File diff r10712:3ee31720391b → r10713:ba92067a4b49
src/saveload/ai_sl.cpp
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@@ -13,12 +13,14 @@
 
#include "../ai/ai.hpp"
 
#include "../ai/ai_config.hpp"
 

	
 
static char _ai_saveload_ainame[64];
 
static char _ai_company_convert_array[1024];
 
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_ainame,       SLE_STRB),
 
	SLEG_STR(_ai_company_convert_array, SLE_STRB),
 
	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()
 
};
 

	
 
@@ -27,10 +29,11 @@ static void SaveReal_AIPL(int *index_ptr
 
	CompanyID index = (CompanyID)*index_ptr;
 
	AIConfig *config = AIConfig::GetConfig(index);
 

	
 
	ttd_strlcpy(_ai_saveload_ainame, config->GetName(), lengthof(_ai_saveload_ainame));
 
	ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
 
	_ai_saveload_version = config->GetVersion();
 

	
 
	_ai_company_convert_array[0] = '\0';
 
	config->SettingsToString(_ai_company_convert_array, lengthof(_ai_company_convert_array));
 
	_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 */
 
@@ -47,27 +50,30 @@ static void Load_AIPL()
 
	CompanyID index;
 
	while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
 
		AIConfig *config = AIConfig::GetConfig(index);
 

	
 
		_ai_saveload_version = -1;
 
		SlObject(NULL, _ai_company);
 

	
 
		if (_ai_saveload_ainame[0] == '\0' || AI::GetCompanyInfo(_ai_saveload_ainame) == NULL) {
 
			if (strcmp(_ai_saveload_ainame, "%_dummy") != 0) {
 
				DEBUG(ai, 0, "The savegame has an AI by the name '%s' which is no longer available.", _ai_saveload_ainame);
 
		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.");
 
			}
 
			config->ChangeAI(NULL);
 
		} else {
 
			config->ChangeAI(_ai_saveload_ainame);
 
			/* 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_company_convert_array);
 
		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::Load(index, _ai_saveload_version);
 
		}
 
	}
 
}