ai_sl.cpp

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00001 /* $Id: ai_sl.cpp 19430 2010-03-15 22:52:39Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "../stdafx.h"
00013 #include "../company_base.h"
00014 #include "../debug.h"
00015 #include "saveload.h"
00016 #include "../string_func.h"
00017 
00018 static char _ai_saveload_name[64];
00019 static int  _ai_saveload_version;
00020 static char _ai_saveload_settings[1024];
00021 static bool _ai_saveload_is_random;
00022 
00023 static const SaveLoad _ai_company[] = {
00024       SLEG_STR(_ai_saveload_name,        SLE_STRB),
00025       SLEG_STR(_ai_saveload_settings,    SLE_STRB),
00026   SLEG_CONDVAR(_ai_saveload_version,   SLE_UINT32, 108, SL_MAX_VERSION),
00027   SLEG_CONDVAR(_ai_saveload_is_random,   SLE_BOOL, 136, SL_MAX_VERSION),
00028        SLE_END()
00029 };
00030 
00031 #ifdef ENABLE_AI
00032 #include "../ai/ai.hpp"
00033 #include "../ai/ai_config.hpp"
00034 #include "../network/network.h"
00035 #include "../ai/ai_instance.hpp"
00036 
00037 static void SaveReal_AIPL(int *index_ptr)
00038 {
00039   CompanyID index = (CompanyID)*index_ptr;
00040   AIConfig *config = AIConfig::GetConfig(index);
00041 
00042   if (config->HasAI()) {
00043     ttd_strlcpy(_ai_saveload_name, config->GetName(), lengthof(_ai_saveload_name));
00044     _ai_saveload_version = config->GetVersion();
00045   } else {
00046     /* No AI is configured for this so store an empty string as name. */
00047     _ai_saveload_name[0] = '\0';
00048     _ai_saveload_version = -1;
00049   }
00050 
00051   _ai_saveload_is_random = config->IsRandomAI();
00052   _ai_saveload_settings[0] = '\0';
00053   config->SettingsToString(_ai_saveload_settings, lengthof(_ai_saveload_settings));
00054 
00055   SlObject(NULL, _ai_company);
00056   /* If the AI was active, store his data too */
00057   if (Company::IsValidAiID(index)) AI::Save(index);
00058 }
00059 
00060 static void Load_AIPL()
00061 {
00062   /* Free all current data */
00063   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00064     AIConfig::GetConfig(c, AIConfig::AISS_FORCE_GAME)->ChangeAI(NULL);
00065   }
00066 
00067   CompanyID index;
00068   while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
00069     _ai_saveload_version = -1;
00070     SlObject(NULL, _ai_company);
00071 
00072     if (_networking && !_network_server) {
00073       if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
00074       continue;
00075     }
00076 
00077     AIConfig *config = AIConfig::GetConfig(index, AIConfig::AISS_FORCE_GAME);
00078     if (StrEmpty(_ai_saveload_name)) {
00079       /* A random AI. */
00080       config->ChangeAI(NULL, -1, false, true);
00081     } else {
00082       config->ChangeAI(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
00083       if (!config->HasAI()) {
00084         /* No version of the AI available that can load the data. Try to load the
00085          * latest version of the AI instead. */
00086         config->ChangeAI(_ai_saveload_name, -1, false, _ai_saveload_is_random);
00087         if (!config->HasAI()) {
00088           if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
00089             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);
00090             DEBUG(ai, 0, "A random other AI will be loaded in its place.");
00091           } else {
00092             DEBUG(ai, 0, "The savegame had no AIs available at the time of saving.");
00093             DEBUG(ai, 0, "A random available AI will be loaded now.");
00094           }
00095         } else {
00096           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);
00097           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.");
00098         }
00099         /* Make sure the AI doesn't get the saveload data, as he was not the
00100          *  writer of the saveload data in the first place */
00101         _ai_saveload_version = -1;
00102       }
00103     }
00104 
00105     config->StringToSettings(_ai_saveload_settings);
00106 
00107     /* Start the AI directly if it was active in the savegame */
00108     if (Company::IsValidAiID(index)) {
00109       AI::StartNew(index, false);
00110       AI::Load(index, _ai_saveload_version);
00111     }
00112   }
00113 }
00114 
00115 static void Save_AIPL()
00116 {
00117   for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
00118     SlSetArrayIndex(i);
00119     SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
00120   }
00121 }
00122 
00123 extern const ChunkHandler _ai_chunk_handlers[] = {
00124   { 'AIPL', Save_AIPL, Load_AIPL, NULL, CH_ARRAY | CH_LAST},
00125 };
00126 #else
00127 
00129 enum SQSaveLoadType {
00130   SQSL_INT             = 0x00, 
00131   SQSL_STRING          = 0x01, 
00132   SQSL_ARRAY           = 0x02, 
00133   SQSL_TABLE           = 0x03, 
00134   SQSL_BOOL            = 0x04, 
00135   SQSL_NULL            = 0x05, 
00136   SQSL_ARRAY_TABLE_END = 0xFF, 
00137 };
00138 
00139 static byte _ai_sl_byte;
00140 
00141 static const SaveLoad _ai_byte[] = {
00142   SLEG_VAR(_ai_sl_byte, SLE_UINT8),
00143   SLE_END()
00144 };
00145 
00146 static bool LoadObjects()
00147 {
00148   SlObject(NULL, _ai_byte);
00149   switch (_ai_sl_byte) {
00150     case SQSL_INT: {
00151       int value;
00152       SlArray(&value, 1, SLE_INT32);
00153       return true;
00154     }
00155 
00156     case SQSL_STRING: {
00157       SlObject(NULL, _ai_byte);
00158       static char buf[256];
00159       SlArray(buf, _ai_sl_byte, SLE_CHAR);
00160       return true;
00161     }
00162 
00163     case SQSL_ARRAY:
00164       while (LoadObjects()) { }
00165       return true;
00166 
00167     case SQSL_TABLE:
00168       while (LoadObjects()) { LoadObjects(); }
00169       return true;
00170 
00171     case SQSL_BOOL:
00172       SlObject(NULL, _ai_byte);
00173       return true;
00174 
00175     case SQSL_NULL:
00176       return true;
00177 
00178     case SQSL_ARRAY_TABLE_END:
00179       return false;
00180 
00181     default: NOT_REACHED();
00182   }
00183 }
00184 
00185 static void Load_AIPL()
00186 {
00187   CompanyID index;
00188   while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
00189     SlObject(NULL, _ai_company);
00190 
00191     if (!Company::IsValidAiID(index)) continue;
00192     SlObject(NULL, _ai_byte);
00193     /* Check if there was anything saved at all. */
00194     if (_ai_sl_byte == 0) continue;
00195     LoadObjects();
00196   }
00197 }
00198 
00199 extern const ChunkHandler _ai_chunk_handlers[] = {
00200   { 'AIPL', NULL, Load_AIPL, NULL, CH_ARRAY | CH_LAST},
00201 };
00202 #endif /* ENABLE_AI */

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