137 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			137 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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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| 
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| /** @file ai_sl.cpp Handles the saveload part of the AIs */
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| 
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| #include "../stdafx.h"
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| #include "../debug.h"
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| 
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| #include "saveload.h"
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| #include "compat/ai_sl_compat.h"
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| 
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| #include "../company_base.h"
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| #include "../string_func.h"
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| 
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| #include "../ai/ai.hpp"
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| #include "../ai/ai_config.hpp"
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| #include "../network/network.h"
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| #include "../ai/ai_instance.hpp"
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| 
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| #include "../safeguards.h"
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| 
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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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| 
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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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| 
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| static void SaveReal_AIPL(int *index_ptr)
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| {
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| 	CompanyID index = (CompanyID)*index_ptr;
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| 	AIConfig *config = AIConfig::GetConfig(index);
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| 
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| 	if (config->HasScript()) {
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| 		_ai_saveload_name = config->GetName();
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| 		_ai_saveload_version = config->GetVersion();
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| 	} else {
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| 		/* No AI is configured for this so store an empty string as name. */
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| 		_ai_saveload_name.clear();
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| 		_ai_saveload_version = -1;
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| 	}
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| 
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| 	_ai_saveload_is_random = config->IsRandom();
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| 	_ai_saveload_settings = config->SettingsToString();
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| 
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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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| 
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| struct AIPLChunkHandler : ChunkHandler {
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| 	AIPLChunkHandler() : ChunkHandler('AIPL', CH_TABLE) {}
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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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| 
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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(std::nullopt);
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| 		}
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| 
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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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| 
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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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| 
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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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| 
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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(std::nullopt, -1, false, true);
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| 			} else {
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| 				config->Change(_ai_saveload_name, _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, -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 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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| 					/* 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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| 
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| 			config->StringToSettings(_ai_saveload_settings);
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| 
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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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| 
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| 	void Save() const override
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| 	{
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| 		SlTableHeader(_ai_company_desc);
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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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| 		}
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| 	}
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| };
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| 
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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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| 
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| extern const ChunkHandlerTable _ai_chunk_handlers(ai_chunk_handlers);
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