OpenTTD Source  12.0-beta2
ai_sl.cpp
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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 
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 
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 
61  AIPLChunkHandler() : ChunkHandler('AIPL', CH_TABLE) {}
62 
63  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++) {
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) {
82  continue;
83  }
84 
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 
123  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);
AIConfig
Definition: ai_config.hpp:16
ChunkHandlerRef
std::reference_wrapper< const ChunkHandler > ChunkHandlerRef
A reference to ChunkHandler.
Definition: saveload.h:443
_network_server
bool _network_server
network-server is active
Definition: network.cpp:57
AI::Load
static void Load(CompanyID company, int version)
Load data for an AI from a savegame.
Definition: ai_core.cpp:292
SLE_STR
#define SLE_STR(base, variable, type, length)
Storage of a string in every savegame version.
Definition: saveload.h:798
saveload.h
_ai_company_sl_compat
const SaveLoadCompat _ai_company_sl_compat[]
Original field order for _ai_company_desc.
Definition: ai_sl_compat.h:16
ChunkHandler
Handlers and description of chunk.
Definition: saveload.h:406
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
AIPLChunkHandler
Definition: ai_sl.cpp:60
COMPANY_FIRST
@ COMPANY_FIRST
First company, same as owner.
Definition: company_type.h:22
SLV_108
@ SLV_108
108 15045
Definition: saveload.h:176
AI::Save
static void Save(CompanyID company)
Save data from an AI to a savegame.
Definition: ai_core.cpp:278
span
A trimmed down version of what std::span will be in C++20.
Definition: span_type.hpp:60
ScriptConfig::GetName
const char * GetName() const
Get the name of the Script.
Definition: script_config.cpp:172
AI::StartNew
static void StartNew(CompanyID company, bool rerandomise_ai=true)
Start a new AI company.
Definition: ai_core.cpp:36
AIConfig::GetConfig
static AIConfig * GetConfig(CompanyID company, ScriptSettingSource source=SSS_DEFAULT)
Get the config of a company.
Definition: ai_config.cpp:45
ScriptConfig::IsRandom
bool IsRandom() const
Is the current Script a randomly chosen Script?
Definition: script_config.cpp:167
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
Company::IsValidAiID
static bool IsValidAiID(size_t index)
Is this company a valid company, controlled by the computer (a NoAI program)?
Definition: company_base.h:135
ScriptConfig::StringToSettings
void StringToSettings(const std::string &value)
Convert a string which is stored in the config file or savegames to custom settings of this Script.
Definition: script_config.cpp:182
SLEG_SSTR
#define SLEG_SSTR(name, variable, type)
Storage of a global std::string in every savegame version.
Definition: saveload.h:969
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:56
ScriptInstance::LoadEmpty
static void LoadEmpty()
Load and discard data from a savegame.
Definition: script_instance.cpp:620
SlAutolength
void SlAutolength(AutolengthProc *proc, void *arg)
Do something of which I have no idea what it is :P.
Definition: saveload.cpp:2093
ScriptConfig::GetVersion
int GetVersion() const
Get the version of the Script.
Definition: script_config.cpp:177
SLV_136
@ SLV_136
136 18764
Definition: saveload.h:210
SL_MAX_VERSION
@ SL_MAX_VERSION
Highest possible saveload version.
Definition: saveload.h:342
AIPLChunkHandler::Save
void Save() const override
Save the chunk.
Definition: ai_sl.cpp:123
AIPLChunkHandler::Load
void Load() const override
Load the chunk.
Definition: ai_sl.cpp:63
SLEG_CONDVAR
#define SLEG_CONDVAR(name, variable, type, from, to)
Storage of a global variable in some savegame versions.
Definition: saveload.h:849
SlErrorCorrupt
void NORETURN SlErrorCorrupt(const char *msg)
Error handler for corrupt savegames.
Definition: saveload.cpp:364
ScriptConfig::SettingsToString
std::string SettingsToString() const
Convert the custom settings to a string that can be stored in the config file or savegames.
Definition: script_config.cpp:208
ai_sl_compat.h
Debug
#define Debug(name, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
SlCompatTableHeader
std::vector< SaveLoad > SlCompatTableHeader(const SaveLoadTable &slt, const SaveLoadCompatTable &slct)
Load a table header in a savegame compatible way.
Definition: saveload.cpp:2029
ScriptConfig::Change
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.
Definition: script_config.cpp:19
SlObject
void SlObject(void *object, const SaveLoadTable &slt)
Main SaveLoad function.
Definition: saveload.cpp:1838
SlTableHeader
std::vector< SaveLoad > SlTableHeader(const SaveLoadTable &slt)
Save or Load a table header.
Definition: saveload.cpp:1891
SaveLoad
SaveLoad type struct.
Definition: saveload.h:653
ScriptConfig::SSS_FORCE_GAME
@ SSS_FORCE_GAME
Get the Script config from the current game.
Definition: script_config.hpp:105
ScriptConfig::HasScript
bool HasScript() const
Is this config attached to an Script? In other words, is there a Script that is assigned to this slot...
Definition: script_config.cpp:162
SlIterateArray
int SlIterateArray()
Iterate through the elements of an array and read the whole thing.
Definition: saveload.cpp:670