ai_sl.cpp

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00001 /* $Id: ai_sl.cpp 15299 2009-01-31 20:16:06Z smatz $ */
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     /* No AI is configured for this so store an empty string as name. */
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   /* If the AI was active, store his data too */
00044   if (IsValidCompanyID(index) && !IsHumanCompany(index)) AI::Save(index);
00045 }
00046 
00047 static void Load_AIPL()
00048 {
00049   /* Free all current data */
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       /* A random AI. */
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         /* Make sure the AI doesn't get the saveload data, as he was not the
00075          *  writer of the saveload data in the first place */
00076         _ai_saveload_version = -1;
00077       }
00078     }
00079 
00080     config->StringToSettings(_ai_saveload_settings);
00081 
00082     /* Start the AI directly if it was active in the savegame */
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 };

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