summaryrefslogtreecommitdiff
path: root/ai
diff options
context:
space:
mode:
authortron <tron@openttd.org>2005-12-18 12:10:46 +0000
committertron <tron@openttd.org>2005-12-18 12:10:46 +0000
commitd5aa95b87e19f451bcad45382728edd0af57a95b (patch)
treea0ac2ff6091f2ec7e9b8c392fc45fc93c8b6b85f /ai
parent7dc1e23845528e538091de34db539a0b7e480da6 (diff)
downloadopenttd-d5aa95b87e19f451bcad45382728edd0af57a95b.tar.xz
(svn r3313) Remove GPMI related changes from trunk
Revisions in detail: 2542, 3226 (partial), 3229, 3231, 3232, 3238, 3242-3245, 3251, 3253, 3260, 3263, 3265, 3266, 3269, 3277, 3278, 3279, 3283 (partial), 3304, 3305, 3306
Diffstat (limited to 'ai')
-rw-r--r--ai/ai.c272
-rw-r--r--ai/ai.h20
-rw-r--r--ai/ai_event.h64
3 files changed, 19 insertions, 337 deletions
diff --git a/ai/ai.c b/ai/ai.c
index 8f77e4822..47d92c6cf 100644
--- a/ai/ai.c
+++ b/ai/ai.c
@@ -5,22 +5,8 @@
#include "../variables.h"
#include "../command.h"
#include "../network.h"
-#include "../debug.h"
#include "ai.h"
#include "default/default.h"
-#include "../string.h"
-
-/* Here we define the events */
-#define DEF_EVENTS
-#include "ai_event.h"
-#undef DEF_EVENTS
-
-/* Here we keep track of all commands that are called via AI_DoCommandChecked,
- * in special we save the unique_id here. Now this id is given back
- * when the command fails or succeeds and is detected as added in this storage. */
-static AICommand *command_uid[MAX_PLAYERS];
-static AICommand *command_uid_tail[MAX_PLAYERS];
-static uint uids[MAX_PLAYERS];
/**
* Dequeues commands put in the queue via AI_PutCommandInQueue.
@@ -153,123 +139,23 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
return res;
}
-int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
-{
- AICommand *new;
- uint unique_id = uids[_current_player] + 1; // + 1, because 0 is reserved
- int32 res;
-
- res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
- if (CmdFailed(res))
- return CMD_ERROR;
- if (!(flags & DC_EXEC))
- return res;
-
- uids[_current_player]++;
-
- /* Save the command and his things, together with the unique_id */
- new = malloc(sizeof(AICommand));
- new->tile = tile;
- new->p1 = p1;
- new->p2 = p2;
- new->procc = procc;
- new->next = NULL;
- new->uid = unique_id;
-
- /* Add it to the back of the list */
- if (command_uid_tail[_current_player] == NULL)
- command_uid_tail[_current_player] = new;
- else {
- command_uid_tail[_current_player]->next = new;
- command_uid_tail[_current_player] = new;
- }
-
- if (command_uid[_current_player] == NULL)
- command_uid[_current_player] = new;
-
- AI_DoCommand(tile, p1, p2, flags, procc);
- return unique_id;
-}
-
-/**
- * Find the right UID for this command.
- */
-void AI_GetCommandUID(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile)
-{
- AICommand *command = command_uid[_current_player];
-
- /* Reset to 0, meaning no UID. Then we start detecting if we have an UID for this command */
- _ai_current_uid = 0;
- _ai_current_tile = INVALID_TILE;
-
- if (command == NULL)
- return;
-
- if (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile) {
- /* If we come here, we see a command that isn't at top in our list. This is okay, if the command isn't
- * anywhere else in our list, else we have a big problem.. so check for that. If it isn't in our list,
- * it is okay, else, drop the game.
- * Why do we have a big problem in the case it is in our list? Simply, we have a command sooner in
- * our list that wasn't triggered to be failed or succeeded, so it is sitting there without an
- * event, so the script will never know if it succeeded yes/no, so it can hang.. this is VERY bad
- * and should never ever happen. */
- while (command != NULL && (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile)) {
- command = command->next;
- }
- assert(command == NULL);
- return;
- }
-
- /* Remove this command from the list */
- command_uid[_current_player] = command_uid[_current_player]->next;
- if (command_uid[_current_player] == NULL)
- command_uid_tail[_current_player] = NULL;
-
- /* Broadcast our current UID and tile */
- _ai_current_uid = command->uid;
- _ai_current_tile = tile;
- free(command);
-}
-
-/**
- * A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via
- * an event.
