mirror of https://github.com/OpenTTD/OpenTTD
(svn r17629) [0.7] -Backport from trunk:
- Document: AIInfo's functions [FS#3216] (r17627, r17621) - Fix: Prevent false positives when verifying company and president name lengths (r17611). - Fix: When a command did not fail in test run and failed in exec run, error message was not set. Affects only few commands (r17607) - Fix: [NewGRF] Crash when defining the same tile in a tile layout twice [FS#3218] (r17605)release/0.7
parent
88f87bc4ac
commit
36649f354a
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@ -2635,6 +2635,10 @@
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RelativePath=".\..\src\ai\api\ai_industrytypelist.hpp"
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>
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</File>
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<File
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RelativePath=".\..\src\ai\api\ai_info_docs.hpp"
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>
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</File>
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<File
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RelativePath=".\..\src\ai\api\ai_list.hpp"
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>
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@ -2632,6 +2632,10 @@
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RelativePath=".\..\src\ai\api\ai_industrytypelist.hpp"
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>
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</File>
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<File
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RelativePath=".\..\src\ai\api\ai_info_docs.hpp"
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>
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</File>
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<File
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RelativePath=".\..\src\ai\api\ai_list.hpp"
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>
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@ -612,6 +612,7 @@ ai/api/ai_industry.hpp
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ai/api/ai_industrylist.hpp
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ai/api/ai_industrytype.hpp
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ai/api/ai_industrytypelist.hpp
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ai/api/ai_info_docs.hpp
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ai/api/ai_list.hpp
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ai/api/ai_log.hpp
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ai/api/ai_map.hpp
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@ -0,0 +1,239 @@
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file ai_info_docs.hpp Description of the functions an AI can/must provide in AIInfo. */
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/* This file exists purely for doxygen purposes. */
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#ifdef DOXYGEN_SKIP
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/**
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* 'Abstract' class of the class AIs/AI libraries use to register themselves.
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*
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* @note This class is not part of the API. It is purely to document what
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* AIs must or can implemented to provide information to OpenTTD to
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* base configuring/starting/loading the AI on.
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*
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* @note The required functions are also needed for AI Libraries. As such
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* the information here can be used for libraries, but the information
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* will not be shown in the GUI except for error/debug messages.
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*/
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class AIInfo {
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public:
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/**
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* Gets the author name to be shown in the 'Available AIs' window.
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*
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* @return The author name of the AI.
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* @note This function is required.
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*/
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string GetAuthor();
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/**
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* Gets the AIs name. This is shown in the 'Available AIs' window
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* and at all other places where the AI is mentioned, like the debug
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* window or OpenTTD's help message. The name is used to uniquely
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* identify an AI within OpenTTD and this name is used in savegames
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* and the configuration file.
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*
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* @return The name of the AI.
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* @note This function is required.
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*/
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string GetName();
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/**
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* Gets a 4 ASCII character short name of the AI to uniquely
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* identify it from other AIs. The short name is primarily
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* used as unique identifier for the content system.
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* The content system uses besides the short name also the
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* MD5 checksum of all the source files to uniquely identify
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* a specific version of the AI.
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*
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* The short name must consist of precisely four ASCII
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* characters, or more precisely four non-zero bytes.
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*
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* @return The name of the AI.
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* @note This function is required.
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*/
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string GetShortName();
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/**
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* Gets the description to be shown in the 'Available AIs' window.
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*
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* @return The description for the AI.
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* @note This function is required.
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*/
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string GetDescription();
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/**
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* Gets the version of the AI. This is a number to (in theory)
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* uniquely identify the versions of an AI. Generally the
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* 'instance' of an AI with the highest version is chosen to
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* be loaded.
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*
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* When OpenTTD finds, during starting, a duplicate AI with the
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* same version number one is randomly chosen. So it is
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* important that this number is regularly updated/incremented.
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*
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* @return The version number of the AI.
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* @note This function is required.
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*/
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int GetVersion();
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/**
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* Gets the lowest version of the AI that OpenTTD can still load
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* the savegame of. In other words, from which version until this
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* version can the AI load the savegames.
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*
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* If this function does not exist OpenTTD assumes it can only
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* load savegames of this version. As such it will not upgrade
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* to this version upon load.
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*
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* @return The lowest version number we load the savegame data.
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* @note This function is optional.
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*/
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int MinVersionToLoad();
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/**
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* Gets the development/release date of the AI.
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*
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* The intention of this is to give the user an idea how old the
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* AI is and whether there might be a newer version.
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*
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* @return The development/release date for the AI.
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* @note This function is required.
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*/
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string GetDate();
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/**
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* Can this AI be used as random AI?
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*
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* The idea behind this function is to 'forbid' highly
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* competitive or other special AIs from running in games unless
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* the user explicitly selects the AI to be loaded. This to
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* try to prevent users from complaining that the AI is too
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* aggressive or does not build profitable routes.
