mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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203 lines
6.1 KiB
C++
203 lines
6.1 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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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 "../company_base.h"
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#include "../debug.h"
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#include "saveload.h"
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#include "../string_func.h"
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static char _ai_saveload_name[64];
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static int _ai_saveload_version;
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static char _ai_saveload_settings[1024];
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static bool _ai_saveload_is_random;
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static const SaveLoad _ai_company[] = {
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SLEG_STR(_ai_saveload_name, SLE_STRB),
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SLEG_STR(_ai_saveload_settings, SLE_STRB),
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SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
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SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, 136, SL_MAX_VERSION),
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SLE_END()
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};
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#ifdef ENABLE_AI
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#include "../ai/ai.hpp"
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#include "../ai/ai_config.hpp"
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#include "../network/network.h"
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#include "../ai/ai_instance.hpp"
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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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if (config->HasAI()) {
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ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
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_ai_saveload_version = config->GetVersion();
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} else {
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/* No AI is configured for this so store an empty string as name. */
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_ai_saveload_name[0] = '\0';
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_ai_saveload_version = -1;
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}
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_ai_saveload_is_random = config->IsRandomAI();
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_ai_saveload_settings[0] = '\0';
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config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
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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 (Company::IsValidAiID(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, AIConfig::AISS_FORCE_GAME)->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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_ai_saveload_version = -1;
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SlObject(NULL, _ai_company);
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if (_networking && !_network_server) {
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if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
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continue;
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}
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AIConfig *config = AIConfig::GetConfig(index, AIConfig::AISS_FORCE_GAME);
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if (StrEmpty(_ai_saveload_name)) {
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/* A random AI. */
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config->ChangeAI(NULL, -1, false, true);
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} else {
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config->ChangeAI(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
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if (!config->HasAI()) {
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/* No version of the AI available that can load the data. Try to load the
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* latest version of the AI instead. */
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config->ChangeAI(_ai_saveload_name, -1, false, _ai_saveload_is_random);
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if (!config->HasAI()) {
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if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
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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);
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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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} else {
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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);
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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.");
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}
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/* Make sure the AI doesn't get the saveload data, as he was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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}
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config->StringToSettings(_ai_saveload_settings);
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/* Start the AI directly if it was active in the savegame */
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if (Company::IsValidAiID(index)) {
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AI::StartNew(index, false);
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AI::Load(index, _ai_saveload_version);
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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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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, NULL, NULL, CH_ARRAY | CH_LAST},
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};
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#else
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/** The type of the data that follows in the savegame. */
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enum SQSaveLoadType {
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SQSL_INT = 0x00, ///< The following data is an integer.
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SQSL_STRING = 0x01, ///< The following data is an string.
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SQSL_ARRAY = 0x02, ///< The following data is an array.
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SQSL_TABLE = 0x03, ///< The following data is an table.
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SQSL_BOOL = 0x04, ///< The following data is a boolean.
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SQSL_NULL = 0x05, ///< A null variable.
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SQSL_ARRAY_TABLE_END = 0xFF, ///< Marks the end of an array or table, no data follows.
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};
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static byte _ai_sl_byte;
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static const SaveLoad _ai_byte[] = {
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SLEG_VAR(_ai_sl_byte, SLE_UINT8),
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SLE_END()
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};
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static bool LoadObjects()
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{
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SlObject(NULL, _ai_byte);
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switch (_ai_sl_byte) {
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case SQSL_INT: {
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int value;
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SlArray(&value, 1, SLE_INT32);
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return true;
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}
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case SQSL_STRING: {
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SlObject(NULL, _ai_byte);
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static char buf[256];
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SlArray(buf, _ai_sl_byte, SLE_CHAR);
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return true;
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}
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case SQSL_ARRAY:
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while (LoadObjects()) { }
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return true;
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case SQSL_TABLE:
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while (LoadObjects()) { LoadObjects(); }
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return true;
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case SQSL_BOOL:
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SlObject(NULL, _ai_byte);
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return true;
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case SQSL_NULL:
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return true;
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case SQSL_ARRAY_TABLE_END:
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return false;
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default: NOT_REACHED();
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}
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}
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static void Load_AIPL()
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{
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CompanyID index;
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while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
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SlObject(NULL, _ai_company);
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if (!Company::IsValidAiID(index)) continue;
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SlObject(NULL, _ai_byte);
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/* Check if there was anything saved at all. */
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if (_ai_sl_byte == 0) continue;
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LoadObjects();
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}
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}
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extern const ChunkHandler _ai_chunk_handlers[] = {
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{ 'AIPL', NULL, Load_AIPL, NULL, NULL, CH_ARRAY | CH_LAST},
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};
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#endif /* ENABLE_AI */
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