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@ r24396:6a4f3d9234c5
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Location: cpp/openttd-patchpack/source/src/saveload/ai_sl.cpp
r24396:6a4f3d9234c5
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Update: Translations from eints
norwegian (bokmal): 9 changes by buzzCraft
norwegian (bokmal): 9 changes by buzzCraft
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 | /*
* 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"
#include "../ai/ai.hpp"
#include "../ai/ai_config.hpp"
#include "../network/network.h"
#include "../ai/ai_instance.hpp"
#include "../safeguards.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, SLV_108, SL_MAX_VERSION),
SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
SLE_END()
};
static void SaveReal_AIPL(int *index_ptr)
{
CompanyID index = (CompanyID)*index_ptr;
AIConfig *config = AIConfig::GetConfig(index);
if (config->HasScript()) {
strecpy(_ai_saveload_name, config->GetName(), lastof(_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->IsRandom();
_ai_saveload_settings[0] = '\0';
config->SettingsToString(_ai_saveload_settings, lastof(_ai_saveload_settings));
SlObject(nullptr, _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::SSS_FORCE_GAME)->Change(nullptr);
}
CompanyID index;
while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
_ai_saveload_is_random = 0;
_ai_saveload_version = -1;
SlObject(nullptr, _ai_company);
if (_networking && !_network_server) {
if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
continue;
}
AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
if (StrEmpty(_ai_saveload_name)) {
/* A random AI. */
config->Change(nullptr, -1, false, true);
} else {
config->Change(_ai_saveload_name, _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, -1, false, _ai_saveload_is_random);
if (!config->HasScript()) {
if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d 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 '%s', version %d 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 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, nullptr, nullptr, CH_ARRAY | CH_LAST},
};
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