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+#ifndef AI_H
+#define AI_H
+
+#include "../functions.h"
+#include "../network/network.h"
+#include "../player.h"
+#include "../command.h"
+
+/* How DoCommands look like for an AI */
+typedef struct AICommand {
+ uint32 tile;
+ uint32 p1;
+ uint32 p2;
+ uint32 procc;
+ CommandCallback* callback;
+
+ char *text;
+ uint uid;
+
+ 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)
+} AIStruct;
+
+VARDEF AIStruct _ai;
+VARDEF AIPlayer _ai_player[MAX_PLAYERS];
+
+// ai.c
+void AI_StartNewAI(PlayerID player);
+void AI_PlayerDied(PlayerID player);
+void AI_RunGameLoop(void);
+void AI_Initialize(void);
+void AI_Uninitialize(void);
+int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
+int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback);
+
+/** Is it allowed to start a new AI.
+ * This function checks some boundries to see if we should launch a new AI.
+ * @return True if we can start a new AI.
+ */
+static inline bool AI_AllowNewAI(void)
+{
+ /* If disabled, no AI */
+ if (!_ai.enabled)
+ return false;
+
+ /* If in network, but no server, no AI */
+ if (_networking && !_network_server)
+ return false;
+
+ /* If in network, and server, possible AI */
+ if (_networking && _network_server) {
+ /* Do we want AIs in multiplayer? */
+ if (!_patches.ai_in_multiplayer)
+ return false;
+
+ /* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
+ * system, because all commands are delayed by at least 1 tick, which causes
+ * a big problem, because it uses variables that are only set AFTER the command
+ * is really executed... */
+ if (!_patches.ainew_active)
+ return false;
+ }
+
+ return true;
+}
+
+#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 */