diff options
Diffstat (limited to 'src/ai/ai.cpp')
-rw-r--r-- | src/ai/ai.cpp | 94 |
1 files changed, 47 insertions, 47 deletions
diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp index 182831702..d6e616883 100644 --- a/src/ai/ai.cpp +++ b/src/ai/ai.cpp @@ -16,16 +16,16 @@ #include "../signal_func.h" AIStruct _ai; -AIPlayer _ai_player[MAX_PLAYERS]; +AICompany _ai_company[MAX_COMPANIES]; /** * Dequeues commands put in the queue via AI_PutCommandInQueue. */ -static void AI_DequeueCommands(PlayerID player) +static void AI_DequeueCommands(CompanyID company) { AICommand *com, *entry_com; - entry_com = _ai_player[player].queue; + entry_com = _ai_company[company].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 @@ -33,12 +33,12 @@ static void AI_DequeueCommands(PlayerID player) * 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; + _ai_company[company].queue = NULL; + _ai_company[company].queue_tail = NULL; /* Dequeue all commands */ while ((com = entry_com) != NULL) { - _current_player = player; + _current_company = company; _cmd_text = com->text; DoCommandP(com->tile, com->p1, com->p2, com->callback, com->procc); @@ -54,22 +54,22 @@ static void AI_DequeueCommands(PlayerID player) * 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, uint32 procc, CommandCallback* callback) +static void AI_PutCommandInQueue(CompanyID company, TileIndex tile, uint32 p1, uint32 p2, uint32 procc, CommandCallback* callback) { AICommand *com; - if (_ai_player[player].queue_tail == NULL) { + if (_ai_company[company].queue_tail == NULL) { /* There is no item in the queue yet, create the queue */ - _ai_player[player].queue = MallocT<AICommand>(1); - _ai_player[player].queue_tail = _ai_player[player].queue; + _ai_company[company].queue = MallocT<AICommand>(1); + _ai_company[company].queue_tail = _ai_company[company].queue; } else { /* Add an item at the end */ - _ai_player[player].queue_tail->next = MallocT<AICommand>(1); - _ai_player[player].queue_tail = _ai_player[player].queue_tail->next; + _ai_company[company].queue_tail->next = MallocT<AICommand>(1); + _ai_company[company].queue_tail = _ai_company[company].queue_tail->next; } /* This is our new item */ - com = _ai_player[player].queue_tail; + com = _ai_company[company].queue_tail; /* Assign the info */ com->tile = tile; @@ -92,7 +92,7 @@ static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uin */ CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint32 procc, CommandCallback* callback) { - PlayerID old_lp; + CompanyID old_local_company; CommandCost res; const char* tmp_cmdtext; @@ -113,10 +113,10 @@ CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, u /* Restore _cmd_text */ _cmd_text = tmp_cmdtext; - /* NetworkSend_Command needs _local_player to be set correctly, so + /* NetworkSend_Command needs _local_company to be set correctly, so * adjust it, and put it back right after the function */ - old_lp = _local_player; - _local_player = _current_player; + old_local_company = _local_company; + _local_company = _current_company; #ifdef ENABLE_NETWORK /* Send the command */ @@ -129,11 +129,11 @@ CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, u #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); + AI_PutCommandInQueue(_current_company, tile, p1, p2, procc, callback); } - /* Set _local_player back */ - _local_player = old_lp; + /* Set _local_company back */ + _local_company = old_local_company; return res; } @@ -148,20 +148,20 @@ CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uin /** * Run 1 tick of the AI. Don't overdo it, keep it realistic. */ -static void AI_RunTick(PlayerID player) +static void AI_RunTick(CompanyID company) { - extern void AiNewDoGameLoop(Player *p); + extern void AiNewDoGameLoop(Company *c); - Player *p = GetPlayer(player); - _current_player = player; + Company *c = GetCompany(company); + _current_company = company; if (_settings_game.ai.ainew_active) { - AiNewDoGameLoop(p); + AiNewDoGameLoop(c); } 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; + _is_old_ai_company = true; + AiDoGameLoop(c); + _is_old_ai_company = false; } /* AI could change some track, so update signals */ @@ -191,47 +191,47 @@ void AI_RunGameLoop() /* 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; + const Company *c; - FOR_ALL_PLAYERS(p) { - if (p->is_ai) { + FOR_ALL_COMPANIES(c) { + if (c->is_ai) { /* This should always be true, else something went wrong... */ - assert(_ai_player[p->index].active); + assert(_ai_company[c->index].active); /* Run the script */ - AI_DequeueCommands(p->index); - AI_RunTick(p->index); + AI_DequeueCommands(c->index); + AI_RunTick(c->index); } } } - _current_player = OWNER_NONE; + _current_company = 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) +void AI_StartNewAI(CompanyID company) { - assert(IsValidPlayerID(player)); + assert(IsValidCompanyID(company)); /* Called if a new AI is booted */ - _ai_player[player].active = true; + _ai_company[company].active = true; } /** - * This AI player died. Give it some chance to make a final puf. + * This AI company died. Give it some chance to make a final puf. */ -void AI_PlayerDied(PlayerID player) +void AI_CompanyDied(CompanyID company) { /* Called if this AI died */ - _ai_player[player].active = false; + _ai_company[company].active = false; - if (_players_ainew[player].pathfinder == NULL) return; + if (_companies_ainew[company].pathfinder == NULL) return; - AyStarMain_Free(_players_ainew[player].pathfinder); - delete _players_ainew[player].pathfinder; - _players_ainew[player].pathfinder = NULL; + AyStarMain_Free(_companies_ainew[company].pathfinder); + delete _companies_ainew[company].pathfinder; + _companies_ainew[company].pathfinder = NULL; } @@ -244,7 +244,7 @@ void AI_Initialize() AI_Uninitialize(); memset(&_ai, 0, sizeof(_ai)); - memset(&_ai_player, 0, sizeof(_ai_player)); + memset(&_ai_company, 0, sizeof(_ai_company)); _ai.enabled = true; } @@ -254,5 +254,5 @@ void AI_Initialize() */ void AI_Uninitialize() { - for (PlayerID p = PLAYER_FIRST; p < MAX_PLAYERS; p++) AI_PlayerDied(p); + for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) AI_CompanyDied(c); } |