(svn r2080) - Fix: [OldAI] p->ai.state_counter was uint16 but could hold a tile index, therefore overflowing - changed that to uint32 and bumped the savegame revision to 32. It *MIGHT* close bug 1151374 - it certainly caused AI to stop building anything sometimes.

- While at it, use TileIndex as the tile index type in AiRemovePlayerRailOrRoad() and AiStateRemoveTrack().
- Make the number of tiles scanned 4*MapSizeX() instead of 1000. It *MIGHT* close bug 1116614.
This commit is contained in:
pasky 2005-03-27 00:28:14 +00:00
parent e416fe8066
commit 0c5d61bd56
4 changed files with 8 additions and 6 deletions

7
ai.c
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@ -3640,7 +3640,7 @@ static void AiStateRemoveStation(Player *p)
}
static void AiRemovePlayerRailOrRoad(Player *p, uint tile)
static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile)
{
byte m5;
@ -3758,10 +3758,11 @@ pos_3:
static void AiStateRemoveTrack(Player *p)
{
int num = 1000;
/* Was 1000 for standard 8x8 maps. */
int num = MapSizeX() * 4;
do {
uint tile = ++p->ai.state_counter;
TileIndex tile = ++p->ai.state_counter;
// Iterated all tiles?
if (tile >= MapSize()) {

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@ -27,7 +27,7 @@ typedef struct AiBuildRec {
typedef struct PlayerAI {
byte state;
byte tick; // Used to determine how often to move
uint16 state_counter;
uint32 state_counter; // Can hold tile index!
uint16 timeout_counter;
byte state_mode;

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@ -974,7 +974,8 @@ static const byte _player_economy_desc[] = {
static const byte _player_ai_desc[] = {
SLE_VAR(PlayerAI,state, SLE_UINT8),
SLE_VAR(PlayerAI,tick, SLE_UINT8),
SLE_VAR(PlayerAI,state_counter, SLE_UINT16),
SLE_CONDVAR(PlayerAI,state_counter, SLE_FILE_U16 | SLE_VAR_U32, 0, 12),
SLE_CONDVAR(PlayerAI,state_counter, SLE_UINT32, 13, 255),
SLE_VAR(PlayerAI,timeout_counter, SLE_UINT16),
SLE_VAR(PlayerAI,state_mode, SLE_UINT8),

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@ -8,7 +8,7 @@
#include "saveload.h"
enum {
SAVEGAME_MAJOR_VERSION = 0xC,
SAVEGAME_MAJOR_VERSION = 13,
SAVEGAME_MINOR_VERSION = 0x1,
SAVEGAME_LOADABLE_VERSION = (SAVEGAME_MAJOR_VERSION << 8) + SAVEGAME_MINOR_VERSION