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-rw-r--r--src/saveload/ai_sl.cpp110
1 files changed, 57 insertions, 53 deletions
diff --git a/src/saveload/ai_sl.cpp b/src/saveload/ai_sl.cpp
index f5cf040a9..51a67b14a 100644
--- a/src/saveload/ai_sl.cpp
+++ b/src/saveload/ai_sl.cpp
@@ -57,77 +57,81 @@ static void SaveReal_AIPL(int *index_ptr)
if (Company::IsValidAiID(index)) AI::Save(index);
}
-static void Load_AIPL()
-{
- const std::vector<SaveLoad> slt = SlCompatTableHeader(_ai_company_desc, _ai_company_sl_compat);
+struct AIPLChunkHandler : ChunkHandler {
+ AIPLChunkHandler() : ChunkHandler('AIPL', CH_TABLE) {}
- /* Free all current data */
- for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
- AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr);
- }
+ void Load() const override
+ {
+ const std::vector<SaveLoad> slt = SlCompatTableHeader(_ai_company_desc, _ai_company_sl_compat);
- CompanyID index;
- while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
- if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
+ /* Free all current data */
+ for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
+ AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr);
+ }
- _ai_saveload_is_random = false;
- _ai_saveload_version = -1;
- SlObject(nullptr, slt);
+ CompanyID index;
+ while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
+ if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
- if (_networking && !_network_server) {
- if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
- continue;
- }
+ _ai_saveload_is_random = false;
+ _ai_saveload_version = -1;
+ SlObject(nullptr, slt);
+
+ if (_networking && !_network_server) {
+ if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
+ continue;
+ }
- AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
- if (_ai_saveload_name.empty()) {
- /* A random AI. */
- config->Change(nullptr, -1, false, true);
- } else {
- config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random);
- if (!config->HasScript()) {
- /* No version of the AI available that can load the data. Try to load the
- * latest version of the AI instead. */
- config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
+ AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
+ if (_ai_saveload_name.empty()) {
+ /* A random AI. */
+ config->Change(nullptr, -1, false, true);
+ } else {
+ config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random);
if (!config->HasScript()) {
- if (_ai_saveload_name.compare("%_dummy") != 0) {
- Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
- Debug(script, 0, "A random other AI will be loaded in its place.");
+ /* No version of the AI available that can load the data. Try to load the
+ * latest version of the AI instead. */
+ config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
+ if (!config->HasScript()) {
+ if (_ai_saveload_name.compare("%_dummy") != 0) {
+ Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
+ Debug(script, 0, "A random other AI will be loaded in its place.");
+ } else {
+ Debug(script, 0, "The savegame had no AIs available at the time of saving.");
+ Debug(script, 0, "A random available AI will be loaded now.");
+ }
} else {
- Debug(script, 0, "The savegame had no AIs available at the time of saving.");
- Debug(script, 0, "A random available AI will be loaded now.");
+ Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
+ 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.");
}
- } else {
- Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
- 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.");
+ /* Make sure the AI doesn't get the saveload data, as it was not the
+ * writer of the saveload data in the first place */
+ _ai_saveload_version = -1;
}
- /* Make sure the AI doesn't get the saveload data, as it was not the
- * writer of the saveload data in the first place */
- _ai_saveload_version = -1;
}
- }
- config->StringToSettings(_ai_saveload_settings);
+ config->StringToSettings(_ai_saveload_settings);
- /* Start the AI directly if it was active in the savegame */
- if (Company::IsValidAiID(index)) {
- AI::StartNew(index, false);
- AI::Load(index, _ai_saveload_version);
+ /* Start the AI directly if it was active in the savegame */
+ if (Company::IsValidAiID(index)) {
+ AI::StartNew(index, false);
+ AI::Load(index, _ai_saveload_version);
+ }
}
}
-}
-static void Save_AIPL()
-{
- SlTableHeader(_ai_company_desc);
+ void Save() const override
+ {
+ SlTableHeader(_ai_company_desc);
- for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
- SlSetArrayIndex(i);
- SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
+ for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
+ SlSetArrayIndex(i);
+ SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
+ }
}
-}
+};
-static const ChunkHandler AIPL{ 'AIPL', Save_AIPL, Load_AIPL, nullptr, nullptr, CH_TABLE };
+static const AIPLChunkHandler AIPL;
static const ChunkHandlerRef ai_chunk_handlers[] = {
AIPL,
};