face.h"
#include "saveload.h"
@@ -130,7 +129,8 @@ static const SaveLoad _company_desc[] = {
SLE_CONDARR(Company, yearly_expenses, SLE_FILE_I32 | SLE_VAR_I64, 3 * 13, 0, 1),
SLE_CONDARR(Company, yearly_expenses, SLE_INT64, 3 * 13, 2, SL_MAX_VERSION),
SLE_CONDVAR(Company, is_ai, SLE_BOOL, 2, SL_MAX_VERSION),
SLE_CONDVAR(Company, is_ai, SLE_BOOL, 2, SL_MAX_VERSION),
SLE_CONDVAR(Company, is_noai, SLE_BOOL, 107, SL_MAX_VERSION),
SLE_CONDNULL(1, 4, 99),
/* Engine renewal settings */
@@ -141,7 +141,7 @@ static const SaveLoad _company_desc[] = {
SLE_CONDVAR(Company, engine_renew_money, SLE_UINT32, 16, SL_MAX_VERSION),
SLE_CONDVAR(Company, renew_keep_length, SLE_BOOL, 2, SL_MAX_VERSION), // added with 16.1, but was blank since 2
/* reserve extra space in savegame here. (currently 63 bytes) */
/* Reserve extra space in savegame here. (currently 63 bytes) */
SLE_CONDNULL(63, 2, SL_MAX_VERSION),
SLE_END()
@@ -162,6 +162,51 @@ static const SaveLoad _company_economy_desc[] = {
SLE_END()
};
/* We do need to read this single value, as the bigger it gets, the more data is stored */
struct CompanyOldAI {
uint8 num_build_rec;
};
static const SaveLoad _company_ai_desc[] = {
SLE_CONDNULL(2, 0, 106),
SLE_CONDNULL(2, 0, 12),
SLE_CONDNULL(4, 13, 106),
SLE_CONDNULL(8, 0, 106),
SLE_CONDVAR(CompanyOldAI, num_build_rec, SLE_UINT8, 0, 106),
SLE_CONDNULL(3, 0, 106),
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(2, 0, 106),
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(2, 0, 106),
SLE_CONDNULL(2, 0, 68),
SLE_CONDNULL(4, 69, 106),
SLE_CONDNULL(18, 0, 106),
SLE_CONDNULL(20, 0, 106),
SLE_CONDNULL(32, 0, 106),
SLE_CONDNULL(64, 2, 106),
SLE_END()
};
static const SaveLoad _company_ai_build_rec_desc[] = {
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(8, 0, 106),
SLE_END()
};
static const SaveLoad _company_livery_desc[] = {
SLE_CONDVAR(Livery, in_use, SLE_BOOL, 34, SL_MAX_VERSION),
SLE_CONDVAR(Livery, colour1, SLE_UINT8, 34, SL_MAX_VERSION),
@@ -175,10 +220,15 @@ static void SaveLoad_PLYR(Company *c)
SlObject(c, _company_desc);
/* Write AI? */
if (!IsHumanCompany(c->index)) {
extern void SaveLoad_AI(CompanyID company);
SaveLoad_AI(c->index);
/* Keep backwards compatible for savegames, so load the old AI block */
if (!IsHumanCompany(c->index) && !c->is_noai) {
CompanyOldAI old_ai;
char nothing;
SlObject(&old_ai, _company_ai_desc);
for (i = 0; i != old_ai.num_build_rec; i++) {
SlObject(&nothing, _company_ai_build_rec_desc);
}
}
/* Write economy */
@@ -225,13 +275,7 @@ static void Load_PLYR()
Company *c = new (index) Company();
SaveLoad_PLYR(c);
_company_colours[index] = c->colour;
/* This is needed so an AI is attached to a loaded AI */
if (c->is_ai && (!_networking || _network_server) && _ai.enabled) {
/* Clear the memory of the new AI, otherwise we might be doing wrong things. */
memset(&_companies_ainew[index], 0, sizeof(CompanyAiNew));
AI_StartNewAI(c->index);
}
c->is_noai = true;
}
}

View File

@@ -17,8 +17,7 @@
#include "../debug.h"
#include "../depot_base.h"
#include "../newgrf_config.h"
#include "../ai/ai.h"
#include "../ai/default/default.h"
#include "../ai/ai.hpp"
#include "../zoom_func.h"
#include "../functions.h"
#include "../date_func.h"
@@ -805,145 +804,6 @@ static bool OldCompanyEconomy(LoadgameState *ls, int num)
return true;
}
static const OldChunks _company_ai_build_rec_chunk[] = {
OCL_SVAR( OC_TILE, AiBuildRec, spec_tile ),
OCL_SVAR( OC_TILE, AiBuildRec, use_tile ),
OCL_SVAR( OC_UINT8, AiBuildRec, rand_rng ),
OCL_SVAR( OC_UINT8, AiBuildRec, cur_building_rule ),
OCL_SVAR( OC_UINT8, AiBuildRec, unk6 ),
OCL_SVAR( OC_UINT8, AiBuildRec, unk7 ),
OCL_SVAR( OC_UINT8, AiBuildRec, buildcmd_a ),
OCL_SVAR( OC_UINT8, AiBuildRec, buildcmd_b ),
OCL_SVAR( OC_UINT8, AiBuildRec, direction ),
OCL_SVAR( OC_UINT8, AiBuildRec, cargo ),
OCL_NULL( 8 ), ///< Junk...