- */
-void AI_CommandResult(bool succeeded)
-{
- if (_ai_current_uid == 0)
- return;
-
- ai_event(_current_player, succeeded ? ttai_Event_CommandSucceeded : ttai_Event_CommandFailed, _ai_current_tile);
-}
-
/**
* Run 1 tick of the AI. Don't overdo it, keep it realistic.
*/
static void AI_RunTick(PlayerID player)
{
- _current_player = player;
-
-#ifdef GPMI
- if (_ai.gpmi) {
- gpmi_call_RunTick(_ai_player[player].module, _frame_counter);
- return;
- }
-#endif /* GPMI */
-
- {
- extern void AiNewDoGameLoop(Player *p);
+ extern void AiNewDoGameLoop(Player *p);
- Player *p = GetPlayer(player);
+ Player *p = GetPlayer(player);
+ _current_player = player;
- if (_patches.ainew_active) {
- AiNewDoGameLoop(p);
- } else {
- /* Enable all kind of cheats the old AI needs in order to operate correctly... */
- _is_old_ai_player = true;
- AiDoGameLoop(p);
- _is_old_ai_player = false;
- }
+ if (_patches.ainew_active) {
+ AiNewDoGameLoop(p);
+ } else {
+ /* Enable all kind of cheats the old AI needs in order to operate correctly... */
+ _is_old_ai_player = true;
+ AiDoGameLoop(p);
+ _is_old_ai_player = false;
}
}
@@ -309,7 +195,10 @@ void AI_RunGameLoop(void)
Player *p;
FOR_ALL_PLAYERS(p) {
- if (p->is_active && p->is_ai && _ai_player[p->index].active) {
+ if (p->is_active && p->is_ai) {
+ /* This should always be true, else something went wrong... */
+ assert(_ai_player[p->index].active);
+
/* Run the script */
AI_DequeueCommands(p->index);
AI_RunTick(p->index);
@@ -320,61 +209,6 @@ void AI_RunGameLoop(void)
_current_player = OWNER_NONE;
}
-#ifdef GPMI
-
-void AI_ShutdownAIControl(bool with_error)
-{
- if (_ai.gpmi_mod != NULL)
- gpmi_mod_unload(_ai.gpmi_mod);
- if (_ai.gpmi_pkg != NULL)
- gpmi_pkg_unload(_ai.gpmi_pkg);
-
- if (with_error) {
- DEBUG(ai, 0)("[AI] Failed to load AI Control, switching back to built-in AIs..");
- _ai.gpmi = false;
- }
-}
-
-void (*ttai_GetNextAIData)(char **library, char **param);
-void (*ttai_SetAIParam)(char *param);
-
-void AI_LoadAIControl(void)
-{
- /* Load module */
- _ai.gpmi_mod = gpmi_mod_load("ttai_control_mod", NULL);
- if (_ai.gpmi_mod == NULL) {
- AI_ShutdownAIControl(true);
- return;
- }
-
- /* Load package */
- if (gpmi_pkg_load("ttai_control_pkg", 0, NULL, NULL, &_ai.gpmi_pkg)) {
- AI_ShutdownAIControl(true);
- return;
- }
-
- /* Now link all the functions */
- {
- ttai_GetNextAIData = gpmi_pkg_resolve(_ai.gpmi_pkg, "ttai_GetNextAIData");
- ttai_SetAIParam = gpmi_pkg_resolve(_ai.gpmi_pkg, "ttai_SetAIParam");
-
- if (ttai_GetNextAIData == NULL || ttai_SetAIParam == NULL)
- AI_ShutdownAIControl(true);
- }
-
- ttai_SetAIParam(_ai.gpmi_param);
-}
-
-/**
- * Dump an entry of the GPMI error stack (callback routine). This helps the user to trace errors back to their roots.
- */
-void AI_PrintErrorStack(gpmi_err_stack_t *entry, char *string)
-{
- DEBUG(ai, 0)("%s", string);
-}
-
-#endif /* GPMI */
-
/**
* A new AI sees the day of light. You can do here what ever you think is needed.
