Beispiel #1
0
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(NULL);
	}

	CompanyID index;
	while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
		if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");

		_ai_saveload_is_random = 0;
		_ai_saveload_version = -1;
		SlObject(NULL, _ai_company);

		if (_networking && !_network_server) {
			if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
			continue;
		}

		AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
		if (StrEmpty(_ai_saveload_name)) {
			/* A random AI. */
			config->Change(NULL, -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);
				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.");
					} 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 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 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);
		}
	}
}
/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
{
	assert(Company::IsValidID(company));

	/* Clients shouldn't start AIs */
	if (_networking && !_network_server) return;

	AIConfig *config = AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME);
	AIInfo *info = config->GetInfo();
	if (info == NULL || (rerandomise_ai && config->IsRandom())) {
		info = AI::scanner_info->SelectRandomAI();
		assert(info != NULL);
		/* Load default data and store the name in the settings */
		config->Change(info->GetName(), -1, false, true);
	}

	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	Company *c = Company::Get(company);

	c->ai_info = info;
	assert(c->ai_instance == NULL);
	c->ai_instance = new AIInstance();
	c->ai_instance->Initialize(info);

	cur_company.Restore();

	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
	return;
}