130 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* $Id$ */
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| 
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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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| 
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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 "../company_base.h"
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| #include "../debug.h"
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| #include "saveload.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 char _ai_saveload_name[64];
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| static int  _ai_saveload_version;
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| static char _ai_saveload_settings[1024];
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| static bool _ai_saveload_is_random;
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| 
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| static const SaveLoad _ai_company[] = {
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| 	    SLEG_STR(_ai_saveload_name,        SLE_STRB),
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| 	    SLEG_STR(_ai_saveload_settings,    SLE_STRB),
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| 	SLEG_CONDVAR(_ai_saveload_version,   SLE_UINT32, 108, SL_MAX_VERSION),
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| 	SLEG_CONDVAR(_ai_saveload_is_random,   SLE_BOOL, 136, SL_MAX_VERSION),
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| 	     SLE_END()
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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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| 		strecpy(_ai_saveload_name, config->GetName(), lastof(_ai_saveload_name));
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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[0] = '\0';
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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[0] = '\0';
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| 	config->SettingsToString(_ai_saveload_settings, lastof(_ai_saveload_settings));
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| 
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| 	SlObject(NULL, _ai_company);
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| 	/* If the AI was active, store his 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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| 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(NULL);
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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 = 0;
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| 		_ai_saveload_version = -1;
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| 		SlObject(NULL, _ai_company);
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| 
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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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| 
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| 		AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
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| 		if (StrEmpty(_ai_saveload_name)) {
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| 			/* A random AI. */
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| 			config->Change(NULL, -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 (strcmp(_ai_saveload_name, "%_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, _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, _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 he 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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| 		/* 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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| 
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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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| 	}
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| }
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| 
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| extern const ChunkHandler _ai_chunk_handlers[] = {
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| 	{ 'AIPL', Save_AIPL, Load_AIPL, NULL, NULL, CH_ARRAY | CH_LAST},
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| };
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