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@@ -30,6 +30,8 @@
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#include "autoreplace_func.h"
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#include "autoreplace_gui.h"
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#include "string_func.h"
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#include "ai/default/default.h"
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#include "ai/trolly/trolly.h"
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/**
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* Sets the local player and updates the patch settings that are set on a
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@@ -441,6 +443,8 @@ static Player *AllocatePlayer()
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if (!p->is_active) {
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PlayerID i = p->index;
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memset(p, 0, sizeof(Player));
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memset(&_players_ai[i], 0, sizeof(PlayerAI));
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memset(&_players_ainew[i], 0, sizeof(PlayerAiNew));
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p->index = i;
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return p;
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}
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@@ -480,7 +484,7 @@ Player *DoStartupNewPlayer(bool is_ai)
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p->player_money = p->current_loan = 100000;
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p->is_ai = is_ai;
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p->ai.state = 5; // AIS_WANT_NEW_ROUTE
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_players_ai[p->index].state = 5; // AIS_WANT_NEW_ROUTE
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p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = PLAYER_SPECTATOR;
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p->avail_railtypes = GetPlayerRailtypes(p->index);
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@@ -1193,66 +1197,6 @@ static const SaveLoad _player_economy_de
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SLE_END()
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};
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static const SaveLoad _player_ai_desc[] = {
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SLE_VAR(PlayerAI, state, SLE_UINT8),
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SLE_VAR(PlayerAI, tick, SLE_UINT8),
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SLE_CONDVAR(PlayerAI, state_counter, SLE_FILE_U16 | SLE_VAR_U32, 0, 12),
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SLE_CONDVAR(PlayerAI, state_counter, SLE_UINT32, 13, SL_MAX_VERSION),
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SLE_VAR(PlayerAI, timeout_counter, SLE_UINT16),
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SLE_VAR(PlayerAI, state_mode, SLE_UINT8),
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SLE_VAR(PlayerAI, banned_tile_count, SLE_UINT8),
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SLE_VAR(PlayerAI, railtype_to_use, SLE_UINT8),
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SLE_VAR(PlayerAI, cargo_type, SLE_UINT8),
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SLE_VAR(PlayerAI, num_wagons, SLE_UINT8),
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SLE_VAR(PlayerAI, build_kind, SLE_UINT8),
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SLE_VAR(PlayerAI, num_build_rec, SLE_UINT8),
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SLE_VAR(PlayerAI, num_loco_to_build, SLE_UINT8),
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SLE_VAR(PlayerAI, num_want_fullload, SLE_UINT8),
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SLE_VAR(PlayerAI, route_type_mask, SLE_UINT8),
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SLE_CONDVAR(PlayerAI, start_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(PlayerAI, start_tile_a, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_CONDVAR(PlayerAI, cur_tile_a, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(PlayerAI, cur_tile_a, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_VAR(PlayerAI, start_dir_a, SLE_UINT8),
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SLE_VAR(PlayerAI, cur_dir_a, SLE_UINT8),
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SLE_CONDVAR(PlayerAI, start_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(PlayerAI, start_tile_b, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_CONDVAR(PlayerAI, cur_tile_b, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(PlayerAI, cur_tile_b, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_VAR(PlayerAI, start_dir_b, SLE_UINT8),
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SLE_VAR(PlayerAI, cur_dir_b, SLE_UINT8),
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SLE_REF(PlayerAI, cur_veh, REF_VEHICLE),
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SLE_ARR(PlayerAI, wagon_list, SLE_UINT16, 9),
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SLE_ARR(PlayerAI, order_list_blocks, SLE_UINT8, 20),
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SLE_ARR(PlayerAI, banned_tiles, SLE_UINT16, 16),
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SLE_CONDNULL(64, 2, SL_MAX_VERSION),
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SLE_END()
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};
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static const SaveLoad _player_ai_build_rec_desc[] = {
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SLE_CONDVAR(AiBuildRec, spec_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(AiBuildRec, spec_tile, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_CONDVAR(AiBuildRec, use_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(AiBuildRec, use_tile, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_VAR(AiBuildRec, rand_rng, SLE_UINT8),
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SLE_VAR(AiBuildRec, cur_building_rule, SLE_UINT8),
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SLE_VAR(AiBuildRec, unk6, SLE_UINT8),
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SLE_VAR(AiBuildRec, unk7, SLE_UINT8),
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SLE_VAR(AiBuildRec, buildcmd_a, SLE_UINT8),
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SLE_VAR(AiBuildRec, buildcmd_b, SLE_UINT8),
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SLE_VAR(AiBuildRec, direction, SLE_UINT8),
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SLE_VAR(AiBuildRec, cargo, SLE_UINT8),
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SLE_END()
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};
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static const SaveLoad _player_livery_desc[] = {
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SLE_CONDVAR(Livery, in_use, SLE_BOOL, 34, SL_MAX_VERSION),
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SLE_CONDVAR(Livery, colour1, SLE_UINT8, 34, SL_MAX_VERSION),
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@@ -1268,10 +1212,7 @@ static void SaveLoad_PLYR(Player* p)
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/* Write AI? */
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if (!IsHumanPlayer(p->index)) {
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SlObject(&p->ai, _player_ai_desc);
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for (i = 0; i != p->ai.num_build_rec; i++) {
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SlObject(&p->ai.src + i, _player_ai_build_rec_desc);
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}
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SaveLoad_AI(p->index);
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}
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/* Write economy */
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