/* $Id$ */ /* * 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 <http://www.gnu.org/licenses/>. */ /** @file ai_sl.cpp Handles the saveload part of the AIs */ #include "../stdafx.h" #include "../company_base.h" #include "../debug.h" #include "saveload.h" #include "../string_func.h" static char _ai_saveload_name[64]; static int _ai_saveload_version; static char _ai_saveload_settings[1024]; static bool _ai_saveload_is_random; static const SaveLoad _ai_company[] = { SLEG_STR(_ai_saveload_name, SLE_STRB), SLEG_STR(_ai_saveload_settings, SLE_STRB), SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION), SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, 136, SL_MAX_VERSION), SLE_END() }; #ifdef ENABLE_AI #include "../ai/ai.hpp" #include "../ai/ai_config.hpp" #include "../network/network.h" #include "../ai/ai_instance.hpp" static void SaveReal_AIPL(int *index_ptr) { CompanyID index = (CompanyID)*index_ptr; AIConfig *config = AIConfig::GetConfig(index); if (config->HasAI()) { ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name)); _ai_saveload_version = config->GetVersion(); } else { /* No AI is configured for this so store an empty string as name. */ _ai_saveload_name[0] = '\0'; _ai_saveload_version = -1; } _ai_saveload_is_random = config->IsRandomAI(); _ai_saveload_settings[0] = '\0'; config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings)); SlObject(NULL, _ai_company); /* If the AI was active, store his data too */ if (Company::IsValidAiID(index)) AI::Save(index); } static void Load_AIPL() { /* Free all current data */ for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { AIConfig::GetConfig(c, AIConfig::AISS_FORCE_GAME)->ChangeAI(NULL); } CompanyID index; while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) { _ai_saveload_version = -1; SlObject(NULL, _ai_company); if (_networking && !_network_server) { if (Company::IsValidAiID(index)) AIInstance::LoadEmpty(); continue; } AIConfig *config = AIConfig::GetConfig(index, AIConfig::AISS_FORCE_GAME); if (StrEmpty(_ai_saveload_name)) { /* A random AI. */ config->ChangeAI(NULL, -1, false, true); } else { config->ChangeAI(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random); if (!config->HasAI()) { /* No version of the AI available that can load the data. Try to load the * latest version of the AI instead. */ config->ChangeAI(_ai_saveload_name, -1, false, _ai_saveload_is_random); if (!config->HasAI()) { if (strcmp(_ai_saveload_name, "%_dummy") != 0) { DEBUG(ai, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version); DEBUG(ai, 0, "A random other AI will be loaded in its place."); } else { DEBUG(ai, 0, "The savegame had no AIs available at the time of saving."); DEBUG(ai, 0, "A random available AI will be loaded now."); } } else { DEBUG(ai, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version); DEBUG(ai, 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 he 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); } } } static void Save_AIPL() { for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) { SlSetArrayIndex(i); SlAutolength((AutolengthProc *)SaveReal_AIPL, &i); } } extern const ChunkHandler _ai_chunk_handlers[] = { { 'AIPL', Save_AIPL, Load_AIPL, NULL, CH_ARRAY | CH_LAST}, }; #else /** 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() }; static bool LoadObjects() { SlObject(NULL, _ai_byte); switch (_ai_sl_byte) { case SQSL_INT: { int value; SlArray(&value, 1, SLE_INT32); return true; } case SQSL_STRING: { SlObject(NULL, _ai_byte); static char buf[256]; SlArray(buf, _ai_sl_byte, SLE_CHAR); return true; } case SQSL_ARRAY: while (LoadObjects()) { } return true; case SQSL_TABLE: while (LoadObjects()) { LoadObjects(); } return true; case SQSL_BOOL: SlObject(NULL, _ai_byte); return true; case SQSL_NULL: return true; case SQSL_ARRAY_TABLE_END: return false; default: NOT_REACHED(); } } static void Load_AIPL() { CompanyID index; while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) { SlObject(NULL, _ai_company); if (!Company::IsValidAiID(index)) continue; SlObject(NULL, _ai_byte); /* Check if there was anything saved at all. */ if (_ai_sl_byte == 0) continue; LoadObjects(); } } extern const ChunkHandler _ai_chunk_handlers[] = { { 'AIPL', NULL, Load_AIPL, NULL, CH_ARRAY | CH_LAST}, }; #endif /* ENABLE_AI */