# ai_sl.cpp

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    00001 /* $Id: ai_sl.cpp 16704 2009-06-30 20:11:36Z rubidium $ */
    00002
    00005 #include "../stdafx.h"
    00006 #include "../company_base.h"
    00007 #include "../company_func.h"
    00008 #include "../debug.h"
    00009 #include "saveload.h"
    00010 #include "../string_func.h"
    00011 #include "../ai/ai.hpp"
    00012 #include "../ai/ai_config.hpp"
    00013 #include "../network/network.h"
    00014 #include "../ai/ai_instance.hpp"
    00015
    00016 static char _ai_saveload_name[64];
    00017 static int  _ai_saveload_version;
    00018 static char _ai_saveload_settings[1024];
    00019
    00020 static const SaveLoad _ai_company[] = {
    00021   SLEG_STR(_ai_saveload_name,        SLE_STRB),
    00022   SLEG_STR(_ai_saveload_settings,    SLE_STRB),
    00023   SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
    00024   SLE_END()
    00025 };
    00026
    00027 static void SaveReal_AIPL(int *index_ptr)
    00028 {
    00029   CompanyID index = (CompanyID)*index_ptr;
    00030   AIConfig *config = AIConfig::GetConfig(index);
    00031
    00032   if (config->HasAI()) {
    00033     ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
    00034     _ai_saveload_version = config->GetVersion();
    00035   } else {
    00036     /* No AI is configured for this so store an empty string as name. */
    00037     _ai_saveload_name[0] = '\0';
    00038     _ai_saveload_version = -1;
    00039   }
    00040
    00041   _ai_saveload_settings[0] = '\0';
    00042   config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
    00043
    00044   SlObject(NULL, _ai_company);
    00045   /* If the AI was active, store his data too */
    00046   if (IsValidCompanyID(index) && !IsHumanCompany(index)) AI::Save(index);
    00047 }
    00048
    00049 static void Load_AIPL()
    00050 {
    00051   /* Free all current data */
    00052   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00053     AIConfig::GetConfig(c)->ChangeAI(NULL);
    00054   }
    00055
    00056   CompanyID index;
    00057   while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
    00058     _ai_saveload_version = -1;
    00059     SlObject(NULL, _ai_company);
    00060
    00061     if (_networking && !_network_server) {
    00062       if (IsValidCompanyID(index) && !IsHumanCompany(index)) AIInstance::LoadEmpty();
    00063       continue;
    00064     }
    00065
    00066     AIConfig *config = AIConfig::GetConfig(index);
    00067     if (StrEmpty(_ai_saveload_name)) {
    00068       /* A random AI. */
    00069       config->ChangeAI(NULL);
    00070     } else {
    00071       config->ChangeAI(_ai_saveload_name, _ai_saveload_version);
    00072       if (!config->HasAI()) {
    00073         /* No version of the AI available that can load the data. Try to load the
    00074          * latest version of the AI instead. */
    00075         config->ChangeAI(_ai_saveload_name, -1);
    00076         if (!config->HasAI()) {
    00077           if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
    00078             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);
    00079             DEBUG(ai, 0, "A random other AI will be loaded in its place.");
    00080           } else {
    00081             DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
    00082             DEBUG(ai, 0, "A random available AI will be loaded now.");
    00083           }
    00084         } else {
    00085           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);
    00086           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.");
    00087         }
    00088         /* Make sure the AI doesn't get the saveload data, as he was not the
    00089          *  writer of the saveload data in the first place */
    00090         _ai_saveload_version = -1;
    00091       }
    00092     }
    00093
    00094     config->StringToSettings(_ai_saveload_settings);
    00095
    00096     /* Start the AI directly if it was active in the savegame */
    00097     if (IsValidCompanyID(index) && !IsHumanCompany(index)) {
    00098       AI::StartNew(index);
    00099       AI::Load(index, _ai_saveload_version);
    00100     }
    00101   }
    00102 }
    00103
    00104 static void Save_AIPL()
    00105 {
    00106   for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
    00107     SlSetArrayIndex(i);
    00108     SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
    00109   }
    00110 }
    00111
    00112 extern const ChunkHandler _ai_chunk_handlers[] = {
    00113   { 'AIPL', Save_AIPL, Load_AIPL, CH_ARRAY | CH_LAST},
    00114 };