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00012 #include "../stdafx.h"
00013 #include "../company_base.h"
00014 #include "../debug.h"
00015 #include "saveload.h"
00016 #include "../string_func.h"
00017
00018 static char _ai_saveload_name[64];
00019 static int _ai_saveload_version;
00020 static char _ai_saveload_settings[1024];
00021 static bool _ai_saveload_is_random;
00022
00023 static const SaveLoad _ai_company[] = {
00024 SLEG_STR(_ai_saveload_name, SLE_STRB),
00025 SLEG_STR(_ai_saveload_settings, SLE_STRB),
00026 SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
00027 SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, 136, SL_MAX_VERSION),
00028 SLE_END()
00029 };
00030
00031 #ifdef ENABLE_AI
00032 #include "../ai/ai.hpp"
00033 #include "../ai/ai_config.hpp"
00034 #include "../network/network.h"
00035 #include "../ai/ai_instance.hpp"
00036
00037 static void SaveReal_AIPL(int *index_ptr)
00038 {
00039 CompanyID index = (CompanyID)*index_ptr;
00040 AIConfig *config = AIConfig::GetConfig(index);
00041
00042 if (config->HasAI()) {
00043 ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
00044 _ai_saveload_version = config->GetVersion();
00045 } else {
00046
00047 _ai_saveload_name[0] = '\0';
00048 _ai_saveload_version = -1;
00049 }
00050
00051 _ai_saveload_is_random = config->IsRandomAI();
00052 _ai_saveload_settings[0] = '\0';
00053 config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
00054
00055 SlObject(NULL, _ai_company);
00056
00057 if (Company::IsValidAiID(index)) AI::Save(index);
00058 }
00059
00060 static void Load_AIPL()
00061 {
00062
00063 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00064 AIConfig::GetConfig(c, AIConfig::AISS_FORCE_GAME)->ChangeAI(NULL);
00065 }
00066
00067 CompanyID index;
00068 while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
00069 if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
00070
00071 _ai_saveload_version = -1;
00072 SlObject(NULL, _ai_company);
00073
00074 if (_networking && !_network_server) {
00075 if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
00076 continue;
00077 }
00078
00079 AIConfig *config = AIConfig::GetConfig(index, AIConfig::AISS_FORCE_GAME);
00080 if (StrEmpty(_ai_saveload_name)) {
00081
00082 config->ChangeAI(NULL, -1, false, true);
00083 } else {
00084 config->ChangeAI(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
00085 if (!config->HasAI()) {
00086
00087
00088 config->ChangeAI(_ai_saveload_name, -1, false, _ai_saveload_is_random);
00089 if (!config->HasAI()) {
00090 if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
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, "A random other AI will be loaded in its place.");
00093 } else {
00094 DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
00095 DEBUG(ai, 0, "A random available AI will be loaded now.");
00096 }
00097 } else {
00098 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);
00099 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.");
00100 }
00101
00102
00103 _ai_saveload_version = -1;
00104 }
00105 }
00106
00107 config->StringToSettings(_ai_saveload_settings);
00108
00109
00110 if (Company::IsValidAiID(index)) {
00111 AI::StartNew(index, false);
00112 AI::Load(index, _ai_saveload_version);
00113 }
00114 }
00115 }
00116
00117 static void Save_AIPL()
00118 {
00119 for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
00120 SlSetArrayIndex(i);
00121 SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
00122 }
00123 }
00124
00125 extern const ChunkHandler _ai_chunk_handlers[] = {
00126 { 'AIPL', Save_AIPL, Load_AIPL, NULL, NULL, CH_ARRAY | CH_LAST},
00127 };
00128 #else
00129
00131 enum SQSaveLoadType {
00132 SQSL_INT = 0x00,
00133 SQSL_STRING = 0x01,
00134 SQSL_ARRAY = 0x02,
00135 SQSL_TABLE = 0x03,
00136 SQSL_BOOL = 0x04,
00137 SQSL_NULL = 0x05,
00138 SQSL_ARRAY_TABLE_END = 0xFF,
00139 };
00140
00141 static byte _ai_sl_byte;
00142
00143 static const SaveLoad _ai_byte[] = {
00144 SLEG_VAR(_ai_sl_byte, SLE_UINT8),
00145 SLE_END()
00146 };
00147
00148 static bool LoadObjects()
00149 {
00150 SlObject(NULL, _ai_byte);
00151 switch (_ai_sl_byte) {
00152 case SQSL_INT: {
00153 int value;
00154 SlArray(&value, 1, SLE_INT32);
00155 return true;
00156 }
00157
00158 case SQSL_STRING: {
00159 SlObject(NULL, _ai_byte);
00160 static char buf[256];
00161 SlArray(buf, _ai_sl_byte, SLE_CHAR);
00162 return true;
00163 }
00164
00165 case SQSL_ARRAY:
00166 while (LoadObjects()) { }
00167 return true;
00168
00169 case SQSL_TABLE:
00170 while (LoadObjects()) { LoadObjects(); }
00171 return true;
00172
00173 case SQSL_BOOL:
00174 SlObject(NULL, _ai_byte);
00175 return true;
00176
00177 case SQSL_NULL:
00178 return true;
00179
00180 case SQSL_ARRAY_TABLE_END:
00181 return false;
00182
00183 default: SlErrorCorrupt("Invalid AI data type");
00184 }
00185 }
00186
00187 static void Load_AIPL()
00188 {
00189 CompanyID index;
00190 while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
00191 SlObject(NULL, _ai_company);
00192
00193 if (!Company::IsValidAiID(index)) continue;
00194 SlObject(NULL, _ai_byte);
00195
00196 if (_ai_sl_byte == 0) continue;
00197 LoadObjects();
00198 }
00199 }
00200
00201 extern const ChunkHandler _ai_chunk_handlers[] = {
00202 { 'AIPL', NULL, Load_AIPL, NULL, NULL, CH_ARRAY | CH_LAST},
00203 };
00204 #endif