Move upstream saveload to src/saveload/, move jgrpp saveload to src/sl/
Leave afterload in src/saveload/
This commit is contained in:
@@ -8,9 +8,12 @@
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/** @file ai_sl.cpp Handles the saveload part of the AIs */
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#include "../stdafx.h"
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#include "../company_base.h"
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#include "../debug.h"
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#include "saveload.h"
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#include "compat/ai_sl_compat.h"
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#include "../company_base.h"
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#include "../string_func.h"
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#include "../ai/ai.hpp"
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@@ -20,16 +23,18 @@
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#include "../safeguards.h"
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namespace upstream_sl {
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static std::string _ai_saveload_name;
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static int _ai_saveload_version;
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static std::string _ai_saveload_settings;
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static bool _ai_saveload_is_random;
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static const SaveLoad _ai_company[] = {
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SLEG_SSTR(_ai_saveload_name, SLE_STR),
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SLEG_SSTR(_ai_saveload_settings, SLE_STR),
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SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
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SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
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static const SaveLoad _ai_company_desc[] = {
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SLEG_SSTR("name", _ai_saveload_name, SLE_STR),
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SLEG_SSTR("settings", _ai_saveload_settings, SLE_STR),
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SLEG_CONDVAR("version", _ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
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SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
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};
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static void SaveReal_AIPL(int *index_ptr)
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@@ -49,76 +54,87 @@ static void SaveReal_AIPL(int *index_ptr)
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_ai_saveload_is_random = config->IsRandom();
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_ai_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _ai_company);
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SlObject(nullptr, _ai_company_desc);
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/* If the AI was active, store its data too */
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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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/* 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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struct AIPLChunkHandler : ChunkHandler {
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AIPLChunkHandler() : ChunkHandler('AIPL', CH_TABLE) {}
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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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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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_ai_saveload_is_random = false;
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_ai_saveload_version = -1;
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SlObject(nullptr, _ai_company);
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if (_game_mode == GM_MENU || (_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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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 '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _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 has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _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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/* 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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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 (_game_mode == GM_MENU || (_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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/* 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 '%s', version %u which is no longer available.", _ai_saveload_name.c_str(), _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 has an AI by the name '%s', version %u which is no longer available.", _ai_saveload_name.c_str(), _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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/* 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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}
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config->StringToSettings(_ai_saveload_settings);
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/* Load the AI saved data */
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if (Company::IsValidAiID(index)) config->SetToLoadData(AIInstance::Load(_ai_saveload_version));
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}
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config->StringToSettings(_ai_saveload_settings);
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/* Load the AI saved data */
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if (Company::IsValidAiID(index)) config->SetToLoadData(AIInstance::Load(_ai_saveload_version));
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}
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}
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static void Save_AIPL()
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{
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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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void Save() const override
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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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}
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};
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static const ChunkHandler ai_chunk_handlers[] = {
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{ 'AIPL', Save_AIPL, Load_AIPL, nullptr, nullptr, CH_ARRAY },
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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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extern const ChunkHandlerTable _ai_chunk_handlers(ai_chunk_handlers);
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}
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