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*
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* If this function does not exist OpenTTD assumes the AI can
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* be used as random AI. As such it will be randomly chosen.
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*
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* @return True if the AI can be used as random AI.
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* @note This function is optional.
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*/
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bool UseAsRandomAI();
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/**
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* Gets the name of main class of the AI so OpenTTD knows
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* what class to instantiate.
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*
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* @return The class name of the AI.
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* @note This function is required.
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*/
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string CreateInstance();
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/**
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* Gets the API version this AI is written for. If this function
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* does not exist API compatability with version 0.7 is assumed.
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* If the function returns something OpenTTD does not understand,
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* for example a newer version or a string that is not a version,
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* the AI will not be loaded.
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*
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* Although in the future we might need to make a separate
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* compatability 'wrapper' for a specific version of OpenTTD, for
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* example '0.7.1', we will use only the major and minor number
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* and not the bugfix number as valid return for this function.
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*
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* Valid return values are:
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* - "0.7"
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*
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* @return The version this AI is compatible with.
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* @note This function is optional.
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*/
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string GetAPIVersion();
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/**
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* Gets the URL to be shown in the 'this AI has crashed' message
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* and in the 'Available AIs' window. If this function does not
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* exist no URL will be shown.
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*
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* This function purely exists to redirect users of the AI to the
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* right place on the internet to discuss the AI and report bugs
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* of this AI.
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*
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* @return The URL to show.
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* @note This function is optional.
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*/
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string GetURL();
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/**
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* Gets the settings that OpenTTD shows in the "AI Parameters" window
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* so the user can customize the AI. This is a special function that
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* doesn't need to return anything. Instead you can call AddSetting
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* and AddLabels here.
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*
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* @note This function is optional.
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*/
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void GetSettings();
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/** Miscellaneous flags for AI settings. */
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enum AIConfigFlags {
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AICONFIG_NONE, //!< Normal setting.
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AICONFIG_RANDOM, //!< When randomizing the AI, pick any value between min_value and max_value.
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AICONFIG_BOOLEAN, //!< This value is a boolean (either 0 (false) or 1 (true) ).
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};
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/**
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* Add a user configurable setting for this AI. You can call this
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* as many times as you have settings.
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* @param setting_description A table with all information about a
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* single setting. The table should have the following name/value pairs:
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* - name The name of the setting, this is used in openttd.cfg to
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* store the current configuration of AIs. Required.
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* - description A single line describing the setting. Required.
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* - min_value The minimum value of this setting. Required for integer
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* settings and not allowed for boolean settings.
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* - max_value The maximum value of this setting. Required for integer
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* settings and not allowed for boolean settings.
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* - easy_value The default value if the easy difficulty level
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* is selected. Required.
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* - medium_value The default value if the medium difficulty level
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* is selected. Required.
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* - hard_value The default value if the hard difficulty level
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* is selected. Required.
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* - custom_value The default value if the custom difficulty level
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* is selected. Required.
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* - random_deviation If this property has a nonzero value, then the
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* actual value of the setting in game will be
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* user_configured_value + random(-random_deviation, random_deviation).
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* Not allowed if the AICONFIG_RANDOM flag is set, otherwise optional.
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* - step_size The increase/decrease of the value every time the user
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* clicks one of the up/down arrow buttons. Optional, default is 1.
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* - flags Bitmask of some flags, see AIConfigFlags. Required.
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*
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* @note This is a function provided by OpenTTD, you don't have to
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* include it in your AI but should just call it from GetSettings.
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*/
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void AddSetting(table setting_description);
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/**
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* Add labels for the values of a setting. Instead of a number the
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* user will see the corresponding name.
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* @param setting_name The name of the setting.
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* @param value_names A table that maps values to names. The first
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* character of every identifier is ignored and the rest should
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* be the an integer of the value you define a name for. The value
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* is a short description of that value.
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* To define labels for a setting named "competition_level" you could
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* for example call it like this:
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* AddLabels("competition_level", {_0 = "no competition", _1 = "some competition",
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* _2 = "a lot of competition"});
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*
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* @note This is a function provided by OpenTTD, you don't have to
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* include it in your AI but should just call it from GetSettings.
