Update to 12.0-beta1

This commit is contained in:
dP
2021-08-15 14:57:29 +03:00
parent ac7d3eba75
commit 9df4f2c4fc
666 changed files with 61302 additions and 20466 deletions
+83 -71
View File
@@ -8,9 +8,12 @@
/** @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 "compat/ai_sl_compat.h"
#include "../company_base.h"
#include "../string_func.h"
#include "../ai/ai.hpp"
@@ -20,17 +23,16 @@
#include "../safeguards.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 std::string _ai_saveload_name;
static int _ai_saveload_version;
static std::string _ai_saveload_settings;
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, SLV_108, SL_MAX_VERSION),
SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
SLE_END()
static const SaveLoad _ai_company_desc[] = {
SLEG_SSTR("name", _ai_saveload_name, SLE_STR),
SLEG_SSTR("settings", _ai_saveload_settings, SLE_STR),
SLEG_CONDVAR("version", _ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
};
static void SaveReal_AIPL(int *index_ptr)
@@ -39,89 +41,99 @@ static void SaveReal_AIPL(int *index_ptr)
AIConfig *config = AIConfig::GetConfig(index);
if (config->HasScript()) {
strecpy(_ai_saveload_name, config->GetName(), lastof(_ai_saveload_name));
_ai_saveload_name = config->GetName();
_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_name.clear();
_ai_saveload_version = -1;
}
_ai_saveload_is_random = config->IsRandom();
_ai_saveload_settings[0] = '\0';
config->SettingsToString(_ai_saveload_settings, lastof(_ai_saveload_settings));
_ai_saveload_settings = config->SettingsToString();
SlObject(nullptr, _ai_company);
/* If the AI was active, store his data too */
SlObject(nullptr, _ai_company_desc);
/* If the AI was active, store its 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::SSS_FORCE_GAME)->Change(nullptr);
}
struct AIPLChunkHandler : ChunkHandler {
AIPLChunkHandler() : ChunkHandler('AIPL', CH_TABLE) {}
CompanyID index;
while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
void Load() const override
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(_ai_company_desc, _ai_company_sl_compat);
_ai_saveload_is_random = 0;
_ai_saveload_version = -1;
SlObject(nullptr, _ai_company);
if (_networking && !_network_server) {
if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
continue;
/* Free all current data */
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr);
}
AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
if (StrEmpty(_ai_saveload_name)) {
/* A random AI. */
config->Change(nullptr, -1, false, true);
} else {
config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
if (!config->HasScript()) {
/* No version of the AI available that can load the data. Try to load the
* latest version of the AI instead. */
config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
CompanyID index;
while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
_ai_saveload_is_random = false;
_ai_saveload_version = -1;
SlObject(nullptr, slt);
if (_networking && !_network_server) {
if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
continue;
}
AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
if (_ai_saveload_name.empty()) {
/* A random AI. */
config->Change(nullptr, -1, false, true);
} else {
config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random);
if (!config->HasScript()) {
if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
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);
DEBUG(script, 0, "A random other AI will be loaded in its place.");
/* No version of the AI available that can load the data. Try to load the
* latest version of the AI instead. */
config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
if (!config->HasScript()) {
if (_ai_saveload_name.compare("%_dummy") != 0) {
Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
Debug(script, 0, "A random other AI will be loaded in its place.");
} else {
Debug(script, 0, "The savegame had no AIs available at the time of saving.");
Debug(script, 0, "A random available AI will be loaded now.");
}
} else {
DEBUG(script, 0, "The savegame had no AIs available at the time of saving.");
DEBUG(script, 0, "A random available AI will be loaded now.");
Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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.");
}
} else {
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);
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.");
/* Make sure the AI doesn't get the saveload data, as it was not the
* writer of the saveload data in the first place */
_ai_saveload_version = -1;
}
/* 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);
}
}
}
config->StringToSettings(_ai_saveload_settings);
void Save() const override
{
SlTableHeader(_ai_company_desc);
/* 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);
for (int i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
SlSetArrayIndex(i);
SlAutolength((AutolengthProc *)SaveReal_AIPL, &i);
}
}
}
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, nullptr, nullptr, CH_ARRAY | CH_LAST},
};
static const AIPLChunkHandler AIPL;
static const ChunkHandlerRef ai_chunk_handlers[] = {
AIPL,
};
extern const ChunkHandlerTable _ai_chunk_handlers(ai_chunk_handlers);