ai_sl.cpp

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00001 /* $Id: ai_sl.cpp 24033 2012-03-17 11:14:25Z rubidium $ */
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 
00018 #include "../ai/ai.hpp"
00019 #include "../ai/ai_config.hpp"
00020 #include "../network/network.h"
00021 #include "../ai/ai_instance.hpp"
00022 
00023 static char _ai_saveload_name[64];
00024 static int  _ai_saveload_version;
00025 static char _ai_saveload_settings[1024];
00026 static bool _ai_saveload_is_random;
00027 
00028 static const SaveLoad _ai_company[] = {
00029       SLEG_STR(_ai_saveload_name,        SLE_STRB),
00030       SLEG_STR(_ai_saveload_settings,    SLE_STRB),
00031   SLEG_CONDVAR(_ai_saveload_version,   SLE_UINT32, 108, SL_MAX_VERSION),
00032   SLEG_CONDVAR(_ai_saveload_is_random,   SLE_BOOL, 136, SL_MAX_VERSION),
00033        SLE_END()
00034 };
00035 
00036 static void SaveReal_AIPL(int *index_ptr)
00037 {
00038   CompanyID index = (CompanyID)*index_ptr;
00039   AIConfig *config = AIConfig::GetConfig(index);
00040 
00041   if (config->HasScript()) {
00042     ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
00043     _ai_saveload_version = config->GetVersion();
00044   } else {
00045     /* No AI is configured for this so store an empty string as name. */
00046     _ai_saveload_name[0] = '\0';
00047     _ai_saveload_version = -1;
00048   }
00049 
00050   _ai_saveload_is_random = config->IsRandom();
00051   _ai_saveload_settings[0] = '\0';
00052   config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
00053 
00054   SlObject(NULL, _ai_company);
00055   /* If the AI was active, store his data too */
00056   if (Company::IsValidAiID(index)) AI::Save(index);
00057 }
00058 
00059 static void Load_AIPL()
00060 {
00061   /* Free all current data */
00062   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00063     AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(NULL);
00064   }
00065 
00066   CompanyID index;
00067   while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
00068     if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
00069 
00070     _ai_saveload_is_random = 0;
00071     _ai_saveload_version = -1;
00072     SlObject(NULL, _ai_company);
00073 
00074     if (_networking && !_network_server) {
00075       if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
00076       continue;
00077     }
00078 
00079     AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
00080     if (StrEmpty(_ai_saveload_name)) {
00081       /* A random AI. */
00082       config->Change(NULL, -1, false, true);
00083     } else {
00084       config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
00085       if (!config->HasScript()) {
00086         /* No version of the AI available that can load the data. Try to load the
00087          * latest version of the AI instead. */
00088         config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
00089         if (!config->HasScript()) {
00090           if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
00091             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);
00092             DEBUG(script, 0, "A random other AI will be loaded in its place.");
00093           } else {
00094             DEBUG(script, 0, "The savegame had no AIs available at the time of saving.");
00095             DEBUG(script, 0, "A random available AI will be loaded now.");
00096           }
00097         } else {
00098           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);
00099           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.");
00100         }
00101         /* Make sure the AI doesn't get the saveload data, as he was not the
00102          *  writer of the saveload data in the first place */
00103         _ai_saveload_version = -1;
00104       }
00105     }
00106 
00107     config->StringToSettings(_ai_saveload_settings);
00108 
00109     /* Start the AI directly if it was active in the savegame */
00110     if (Company::IsValidAiID(index)) {
00111       AI::StartNew(index, false);
00112       AI::Load(index, _ai_saveload_version);
00113     }
00114   }
00115 }
00116 
00117 static void Save_AIPL()
00118 {
00119   for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
00120     SlSetArrayIndex(i);
00121     SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
00122   }
00123 }
00124 
00125 extern const ChunkHandler _ai_chunk_handlers[] = {
00126   { 'AIPL', Save_AIPL, Load_AIPL, NULL, NULL, CH_ARRAY | CH_LAST},
00127 };