OCL_END()
};
static bool OldLoadAIBuildRec(LoadgameState *ls, int num)
{
Company *c = GetCompany(_current_company_id);
switch (num) {
case 0: return LoadChunk(ls, &_companies_ai[c->index].src, _company_ai_build_rec_chunk);
case 1: return LoadChunk(ls, &_companies_ai[c->index].dst, _company_ai_build_rec_chunk);
case 2: return LoadChunk(ls, &_companies_ai[c->index].mid1, _company_ai_build_rec_chunk);
case 3: return LoadChunk(ls, &_companies_ai[c->index].mid2, _company_ai_build_rec_chunk);
}
return false;
}
static const OldChunks _company_ai_chunk[] = {
OCL_SVAR( OC_UINT8, CompanyAI, state ),
OCL_NULL( 1 ), ///< Junk
OCL_SVAR( OC_UINT8, CompanyAI, state_mode ),
OCL_SVAR( OC_UINT16, CompanyAI, state_counter ),
OCL_SVAR( OC_UINT16, CompanyAI, timeout_counter ),
OCL_CHUNK( 4, OldLoadAIBuildRec ),
OCL_NULL( 20 ), ///< More junk
OCL_SVAR( OC_UINT8, CompanyAI, cargo_type ),
OCL_SVAR( OC_UINT8, CompanyAI, num_wagons ),
OCL_SVAR( OC_UINT8, CompanyAI, build_kind ),
OCL_SVAR( OC_UINT8, CompanyAI, num_build_rec ),
OCL_SVAR( OC_UINT8, CompanyAI, num_loco_to_build ),
OCL_SVAR( OC_UINT8, CompanyAI, num_want_fullload ),
OCL_NULL( 14 ), ///< Oh no more junk :|
OCL_NULL( 2 ), ///< Loco-id, not used
OCL_SVAR( OC_UINT16, CompanyAI, wagon_list[0] ),
OCL_SVAR( OC_UINT16, CompanyAI, wagon_list[1] ),
OCL_SVAR( OC_UINT16, CompanyAI, wagon_list[2] ),
OCL_SVAR( OC_UINT16, CompanyAI, wagon_list[3] ),
OCL_SVAR( OC_UINT16, CompanyAI, wagon_list[4] ),
OCL_SVAR( OC_UINT16, CompanyAI, wagon_list[5] ),
OCL_SVAR( OC_UINT16, CompanyAI, wagon_list[6] ),
OCL_SVAR( OC_UINT16, CompanyAI, wagon_list[7] ),
OCL_SVAR( OC_UINT16, CompanyAI, wagon_list[8] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[0] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[1] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[2] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[3] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[4] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[5] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[6] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[7] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[8] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[9] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[10] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[11] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[12] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[13] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[14] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[15] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[16] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[17] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[18] ),
OCL_SVAR( OC_UINT8, CompanyAI, order_list_blocks[19] ),
OCL_SVAR( OC_UINT16, CompanyAI, start_tile_a ),
OCL_SVAR( OC_UINT16, CompanyAI, start_tile_b ),
OCL_SVAR( OC_UINT16, CompanyAI, cur_tile_a ),
OCL_SVAR( OC_UINT16, CompanyAI, cur_tile_b ),
OCL_SVAR( OC_UINT8, CompanyAI, start_dir_a ),
OCL_SVAR( OC_UINT8, CompanyAI, start_dir_b ),
OCL_SVAR( OC_UINT8, CompanyAI, cur_dir_a ),
OCL_SVAR( OC_UINT8, CompanyAI, cur_dir_b ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_tile_count ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[0] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[0] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[1] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[1] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[2] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[2] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[3] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[3] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[4] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[4] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