*/
@@ -382,44 +216,6 @@ void AI_StartNewAI(PlayerID player)
{
assert(player < MAX_PLAYERS);
-#ifdef GPMI
- /* Keep this in a different IF, because the function can turn _ai.gpmi off!! */
- if (_ai.gpmi && _ai.gpmi_mod == NULL)
- AI_LoadAIControl();
-
- if (_ai.gpmi) {
- char *library = NULL;
- char *params = NULL;
- int old_cp = _current_player;
-
- /* Switch to new player, so we can execute stuff */
- _current_player = player;
-
- /* Get the library and param to load */
- ttai_GetNextAIData(&library, &params);
- gpmi_error_stack_enable = 1;
-
- /* Load the module */
- if (library != NULL) {
- _ai_player[player].module = gpmi_mod_load(library, params);
- free(library);
- }
- if (params != NULL)
- free(params);
-
- /* Check for errors */
- if (_ai_player[player].module == NULL) {
- DEBUG(ai, 0)("[AI] Failed to load AI, aborting. GPMI error stack:");
- gpmi_err_stack_process_str(AI_PrintErrorStack);
- return;
- }
- gpmi_error_stack_enable = 0;
-
- /* Switch back to last player */
- _current_player = old_cp;
- }
-#endif /* GPMI */
-
/* Called if a new AI is booted */
_ai_player[player].active = true;
}
@@ -434,22 +230,6 @@ void AI_PlayerDied(PlayerID player)
/* Called if this AI died */
_ai_player[player].active = false;
-
- if (command_uid[player] != NULL) {
- while (command_uid[player] != NULL) {
- AICommand *command = command_uid[player];
- command_uid[player] = command->next;
- free(command);
- }
-
- command_uid[player] = NULL;
- command_uid_tail[player] = NULL;
- }
-
-#ifdef GPMI
- if (_ai_player[player].module != NULL)
- gpmi_mod_unload(_ai_player[player].module);
-#endif /* GPMI */
}
/**
@@ -457,29 +237,17 @@ void AI_PlayerDied(PlayerID player)
*/
void AI_Initialize(void)
{
- bool tmp_ai_network_client = _ai.network_client;
- bool tmp_ai_gpmi = _ai.gpmi;
-#ifdef GPMI
- char *tmp_ai_gpmi_param = strdup(_ai.gpmi_param);
-#endif /* GPMI */
+ bool ai_network_client = _ai.network_client;
/* First, make sure all AIs are DEAD! */
AI_Uninitialize();
memset(&_ai, 0, sizeof(_ai));
- memset(_ai_player, 0, sizeof(_ai_player));
- memset(uids, 0, sizeof(uids));
- memset(command_uid, 0, sizeof(command_uid));
- memset(command_uid_tail, 0, sizeof(command_uid_tail));
+ memset(&_ai_player, 0, sizeof(_ai_player));
- _ai.network_client = tmp_ai_network_client;
+ _ai.network_client = ai_network_client;
_ai.network_playas = OWNER_SPECTATOR;
_ai.enabled = true;
- _ai.gpmi = tmp_ai_gpmi;
-#ifdef GPMI
- ttd_strlcpy(_ai.gpmi_param, tmp_ai_gpmi_param, sizeof(_ai.gpmi_param));
- free(tmp_ai_gpmi_param);
-#endif /* GPMI */
}
/**
@@ -490,10 +258,6 @@ void AI_Uninitialize(void)
Player* p;
FOR_ALL_PLAYERS(p) {
- if (p->is_active && p->is_ai && _ai_player[p->index].active) AI_PlayerDied(p->index);
+ if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
}
-
-#ifdef GPMI
- AI_ShutdownAIControl(false);
-#endif /* GPMI */
}
diff --git a/ai/ai.h b/ai/ai.h
index 325885410..90527f2df 100644
--- a/ai/ai.h
+++ b/ai/ai.h
@@ -4,9 +4,6 @@
#include "../functions.h"
#include "../network.h"
#include "../player.h"
-#ifdef GPMI
-#include <gpmi.h>
-#endif /* GPMI */
/* How DoCommands look like for an AI */
typedef struct AICommand {
@@ -26,9 +23,6 @@ typedef struct AIPlayer {
bool active; //! Is this AI active?
AICommand *queue; //! The commands that he has in his queue
AICommand *queue_tail; //! The tail of this queue
-#ifdef GPMI
- gpmi_module *module; //! The link to the GPMI module
-#endif /* GPMI */
} AIPlayer;
/* The struct to keep some data about the AI in general */
@@ -40,19 +34,10 @@ typedef struct AIStruct {
/* For network-clients (a OpenTTD client who acts as an AI connected to a server) */
bool network_client; //! Are we a network_client?
uint8 network_playas; //! The current network player we are connected as
-
- bool gpmi; //! True if we want GPMI AIs
-#ifdef GPMI
- gpmi_module *gpmi_mod; //! The module controller for GPMI based AIs (Event-handling)
- gpmi_package *gpmi_pkg; //! The package controller for GPMI based AIs (Functions)
- char gpmi_param[128]; //! The params given to the gpmi_mod
-#endif /* GPMI */
} AIStruct;
VARDEF AIStruct _ai;
VARDEF AIPlayer _ai_player[MAX_PLAYERS];
-VARDEF uint _ai_current_uid; //! Keeps track of the current UID, if any (0 means none)
-VARDEF TileIndex _ai_current_tile; //! Keeps track of the current Tile.
