(svn r19429) -Fix: when the title game contains an AIPL block the AI settinsg where overwritten by those from the title game

This commit is contained in:
yexo 2010-03-15 22:42:43 +00:00
parent 30189ff459
commit e3591f8a1d
4 changed files with 18 additions and 10 deletions

View File

@ -93,13 +93,13 @@ const AIConfigItemList *AIConfig::GetConfigList()
return this->config_list;
}
AIConfig *AIConfig::GetConfig(CompanyID company, bool forceNewgameSetting)
AIConfig *AIConfig::GetConfig(CompanyID company, AISettingSource source)
{
AIConfig **config;
if (!forceNewgameSetting) {
config = (_game_mode == GM_MENU) ? &_settings_newgame.ai_config[company] : &_settings_game.ai_config[company];
} else {
if (source == AISS_FORCE_NEWGAME || (source == AISS_DEFAULT && _game_mode == GM_MENU)) {
config = &_settings_newgame.ai_config[company];
} else {
config = &_settings_game.ai_config[company];
}
if (*config == NULL) *config = new AIConfig();
return *config;

View File

@ -61,10 +61,18 @@ public:
*/
const AIConfigItemList *GetConfigList();
/* Where to get the config from, either default (depends on current game
* mode) or force either newgame or normal */
enum AISettingSource {
AISS_DEFAULT, ///< Get the AI config from the current game mode
AISS_FORCE_NEWGAME, ///< Get the newgame AI config
AISS_FORCE_GAME, ///< Get the AI config from the current game
};
/**
* Get the config of a company.
*/
static AIConfig *GetConfig(CompanyID company, bool forceNewgameSetting = false);
static AIConfig *GetConfig(CompanyID company, AISettingSource source = AISS_DEFAULT);
/**
* Get the value of a setting for this config. It might fallback to his

View File

@ -61,7 +61,7 @@ static void Load_AIPL()
{
/* Free all current data */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c)->ChangeAI(NULL);
AIConfig::GetConfig(c, AIConfig::AISS_FORCE_GAME)->ChangeAI(NULL);
}
CompanyID index;
@ -74,7 +74,7 @@ static void Load_AIPL()
continue;
}
AIConfig *config = AIConfig::GetConfig(index);
AIConfig *config = AIConfig::GetConfig(index, AIConfig::AISS_FORCE_GAME);
if (StrEmpty(_ai_saveload_name)) {
/* A random AI. */
config->ChangeAI(NULL, -1, false, true);

View File

@ -1202,7 +1202,7 @@ static void AILoadConfig(IniFile *ini, const char *grpname)
/* Clean any configured AI */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c, true)->ChangeAI(NULL);
AIConfig::GetConfig(c, AIConfig::AISS_FORCE_NEWGAME)->ChangeAI(NULL);
}
/* If no group exists, return */
@ -1210,7 +1210,7 @@ static void AILoadConfig(IniFile *ini, const char *grpname)
CompanyID c = COMPANY_FIRST;
for (item = group->item; c < MAX_COMPANIES && item != NULL; c++, item = item->next) {
AIConfig *config = AIConfig::GetConfig(c, true);
AIConfig *config = AIConfig::GetConfig(c, AIConfig::AISS_FORCE_NEWGAME);
config->ChangeAI(item->name);
if (!config->HasAI()) {
@ -1313,7 +1313,7 @@ static void AISaveConfig(IniFile *ini, const char *grpname)
group->Clear();
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig *config = AIConfig::GetConfig(c, true);
AIConfig *config = AIConfig::GetConfig(c, AIConfig::AISS_FORCE_NEWGAME);
const char *name;
char value[1024];
config->SettingsToString(value, lengthof(value));