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/* $Id$ */
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/** @file ai_sl.cpp Handles the saveload part of the AIs */
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../company_base.h"
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#include "../company_func.h"
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#include "../debug.h"
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#include "saveload.h"
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#include "../settings_type.h"
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#include "../string_func.h"
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#include "../ai/ai.hpp"
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#include "../ai/ai_config.hpp"
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static char _ai_saveload_ainame[64];
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static char _ai_company_convert_array[1024];
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static const SaveLoad _ai_company[] = {
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SLEG_STR(_ai_saveload_ainame, SLE_STRB),
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SLEG_STR(_ai_company_convert_array, SLE_STRB),
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SLE_END()
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};
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static void SaveReal_AIPL(int *index_ptr)
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{
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CompanyID index = (CompanyID)*index_ptr;
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AIConfig *config = AIConfig::GetConfig(index);
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ttd_strlcpy(_ai_saveload_ainame, config->GetName(), lengthof(_ai_saveload_ainame));
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_ai_company_convert_array[0] = '\0';
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config->SettingsToString(_ai_company_convert_array, lengthof(_ai_company_convert_array));
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SlObject(NULL, _ai_company);
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/* If the AI was active, store his data too */
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if (IsValidCompanyID(index) && !IsHumanCompany(index)) AI::Save(index);
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}
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static void Load_AIPL()
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{
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/* Free all current data */
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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AIConfig::GetConfig(c)->ChangeAI(NULL);
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}
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CompanyID index;
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while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
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AIConfig *config = AIConfig::GetConfig(index);
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SlObject(NULL, _ai_company);
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if (_ai_saveload_ainame[0] == '\0' || AI::GetCompanyInfo(_ai_saveload_ainame) == NULL) {
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if (strcmp(_ai_saveload_ainame, "%_dummy") != 0) {
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DEBUG(ai, 0, "The savegame has an AI by the name '%s' which is no longer available.", _ai_saveload_ainame);
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DEBUG(ai, 0, "A random other AI will be loaded in its place.");
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} else {
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DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
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DEBUG(ai, 0, "A random available AI will be loaded now.");
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}
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config->ChangeAI(NULL);
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} else {
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config->ChangeAI(_ai_saveload_ainame);
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}
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config->StringToSettings(_ai_company_convert_array);
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/* Start the AI directly if it was active in the savegame */
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if (IsValidCompanyID(index) && !IsHumanCompany(index)) {
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AI::StartNew(index);
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AI::Load(index);
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}
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}
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}
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static void Save_AIPL()
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{
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for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
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if (!AIConfig::GetConfig((CompanyID)i)->HasAI()) continue;
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SlSetArrayIndex(i);
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SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
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}
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}
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extern const ChunkHandler _ai_chunk_handlers[] = {
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{ 'AIPL', Save_AIPL, Load_AIPL, CH_ARRAY | CH_LAST},
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};
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