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Diffstat (limited to 'ai/ai.h')
-rw-r--r-- | ai/ai.h | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/ai/ai.h b/ai/ai.h new file mode 100644 index 000000000..0eff62dac --- /dev/null +++ b/ai/ai.h @@ -0,0 +1,78 @@ +#ifndef AI_H +#define AI_H + +#include "../functions.h" + +/* How DoCommands look like for an AI */ +typedef struct AICommand { + uint32 tile; + uint32 p1; + uint32 p2; + uint32 procc; + + uint32 dp[20]; + + struct AICommand *next; +} AICommand; + +/* The struct for an AIScript Player */ +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 +} AIPlayer; + +/* The struct to keep some data about the AI in general */ +typedef struct AIStruct { + /* General */ + bool enabled; //! Is AI enabled? + uint tick; //! The current tick (something like _frame_counter, only for AIs) + + /* 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 +} AIStruct; + +VARDEF AIStruct _ai; +VARDEF AIPlayer _ai_player[MAX_PLAYERS]; + +// ai.c +void AI_StartNewAI(byte player); +void AI_PlayerDied(byte player); +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); + +#define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b)) +#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b)) + +/** + * The random-function that should be used by ALL AIs. + */ +static inline uint AI_RandomRange(uint max) +{ + /* We pick RandomRange if we are in SP (so when saved, we do the same over and over) + * but we pick InteractiveRandomRange if we are a network_server or network-client. + */ + if (_networking) + return InteractiveRandomRange(max); + else + return RandomRange(max); +} + +/** + * The random-function that should be used by ALL AIs. + */ +static inline uint32 AI_Random(void) +{ +/* We pick RandomRange if we are in SP (so when saved, we do the same over and over) + * but we pick InteractiveRandomRange if we are a network_server or network-client. + */ + if (_networking) + return InteractiveRandom(); + else + return Random(); +} + +#endif /* AI_H */ |