Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/table/animcursors.h

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 animcursors.h
 * This file defines all the the animated cursors.
 * Animated cursors consist of the number of sprites that are
 * displayed in a round-robin manner. Each sprite also has a time
 * associated that indicates how many ticks the corresponding sprite
 * is to be displayed.
 */

/**
 * Creates two array entries that define one
 *  status of the cursor.
 *  @param Sprite The Sprite to be displayed
 *  @param display_time The Number of ticks to display the sprite
 */
#define ANIM_CURSOR_LINE(Sprite, display_time) { Sprite, display_time },

/**
 * This indicates the termination of the cursor list
 */
#define ANIM_CURSOR_END() ANIM_CURSOR_LINE(AnimCursor::LAST, 0)

/**
 * Animated cursor elements for demolition
 */
static const AnimCursor _demolish_animcursor[] = {
	ANIM_CURSOR_LINE(SPR_CURSOR_DEMOLISH_FIRST, 8)
	ANIM_CURSOR_LINE(SPR_CURSOR_DEMOLISH_1,     8)
	ANIM_CURSOR_LINE(SPR_CURSOR_DEMOLISH_2,     8)
	ANIM_CURSOR_LINE(SPR_CURSOR_DEMOLISH_LAST,  8)
	ANIM_CURSOR_END()
};

/**
 * Animated cursor elements for lower land
 */
static const AnimCursor _lower_land_animcursor[] = {
	ANIM_CURSOR_LINE(SPR_CURSOR_LOWERLAND_FIRST, 10)
	ANIM_CURSOR_LINE(SPR_CURSOR_LOWERLAND_1,     10)
	ANIM_CURSOR_LINE(SPR_CURSOR_LOWERLAND_LAST,  29)
	ANIM_CURSOR_END()
};

/**
 * Animated cursor elements for raise land
 */
static const AnimCursor _raise_land_animcursor[] = {
	ANIM_CURSOR_LINE(SPR_CURSOR_RAISELAND_FIRST, 10)
	ANIM_CURSOR_LINE(SPR_CURSOR_RAISELAND_1,     10)
	ANIM_CURSOR_LINE(SPR_CURSOR_RAISELAND_LAST,  29)
	ANIM_CURSOR_END()
};

/**
 * Animated cursor elements for the goto icon
 */
static const AnimCursor _order_goto_animcursor[] = {
	ANIM_CURSOR_LINE(SPR_CURSOR_PICKSTATION_FIRST, 10)
	ANIM_CURSOR_LINE(SPR_CURSOR_PICKSTATION_1,     10)
	ANIM_CURSOR_LINE(SPR_CURSOR_PICKSTATION_LAST,  29)
	ANIM_CURSOR_END()
};

/**
 * Animated cursor elements for the build signal icon
 */
static const AnimCursor _build_signals_animcursor[] = {
	ANIM_CURSOR_LINE(SPR_CURSOR_BUILDSIGNALS_FIRST, 20)
	ANIM_CURSOR_LINE(SPR_CURSOR_BUILDSIGNALS_LAST,  20)
	ANIM_CURSOR_END()
};

/**
 * This is an array of pointers to all the animated cursor
 *  definitions we have above. This is the only thing that is
 *  accessed directly from other files
 */
static const AnimCursor * const _animcursors[] = {
	_demolish_animcursor,
	_lower_land_animcursor,
	_raise_land_animcursor,
	_order_goto_animcursor,
	_build_signals_animcursor
};