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arabic_egypt - 6 changes by kasakg
finnish - 2 changes by jpx_
french - 2 changes by glx
italian - 1 changes by lorenzodv
lithuanian - 63 changes by BlinK_
portuguese - 8 changes by JayCity
spanish - 4 changes by Terkhen
turkish - 5 changes by niw3
arabic_egypt - 6 changes by kasakg
finnish - 2 changes by jpx_
french - 2 changes by glx
italian - 1 changes by lorenzodv
lithuanian - 63 changes by BlinK_
portuguese - 8 changes by JayCity
spanish - 4 changes by Terkhen
turkish - 5 changes by niw3
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/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file ai_sl.cpp Handles the saveload part of the AIs */
#include "../stdafx.h"
#include "../company_base.h"
#include "../debug.h"
#include "saveload.h"
#include "../string_func.h"
static char _ai_saveload_name[64];
static int _ai_saveload_version;
static char _ai_saveload_settings[1024];
static bool _ai_saveload_is_random;
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),
SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, 136, SL_MAX_VERSION),
SLE_END()
};
#ifdef ENABLE_AI
#include "../ai/ai.hpp"
#include "../ai/ai_config.hpp"
#include "../network/network.h"
#include "../ai/ai_instance.hpp"
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_is_random = config->IsRandomAI();
_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 (Company::IsValidAiID(index)) AI::Save(index);
}
static void Load_AIPL()
{
/* Free all current data */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c, AIConfig::AISS_FORCE_GAME)->ChangeAI(NULL);
}
CompanyID index;
while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
_ai_saveload_version = -1;
SlObject(NULL, _ai_company);
if (_networking && !_network_server) {
if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
continue;
}
AIConfig *config = AIConfig::GetConfig(index, AIConfig::AISS_FORCE_GAME);
if (StrEmpty(_ai_saveload_name)) {
/* A random AI. */
config->ChangeAI(NULL, -1, false, true);
} else {
config->ChangeAI(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
if (!config->HasAI()) {
/* No version of the AI available that can load the data. Try to load the
* latest version of the AI instead. */
config->ChangeAI(_ai_saveload_name, -1, false, _ai_saveload_is_random);
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.");
}
} else {
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, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
}
/* 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 (Company::IsValidAiID(index)) {
AI::StartNew(index, false);
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, NULL, NULL, CH_ARRAY | CH_LAST},
};
#else
/** The type of the data that follows in the savegame. */
enum SQSaveLoadType {
SQSL_INT = 0x00, ///< The following data is an integer.
SQSL_STRING = 0x01, ///< The following data is an string.
SQSL_ARRAY = 0x02, ///< The following data is an array.
SQSL_TABLE = 0x03, ///< The following data is an table.
SQSL_BOOL = 0x04, ///< The following data is a boolean.
SQSL_NULL = 0x05, ///< A null variable.
SQSL_ARRAY_TABLE_END = 0xFF, ///< Marks the end of an array or table, no data follows.
};
static byte _ai_sl_byte;
static const SaveLoad _ai_byte[] = {
SLEG_VAR(_ai_sl_byte, SLE_UINT8),
SLE_END()
};
static bool LoadObjects()
{
SlObject(NULL, _ai_byte);
switch (_ai_sl_byte) {
case SQSL_INT: {
int value;
SlArray(&value, 1, SLE_INT32);
return true;
}
case SQSL_STRING: {
SlObject(NULL, _ai_byte);
static char buf[256];
SlArray(buf, _ai_sl_byte, SLE_CHAR);
return true;
}
case SQSL_ARRAY:
while (LoadObjects()) { }
return true;
case SQSL_TABLE:
while (LoadObjects()) { LoadObjects(); }
return true;
case SQSL_BOOL:
SlObject(NULL, _ai_byte);
return true;
case SQSL_NULL:
return true;
case SQSL_ARRAY_TABLE_END:
return false;
default: SlErrorCorrupt("Invalid AI data type");
}
}
static void Load_AIPL()
{
CompanyID index;
while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
SlObject(NULL, _ai_company);
if (!Company::IsValidAiID(index)) continue;
SlObject(NULL, _ai_byte);
/* Check if there was anything saved at all. */
if (_ai_sl_byte == 0) continue;
LoadObjects();
}
}
extern const ChunkHandler _ai_chunk_handlers[] = {
{ 'AIPL', NULL, Load_AIPL, NULL, NULL, CH_ARRAY | CH_LAST},
};
#endif /* ENABLE_AI */
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