# ai_sl.cpp

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    00001 /* $Id: ai_sl.cpp 18944 2010-01-29 00:03:31Z yexo $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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/>.
    00008  */
    00009
    00012 #include "../stdafx.h"
    00013 #include "../company_base.h"
    00014 #include "../debug.h"
    00015 #include "saveload.h"
    00016 #include "../string_func.h"
    00017 #include "../ai/ai.hpp"
    00018 #include "../ai/ai_config.hpp"
    00019 #include "../network/network.h"
    00020 #include "../ai/ai_instance.hpp"
    00021
    00022 static char _ai_saveload_name[64];
    00023 static int  _ai_saveload_version;
    00024 static char _ai_saveload_settings[1024];
    00025 static bool _ai_saveload_is_random;
    00026
    00027 static const SaveLoad _ai_company[] = {
    00028       SLEG_STR(_ai_saveload_name,        SLE_STRB),
    00029       SLEG_STR(_ai_saveload_settings,    SLE_STRB),
    00030   SLEG_CONDVAR(_ai_saveload_version,   SLE_UINT32, 108, SL_MAX_VERSION),
    00031   SLEG_CONDVAR(_ai_saveload_is_random,   SLE_BOOL, 136, SL_MAX_VERSION),
    00032        SLE_END()
    00033 };
    00034
    00035 static void SaveReal_AIPL(int *index_ptr)
    00036 {
    00037   CompanyID index = (CompanyID)*index_ptr;
    00038   AIConfig *config = AIConfig::GetConfig(index);
    00039
    00040   if (config->HasAI()) {
    00041     ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
    00042     _ai_saveload_version = config->GetVersion();
    00043   } else {
    00044     /* No AI is configured for this so store an empty string as name. */
    00045     _ai_saveload_name[0] = '\0';
    00046     _ai_saveload_version = -1;
    00047   }
    00048
    00049   _ai_saveload_is_random = config->IsRandomAI();
    00050   _ai_saveload_settings[0] = '\0';
    00051   config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
    00052
    00053   SlObject(NULL, _ai_company);
    00054   /* If the AI was active, store his data too */
    00055   if (Company::IsValidAiID(index)) AI::Save(index);
    00056 }
    00057
    00058 static void Load_AIPL()
    00059 {
    00060   /* Free all current data */
    00061   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00062     AIConfig::GetConfig(c)->ChangeAI(NULL);
    00063   }
    00064
    00065   CompanyID index;
    00066   while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
    00067     _ai_saveload_version = -1;
    00068     SlObject(NULL, _ai_company);
    00069
    00070     if (_networking && !_network_server) {
    00071       if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
    00072       continue;
    00073     }
    00074
    00075     AIConfig *config = AIConfig::GetConfig(index);
    00076     if (StrEmpty(_ai_saveload_name)) {
    00077       /* A random AI. */
    00078       config->ChangeAI(NULL, -1, false, true);
    00079     } else {
    00080       config->ChangeAI(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
    00081       if (!config->HasAI()) {
    00082         /* No version of the AI available that can load the data. Try to load the
    00083          * latest version of the AI instead. */
    00084         config->ChangeAI(_ai_saveload_name, -1, false, _ai_saveload_is_random);
    00085         if (!config->HasAI()) {
    00086           if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
    00087             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);
    00088             DEBUG(ai, 0, "A random other AI will be loaded in its place.");
    00089           } else {
    00090             DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
    00091             DEBUG(ai, 0, "A random available AI will be loaded now.");
    00092           }
    00093         } else {
    00094           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);
    00095           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.");
    00096         }
    00097         /* Make sure the AI doesn't get the saveload data, as he was not the
    00098          *  writer of the saveload data in the first place */
    00099         _ai_saveload_version = -1;
    00100       }
    00101     }
    00102
    00103     config->StringToSettings(_ai_saveload_settings);
    00104
    00105     /* Start the AI directly if it was active in the savegame */
    00106     if (Company::IsValidAiID(index)) {
    00107       AI::StartNew(index, false);
    00108       AI::Load(index, _ai_saveload_version);
    00109     }
    00110   }
    00111 }
    00112
    00113 static void Save_AIPL()
    00114 {
    00115   for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
    00116     SlSetArrayIndex(i);
    00117     SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
    00118   }
    00119 }
    00120
    00121 extern const ChunkHandler _ai_chunk_handlers[] = {
    00122   { 'AIPL', Save_AIPL, Load_AIPL, NULL, CH_ARRAY | CH_LAST},
    00123 };