OpenTTD/src/saveload/ai_sl.cpp

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/* $Id$ */
/** @file ai_sl.cpp Handles the saveload part of the AIs */
#include "../stdafx.h"
#include "../company_base.h"
#include "../company_func.h"
#include "../debug.h"
#include "saveload.h"
#include "../string_func.h"
#include "../ai/ai.hpp"
#include "../ai/ai_config.hpp"
static char _ai_saveload_name[64];
static int _ai_saveload_version;
static char _ai_saveload_settings[1024];
static const SaveLoad _ai_company[] = {
SLEG_STR(_ai_saveload_name, SLE_STRB),
SLEG_STR(_ai_saveload_settings, SLE_STRB),
SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
SLE_END()
};
static void SaveReal_AIPL(int *index_ptr)
{
CompanyID index = (CompanyID)*index_ptr;
AIConfig *config = AIConfig::GetConfig(index);
if (config->HasAI()) {
ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
_ai_saveload_version = config->GetVersion();
} else {
/* No AI is configured for this so store an empty string as name. */
_ai_saveload_name[0] = '\0';
_ai_saveload_version = -1;
}
_ai_saveload_settings[0] = '\0';
config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
SlObject(NULL, _ai_company);
/* If the AI was active, store his data too */
if (IsValidCompanyID(index) && !IsHumanCompany(index)) AI::Save(index);
}
static void Load_AIPL()
{
/* Free all current data */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c)->ChangeAI(NULL);
}
CompanyID index;
while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
AIConfig *config = AIConfig::GetConfig(index);
_ai_saveload_version = -1;
SlObject(NULL, _ai_company);
if (StrEmpty(_ai_saveload_name)) {
/* A random AI. */
config->ChangeAI(NULL);
} else {
config->ChangeAI(_ai_saveload_name, _ai_saveload_version);
if (!config->HasAI()) {
if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
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);
DEBUG(ai, 0, "A random other AI will be loaded in its place.");
} else {
DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
DEBUG(ai, 0, "A random available AI will be loaded now.");
}
/* Make sure the AI doesn't get the saveload data, as he was not the
* writer of the saveload data in the first place */
_ai_saveload_version = -1;
}
}
config->StringToSettings(_ai_saveload_settings);
/* Start the AI directly if it was active in the savegame */
if (IsValidCompanyID(index) && !IsHumanCompany(index)) {
AI::StartNew(index);
AI::Load(index, _ai_saveload_version);
}
}
}
static void Save_AIPL()
{
for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
SlSetArrayIndex(i);
SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
}
}
extern const ChunkHandler _ai_chunk_handlers[] = {
{ 'AIPL', Save_AIPL, Load_AIPL, CH_ARRAY | CH_LAST},
};