 991d5c6234
			
		
	
	991d5c6234
	
	
	
		
			
			-Fix: removed the ability for the oldAI to cheat (this will criple him somewhat) -Add: base-code for many improvements to come in the AI-system -Add: added base-code for multiplayer AIs (DOES NOT WORK YET!)
		
			
				
	
	
		
			79 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| #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 */
 |