summaryrefslogtreecommitdiff
path: root/src/ai/ai.c
diff options
context:
space:
mode:
authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /src/ai/ai.c
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-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.c247
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);
+ }
+}