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*/
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void AddLabels(const char *setting_name, table value_names);
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};
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#endif
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@ -21,7 +21,7 @@ if [ -z "$1" ]; then
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for f in `ls *.hpp`; do
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case "${f}" in
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# these files should not be changed by this script
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"ai_controller.hpp" | "ai_object.hpp" | "ai_types.hpp" ) continue;
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"ai_controller.hpp" | "ai_object.hpp" | "ai_types.hpp" | "ai_changelog.hpp" | "ai_info_docs.hpp" ) continue;
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esac
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${AWK} -f squirrel_export.awk ${f} > ${f}.tmp
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if ! [ -f "${f}.sq" ] || [ -n "`diff -I '$Id' ${f}.tmp ${f}.sq 2> /dev/null || echo boo`" ]; then
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@ -606,7 +606,7 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallbac
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assert(res.GetCost() == res2.GetCost() && CmdFailed(res) == CmdFailed(res2)); // sanity check
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} else {
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if (CmdFailed(res2)) {
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res.SetGlobalErrorMessage();
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res2.SetGlobalErrorMessage();
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goto show_error;
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}
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}
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@ -264,7 +264,9 @@ static void GenerateCompanyName(Company *c)
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StringID str;
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Company *cc;
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uint32 strp;
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char buffer[100];
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/* Reserve space for extra unicode character. We need to do this to be able
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* to detect too long company name. */
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char buffer[MAX_LENGTH_COMPANY_NAME_BYTES + MAX_CHAR_LENGTH];
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if (c->name_1 != STR_SV_UNNAMED) return;
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c->president_name_2 = Random();
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c->president_name_1 = SPECSTR_PRESIDENT_NAME;
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char buffer[MAX_LENGTH_PRESIDENT_NAME_BYTES + 1];
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/* Reserve space for extra unicode character. We need to do this to be able
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* to detect too long president name. */
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char buffer[MAX_LENGTH_PRESIDENT_NAME_BYTES + MAX_CHAR_LENGTH];
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SetDParam(0, c->index);
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GetString(buffer, STR_PRESIDENT_NAME, lastof(buffer));
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if (strlen(buffer) >= MAX_LENGTH_PRESIDENT_NAME_BYTES) continue;
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Company *cc;
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FOR_ALL_COMPANIES(cc) {
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if (c != cc) {
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char buffer2[MAX_LENGTH_PRESIDENT_NAME_BYTES + 2];
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/* Reserve extra space so even overlength president names can be compared. */
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char buffer2[MAX_LENGTH_PRESIDENT_NAME_BYTES + MAX_CHAR_LENGTH];
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SetDParam(0, cc->index);
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GetString(buffer2, STR_PRESIDENT_NAME, lastof(buffer2));
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if (strcmp(buffer2, buffer) == 0) goto restart;
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@ -2173,6 +2173,25 @@ static ChangeInfoResult IndustrytilesChangeInfo(uint indtid, int numinfo, int pr
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return ret;
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}
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/**
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* Validate the industry layout; e.g. to prevent duplicate tiles.
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* @param layout the layout to check
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* @param size the size of the layout
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* @return true if the layout is deemed valid
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*/
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static bool ValidateIndustryLayout(const IndustryTileTable *layout, int size)
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{
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for (int i = 0; i < size - 1; i++) {
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for (int j = i + 1; j < size; j++) {
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if (layout[i].ti.x == layout[j].ti.x &&
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layout[i].ti.y == layout[j].ti.y) {
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return false;
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}
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}
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}
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return true;
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}
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static ChangeInfoResult IndustriesChangeInfo(uint indid, int numinfo, int prop, byte **bufp, int len)
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{
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byte *buf = *bufp;
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@ -2304,8 +2323,16 @@ static ChangeInfoResult IndustriesChangeInfo(uint indid, int numinfo, int prop,
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itt[k].ti.y = (int8)GB(itt[k].ti.y, 0, 8);
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}
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}
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tile_table[j] = CallocT<IndustryTileTable>(size);
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memcpy(tile_table[j], copy_from, sizeof(*copy_from) * size);
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if (!ValidateIndustryLayout(copy_from, size)) {
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/* The industry layout was not valid, so skip this one. */
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grfmsg(1, "IndustriesChangeInfo: Invalid industry layout for industry id %u. Ignoring", indid);
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indsp->num_table--;
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j--;
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} else {
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tile_table[j] = CallocT<IndustryTileTable>(size);
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memcpy(tile_table[j], copy_from, sizeof(*copy_from) * size);
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}
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}
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/* Install final layout construction in the industry spec */
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indsp->table = tile_table;
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|
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@ -10,6 +10,7 @@
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*/
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typedef uint16 StringID;
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static const StringID INVALID_STRING_ID = 0xFFFF; ///< Constant representing an invalid string
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static const int MAX_CHAR_LENGTH = 4; ///< Max. length of UTF-8 encoded unicode character
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enum {
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MAX_LANG = 64, ///< Maximal number of languages supported by the game
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|
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@ -1386,9 +1386,10 @@ struct TownNameParams {
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*/
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static bool VerifyTownName(uint32 r, const TownNameParams *par)
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{
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/* reserve space for extra unicode character and terminating '\0' */
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char buf1[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
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char buf2[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
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/* Reserve space for extra unicode character. We need to do this to be able
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* to detect too long town name. */
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char buf1[MAX_LENGTH_TOWN_NAME_BYTES + MAX_CHAR_LENGTH];
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char buf2[MAX_LENGTH_TOWN_NAME_BYTES + MAX_CHAR_LENGTH];
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SetDParam(0, r);
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if (par->grf && par->grfid != 0) {
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|
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Reference in New Issue