248 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			248 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /* $Id$ */
 | |
| 
 | |
| #include "../stdafx.h"
 | |
| #include "../openttd.h"
 | |
| #include "../variables.h"
 | |
| #include "../command.h"
 | |
| #include "../network.h"
 | |
| #include "ai.h"
 | |
| #include "default/default.h"
 | |
| 
 | |
| /**
 | |
|  * Dequeues commands put in the queue via AI_PutCommandInQueue.
 | |
|  */
 | |
| static void AI_DequeueCommands(PlayerID player)
 | |
| {
 | |
| 	AICommand *com, *entry_com;
 | |
| 
 | |
| 	entry_com = _ai_player[player].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
 | |
| 	 *  happen I can tell you it will happen with AIScript -- TrueLight). If we
 | |
| 	 *  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;
 | |
| 
 | |
| 	/* Dequeue all commands */
 | |
| 	while ((com = entry_com) != NULL) {
 | |
| 		_current_player = player;
 | |
| 
 | |
| 		_cmd_text = com->text;
 | |
| 		DoCommandP(com->tile, com->p1, com->p2, com->callback, com->procc);
 | |
| 
 | |
| 		/* Free item */
 | |
| 		entry_com = com->next;
 | |
| 		free(com->text);
 | |
| 		free(com);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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, uint procc, CommandCallback* callback)
 | |
| {
 | |
| 	AICommand *com;
 | |
| 
 | |
| 	if (_ai_player[player].queue_tail == NULL) {
 | |
| 		/* There is no item in the queue yet, create the queue */
 | |
| 		_ai_player[player].queue = malloc(sizeof(AICommand));
 | |
| 		_ai_player[player].queue_tail = _ai_player[player].queue;
 | |
| 	} else {
 | |
| 		/* Add an item at the end */
 | |
| 		_ai_player[player].queue_tail->next = malloc(sizeof(AICommand));
 | |
| 		_ai_player[player].queue_tail = _ai_player[player].queue_tail->next;
 | |
| 	}
 | |
| 
 | |
| 	/* This is our new item */
 | |
| 	com = _ai_player[player].queue_tail;
 | |
| 
 | |
| 	/* Assign the info */
 | |
| 	com->tile  = tile;
 | |
| 	com->p1    = p1;
 | |
| 	com->p2    = p2;
 | |
| 	com->procc = procc;
 | |
| 	com->callback = callback;
 | |
| 	com->next  = NULL;
 | |
| 	com->text  = NULL;
 | |
| 
 | |
| 	/* Copy the cmd_text, if needed */
 | |
| 	if (_cmd_text != NULL) {
 | |
| 		com->text = strdup(_cmd_text);
 | |
| 		_cmd_text = NULL;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Executes a raw DoCommand for the AI.
 | |
|  */
 | |
| int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback)
 | |
| {
 | |
| 	PlayerID old_lp;
 | |
| 	int32 res = 0;
 | |
| 	const char* tmp_cmdtext;
 | |
| 
 | |
| 	/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
 | |
| 	 *   person.. should we check for those funny jokes?
 | |
| 	 */
 | |
| 
 | |
| 	/* The test already resets _cmd_text, so backup the pointer */
 | |
| 	tmp_cmdtext = _cmd_text;
 | |
| 
 | |
| 	/* First, do a test-run to see if we can do this */
 | |
| 	res = DoCommand(tile, p1, p2, flags & ~DC_EXEC, procc);
 | |
| 	/* The command failed, or you didn't want to execute, or you are quering, return */
 | |
| 	if (CmdFailed(res) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) {
 | |
| 		return res;
 | |
| 	}
 | |
| 
 | |
| 	/* Restore _cmd_text */
 | |
| 	_cmd_text = tmp_cmdtext;
 | |
| 
 | |
| 	/* If we did a DC_EXEC, and the command did not return an error, execute it
 | |
| 	 * over the network */
 | |
| 	if (flags & DC_AUTO)     procc |= CMD_AUTO;
 | |
| 	if (flags & DC_NO_WATER) procc |= CMD_NO_WATER;
 | |
| 
 | |
| 	/* NetworkSend_Command needs _local_player to be set correctly, so
 | |
| 	 * adjust it, and put it back right after the function */
 | |
| 	old_lp = _local_player;
 | |
| 	_local_player = _current_player;
 | |
| 
 | |
| #ifdef ENABLE_NETWORK
 | |
| 	/* Send the command */
 | |
| 	if (_networking) {
 | |
| 		/* Network is easy, send it to his handler */
 | |
| 		NetworkSend_Command(tile, p1, p2, procc, callback);
 | |
| 	} else {
 | |
| #else
 | |
| 	{
 | |
| #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);
 | |
| 	}
 | |
| 
 | |
| 	/* Set _local_player back */
 | |
| 	_local_player = old_lp;
 | |
| 
 | |
| 	return res;
 | |
| }
 | |
| 
 | |
| 
 | |
| int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
 | |
| {
 | |
| 	return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL);
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Run 1 tick of the AI. Don't overdo it, keep it realistic.
 | |
|  */
 | |
| 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;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * The gameloop for AIs.
 | |
|  *  Handles one tick for all the AIs.
 | |
|  */
 | |
| void AI_RunGameLoop(void)
 | |
| {
 | |
| 	/* Don't do anything if ai is disabled */
 | |
| 	if (!_ai.enabled) return;
 | |
| 
 | |
| 	/* Don't do anything if we are a network-client, or the AI has been disabled */
 | |
| 	if (_networking && (!_network_server || !_patches.ai_in_multiplayer)) return;
 | |
| 
 | |
| 	/* New tick */
 | |
| 	_ai.tick++;
 | |
| 
 | |
| 	/* Make sure the AI follows the difficulty rule.. */
 | |
| 	assert(_opt.diff.competitor_speed <= 4);
 | |
| 	if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return;
 | |
| 
 | |
| 	/* 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;
 | |
| 
 | |
| 		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);
 | |
| 
 | |
| 				/* Run the script */
 | |
| 				AI_DequeueCommands(p->index);
 | |
| 				AI_RunTick(p->index);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	_current_player = 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)
 | |
| {
 | |
| 	assert(IsValidPlayer(player));
 | |
| 
 | |
| 	/* Called if a new AI is booted */
 | |
| 	_ai_player[player].active = true;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * This AI player died. Give it some chance to make a final puf.
 | |
|  */
 | |
| void AI_PlayerDied(PlayerID player)
 | |
| {
 | |
| 	/* Called if this AI died */
 | |
| 	_ai_player[player].active = false;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Initialize some AI-related stuff.
 | |
|  */
 | |
| void AI_Initialize(void)
 | |
| {
 | |
| 	/* First, make sure all AIs are DEAD! */
 | |
| 	AI_Uninitialize();
 | |
| 
 | |
| 	memset(&_ai, 0, sizeof(_ai));
 | |
| 	memset(&_ai_player, 0, sizeof(_ai_player));
 | |
| 
 | |
| 	_ai.enabled = true;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Deinitializer for AI-related stuff.
 | |
|  */
 | |
| void AI_Uninitialize(void)
 | |
| {
 | |
| 	const Player* p;
 | |
| 
 | |
| 	FOR_ALL_PLAYERS(p) {
 | |
| 		if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
 | |
| 	}
 | |
| }
 | 
