Codechange: Use ChunkHandlers sub-classes
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@@ -57,77 +57,81 @@ static void SaveReal_AIPL(int *index_ptr)
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if (Company::IsValidAiID(index)) AI::Save(index);
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}
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static void Load_AIPL()
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{
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const std::vector<SaveLoad> slt = SlCompatTableHeader(_ai_company_desc, _ai_company_sl_compat);
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struct AIPLChunkHandler : ChunkHandler {
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AIPLChunkHandler() : ChunkHandler('AIPL', CH_TABLE) {}
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/* Free all current data */
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr);
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}
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void Load() const override
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{
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const std::vector<SaveLoad> slt = SlCompatTableHeader(_ai_company_desc, _ai_company_sl_compat);
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CompanyID index;
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while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
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if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
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_ai_saveload_is_random = false;
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_ai_saveload_version = -1;
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SlObject(nullptr, slt);
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if (_networking && !_network_server) {
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if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
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continue;
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/* Free all current data */
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr);
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}
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AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
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if (_ai_saveload_name.empty()) {
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/* A random AI. */
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config->Change(nullptr, -1, false, true);
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} else {
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config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random);
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if (!config->HasScript()) {
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/* No version of the AI available that can load the data. Try to load the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
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CompanyID index;
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while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
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if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
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_ai_saveload_is_random = false;
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_ai_saveload_version = -1;
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SlObject(nullptr, slt);
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if (_networking && !_network_server) {
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if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
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continue;
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}
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AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
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if (_ai_saveload_name.empty()) {
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/* A random AI. */
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config->Change(nullptr, -1, false, true);
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} else {
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config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "A random other AI will be loaded in its place.");
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/* No version of the AI available that can load the data. Try to load the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "A random other AI will be loaded in its place.");
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} else {
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Debug(script, 0, "The savegame had no AIs available at the time of saving.");
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Debug(script, 0, "A random available AI will be loaded now.");
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}
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} else {
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Debug(script, 0, "The savegame had no AIs available at the time of saving.");
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Debug(script, 0, "A random available AI will be loaded now.");
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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}
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} else {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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config->StringToSettings(_ai_saveload_settings);
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/* Start the AI directly if it was active in the savegame */
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if (Company::IsValidAiID(index)) {
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AI::StartNew(index, false);
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AI::Load(index, _ai_saveload_version);
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}
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}
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}
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config->StringToSettings(_ai_saveload_settings);
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void Save() const override
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{
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SlTableHeader(_ai_company_desc);
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/* Start the AI directly if it was active in the savegame */
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if (Company::IsValidAiID(index)) {
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AI::StartNew(index, false);
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AI::Load(index, _ai_saveload_version);
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for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
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SlSetArrayIndex(i);
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SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
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}
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}
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}
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};
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static void Save_AIPL()
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{
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SlTableHeader(_ai_company_desc);
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for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
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SlSetArrayIndex(i);
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SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
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}
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}
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static const ChunkHandler AIPL{ 'AIPL', Save_AIPL, Load_AIPL, nullptr, nullptr, CH_TABLE };
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static const AIPLChunkHandler AIPL;
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static const ChunkHandlerRef ai_chunk_handlers[] = {
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AIPL,
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};
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