Files @ r4603:3b159d0db197
Branch filter:

Location: cpp/openttd-patchpack/source/ai/ai.c - annotation

peter1138
(svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2447:b3b79e50b0f5
r2715:370d805582da
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r3692:38179015b89e
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2738:f106c3259c52
r3946:26e09c9271a1
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r3886:8d33dd6a91c5
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r3946:26e09c9271a1
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r3946:26e09c9271a1
r2395:937c6aa12746
r2738:f106c3259c52
r2395:937c6aa12746
r2738:f106c3259c52
r2738:f106c3259c52
r2738:f106c3259c52
r2738:f106c3259c52
r2738:f106c3259c52
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r3946:26e09c9271a1
r2395:937c6aa12746
r2551:d50c1f074472
r2395:937c6aa12746
r3950:87b23e4e6188
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r3950:87b23e4e6188
r3950:87b23e4e6188
r2738:f106c3259c52
r2395:937c6aa12746
r3491:10ed78e15d31
r2395:937c6aa12746
r4000:702cb45b8eab
r2395:937c6aa12746
r2738:f106c3259c52
r2738:f106c3259c52
r3950:87b23e4e6188
r3950:87b23e4e6188
r2395:937c6aa12746
r2395:937c6aa12746
r4000:702cb45b8eab
r4000:702cb45b8eab
r4000:702cb45b8eab
r2395:937c6aa12746
r2395:937c6aa12746
r4000:702cb45b8eab
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2727:858ec9f64238
r2395:937c6aa12746
r4000:702cb45b8eab
r2395:937c6aa12746
r3946:26e09c9271a1
r4000:702cb45b8eab
r4000:702cb45b8eab
r4000:702cb45b8eab
r2727:858ec9f64238
r2395:937c6aa12746
r2395:937c6aa12746
r3946:26e09c9271a1
r4000:702cb45b8eab
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r3946:26e09c9271a1
r3946:26e09c9271a1
r3946:26e09c9271a1
r3946:26e09c9271a1
r3946:26e09c9271a1
r3946:26e09c9271a1
r3946:26e09c9271a1
r2759:1f445db03d35
r2395:937c6aa12746
r2395:937c6aa12746
r2551:d50c1f074472
r2395:937c6aa12746
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2395:937c6aa12746
r2395:937c6aa12746
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2422:a6364887ab45
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2639:e298192a7c03
r2395:937c6aa12746
r2682:86af293a8bfc
r2682:86af293a8bfc
r2682:86af293a8bfc
r2682:86af293a8bfc
r2682:86af293a8bfc
r4000:702cb45b8eab
r2682:86af293a8bfc
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2446:da39b6c95b6c
r4000:702cb45b8eab
r2395:937c6aa12746
r2395:937c6aa12746
r2684:e4749a613214
r2395:937c6aa12746
r2684:e4749a613214
r2684:e4749a613214
r2395:937c6aa12746
r2395:937c6aa12746
r4000:702cb45b8eab
r2395:937c6aa12746
r2395:937c6aa12746
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2767:8b2ae5bad046
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2551:d50c1f074472
r2395:937c6aa12746
r2702:90b33b805c8a
r2702:90b33b805c8a
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2551:d50c1f074472
r2395:937c6aa12746
r4000:702cb45b8eab
r2684:e4749a613214
r4000:702cb45b8eab
r2684:e4749a613214
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2767:8b2ae5bad046
r2684:e4749a613214
r2706:c3abfae133a5
r2706:c3abfae133a5
r2706:c3abfae133a5
r2395:937c6aa12746
r2767:8b2ae5bad046
r2395:937c6aa12746
r2767:8b2ae5bad046
r2684:e4749a613214
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r2395:937c6aa12746
r4000:702cb45b8eab
r2395:937c6aa12746
r2395:937c6aa12746
r2767:8b2ae5bad046
r2395:937c6aa12746
r2395:937c6aa12746
/* $Id$ */

#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
	 *  (too bad when a client joins, he thinks the AIs are real, so it wants to control
	 *   them.. this avoids that, while loading a network game in singleplayer, does make
	 *   the AIs to continue ;))
	 */
	if (_networking && !_network_server && !_ai.network_client) 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 (_ai.network_client && _ai_player[_ai.network_playas].active) {
		/* Run the script */
		AI_DequeueCommands(_ai.network_playas);
		AI_RunTick(_ai.network_playas);
	} else 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(player < MAX_PLAYERS);

	/* 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)
{
	if (_ai.network_client && _ai.network_playas == player) {
		_ai.network_playas = OWNER_SPECTATOR;
	}

	/* Called if this AI died */
	_ai_player[player].active = false;
}

/**
 * Initialize some AI-related stuff.
 */
void AI_Initialize(void)
{
	bool ai_network_client = _ai.network_client;

	/* First, make sure all AIs are DEAD! */
	AI_Uninitialize();

	memset(&_ai, 0, sizeof(_ai));
	memset(&_ai_player, 0, sizeof(_ai_player));

	_ai.network_client = ai_network_client;
	_ai.network_playas = OWNER_SPECTATOR;
	_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);
	}
}