(svn r3229) -Add: add more GPMI support. Now GPMI-based AIs can be loaded (doesn't change a thing if you didn't enable GPMI)

This commit is contained in:
truelight
2005-11-22 22:32:42 +00:00
parent f6ddaf6a23
commit 4927236912
6 changed files with 78 additions and 19 deletions

67
ai/ai.c
View File

@@ -5,6 +5,7 @@
#include "../variables.h"
#include "../command.h"
#include "../network.h"
#include "../debug.h"
#include "ai.h"
#include "default/default.h"
@@ -120,18 +121,28 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
*/
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;
#ifdef GPMI
if (_ai.gpmi) {
gpmi_call_RunTick(_ai_player[player].module, _frame_counter);
return;
}
#endif /* GPMI */
{
extern void AiNewDoGameLoop(Player *p);
Player *p = GetPlayer(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;
}
}
}
@@ -171,10 +182,7 @@ void AI_RunGameLoop(void)
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);
if (p->is_active && p->is_ai && _ai_player[p->index].active) {
/* Run the script */
AI_DequeueCommands(p->index);
AI_RunTick(p->index);
@@ -190,6 +198,21 @@ void AI_RunGameLoop(void)
*/
void AI_StartNewAI(PlayerID player)
{
#ifdef GPMI
char library[80];
char params[80];
/* XXX -- Todo, make a nice assign for library and params from a nice GUI :) */
snprintf(library, sizeof(library), "php");
snprintf(params, sizeof(params), "daeb");
_ai_player[player].module = gpmi_mod_load(library, params);
if (_ai_player[player].module == NULL) {
DEBUG(ai, 0)("[AI] Failed to load AI, aborting..");
return;
}
#endif /* GPMI */
/* Called if a new AI is booted */
_ai_player[player].active = true;
}
@@ -204,6 +227,10 @@ void AI_PlayerDied(PlayerID player)
/* Called if this AI died */
_ai_player[player].active = false;
#ifdef GPMI
gpmi_mod_unload(_ai_player[player].module);
#endif /* GPMI */
}
/**
@@ -211,14 +238,20 @@ void AI_PlayerDied(PlayerID player)
*/
void AI_Initialize(void)
{
bool ai_network_client = _ai.network_client;
bool tmp_ai_network_client = _ai.network_client;
#ifdef GPMI
bool tmp_ai_gpmi = _ai.gpmi;
#endif /* GPMI */
memset(&_ai, 0, sizeof(_ai));
memset(&_ai_player, 0, sizeof(_ai_player));
_ai.network_client = ai_network_client;
_ai.network_client = tmp_ai_network_client;
_ai.network_playas = OWNER_SPECTATOR;
_ai.enabled = true;
#ifdef GPMI
_ai.gpmi = tmp_ai_gpmi;
#endif /* GPMI */
}
/**
@@ -229,6 +262,6 @@ void AI_Uninitialize(void)
Player* p;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
if (p->is_active && p->is_ai && _ai_player[p->index].active) AI_PlayerDied(p->index);
}
}