Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/saveload/signs_sl.cpp

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file signs_sl.cpp Code handling saving and loading of economy data */

#include "../stdafx.h"
#include "../signs_base.h"
#include "../fios.h"

#include "saveload.h"

#include "../safeguards.h"

/** Description of a sign within the savegame. */
static const SaveLoad _sign_desc[] = {
	SLE_CONDVAR(Sign, name,  SLE_NAME,                   SL_MIN_VERSION, SLV_84),
	SLE_CONDSSTR(Sign, name, SLE_STR | SLF_ALLOW_CONTROL, SLV_84, SL_MAX_VERSION),
	SLE_CONDVAR(Sign, x,     SLE_FILE_I16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_5),
	SLE_CONDVAR(Sign, y,     SLE_FILE_I16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_5),
	SLE_CONDVAR(Sign, x,     SLE_INT32,                  SLV_5, SL_MAX_VERSION),
	SLE_CONDVAR(Sign, y,     SLE_INT32,                  SLV_5, SL_MAX_VERSION),
	SLE_CONDVAR(Sign, owner, SLE_UINT8,                  SLV_6, SL_MAX_VERSION),
	SLE_CONDVAR(Sign, z,     SLE_FILE_U8  | SLE_VAR_I32, SL_MIN_VERSION, SLV_164),
	SLE_CONDVAR(Sign, z,     SLE_INT32,                SLV_164, SL_MAX_VERSION),
	SLE_END()
};

/** Save all signs */
static void Save_SIGN()
{
	for (Sign *si : Sign::Iterate()) {
		SlSetArrayIndex(si->index);
		SlObject(si, _sign_desc);
	}
}

/** Load all signs */
static void Load_SIGN()
{
	int index;
	while ((index = SlIterateArray()) != -1) {
		Sign *si = new (index) Sign();
		SlObject(si, _sign_desc);
		/* Before version 6.1, signs didn't have owner.
		 * Before version 83, invalid signs were determined by si->str == 0.
		 * Before version 103, owner could be a bankrupted company.
		 *  - we can't use IsValidCompany() now, so this is fixed in AfterLoadGame()
		 * All signs that were saved are valid (including those with just 'Sign' and INVALID_OWNER).
		 *  - so set owner to OWNER_NONE if needed (signs from pre-version 6.1 would be lost) */
		if (IsSavegameVersionBefore(SLV_6, 1) || (IsSavegameVersionBefore(SLV_83) && si->owner == INVALID_OWNER)) {
			si->owner = OWNER_NONE;
		}

		/* Signs placed in scenario editor shall now be OWNER_DEITY */
		if (IsSavegameVersionBefore(SLV_171) && si->owner == OWNER_NONE && _file_to_saveload.abstract_ftype == FT_SCENARIO) {
			si->owner = OWNER_DEITY;
		}
	}
}

/** Chunk handlers related to signs. */
extern const ChunkHandler _sign_chunk_handlers[] = {
	{ 'SIGN', Save_SIGN, Load_SIGN, nullptr, nullptr, CH_ARRAY | CH_LAST},
};