/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file ai_sl.cpp Handles the saveload part of the AIs */ #include "../stdafx.h" #include "../debug.h" #include "saveload.h" #include "compat/ai_sl_compat.h" #include "../company_base.h" #include "../string_func.h" #include "../ai/ai.hpp" #include "../ai/ai_config.hpp" #include "../network/network.h" #include "../ai/ai_instance.hpp" #include "../safeguards.h" static std::string _ai_saveload_name; static int _ai_saveload_version; static std::string _ai_saveload_settings; static bool _ai_saveload_is_random; static const SaveLoad _ai_company_desc[] = { SLEG_SSTR("name", _ai_saveload_name, SLE_STR), SLEG_SSTR("settings", _ai_saveload_settings, SLE_STR), SLEG_CONDVAR("version", _ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION), SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION), }; static void SaveReal_AIPL(int *index_ptr) { CompanyID index = (CompanyID)*index_ptr; AIConfig *config = AIConfig::GetConfig(index); if (config->HasScript()) { _ai_saveload_name = config->GetName(); _ai_saveload_version = config->GetVersion(); } else { /* No AI is configured for this so store an empty string as name. */ _ai_saveload_name.clear(); _ai_saveload_version = -1; } _ai_saveload_is_random = config->IsRandom(); _ai_saveload_settings = config->SettingsToString(); SlObject(nullptr, _ai_company_desc); /* If the AI was active, store its data too */ if (Company::IsValidAiID(index)) AI::Save(index); } struct AIPLChunkHandler : ChunkHandler { AIPLChunkHandler() : ChunkHandler('AIPL', CH_TABLE) {} void Load() const override { const std::vector slt = SlCompatTableHeader(_ai_company_desc, _ai_company_sl_compat); /* Free all current data */ for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr); } CompanyID index; while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) { if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs"); _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); 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 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; } } 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); } } } void Save() const override { SlTableHeader(_ai_company_desc); for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) { SlSetArrayIndex(i); SlAutolength((AutolengthProc *)SaveReal_AIPL, &i); } } }; static const AIPLChunkHandler AIPL; static const ChunkHandlerRef ai_chunk_handlers[] = { AIPL, }; extern const ChunkHandlerTable _ai_chunk_handlers(ai_chunk_handlers);