(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
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@@ -13,12 +13,14 @@
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#include "../ai/ai.hpp"
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#include "../ai/ai_config.hpp"
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static char _ai_saveload_ainame[64];
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static char _ai_company_convert_array[1024];
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static char _ai_saveload_name[64];
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static int _ai_saveload_version;
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static char _ai_saveload_settings[1024];
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static const SaveLoad _ai_company[] = {
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SLEG_STR(_ai_saveload_ainame, SLE_STRB),
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SLEG_STR(_ai_company_convert_array, SLE_STRB),
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SLEG_STR(_ai_saveload_name, SLE_STRB),
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SLEG_STR(_ai_saveload_settings, SLE_STRB),
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SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
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SLE_END()
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};
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@@ -27,10 +29,11 @@ static void SaveReal_AIPL(int *index_ptr)
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CompanyID index = (CompanyID)*index_ptr;
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AIConfig *config = AIConfig::GetConfig(index);
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ttd_strlcpy(_ai_saveload_ainame, config->GetName(), lengthof(_ai_saveload_ainame));
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ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
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_ai_saveload_version = config->GetVersion();
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_ai_company_convert_array[0] = '\0';
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config->SettingsToString(_ai_company_convert_array, lengthof(_ai_company_convert_array));
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_ai_saveload_settings[0] = '\0';
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config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
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SlObject(NULL, _ai_company);
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/* If the AI was active, store his data too */
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@@ -47,27 +50,30 @@ static void Load_AIPL()
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CompanyID index;
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while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
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AIConfig *config = AIConfig::GetConfig(index);
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_ai_saveload_version = -1;
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SlObject(NULL, _ai_company);
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if (_ai_saveload_ainame[0] == '\0' || AI::GetCompanyInfo(_ai_saveload_ainame) == NULL) {
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if (strcmp(_ai_saveload_ainame, "%_dummy") != 0) {
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DEBUG(ai, 0, "The savegame has an AI by the name '%s' which is no longer available.", _ai_saveload_ainame);
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config->ChangeAI(_ai_saveload_name, _ai_saveload_version);
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if (!config->HasAI()) {
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if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
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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);
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DEBUG(ai, 0, "A random other AI will be loaded in its place.");
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} else {
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DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
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DEBUG(ai, 0, "A random available AI will be loaded now.");
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}
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config->ChangeAI(NULL);
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} else {
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config->ChangeAI(_ai_saveload_ainame);
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/* Make sure the AI doesn't get the saveload data, as he was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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config->StringToSettings(_ai_company_convert_array);
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config->StringToSettings(_ai_saveload_settings);
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/* Start the AI directly if it was active in the savegame */
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if (IsValidCompanyID(index) && !IsHumanCompany(index)) {
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AI::StartNew(index);
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AI::Load(index);
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AI::Load(index, _ai_saveload_version);
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}
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}
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}
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