(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
This commit is contained in:
truebrain
2009-01-13 01:46:46 +00:00
parent e6883c5cc7
commit bcbbf2c366
13 changed files with 84 additions and 73 deletions

View File

@@ -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);
}
}
}