[5] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[5] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[6] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[6] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[7] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[7] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[8] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[8] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[9] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[9] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[10] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[10] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[11] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[11] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[12] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[12] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[13] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[13] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[14] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[14] ),
OCL_SVAR( OC_TILE, CompanyAI, banned_tiles[15] ),
OCL_SVAR( OC_UINT8, CompanyAI, banned_val[15] ),
OCL_SVAR( OC_UINT8, CompanyAI, railtype_to_use ),
OCL_SVAR( OC_UINT8, CompanyAI, route_type_mask ),
OCL_END()
};
static bool OldCompanyAI(LoadgameState *ls, int num)
{
return LoadChunk(ls, &_companies_ai[_current_company_id], _company_ai_chunk);
}
uint8 ai_tick;
static const OldChunks _company_chunk[] = {
OCL_VAR ( OC_UINT16, 1, &_old_string_id ),
OCL_SVAR( OC_UINT32, Company, name_2 ),
@@ -970,10 +830,10 @@ static const OldChunks _company_chunk[] = {
OCL_SVAR( OC_TILE, Company, last_build_coordinate ),
OCL_SVAR( OC_UINT8, Company, num_valid_stat_ent ),
OCL_CHUNK( 1, OldCompanyAI ),
OCL_NULL( 230 ), // Old AI
OCL_SVAR( OC_UINT8, Company, block_preview ),
OCL_VAR( OC_UINT8, 1, &ai_tick ),
OCL_NULL( 1 ), // Old AI
OCL_SVAR( OC_UINT8, Company, avail_railtypes ),
OCL_SVAR( OC_TILE, Company, location_of_HQ ),
OCL_SVAR( OC_UINT8, Company, share_owners[0] ),
@@ -1001,7 +861,6 @@ static bool LoadOldCompany(LoadgameState *ls, int num)
c->name_1 = RemapOldStringID(_old_string_id);
c->president_name_1 = RemapOldStringID(_old_string_id_2);
_companies_ai[_current_company_id].tick = ai_tick;
if (num == 0) {
/* If the first company has no name, make sure we call it UNNAMED */
@@ -1023,15 +882,6 @@ static bool LoadOldCompany(LoadgameState *ls, int num)
_company_colours[num] = c->colour;
c->inaugurated_year -= ORIGINAL_BASE_YEAR;
/* State 20 for AI companies is sell vehicle. Since the AI struct is not
* really figured out as of now, _companies_ai[c->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 (!IsHumanCompany((CompanyID)num) && _companies_ai[c->index].state == 20) _companies_ai[c->index].state = 1;
if (c->is_ai && (!_networking || _network_server) && _ai.enabled)
AI_StartNewAI(c->index);
return true;
}

View File

@@ -42,7 +42,7 @@
#include <list>
extern const uint16 SAVEGAME_VERSION = 106;
extern const uint16 SAVEGAME_VERSION = 107;
SavegameType _savegame_type; ///< type of savegame we are loading
@@ -1318,6 +1318,7 @@ extern const ChunkHandler _station_chunk_handlers[];
extern const ChunkHandler _industry_chunk_handlers[];
extern const ChunkHandler _economy_chunk_handlers[];
extern const ChunkHandler _subsidy_chunk_handlers[];
extern const ChunkHandler _ai_chunk_handlers[];
extern const ChunkHandler _animated_tile_chunk_handlers[];
extern const ChunkHandler _newgrf_chunk_handlers[];
extern const ChunkHandler _group_chunk_handlers[];
@@ -1343,6 +1344,7 @@ static const ChunkHandler * const _chunk_handlers[] = {
_sign_chunk_handlers,
_station_chunk_handlers,
_company_chunk_handlers,
_ai_chunk_handlers,
_animated_tile_chunk_handlers,
_newgrf_chunk_handlers,
_group_chunk_handlers,