From 0f2a0df16591a8f23b03b800b780090cf9b88c9a Mon Sep 17 00:00:00 2001 From: truelight Date: Mon, 5 Dec 2005 12:27:58 +0000 Subject: (svn r3260) -Add: add events for AIs to check if a command execution failed or succeeded --- ai/ai.c | 91 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 89 insertions(+), 2 deletions(-) (limited to 'ai/ai.c') diff --git a/ai/ai.c b/ai/ai.c index df457f662..759a764f4 100644 --- a/ai/ai.c +++ b/ai/ai.c @@ -15,6 +15,13 @@ #include "ai_event.h" #undef DEF_EVENTS +/* Here we keep track of all commands that are called via AI_DoCommandChecked, + * in special we save the unique_id here. Now this id is given back + * when the command fails or succeeds and is detected as added in this storage. */ +static AICommand *command_uid[MAX_PLAYERS]; +static AICommand *command_uid_tail[MAX_PLAYERS]; +static uint uids[MAX_PLAYERS]; + /** * Dequeues commands put in the queue via AI_PutCommandInQueue. */ @@ -122,6 +129,72 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc) return res; } +int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc) +{ + AICommand *new; + uint unique_id = uids[_current_player]++; + int32 res; + + res = AI_DoCommand(tile, p1, p2, flags & ~DC_EXEC, procc); + if (CmdFailed(res)) + return -1; + + /* Save the command and his things, together with the unique_id */ + new = malloc(sizeof(AICommand)); + new->tile = tile; + new->p1 = p1; + new->p2 = p2; + new->procc = procc; + new->next = NULL; + new->dp[0] = unique_id; + + /* Add it to the back of the list */ + if (command_uid_tail[_current_player] == NULL) + command_uid_tail[_current_player] = new; + else + command_uid_tail[_current_player]->next = new; + + if (command_uid[_current_player] == NULL) + command_uid[_current_player] = new; + + AI_DoCommand(tile, p1, p2, flags, procc); + return unique_id; +} + +/** + * A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via + * an event.Z + */ +void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool succeeded) +{ + AICommand *command = command_uid[_current_player]; + + if (command == NULL) + return; + + if (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile) { + /* If we come here, we see a command that isn't at top in our list. This is okay, if the command isn't + * anywhere else in our list, else we have a big problem.. so check for that. If it isn't in our list, + * it is okay, else, drop the game. + * Why do we have a big problem in the case it is in our list? Simply, we have a command sooner in + * our list that wasn't triggered to be failed or succeeded, so it is sitting there without an + * event, so the script will never know if it succeeded yes/no, so it can hang.. this is VERY bad + * and should never ever happen. */ + while (command != NULL && (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile)) { + command = command->next; + } + assert(command == NULL); + return; + } + + command_uid[_current_player] = command_uid[_current_player]->next; + if (command_uid[_current_player] == NULL) + command_uid_tail[_current_player] = NULL; + + ai_event(_current_player, succeeded ? ottd_Event_CommandSucceeded : ottd_Event_CommandFailed, tile, command->dp[0]); + free(command); +} + /** * Run 1 tick of the AI. Don't overdo it, keep it realistic. */ @@ -249,7 +322,7 @@ void AI_LoadAIControl(void) */ void AI_PrintErrorStack(gpmi_err_stack_t *entry, char *string) { - DEBUG(ai, 0)(string); + DEBUG(ai, 0)("%s", string); } #endif /* GPMI */ @@ -305,6 +378,17 @@ void AI_PlayerDied(PlayerID player) /* Called if this AI died */ _ai_player[player].active = false; + if (command_uid[player] != NULL) { + while (command_uid[player] != NULL) { + AICommand *command = command_uid[player]; + command_uid[player] = command->next; + free(command); + } + + command_uid[player] = NULL; + command_uid_tail[player] = NULL; + } + #ifdef GPMI if (_ai_player[player].module != NULL) gpmi_mod_unload(_ai_player[player].module); @@ -326,7 +410,10 @@ void AI_Initialize(void) AI_Uninitialize(); memset(&_ai, 0, sizeof(_ai)); - memset(&_ai_player, 0, sizeof(_ai_player)); + memset(_ai_player, 0, sizeof(_ai_player)); + memset(uids, 0, sizeof(uids)); + memset(command_uid, 0, sizeof(command_uid)); + memset(command_uid_tail, 0, sizeof(command_uid_tail)); _ai.network_client = tmp_ai_network_client; _ai.network_playas = OWNER_SPECTATOR; -- cgit v1.2.3-70-g09d2