/* $Id$ */ /** @file ai_instance.cpp Implementation of AIInstance. */ #include "../stdafx.h" #include "../debug.h" #include "../settings_type.h" #include "../vehicle_base.h" #include "../saveload/saveload.h" #include "../gui.h" #include "table/strings.h" #include #include "../script/squirrel.hpp" #include "../script/squirrel_helper.hpp" #include "../script/squirrel_class.hpp" #include "../script/squirrel_std.hpp" #define DEFINE_SCRIPT_FILES #include "ai_info.hpp" #include "ai_storage.hpp" #include "ai_instance.hpp" #include "ai_gui.hpp" /* Convert all AI related classes to Squirrel data. * Note: this line a marker in squirrel_export.sh. Do not change! */ #include "api/ai_abstractlist.hpp.sq" #include "api/ai_accounting.hpp.sq" #include "api/ai_airport.hpp.sq" #include "api/ai_base.hpp.sq" #include "api/ai_bridge.hpp.sq" #include "api/ai_bridgelist.hpp.sq" #include "api/ai_cargo.hpp.sq" #include "api/ai_cargolist.hpp.sq" #include "api/ai_company.hpp.sq" #include "api/ai_controller.hpp.sq" #include "api/ai_date.hpp.sq" #include "api/ai_depotlist.hpp.sq" #include "api/ai_engine.hpp.sq" #include "api/ai_enginelist.hpp.sq" #include "api/ai_error.hpp.sq" #include "api/ai_event.hpp.sq" #include "api/ai_event_types.hpp.sq" #include "api/ai_execmode.hpp.sq" #include "api/ai_gamesettings.hpp.sq" #include "api/ai_group.hpp.sq" #include "api/ai_grouplist.hpp.sq" #include "api/ai_industry.hpp.sq" #include "api/ai_industrylist.hpp.sq" #include "api/ai_industrytype.hpp.sq" #include "api/ai_industrytypelist.hpp.sq" #include "api/ai_list.hpp.sq" #include "api/ai_log.hpp.sq" #include "api/ai_map.hpp.sq" #include "api/ai_marine.hpp.sq" #include "api/ai_order.hpp.sq" #include "api/ai_rail.hpp.sq" #include "api/ai_railtypelist.hpp.sq" #include "api/ai_road.hpp.sq" #include "api/ai_sign.hpp.sq" #include "api/ai_station.hpp.sq" #include "api/ai_stationlist.hpp.sq" #include "api/ai_subsidy.hpp.sq" #include "api/ai_subsidylist.hpp.sq" #include "api/ai_testmode.hpp.sq" #include "api/ai_tile.hpp.sq" #include "api/ai_tilelist.hpp.sq" #include "api/ai_town.hpp.sq" #include "api/ai_townlist.hpp.sq" #include "api/ai_tunnel.hpp.sq" #include "api/ai_vehicle.hpp.sq" #include "api/ai_vehiclelist.hpp.sq" #include "api/ai_waypoint.hpp.sq" #include "api/ai_waypointlist.hpp.sq" #undef DEFINE_SCRIPT_FILES /* static */ AIInstance *AIInstance::current_instance = NULL; AIStorage::~AIStorage() { /* Free our pointers */ if (event_data != NULL) AIEventController::FreeEventPointer(); if (log_data != NULL) AILog::FreeLogPointer(); } static void PrintFunc(bool error_msg, const SQChar *message) { /* Convert to OpenTTD internal capable string */ AIController::Print(error_msg, FS2OTTD(message)); } AIInstance::AIInstance(AIInfo *info) : controller(NULL), storage(NULL), engine(NULL), instance(NULL), is_started(false), is_dead(false), suspend(0), callback(NULL) { /* Set the instance already, so we can use AIObject::Set commands */ GetCompany(_current_company)->ai_instance = this; AIInstance::current_instance = this; this->controller = new AIController(); this->storage = new AIStorage(); this->engine = new Squirrel(); this->engine->SetPrintFunction(&PrintFunc); /* The import method is available at a very early stage */ this->engine->AddMethod("import", &AILibrary::Import, 4, ".ssi"); /* Register the AIController */ SQAIController_Register(this->engine); /* Load and execute the script for this AI */ const char *main_script = info->GetMainScript(); if (strcmp(main_script, "%_dummy") == 0) { extern void AI_CreateAIDummy(HSQUIRRELVM vm); AI_CreateAIDummy(this->engine->GetVM()); } else if (!this->engine->LoadScript(main_script)) { this->Died(); return; } /* Create the main-class */ this->instance = MallocT(1); if (!this->engine->CreateClassInstance(info->GetInstanceName(), this->controller, this->instance)) { this->Died(); return; } /* Register the API functions and classes */ this->RegisterAPI(); /* The topmost stack item is true if there is data from a savegame * and false otherwise. */ sq_pushbool(this->engine->vm, false); } AIInstance::~AIInstance() { if (instance != NULL) this->engine->ReleaseObject(this->instance); if (engine != NULL) delete this->engine; delete this->storage; delete this->controller; free(this->instance); } void AIInstance::RegisterAPI() { /* Register all classes */ squirrel_register_std(this->engine); SQAIAbstractList_Register(this->engine); SQAIAccounting_Register(this->engine); SQAIAirport_Register(this->engine); SQAIBase_Register(this->engine); SQAIBridge_Register(this->engine); SQAIBridgeList_Register(this->engine); SQAIBridgeList_Length_Register(this->engine); SQAICargo_Register(this->engine); SQAICargoList_Register(this->engine); SQAICargoList_IndustryAccepting_Register(this->engine); SQAICargoList_IndustryProducing_Register(this->engine); SQAICompany_Register(this->engine); SQAIDate_Register(this->engine); SQAIDepotList_Register(this->engine); SQAIEngine_Register(this->engine); SQAIEngineList_Register(this->engine); SQAIError_Register(this->engine); SQAIEvent_Register(this->engine); SQAIEventCompanyBankrupt_Register(this->engine); SQAIEventCompanyInTrouble_Register(this->engine); SQAIEventCompanyMerger_Register(this->engine); SQAIEventCompanyNew_Register(this->engine); SQAIEventController_Register(this->engine); SQAIEventDisasterZeppelinerCleared_Register(this->engine); SQAIEventDisasterZeppelinerCrashed_Register(this->engine); SQAIEventEngineAvailable_Register(this->engine); SQAIEventEnginePreview_Register(this->engine); SQAIEventIndustryClose_Register(this->engine); SQAIEventIndustryOpen_Register(this->engine); SQAIEventStationFirstVehicle_Register(this->engine); SQAIEventSubsidyAwarded_Register(this->engine); SQAIEventSubsidyExpired_Register(this->engine); SQAIEventSubsidyOffer_Register(this->engine); SQAIEventSubsidyOfferExpired_Register(this->engine); SQAIEventVehicleCrashed_Register(this->engine); SQAIEventVehicleLost_Register(this->engine); SQAIEventVehicleUnprofitable_Register(this->engine); SQAIEventVehicleWaitingInDepot_Register(this->engine); SQAIExecMode_Register(this->engine); SQAIGameSettings_Register(this->engine); SQAIGroup_Register(this->engine); SQAIGroupList_Register(this->engine); SQAIIndustry_Register(this->engine); SQAIIndustryList_Register(this->engine); SQAIIndustryList_CargoAccepting_Register(this->engine); SQAIIndustryList_CargoProducing_Register(this->engine); SQAIIndustryType_Register(this->engine); SQAIIndustryTypeList_Register(this->engine); SQAIList_Register(this->engine); SQAILog_Register(this->engine); SQAIMap_Register(this->engine); SQAIMarine_Register(this->engine); SQAIOrder_Register(this->engine); SQAIRail_Register(this->engine); SQAIRailTypeList_Register(this->engine); SQAIRoad_Register(this->engine); SQAISign_Register(this->engine); SQAIStation_Register(this->engine); SQAIStationList_Register(this->engine); SQAIStationList_Vehicle_Register(this->engine); SQAISubsidy_Register(this->engine); SQAISubsidyList_Register(this->engine); SQAITestMode_Register(this->engine); SQAITile_Register(this->engine); SQAITileList_Register(this->engine); SQAITileList_IndustryAccepting_Register(this->engine); SQAITileList_IndustryProducing_Register(this->engine); SQAITileList_StationType_Register(this->engine); SQAITown_Register(this->engine); SQAITownList_Register(this->engine); SQAITunnel_Register(this->engine); SQAIVehicle_Register(this->engine); SQAIVehicleList_Register(this->engine); SQAIVehicleList_DefaultGroup_Register(this->engine); SQAIVehicleList_Group_Register(this->engine); SQAIVehicleList_SharedOrders_Register(this->engine); SQAIVehicleList_Station_Register(this->engine); SQAIWaypoint_Register(this->engine); SQAIWaypointList_Register(this->engine); SQAIWaypointList_Vehicle_Register(this->engine); this->engine->SetGlobalPointer(this->engine); } void