diff options
author | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
---|---|---|
committer | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
commit | 66bbf336c6af7353ef0aeed58002c46543b30635 (patch) | |
tree | ad4a63860df2626b22f77e7dac712e958bea54cb /src/ai/ai.c | |
parent | ccc0a3f4dbf58c005b22341ac8874252924690cd (diff) | |
download | openttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz |
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'src/ai/ai.c')
-rw-r--r-- | src/ai/ai.c | 247 |
1 files changed, 247 insertions, 0 deletions
diff --git a/src/ai/ai.c b/src/ai/ai.c new file mode 100644 index 000000000..58b97ad39 --- /dev/null +++ b/src/ai/ai.c @@ -0,0 +1,247 @@ +/* $Id$ */ + +#include "../stdafx.h" +#include "../openttd.h" +#include "../variables.h" +#include "../command.h" +#include "../network/network.h" +#include "ai.h" +#include "default/default.h" + +/** + * Dequeues commands put in the queue via AI_PutCommandInQueue. + */ +static void AI_DequeueCommands(PlayerID player) +{ + AICommand *com, *entry_com; + + entry_com = _ai_player[player].queue; + + /* It happens that DoCommandP issues a new DoCommandAI which adds a new command + * to this very same queue (don't argue about this, if it currently doesn't + * happen I can tell you it will happen with AIScript -- TrueLight). If we + * do not make the queue NULL, that commands will be dequeued immediatly. + * Therefor we safe the entry-point to entry_com, and make the queue NULL, so + * the new queue can be safely built up. */ + _ai_player[player].queue = NULL; + _ai_player[player].queue_tail = NULL; + + /* Dequeue all commands */ + while ((com = entry_com) != NULL) { + _current_player = player; + + _cmd_text = com->text; + DoCommandP(com->tile, com->p1, com->p2, com->callback, com->procc); + + /* Free item */ + entry_com = com->next; + free(com->text); + free(com); + } +} + +/** + * Needed for SP; we need to delay DoCommand with 1 tick, because else events + * will make infinite loops (AIScript). + */ +static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint procc, CommandCallback* callback) +{ + AICommand *com; + + if (_ai_player[player].queue_tail == NULL) { + /* There is no item in the queue yet, create the queue */ + _ai_player[player].queue = malloc(sizeof(AICommand)); + _ai_player[player].queue_tail = _ai_player[player].queue; + } else { + /* Add an item at the end */ + _ai_player[player].queue_tail->next = malloc(sizeof(AICommand)); + _ai_player[player].queue_tail = _ai_player[player].queue_tail->next; + } + + /* This is our new item */ + com = _ai_player[player].queue_tail; + + /* Assign the info */ + com->tile = tile; + com->p1 = p1; + com->p2 = p2; + com->procc = procc; + com->callback = callback; + com->next = NULL; + com->text = NULL; + + /* Copy the cmd_text, if needed */ + if (_cmd_text != NULL) { + com->text = strdup(_cmd_text); + _cmd_text = NULL; + } +} + +/** + * Executes a raw DoCommand for the AI. + */ +int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback) +{ + PlayerID old_lp; + int32 res = 0; + const char* tmp_cmdtext; + + /* If you enable DC_EXEC with DC_QUERY_COST you are a really strange + * person.. should we check for those funny jokes? + */ + + /* The test already resets _cmd_text, so backup the pointer */ + tmp_cmdtext = _cmd_text; + + /* First, do a test-run to see if we can do this */ + res = DoCommand(tile, p1, p2, flags & ~DC_EXEC, procc); + /* The command failed, or you didn't want to execute, or you are quering, return */ + if (CmdFailed(res) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) { + return res; + } + + /* Restore _cmd_text */ + _cmd_text = tmp_cmdtext; + + /* If we did a DC_EXEC, and the command did not return an error, execute it + * over the network */ + if (flags & DC_AUTO) procc |= CMD_AUTO; + if (flags & DC_NO_WATER) procc |= CMD_NO_WATER; + + /* NetworkSend_Command needs _local_player to be set correctly, so + * adjust it, and put it back right after the function */ + old_lp = _local_player; + _local_player = _current_player; + +#ifdef ENABLE_NETWORK + /* Send the command */ + if (_networking) { + /* Network is easy, send it to his handler */ + NetworkSend_Command(tile, p1, p2, procc, callback); + } else { +#else + { +#endif + /* If we execute BuildCommands directly in SP, we have a big problem with events + * so we need to delay is for 1 tick */ + AI_PutCommandInQueue(_current_player, tile, p1, p2, procc, callback); + } + + /* Set _local_player back */ + _local_player = old_lp; + + return res; +} + + +int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc) +{ + return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL); +} + + +/** + * Run 1 tick of the AI. Don't overdo it, keep it realistic. + */ +static void AI_RunTick(PlayerID player) +{ + extern void AiNewDoGameLoop(Player *p); + + 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; + } +} + + +/** + * The gameloop for AIs. + * Handles one tick for all the AIs. + */ +void AI_RunGameLoop(void) +{ + /* Don't do anything if ai is disabled */ + if (!_ai.enabled) return; + + /* Don't do anything if we are a network-client, or the AI has been disabled */ + if (_networking && (!_network_server || !_patches.ai_in_multiplayer)) return; + + /* New tick */ + _ai.tick++; + + /* Make sure the AI follows the difficulty rule.. */ + assert(_opt.diff.competitor_speed <= 4); + if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return; + + /* Check for AI-client (so joining a network with an AI) */ + if (!_networking || _network_server) { + /* Check if we want to run AIs (server or SP only) */ + const Player* p; + + FOR_ALL_PLAYERS(p) { + 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); + } + } + } + + _current_player = OWNER_NONE; +} + +/** + * A new AI sees the day of light. You can do here what ever you think is needed. + */ +void AI_StartNewAI(PlayerID player) +{ + assert(IsValidPlayer(player)); + + /* Called if a new AI is booted */ + _ai_player[player].active = true; +} + +/** + * This AI player died. Give it some chance to make a final puf. + */ +void AI_PlayerDied(PlayerID player) +{ + /* Called if this AI died */ + _ai_player[player].active = false; +} + +/** + * Initialize some AI-related stuff. + */ +void AI_Initialize(void) +{ + /* First, make sure all AIs are DEAD! */ + AI_Uninitialize(); + + memset(&_ai, 0, sizeof(_ai)); + memset(&_ai_player, 0, sizeof(_ai_player)); + + _ai.enabled = true; +} + +/** + * Deinitializer for AI-related stuff. + */ +void AI_Uninitialize(void) +{ + const Player* p; + + FOR_ALL_PLAYERS(p) { + if (p->is_active && p->is_ai) AI_PlayerDied(p->index); + } +} |