OpenTTD
ai_sl.cpp
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1 /* $Id: ai_sl.cpp 26493 2014-04-24 04:41:54Z rubidium $ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * 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.
6  * 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.
7  * 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/>.
8  */
9 
12 #include "../stdafx.h"
13 #include "../company_base.h"
14 #include "../debug.h"
15 #include "saveload.h"
16 #include "../string_func.h"
17 
18 #include "../ai/ai.hpp"
19 #include "../ai/ai_config.hpp"
20 #include "../network/network.h"
21 #include "../ai/ai_instance.hpp"
22 
23 #include "../safeguards.h"
24 
25 static char _ai_saveload_name[64];
26 static int _ai_saveload_version;
27 static char _ai_saveload_settings[1024];
28 static bool _ai_saveload_is_random;
29 
30 static const SaveLoad _ai_company[] = {
31  SLEG_STR(_ai_saveload_name, SLE_STRB),
32  SLEG_STR(_ai_saveload_settings, SLE_STRB),
33  SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, 108, SL_MAX_VERSION),
34  SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, 136, SL_MAX_VERSION),
35  SLE_END()
36 };
37 
38 static void SaveReal_AIPL(int *index_ptr)
39 {
40  CompanyID index = (CompanyID)*index_ptr;
41  AIConfig *config = AIConfig::GetConfig(index);
42 
43  if (config->HasScript()) {
44  strecpy(_ai_saveload_name, config->GetName(), lastof(_ai_saveload_name));
45  _ai_saveload_version = config->GetVersion();
46  } else {
47  /* No AI is configured for this so store an empty string as name. */
48  _ai_saveload_name[0] = '\0';
49  _ai_saveload_version = -1;
50  }
51 
52  _ai_saveload_is_random = config->IsRandom();
53  _ai_saveload_settings[0] = '\0';
54  config->SettingsToString(_ai_saveload_settings, lastof(_ai_saveload_settings));
55 
56  SlObject(NULL, _ai_company);
57  /* If the AI was active, store his data too */
58  if (Company::IsValidAiID(index)) AI::Save(index);
59 }
60 
61 static void Load_AIPL()
62 {
63  /* Free all current data */
64  for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
66  }
67 
68  CompanyID index;
69  while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
70  if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
71 
72  _ai_saveload_is_random = 0;
73  _ai_saveload_version = -1;
74  SlObject(NULL, _ai_company);
75 
76  if (_networking && !_network_server) {
78  continue;
79  }
80 
82  if (StrEmpty(_ai_saveload_name)) {
83  /* A random AI. */
84  config->Change(NULL, -1, false, true);
85  } else {
86  config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
87  if (!config->HasScript()) {
88  /* No version of the AI available that can load the data. Try to load the
89  * latest version of the AI instead. */
90  config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
91  if (!config->HasScript()) {
92  if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
93  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);
94  DEBUG(script, 0, "A random other AI will be loaded in its place.");
95  } else {
96  DEBUG(script, 0, "The savegame had no AIs available at the time of saving.");
97  DEBUG(script, 0, "A random available AI will be loaded now.");
98  }
99  } else {
100  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);
101  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.");
102  }
103  /* Make sure the AI doesn't get the saveload data, as he was not the
104  * writer of the saveload data in the first place */
105  _ai_saveload_version = -1;
106  }
107  }
108 
109  config->StringToSettings(_ai_saveload_settings);
110 
111  /* Start the AI directly if it was active in the savegame */
112  if (Company::IsValidAiID(index)) {
113  AI::StartNew(index, false);
114  AI::Load(index, _ai_saveload_version);
115  }
116  }
117 }
118 
119 static void Save_AIPL()
120 {
121  for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
122  SlSetArrayIndex(i);
123  SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
124  }
125 }
126 
127 extern const ChunkHandler _ai_chunk_handlers[] = {
128  { 'AIPL', Save_AIPL, Load_AIPL, NULL, NULL, CH_ARRAY | CH_LAST},
129 };
static void StartNew(CompanyID company, bool rerandomise_ai=true)
Start a new AI company.
Definition: ai_core.cpp:37
bool _networking
are we in networking mode?
Definition: network.cpp:56
#define SLEG_STR(variable, type)
Storage of a global string in every savegame version.
Definition: saveload.h:439
void NORETURN SlErrorCorrupt(const char *msg)
Error handler for corrupt savegames.
Definition: saveload.cpp:561
void Change(const char *name, int version=-1, bool force_exact_match=false, bool is_random=false)
Set another Script to be loaded in this slot.
#define lastof(x)
Get the last element of an fixed size array.
Definition: depend.cpp:50
const char * GetName() const
Get the name of the Script.
bool IsRandom() const
Is the current Script a randomly chosen Script?
static void Save(CompanyID company)
Save data from an AI to a savegame.
Definition: ai_core.cpp:277
Functions/types related to saving and loading games.
static bool IsValidAiID(size_t index)
Is this company a valid company, controlled by the computer (a NoAI program)?
Definition: company_base.h:132
bool HasScript() const
Is this config attached to an Script? In other words, is there a Script that is assigned to this slot...
First company, same as owner.
Definition: company_type.h:24
static AIConfig * GetConfig(CompanyID company, ScriptSettingSource source=SSS_DEFAULT)
Get the config of a company.
Definition: ai_config.cpp:38
#define SL_MAX_VERSION
Highest possible savegame version.
Definition: saveload.h:96
static void Load(CompanyID company, int version)
Load data for an AI from a savegame.
Definition: ai_core.cpp:291
int SlIterateArray()
Iterate through the elements of an array and read the whole thing.
Definition: saveload.cpp:828
Maximum number of companies.
Definition: company_type.h:25
Handlers and description of chunk.
Definition: saveload.h:66
#define SLEG_CONDVAR(variable, type, from, to)
Storage of a global variable in some savegame versions.
Definition: saveload.h:373
#define DEBUG(name, level,...)
Output a line of debugging information.
Definition: debug.h:39
#define SLE_END()
End marker of a struct/class save or load.
Definition: saveload.h:353
static bool StrEmpty(const char *s)
Check if a string buffer is empty.
Definition: string_func.h:59
char * strecpy(char *dst, const char *src, const char *last)
Copies characters from one buffer to another.
Definition: depend.cpp:68
void SlObject(void *object, const SaveLoad *sld)
Main SaveLoad function.
Definition: saveload.cpp:1612
bool _network_server
network-server is active
Definition: network.cpp:57
void SlAutolength(AutolengthProc *proc, void *arg)
Do something of which I have no idea what it is :P.
Definition: saveload.cpp:1640
SaveLoad type struct.
Definition: saveload.h:208
Owner
Enum for all companies/owners.
Definition: company_type.h:20
static void LoadEmpty()
Load and discard data from a savegame.
void StringToSettings(const char *value)
Convert a string which is stored in the config file or savegames to custom settings of this Script...
void SettingsToString(char *string, const char *last) const
Convert the custom settings to a string that can be stored in the config file or savegames.
Get the Script config from the current game.
Last chunk in this array.
Definition: saveload.h:104
int GetVersion() const
Get the version of the Script.