AIInstance::Continue() { assert(this->suspend < 0); this->suspend = -this->suspend - 1; } void AIInstance::Died() { DEBUG(ai, 0, "The AI died unexpectedly."); this->is_dead = true; if (this->instance != NULL) this->engine->ReleaseObject(this->instance); delete this->engine; this->instance = NULL; this->engine = NULL; ShowAIDebugWindow(_current_company); ShowErrorMessage(INVALID_STRING_ID, STR_AI_PLEASE_REPORT_CRASH, 0, 0); } void AIInstance::GameLoop() { if (this->is_dead) return; if (this->engine->HasScriptCrashed()) { /* The script crashed during saving, kill it here. */ this->Died(); return; } this->controller->ticks++; if (this->suspend < -1) this->suspend++; // Multiplayer suspend, increase up to -1. if (this->suspend < 0) return; // Multiplayer suspend, wait for Continue(). if (--this->suspend > 0) return; // Singleplayer suspend, decrease to 0. /* If there is a callback to call, call that first */ if (this->callback != NULL) { try { this->callback(this); } catch (AI_VMSuspend e) { this->suspend = e.GetSuspendTime(); this->callback = e.GetSuspendCallback(); return; } } this->suspend = 0; this->callback = NULL; if (!this->is_started) { try { AIObject::SetAllowDoCommand(false); /* Run the constructor if it exists. Don't allow any DoCommands in it. */ if (this->engine->MethodExists(*this->instance, "constructor")) { if (!this->engine->CallMethod(*this->instance, "constructor")) { this->Died(); return; } } if (!this->CallLoad()) { this->Died(); return; } AIObject::SetAllowDoCommand(true); /* Start the AI by calling Start() */ if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend) || !this->engine->IsSuspended()) this->Died(); } catch (AI_VMSuspend e) { this->suspend = e.GetSuspendTime(); this->callback = e.GetSuspendCallback(); } this->is_started = true; return; } /* Continue the VM */ try { if (!this->engine->Resume(_settings_game.ai.ai_max_opcode_till_suspend)) this->Died(); } catch (AI_VMSuspend e) { this->suspend = e.GetSuspendTime(); this->callback = e.GetSuspendCallback(); } } void AIInstance::CollectGarbage() { if (this->is_started && !this->is_dead) this->engine->CollectGarbage(); } /* static */ void AIInstance::DoCommandReturn(AIInstance *instance) { instance->engine->InsertResult(AIObject::GetLastCommandRes()); } /* static */ void AIInstance::DoCommandReturnVehicleID(AIInstance *instance) { instance->engine->InsertResult(AIObject::GetNewVehicleID()); } /* static */ void AIInstance::DoCommandReturnSignID(AIInstance *instance) { instance->engine->InsertResult(AIObject::GetNewSignID()); } /* static */ void AIInstance::DoCommandReturnGroupID(AIInstance *instance) { instance->engine->InsertResult(AIObject::GetNewGroupID()); } /* static */ AIStorage *AIInstance::GetStorage() { assert(IsValidCompanyID(_current_company) && !IsHumanCompany(_current_company)); return GetCompany(_current_company)->ai_instance->storage; } /* * All data is stored in the following format: * First 1 byte indicating if there is a data blob at all. * 1 byte indicating the type of data. * The data itself, this differs per type: * - integer: a binary representation of the integer (int32). * - string: First one byte with the string length, then a 0-terminated char * array. The string can't be longer then 255 bytes (including * terminating '\0'). * - array: All data-elements of the array are saved recursive in this * format, and ended with an element of the type * SQSL_ARRAY_TABLE_END. * - table: All key/value pairs are saved in this format (first key 1, then * value 1, then