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authortruelight <truelight@openttd.org>2005-11-22 15:55:38 +0000
committertruelight <truelight@openttd.org>2005-11-22 15:55:38 +0000
commite4cb8ed4570f53fc26367371e8d680882f0e70e6 (patch)
tree6702beccddba7217fe3ad311ffda9285b6719e5d /ai
parent28df667ceb7fa74a1146a2bede0a908bc9dd3eb4 (diff)
downloadopenttd-e4cb8ed4570f53fc26367371e8d680882f0e70e6.tar.xz
(svn r3226) -Fix: GPMI implementation had minor glitches
-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;) -Add: Support for AI-network-clients (an AI, connecting to a remote server) -Fix: minor AI-core problems
Diffstat (limited to 'ai')
-rw-r--r--ai/ai.c15
-rw-r--r--ai/ai.h2
-rw-r--r--ai/default/default.c18
-rw-r--r--ai/trolly/trolly.c28
4 files changed, 13 insertions, 50 deletions
diff --git a/ai/ai.c b/ai/ai.c
index b3d3af123..b7271d2ce 100644
--- a/ai/ai.c
+++ b/ai/ai.c
@@ -87,7 +87,7 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
/* First, do a test-run to see if we can do this */
res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
/* The command failed, or you didn't want to execute, or you are quering, return */
- if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
+ if ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST))
return res;
/* If we did a DC_EXEC, and the command did not return an error, execute it
@@ -162,10 +162,10 @@ void AI_RunGameLoop(void)
return;
/* Check for AI-client (so joining a network with an AI) */
- if (_ai.network_client) {
+ if (_ai.network_client && _ai_player[_ai.network_playas].active) {
/* Run the script */
- AI_DequeueCommands(_ai.network_player);
- AI_RunTick(_ai.network_player);
+ AI_DequeueCommands(_ai.network_playas);
+ AI_RunTick(_ai.network_playas);
} else if (!_networking || _network_server) {
/* Check if we want to run AIs (server or SP only) */
Player *p;
@@ -199,6 +199,9 @@ void AI_StartNewAI(PlayerID player)
*/
void AI_PlayerDied(PlayerID player)
{
+ if (_ai.network_client && _ai.network_playas == player)
+ _ai.network_playas = OWNER_SPECTATOR;
+
/* Called if this AI died */
_ai_player[player].active = false;
}
@@ -208,9 +211,13 @@ void AI_PlayerDied(PlayerID player)
*/
void AI_Initialize(void)
{
+ bool ai_network_client = _ai.network_client;
+
memset(&_ai, 0, sizeof(_ai));
memset(&_ai_player, 0, sizeof(_ai_player));
+ _ai.network_client = ai_network_client;
+ _ai.network_playas = OWNER_SPECTATOR;
_ai.enabled = true;
}
diff --git a/ai/ai.h b/ai/ai.h
index 174cf287c..910e050b1 100644
--- a/ai/ai.h
+++ b/ai/ai.h
@@ -31,7 +31,7 @@ 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_player; //! The current network player we are connected as
+ uint8 network_playas; //! The current network player we are connected as
} AIStruct;
VARDEF AIStruct _ai;
diff --git a/ai/default/default.c b/ai/default/default.c
index 4f4283f1a..b8648dbe2 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -3938,24 +3938,6 @@ void AiDoGameLoop(Player *p)
AiAdjustLoan(p);
AiBuildCompanyHQ(p);
- if (_opt.diff.competitor_speed == 4) {
- /* ultraspeed */
- _ai_actions[p->ai.state](p);
- if (p->bankrupt_asked != 0)
- return;
- } else if (_opt.diff.competitor_speed != 3) {
- p->ai.tick++;
- if (!(p->ai.tick&1))
- return;
- if (_opt.diff.competitor_speed != 2) {
- if (!(p->ai.tick&2))
- return;
- if (_opt.diff.competitor_speed == 0) {
- if (!(p->ai.tick&4))
- return;
- }
- }
- }
#if 0
{
static byte old_state = 99;
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
index 21a5ee582..2ddd8fb58 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -44,7 +44,7 @@ static void AiNew_State_FirstTime(Player *p)
assert(p->ainew.state == AI_STATE_FIRST_TIME);
// We first have to init some things
- if (_current_player == 1) {
+ if (_current_player == 1 || _ai.network_client) {
ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
}
@@ -1347,9 +1347,6 @@ static void AiNew_OnTick(Player *p)
void AiNewDoGameLoop(Player *p)
{
- // If it is a human player, it is not an AI, so bubye!
- if (IS_HUMAN_PLAYER(_current_player)) return;
-
if (p->ainew.state == AI_STATE_STARTUP) {
// The AI just got alive!
p->ainew.state = AI_STATE_FIRST_TIME;
@@ -1362,29 +1359,6 @@ void AiNewDoGameLoop(Player *p)
// We keep a ticker. We use it for competitor_speed
p->ainew.tick++;
- // See what the speed is
- switch (_opt.diff.competitor_speed) {
- case 0: // Very slow
- if (!(p->ainew.tick&8)) return;
- break;
-
- case 1: // Slow
- if (!(p->ainew.tick&4)) return;
- break;
-
- case 2:
- if (!(p->ainew.tick&2)) return;
- break;
-
- case 3:
- if (!(p->ainew.tick&1)) return;
- break;
-
- case 4: // Very fast
- default: // Cool, a new speed setting.. ;) VERY fast ;)
- break;
- }
-
// If we come here, we can do a tick.. do so!
AiNew_OnTick(p);
}