Files @ r15321:b66ded98380f
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Location: cpp/openttd-patchpack/source/src/saveload/ai_sl.cpp

frosch
(svn r19972) -Change: Use the md5sum from the previous save of the game for BaNaNaS instead of the initial (when the grf was added) md5sum from the gamelog. Neither method is 'better', but this way it is independent from the gamelog.
/* $Id$ */

/*
 * 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, 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: NOT_REACHED();
	}
}

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, CH_ARRAY | CH_LAST},
};
#endif /* ENABLE_AI */