/* * 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 . */ /** @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" #include "../safeguards.h" static std::string _ai_saveload_name; static int _ai_saveload_version; static std::string _ai_saveload_settings; static bool _ai_saveload_is_random; static const SaveLoad _ai_company[] = { SLEG_SSTR(_ai_saveload_name, SLE_STR), SLEG_SSTR(_ai_saveload_settings, SLE_STR), SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION), SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, SLV_136, SLV_AI_LOCAL_CONFIG), }; 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(std::nullopt); } CompanyID index; while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) { if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs"); _ai_saveload_is_random = false; _ai_saveload_version = -1; SlObject(nullptr, _ai_company); if (_game_mode == GM_MENU || (_networking && !_network_server)) { if (Company::IsValidAiID(index)) AIInstance::LoadEmpty(); continue; } AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME); if (_ai_saveload_name.empty() || _ai_saveload_is_random) { /* A random AI. */ config->Change(std::nullopt, -1, false); } else { config->Change(_ai_saveload_name, _ai_saveload_version, false); 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); if (!config->HasScript()) { if (_ai_saveload_name.compare("%_dummy") != 0) { DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _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.c_str(), _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 it was not the * writer of the saveload data in the first place */ _ai_saveload_version = -1; } } config->StringToSettings(_ai_saveload_settings); /* Load the AI saved data */ if (Company::IsValidAiID(index)) config->SetToLoadData(AIInstance::Load(_ai_saveload_version)); } } static const ChunkHandler ai_chunk_handlers[] = { MakeSaveUpstreamFeatureConditionalLoadUpstreamChunkHandler<'AIPL', XSLFI_TABLE_SCRIPT_SL>(Load_AIPL, nullptr, nullptr), }; extern const ChunkHandlerTable _ai_chunk_handlers(ai_chunk_handlers);