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mirror of https://github.com/OpenTTD/OpenTTD synced 2026-01-20 19:02:41 +01:00
Files
OpenTTD/src/saveload/ai_sl.cpp
rubidium 908ff68459 (svn r24034) [1.2] -Backport from trunk:
- Feature: Increase the station class limit from 32 to 256 (r24031)
- Fix: [NoAI] reset 'is random' status of temporary variable during saveload as it is not always written to when loading an AI which means it wouldd be taking the 'is random' setting of another AI (r24033)
- Fix: [NoAI] Make AIEngine::IsArticulated return true if the articulated callback flag is set, do not try to run the callback (r24029)
- Fix: Pass cases down into the list of cargos [FS#5090] (r24024, r24023, r24022)
2012-03-17 11:20:43 +00:00

128 lines
4.5 KiB
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/* $Id$ */
/*
* 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"
#include "../ai/ai.hpp"
#include "../ai/ai_config.hpp"
#include "../network/network.h"
#include "../ai/ai_instance.hpp"
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()
};
static void SaveReal_AIPL(int *index_ptr)
{
CompanyID index = (CompanyID)*index_ptr;
AIConfig *config = AIConfig::GetConfig(index);
if (config->HasScript()) {
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->IsRandom();
_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::SSS_FORCE_GAME)->Change(NULL);
}
CompanyID index;
while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
_ai_saveload_is_random = 0;
_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::SSS_FORCE_GAME);
if (StrEmpty(_ai_saveload_name)) {
/* A random AI. */
config->Change(NULL, -1, false, true);
} else {
config->Change(_ai_saveload_name, _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, -1, false, _ai_saveload_is_random);
if (!config->HasScript()) {
if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
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);
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 '%s', version %d 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 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, NULL, CH_ARRAY | CH_LAST},
};