1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
7
8 /** @file ai_sl.cpp Handles the saveload part of the AIs */
9
10 #include "../stdafx.h"
11 #include "../debug.h"
12
13 #include "saveload.h"
14 #include "compat/ai_sl_compat.h"
15
16 #include "../company_base.h"
17 #include "../string_func.h"
18
19 #include "../ai/ai.hpp"
20 #include "../ai/ai_config.hpp"
21 #include "../network/network.h"
22 #include "../ai/ai_instance.hpp"
23
24 #include "../safeguards.h"
25
26 static std::string _ai_saveload_name;
27 static int _ai_saveload_version;
28 static std::string _ai_saveload_settings;
29 static bool _ai_saveload_is_random;
30
31 static const SaveLoad _ai_company_desc[] = {
32 SLEG_SSTR("name", _ai_saveload_name, SLE_STR),
33 SLEG_SSTR("settings", _ai_saveload_settings, SLE_STR),
34 SLEG_CONDVAR("version", _ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
35 SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
36 };
37
SaveReal_AIPL(int * index_ptr)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 _ai_saveload_name = config->GetName();
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.clear();
49 _ai_saveload_version = -1;
50 }
51
52 _ai_saveload_is_random = config->IsRandom();
53 _ai_saveload_settings = config->SettingsToString();
54
55 SlObject(nullptr, _ai_company_desc);
56 /* If the AI was active, store its data too */
57 if (Company::IsValidAiID(index)) AI::Save(index);
58 }
59
60 struct AIPLChunkHandler : ChunkHandler {
AIPLChunkHandlerAIPLChunkHandler61 AIPLChunkHandler() : ChunkHandler('AIPL', CH_TABLE) {}
62
LoadAIPLChunkHandler63 void Load() const override
64 {
65 const std::vector<SaveLoad> slt = SlCompatTableHeader(_ai_company_desc, _ai_company_sl_compat);
66
67 /* Free all current data */
68 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
69 AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr);
70 }
71
72 CompanyID index;
73 while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
74 if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
75
76 _ai_saveload_is_random = false;
77 _ai_saveload_version = -1;
78 SlObject(nullptr, slt);
79
80 if (_networking && !_network_server) {
81 if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
82 continue;
83 }
84
85 AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
86 if (_ai_saveload_name.empty()) {
87 /* A random AI. */
88 config->Change(nullptr, -1, false, true);
89 } else {
90 config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random);
91 if (!config->HasScript()) {
92 /* No version of the AI available that can load the data. Try to load the
93 * latest version of the AI instead. */
94 config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
95 if (!config->HasScript()) {
96 if (_ai_saveload_name.compare("%_dummy") != 0) {
97 Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
98 Debug(script, 0, "A random other AI will be loaded in its place.");
99 } else {
100 Debug(script, 0, "The savegame had no AIs available at the time of saving.");
101 Debug(script, 0, "A random available AI will be loaded now.");
102 }
103 } else {
104 Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
105 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.");
106 }
107 /* Make sure the AI doesn't get the saveload data, as it was not the
108 * writer of the saveload data in the first place */
109 _ai_saveload_version = -1;
110 }
111 }
112
113 config->StringToSettings(_ai_saveload_settings);
114
115 /* Start the AI directly if it was active in the savegame */
116 if (Company::IsValidAiID(index)) {
117 AI::StartNew(index, false);
118 AI::Load(index, _ai_saveload_version);
119 }
120 }
121 }
122
SaveAIPLChunkHandler123 void Save() const override
124 {
125 SlTableHeader(_ai_company_desc);
126
127 for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
128 SlSetArrayIndex(i);
129 SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
130 }
131 }
132 };
133
134 static const AIPLChunkHandler AIPL;
135 static const ChunkHandlerRef ai_chunk_handlers[] = {
136 AIPL,
137 };
138
139 extern const ChunkHandlerTable _ai_chunk_handlers(ai_chunk_handlers);
140