// ai.c
void AI_StartNewAI(PlayerID player);
@@ -61,9 +46,6 @@ void AI_RunGameLoop(void);
void AI_Initialize(void);
void AI_Uninitialize(void);
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
-int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
-void AI_GetCommandUID(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile);
-void AI_CommandResult(bool failed);
/** Is it allowed to start a new AI.
* This function checks some boundries to see if we should launch a new AI.
@@ -89,7 +71,7 @@ static inline bool AI_AllowNewAI(void)
* system, because all commands are delayed by at least 1 tick, which causes
* a big problem, because it uses variables that are only set AFTER the command
* is really executed... */
- if (!_patches.ainew_active && !_ai.gpmi)
+ if (!_patches.ainew_active)
return false;
}
diff --git a/ai/ai_event.h b/ai/ai_event.h
deleted file mode 100644
index 65812293d..000000000
--- a/ai/ai_event.h
+++ /dev/null
@@ -1,64 +0,0 @@
-#ifndef AI_EVENT
-#define AI_EVENT
-
-/* Make the ai_event macro set correctly */
-#ifdef GPMI
-# include <gpmi.h>
-# include "ai.h"
-
-/* This is how we call events (with safety-check) to GPMI */
-/* XXX -- This macro works only for some compilers (all GCCs for example).
- * Some compilers on the other hand (MSCV!!) doesn't support variadic macros
- * causing this to fail. There is no known solution. If you know any, please
- * tell us ASAP! */
-# define ai_event(player, event, ...) \
- if ((player) < MAX_PLAYERS && _ai_player[(player)].module != NULL) \
- gpmi_event(_ai_player[(player)].module, (event), _ai_current_uid, ##__VA_ARGS__)
-
-#else /* GPMI */
-
-/* XXX -- Some compilers (like MSVC :() doesn't support variadic macros,
- * which means we have to go to a lot of trouble to get the ai_event() ignored
- * in case GPMI is disabled... KILL KILL KILL!
- */
-# ifdef DEF_EVENTS
- void CDECL empty_function(PlayerID player, int event, ...) {}
-# else
- extern void CDECL empty_function(PlayerID player, int event, ...);
-# endif
-# define ai_event empty_function
-#endif /* GPMI */
-
-/* To make our life a bit easier; you now only have to define new
- * events here, and automaticly they work in OpenTTD without including
- * the ttai_event package. Just because of some lovely macro-shit ;) */
-#ifdef DEF_EVENTS
-# define DEF_EVENTS
-# define INITIAL_SET = -1
-#else
-# define DEF_EVENTS extern
-# define INITIAL_SET
-#endif /* DEF_EVENTS */
-
-/* ------------ All available events -------------- */
-DEF_EVENTS int ttai_Event_CommandFailed INITIAL_SET; // (tile, unique_id)
-DEF_EVENTS int ttai_Event_CommandSucceeded INITIAL_SET; // (tile, unique_id)
-
-DEF_EVENTS int ttai_Event_BuildStation INITIAL_SET; // (station_index, station_tile)
-DEF_EVENTS int ttai_Event_BuildRoadStation INITIAL_SET; // (station_index, station_tile)
-
-DEF_EVENTS int ttai_Event_BuildDepot INITIAL_SET; // (depot_index, depot_tile)
-DEF_EVENTS int ttai_Event_BuildRoadDepot INITIAL_SET; // (depot_index, depot_tile)
-
-DEF_EVENTS int ttai_Event_BuildVehicle INITIAL_SET; // (vehicle_index, depot_tile)
-DEF_EVENTS int ttai_Event_BuildRoadVehicle INITIAL_SET; // (vehicle_index, depot_tile)
-
-DEF_EVENTS int ttai_Event_VehicleEnterDepot INITIAL_SET; // (vehicle_index, depot_tile)
-DEF_EVENTS int ttai_Event_RoadVehicleEnterDepot INITIAL_SET; // (vehicle_index, depot_tile)
-
-DEF_EVENTS int ttai_Event_GiveOrder INITIAL_SET; // (vehicle_index)
-
-DEF_EVENTS int ttai_Event_BuildRoad INITIAL_SET; // (road_tile, road_pieces)
-/* ----------------- End of list ------------------ */
-
-#endif /* AI_EVENT */