key 2, etc.). All keys and values can have an * arbitrary type (as long as it is supported by the save function * of course). The table is ended with an element of the type * SQSL_ARRAY_TABLE_END. * - bool: A single byte with value 1 representing true and 0 false. * - null: No data. */ /** The type of the data that follows in the savegame. */ enum SQSaveLoadType { SQSL_INT = 0x00, ///< The following data is an integer. SQSL_STRING = 0x01, ///< The following data is an string. SQSL_ARRAY = 0x02, ///< The following data is an array. SQSL_TABLE = 0x03, ///< The following data is an table. SQSL_BOOL = 0x04, ///< The following data is a boolean. SQSL_NULL = 0x05, ///< A null variable. SQSL_ARRAY_TABLE_END = 0xFF, ///< Marks the end of an array or table, no data follows. }; static byte _ai_sl_byte; static const SaveLoad _ai_byte[] = { SLEG_VAR(_ai_sl_byte, SLE_UINT8), SLE_END() }; enum { AISAVE_MAX_DEPTH = 25, ///< The maximum recursive depth for items stored in the savegame. }; /* static */ bool AIInstance::SaveObject(HSQUIRRELVM vm, SQInteger index, int max_depth, bool test) { if (max_depth == 0) { AILog::Error("Savedata can only be nested to 25 deep. No data saved."); return false; } switch (sq_gettype(vm, index)) { case OT_INTEGER: { if (!test) { _ai_sl_byte = SQSL_INT; SlObject(NULL, _ai_byte); } SQInteger res; sq_getinteger(vm, index, &res); if (!test) { int value = (int)res; SlArray(&value, 1, SLE_INT32); } return true; } case OT_STRING: { if (!test) { _ai_sl_byte = SQSL_STRING; SlObject(NULL, _ai_byte); } const SQChar *res; sq_getstring(vm, index, &res); /* @bug if a string longer than 512 characters is given to FS2OTTD, the * internal buffer overflows. */ const char *buf = FS2OTTD(res); size_t len = strlen(buf) + 1; if (len >= 255) { AILog::Error("Maximum string length is 254 chars. No data saved."); return false; } if (!test) { _ai_sl_byte = (byte)len; SlObject(NULL, _ai_byte); SlArray((void*)buf, len, SLE_CHAR); } return true; } case OT_ARRAY: { if (!test) { _ai_sl_byte = SQSL_ARRAY; SlObject(NULL, _ai_byte); } sq_pushnull(vm); while (SQ_SUCCEEDED(sq_next(vm, index - 1))) { /* Store the value */ bool res = SaveObject(vm, -1, max_depth - 1, test); sq_pop(vm, 2); if (!res) { sq_pop(vm, 1); return false; } } sq_pop(vm, 1); if (!test) { _ai_sl_byte = SQSL_ARRAY_TABLE_END; SlObject(NULL, _ai_byte); } return true; } case OT_TABLE: { if (!test) { _ai_sl_byte = SQSL_TABLE; SlObject(NULL, _ai_byte); } sq_pushnull(vm); while (SQ_SUCCEEDED(sq_next(vm, index - 1))) { /* Store the key + value */ bool res = SaveObject(vm, -2, max_depth - 1, test) && SaveObject(vm, -1, max_depth - 1, test); sq_pop(vm, 2); if (!res) { sq_pop(vm, 1); return false; } } sq_pop(vm, 1); if (!test) { _ai_sl_byte = SQSL_ARRAY_TABLE_END; SlObject(NULL, _ai_byte); } return true; } case OT_BOOL: { if (!test) { _ai_sl_byte = SQSL_BOOL; SlObject(NULL, _ai_byte); } SQBool res; sq_getbool(vm, index, &res); if (!test) { _ai_sl_byte = res ? 1 : 0; SlObject(NULL, _ai_byte); } return true; } case OT_NULL: { if (!test) { _ai_sl_byte = SQSL_NULL; SlObject(NULL, _ai_byte); } return true; } default: AILog::Error("You tried to save an unsupported type. No data saved."); return false; } } /* static */ void AIInstance::SaveEmpty() { _ai_sl_byte = 0; SlObject(NULL, _ai_byte); } void AIInstance::Save() { /* Don't save data if the AI didn't start yet or if it crashed. */ if (this->engine == NULL || this->engine->HasScriptCrashed()) { SaveEmpty(); return; } HSQUIRRELVM vm = this->engine->GetVM(); if (!this->is_started) { SQBool res; sq_getbool(vm, -1, &res); if (!res) { SaveEmpty(); return; } /* Push the loaded savegame data to the top of the stack. */ sq_push(vm, -2); _ai_sl_byte = 1; SlObject(NULL, _ai_byte); /* Save the data that was just loaded. */ SaveObject(vm, -1, AISAVE_MAX_DEPTH, false); sq_poptop(vm); } else if (this->engine->MethodExists(*this->instance, "Save")) { HSQOBJECT savedata; /* We don't want to be interrupted during the save function. */ bool backup_allow = AIObject::GetAllowDoCommand(); AIObject::SetAllowDoCommand(false); if (!this->engine->CallMethod(*this->instance, "Save", &savedata)) { /* The script crashed in the Save function. We can't kill * it here, but do so in the next AI tick. */ SaveEmpty(); return; } AIObject::SetAllowDoCommand(backup_allow); if (!sq_istable(savedata)) { AILog::Error("Save function should return a table."); SaveEmpty(); return; } sq_pushobject(vm, savedata); if (SaveObject(vm, -1, AISAVE_MAX_DEPTH, true)) { _ai_sl_byte = 1; SlObject(NULL, _ai_byte); SaveObject(vm, -1, AISAVE_MAX_DEPTH, false); } else { _ai_sl_byte = 0; SlObject(NULL, _ai_byte); } sq_pop(vm, 1); } else { AILog::Warning("Save function is not implemented"); _ai_sl_byte = 0; SlObject(NULL, _ai_byte); } } /* static */ bool AIInstance::LoadObjects(HSQUIRRELVM vm) { SlObject(NULL, _ai_byte); switch (_ai_sl_byte) { case SQSL_INT: { int value; SlArray(&value, 1, SLE_INT32); if (vm != NULL) sq_pushinteger(vm, (SQInteger)value); return true; } case SQSL_STRING: { SlObject(NULL, _ai_byte); static char buf[256]; SlArray(buf, _ai_sl_byte, SLE_CHAR); if (vm != NULL) sq_pushstring(vm, OTTD2FS(buf), -1); return true; } case SQSL_ARRAY: { if (vm != NULL) sq_newarray(vm, 0); while (LoadObjects(vm)) { if (vm != NULL) sq_arrayappend(vm, -2); /* The value is popped from the stack by squirrel. */ } return true; } case SQSL_TABLE: { if (vm != NULL) sq_newtable(vm); while (LoadObjects(vm)) { LoadObjects(vm); if (vm != NULL) sq_rawset(vm, -3); /* The key (-2) and value (-1) are popped from the stack by squirrel. */ } return true; } case SQSL_BOOL: { SlObject(NULL, _ai_byte); if (vm != NULL) sq_pushinteger(vm, (SQBool)(_ai_sl_byte != 0)); return true; } case SQSL_NULL: { if (vm != NULL) sq_pushnull(vm); return true; } case SQSL_ARRAY_TABLE_END: { return false; } default: NOT_REACHED(); } } /* static */ void AIInstance::LoadEmpty() { SlObject(NULL, _ai_byte); /* Check if there was anything saved at all. */ if (_ai_sl_byte == 0) return; LoadObjects(NULL); } void AIInstance::Load(int version) { if (this->engine == NULL || version == -1) { LoadEmpty(); return; } HSQUIRRELVM vm = this->engine->GetVM(); SlObject(NULL, _ai_byte); /* Check if there was anything saved at all. */ if (_ai_sl_byte == 0) return; /* First remove the value "false" since we have data to load. */ sq_poptop(vm); sq_pushinteger(vm, version); LoadObjects(vm); sq_pushbool(vm, true); } bool AIInstance::CallLoad() { HSQUIRRELVM vm = this->engine->GetVM(); /* Is there save data that we should load? */ SQBool res; sq_getbool(vm, -1, &res); sq_poptop(vm); if (!res) return true; if (!this->engine->MethodExists(*this->instance, "Load")) { AILog::Warning("Loading failed: there was data for the AI to load, but the AI does not have a Load() function."); /* Pop the savegame data and version. */ sq_pop(vm, 2); return true; } /* Go to the instance-root */ sq_pushobject(vm, *this->instance); /* Find the function-name inside the script */ sq_pushstring(vm, OTTD2FS("Load"), -1); /* Change the "Load" string in a function pointer */ sq_get(vm, -2); /* Push the main instance as "this" object */ sq_pushobject(vm, *this->instance); /* Push the version data and savegame data as arguments */ sq_push(vm, -5); sq_push(vm, -5); /* Call the AI load function. sq_call removes the arguments (but not the * function pointer) from the stack. */ if (SQ_FAILED(sq_call(vm, 3, SQFalse, SQFalse))) return false; /* Pop 1) The version, 2) the savegame data, 3) the object instance, 4) the function pointer. */ sq_pop(vm, 4); return true; }