(svn r17298) -Fix [FS#3153]: reloading an AI started a new AI in the first available company slot causing other AIs to be started

pull/155/head
yexo 15 years ago
parent 79ad9f5b58
commit 8a2e1011b2

@ -858,7 +858,7 @@ struct AIDebugWindow : public Window {
if (widget == AID_WIDGET_RELOAD_TOGGLE && !this->IsWidgetDisabled(widget)) {
/* First kill the company of the AI, then start a new one. This should start the current AI again */
DoCommandP(0, 2, ai_debug_company, CMD_COMPANY_CTRL);
DoCommandP(0, 1, 0, CMD_COMPANY_CTRL);
DoCommandP(0, 1, ai_debug_company, CMD_COMPANY_CTRL);
}
}

@ -413,16 +413,23 @@ void ResetCompanyLivery(Company *c)
* Create a new company and sets all company variables default values
*
* @param is_ai is a ai company?
* @param company CompanyID to use for the new company
* @return the company struct
*/
Company *DoStartupNewCompany(bool is_ai)
Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY)
{
if (!Company::CanAllocateItem()) return NULL;
/* we have to generate colour before this company is valid */
Colours colour = GenerateCompanyColour();
Company *c = new Company(STR_SV_UNNAMED, is_ai);
Company *c;
if (company == INVALID_COMPANY) {
c = new Company(STR_SV_UNNAMED, is_ai);
} else {
if (Company::IsValidID(company)) return NULL;
c = new (company) Company(STR_SV_UNNAMED, is_ai);
}
c->colour = colour;
@ -475,7 +482,7 @@ static void MaybeStartNewCompany()
if (n < (uint)_settings_game.difficulty.max_no_competitors) {
/* Send a command to all clients to start up a new AI.
* Works fine for Multiplayer and Singleplayer */
DoCommandP(0, 1, 0, CMD_COMPANY_CTRL);
DoCommandP(0, 1, INVALID_COMPANY, CMD_COMPANY_CTRL);
}
}
@ -597,6 +604,7 @@ void CompanyNewsInformation::FillData(const Company *c, const Company *other)
* - p1 = 3 - merge two companies together. merge #1 with #2. Identified by p2
* @param p2 various functionality, dictated by p1
* - p1 = 0 - ClientID of the newly created client
* - p1 = 1 - CompanyID to start AI (INVALID_COMPANY for first available)
* - p1 = 2 - CompanyID of the that is getting deleted
* - p1 = 3 - #1 p2 = (bit 0-15) - company to merge (p2 & 0xFFFF)
* - #2 p2 = (bit 16-31) - company to be merged into ((p2>>16)&0xFFFF)
@ -707,7 +715,8 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
case 1: // Make a new AI company
if (!(flags & DC_EXEC)) return CommandCost();
DoStartupNewCompany(true);
if (p2 != INVALID_COMPANY && (p2 >= MAX_COMPANIES || Company::IsValidID(p2))) return CMD_ERROR;
DoStartupNewCompany(true, (CompanyID)p2);
break;
case 2: { // Delete a company

@ -1044,7 +1044,7 @@ DEF_CONSOLE_CMD(ConStartAI)
}
/* Start a new AI company */
DoCommandP(0, 1, 0, CMD_COMPANY_CTRL);
DoCommandP(0, 1, INVALID_COMPANY, CMD_COMPANY_CTRL);
return true;
}
@ -1080,7 +1080,7 @@ DEF_CONSOLE_CMD(ConReloadAI)
/* First kill the company of the AI, then start a new one. This should start the current AI again */
DoCommandP(0, 2, company_id, CMD_COMPANY_CTRL);
DoCommandP(0, 1, 0, CMD_COMPANY_CTRL);
DoCommandP(0, 1, company_id, CMD_COMPANY_CTRL);
IConsolePrint(CC_DEFAULT, "AI reloaded.");
return true;

@ -83,7 +83,7 @@ void ProcessAsyncSaveFinish();
void CallWindowTickEvent();
extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
extern Company *DoStartupNewCompany(bool is_ai);
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
extern void ShowOSErrorBox(const char *buf, bool system);
extern void InitializeRailGUI();

@ -49,7 +49,7 @@
#include <signal.h>
extern StringID _switch_mode_errorstr;
extern Company *DoStartupNewCompany(bool is_ai);
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
extern void InitializeRailGUI();
/**

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