ai_sl.cpp

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

Generated on Sat Dec 26 20:06:04 2009 for OpenTTD by  doxygen 1.5.6