diff --git a/src/saveload/ai_sl.cpp b/src/saveload/ai_sl.cpp --- a/src/saveload/ai_sl.cpp +++ b/src/saveload/ai_sl.cpp @@ -57,77 +57,81 @@ static void SaveReal_AIPL(int *index_ptr if (Company::IsValidAiID(index)) AI::Save(index); } -static void Load_AIPL() -{ - const std::vector slt = SlCompatTableHeader(_ai_company_desc, _ai_company_sl_compat); - - /* Free all current data */ - for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { - AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr); - } +struct AIPLChunkHandler : ChunkHandler { + AIPLChunkHandler() : ChunkHandler('AIPL', CH_TABLE) {} - CompanyID index; - while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) { - if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs"); + void Load() const override + { + const std::vector slt = SlCompatTableHeader(_ai_company_desc, _ai_company_sl_compat); - _ai_saveload_is_random = false; - _ai_saveload_version = -1; - SlObject(nullptr, slt); - - if (_networking && !_network_server) { - if (Company::IsValidAiID(index)) AIInstance::LoadEmpty(); - continue; + /* Free all current data */ + for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { + AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr); } - AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME); - if (_ai_saveload_name.empty()) { - /* A random AI. */ - config->Change(nullptr, -1, false, true); - } else { - config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random); - if (!config->HasScript()) { - /* No version of the AI available that can load the data. Try to load the - * latest version of the AI instead. */ - config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random); + CompanyID index; + while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) { + if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs"); + + _ai_saveload_is_random = false; + _ai_saveload_version = -1; + SlObject(nullptr, slt); + + if (_networking && !_network_server) { + if (Company::IsValidAiID(index)) AIInstance::LoadEmpty(); + continue; + } + + AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME); + if (_ai_saveload_name.empty()) { + /* A random AI. */ + config->Change(nullptr, -1, false, true); + } else { + config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random); if (!config->HasScript()) { - if (_ai_saveload_name.compare("%_dummy") != 0) { + /* No version of the AI available that can load the data. Try to load the + * latest version of the AI instead. */ + config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random); + if (!config->HasScript()) { + if (_ai_saveload_name.compare("%_dummy") != 0) { + Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version); + Debug(script, 0, "A random other AI will be loaded in its place."); + } else { + Debug(script, 0, "The savegame had no AIs available at the time of saving."); + Debug(script, 0, "A random available AI will be loaded now."); + } + } else { Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version); - Debug(script, 0, "A random other AI will be loaded in its place."); - } else { - Debug(script, 0, "The savegame had no AIs available at the time of saving."); - Debug(script, 0, "A random available AI will be loaded now."); + Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible."); } - } else { - Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version); - Debug(script, 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 it was not the + * writer of the saveload data in the first place */ + _ai_saveload_version = -1; } - /* Make sure the AI doesn't get the saveload data, as it 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); } } - - 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); + void Save() const override + { + SlTableHeader(_ai_company_desc); + + for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) { + SlSetArrayIndex(i); + SlAutolength((AutolengthProc *)SaveReal_AIPL, &i); } } -} - -static void Save_AIPL() -{ - SlTableHeader(_ai_company_desc); +}; - for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) { - SlSetArrayIndex(i); - SlAutolength((AutolengthProc *)SaveReal_AIPL, &i); - } -} - -static const ChunkHandler AIPL{ 'AIPL', Save_AIPL, Load_AIPL, nullptr, nullptr, CH_TABLE }; +static const AIPLChunkHandler AIPL; static const ChunkHandlerRef ai_chunk_handlers[] = { AIPL, };