Changeset - r2727:858ec9f64238
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master
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bjarni - 19 years ago 2005-12-08 21:12:15
bjarni@openttd.org
(svn r3272) -Fix: [AI] fixed issue in AI that prevented compilation without network support
2 files changed with 3 insertions and 0 deletions:
0 comments (0 inline, 0 general)
ai/ai.c
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@@ -21,197 +21,199 @@
 
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.
 
 */
 
void AI_DequeueCommands(byte 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;
 

	
 
		/* Copy the DP back in place */
 
		memcpy(_decode_parameters, com->dp, sizeof(com->dp));
 
		DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
 

	
 
		/* Free item */
 
		entry_com = com->next;
 
		free(com);
 
	}
 
}
 

	
 
/**
 
 * Needed for SP; we need to delay DoCommand with 1 tick, because else events
 
 *  will make infinite loops (AIScript).
 
 */
 
void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
 
{
 
	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->next  = NULL;
 

	
 
	/* Copy the decode_parameters */
 
	memcpy(com->dp, _decode_parameters, sizeof(com->dp));
 
}
 

	
 
/**
 
 * Executes a raw DoCommand for the AI.
 
 */
 
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
 
{
 
	PlayerID old_lp;
 
	int32 res = 0;
 

	
 
	/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
 
	 *   person.. should we check for those funny jokes?
 
	 */
 

	
 
	/* First, do a test-run to see if we can do this */
 
	res = DoCommandByTile(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;
 

	
 
	/* 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, NULL);
 
	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);
 

	
 
	/* Set _local_player back */
 
	_local_player = old_lp;
 

	
 
	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 CMD_ERROR;
 

	
 
	/* 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.
 
 */
 
static void AI_RunTick(PlayerID player)
 
{
 
	_current_player = player;
 

	
 
#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) {
ai/ai.h
Show inline comments
 
#ifndef AI_H
 
#define AI_H
 

	
 
#include "../functions.h"
 
#include "../network.h"
 
#include "../player.h"
 
#ifdef GPMI
 
#include <gpmi.h>
 
#endif /* GPMI */
 

	
 
/* 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
 
#ifdef GPMI
 
	gpmi_module *module;    //! The link to the GPMI module
 
#endif /* GPMI */
 
} 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_playas;   //! The current network player we are connected as
 

	
 
	bool gpmi;              //! True if we want GPMI AIs
 
#ifdef GPMI
 
	gpmi_module *gpmi_mod;  //! The module controller for GPMI based AIs (Event-handling)
 
	gpmi_package *gpmi_pkg; //! The package controller for GPMI based AIs (Functions)
 
	char gpmi_param[128];   //! The params given to the gpmi_mod
 
#endif /* GPMI */
 
} AIStruct;
 

	
 
VARDEF AIStruct _ai;
 
VARDEF AIPlayer _ai_player[MAX_PLAYERS];
 

	
 
// ai.c
 
void AI_StartNewAI(PlayerID player);
 
void AI_PlayerDied(PlayerID 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);
 
int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
 
void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool failed);
 

	
 
/** Is it allowed to start a new AI.
 
 * This function checks some boundries to see if we should launch a new AI.
 
 * @return True if we can start a new AI.
 
 */
 
static inline bool AI_AllowNewAI(void)
 
{
 
	/* If disabled, no AI */
 
	if (!_ai.enabled)
 
		return false;
 

	
 
	/* If in network, but no server, no AI */
 
	if (_networking && !_network_server)
 
		return false;
 

	
 
	/* If in network, and server, possible AI */
 
	if (_networking && _network_server) {
 
		/* Do we want AIs in multiplayer? */
 
		if (!_patches.ai_in_multiplayer)
 
			return false;
 

	
 
		/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
 
		 *  system, because all commands are delayed by at least 1 tick, which causes
 
		 *  a big problem, because it uses variables that are only set AFTER the command
 
		 *  is really executed... */
 
		if (!_patches.ainew_active && !_ai.gpmi)
 
			return false;
 
	}
 

	
 
	return true;
 
}
 

	
 
#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)
 
{
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