ai_sl.cpp
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00002
00005 #include "../stdafx.h"
00006 #include "../company_base.h"
00007 #include "../company_func.h"
00008 #include "../debug.h"
00009 #include "saveload.h"
00010 #include "../string_func.h"
00011 #include "../ai/ai.hpp"
00012 #include "../ai/ai_config.hpp"
00013
00014 static char _ai_saveload_name[64];
00015 static int _ai_saveload_version;
00016 static char _ai_saveload_settings[1024];
00017
00018 static const SaveLoad _ai_company[] = {
00019 SLEG_STR(_ai_saveload_name, SLE_STRB),
00020 SLEG_STR(_ai_saveload_settings, SLE_STRB),
00021 SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
00022 SLE_END()
00023 };
00024
00025 static void SaveReal_AIPL(int *index_ptr)
00026 {
00027 CompanyID index = (CompanyID)*index_ptr;
00028 AIConfig *config = AIConfig::GetConfig(index);
00029
00030 if (config->HasAI()) {
00031 ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
00032 _ai_saveload_version = config->GetVersion();
00033 } else {
00034
00035 _ai_saveload_name[0] = '\0';
00036 _ai_saveload_version = -1;
00037 }
00038
00039 _ai_saveload_settings[0] = '\0';
00040 config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
00041
00042 SlObject(NULL, _ai_company);
00043
00044 if (IsValidCompanyID(index) && !IsHumanCompany(index)) AI::Save(index);
00045 }
00046
00047 static void Load_AIPL()
00048 {
00049
00050 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00051 AIConfig::GetConfig(c)->ChangeAI(NULL);
00052 }
00053
00054 CompanyID index;
00055 while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
00056 AIConfig *config = AIConfig::GetConfig(index);
00057
00058 _ai_saveload_version = -1;
00059 SlObject(NULL, _ai_company);
00060
00061 if (StrEmpty(_ai_saveload_name)) {
00062
00063 config->ChangeAI(NULL);
00064 } else {
00065 config->ChangeAI(_ai_saveload_name, _ai_saveload_version);
00066 if (!config->HasAI()) {
00067 if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
00068 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);
00069 DEBUG(ai, 0, "A random other AI will be loaded in its place.");
00070 } else {
00071 DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
00072 DEBUG(ai, 0, "A random available AI will be loaded now.");
00073 }
00074
00075
00076 _ai_saveload_version = -1;
00077 }
00078 }
00079
00080 config->StringToSettings(_ai_saveload_settings);
00081
00082
00083 if (IsValidCompanyID(index) && !IsHumanCompany(index)) {
00084 AI::StartNew(index);
00085 AI::Load(index, _ai_saveload_version);
00086 }
00087 }
00088 }
00089
00090 static void Save_AIPL()
00091 {
00092 for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
00093 SlSetArrayIndex(i);
00094 SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
00095 }
00096 }
00097
00098 extern const ChunkHandler _ai_chunk_handlers[] = {
00099 { 'AIPL', Save_AIPL, Load_AIPL, CH_ARRAY | CH_LAST},
00100 };