Changeset - r2767:8b2ae5bad046
[Not reviewed]
master
1 16 0
tron - 19 years ago 2005-12-18 12:10:46
tron@openttd.org
(svn r3313) Remove GPMI related changes from trunk
Revisions in detail: 2542, 3226 (partial), 3229, 3231, 3232, 3238, 3242-3245, 3251, 3253, 3260, 3263, 3265, 3266, 3269, 3277, 3278, 3279, 3283 (partial), 3304, 3305, 3306
17 files changed with 24 insertions and 443 deletions:
0 comments (0 inline, 0 general)
Makefile
Show inline comments
 
@@ -372,15 +372,6 @@ endif
 

	
 
CFLAGS += $(BASECFLAGS)
 

	
 
# See if we want to enable GPMI
 
ifdef GPMI
 
CFLAGS  += -DGPMI `gpmi-config --include`
 
GPMI_STATIC_PATH = `gpmi-config --static`
 
LDFLAGS += -rdynamic `gpmi-config --libs`
 
# Static link paths into the game
 
LDFLAGS += $(GPMI_STATIC_PATH)/paths-static.o
 
endif
 

	
 
ifdef UNIX
 
CDEFS += -DUNIX
 
endif
ai/ai.c
Show inline comments
 
@@ -5,22 +5,8 @@
 
#include "../variables.h"
 
#include "../command.h"
 
#include "../network.h"
 
#include "../debug.h"
 
#include "ai.h"
 
#include "default/default.h"
 
#include "../string.h"
 

	
 
/* Here we define the events */
 
#define DEF_EVENTS
 
#include "ai_event.h"
 
#undef DEF_EVENTS
 

	
 
/* Here we keep track of all commands that are called via AI_DoCommandChecked,
 
 *  in special we save the unique_id here. Now this id is given back
 
 *  when the command fails or succeeds and is detected as added in this storage. */
 
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.
 
@@ -153,123 +139,23 @@ int32 AI_DoCommand(uint tile, uint32 p1,
 
	return res;
 
}
 

	
 
int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
 
{
 
	AICommand *new;
 
	uint unique_id = uids[_current_player] + 1; // + 1, because 0 is reserved
 
	int32 res;
 

	
 
	res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
 
	if (CmdFailed(res))
 
		return CMD_ERROR;
 
	if (!(flags & DC_EXEC))
 
		return res;
 

	
 
	uids[_current_player]++;
 

	
 
	/* 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->uid   = 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;
 
		command_uid_tail[_current_player] = new;
 
	}
 

	
 
	if (command_uid[_current_player] == NULL)
 
		command_uid[_current_player] = new;
 

	
 
	AI_DoCommand(tile, p1, p2, flags, procc);
 
	return unique_id;
 
}
 

	
 
/**
 
 * Find the right UID for this command.
 
 */
 
void AI_GetCommandUID(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile)
 
{
 
	AICommand *command = command_uid[_current_player];
 

	
 
	/* Reset to 0, meaning no UID. Then we start detecting if we have an UID for this command */
 
	_ai_current_uid  = 0;
 
	_ai_current_tile = INVALID_TILE;
 

	
 
	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;
 
	}
 

	
 
	/* Remove this command from the list */
 
	command_uid[_current_player] = command_uid[_current_player]->next;
 
	if (command_uid[_current_player] == NULL)
 
		command_uid_tail[_current_player] = NULL;
 

	
 
	/* Broadcast our current UID and tile */
 
	_ai_current_uid  = command->uid;
 
	_ai_current_tile = tile;
 
	free(command);
 
}
 

	
 
/**
 
 * A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via
 
 *  an event.
 
 */
 
void AI_CommandResult(bool succeeded)
 
{
 
	if (_ai_current_uid == 0)
 
		return;
 

	
 
	ai_event(_current_player, succeeded ? ttai_Event_CommandSucceeded : ttai_Event_CommandFailed, _ai_current_tile);
 
}
 

	
 
/**
 
 * 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;
 

	
 
#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;
 
		}
 
	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;
 
	}
 
}
 

	
 
@@ -309,7 +195,10 @@ void AI_RunGameLoop(void)
 
		Player *p;
 

	
 
		FOR_ALL_PLAYERS(p) {
 
			if (p->is_active && p->is_ai && _ai_player[p->index].active) {
 
			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);
 
@@ -320,61 +209,6 @@ void AI_RunGameLoop(void)
 
	_current_player = OWNER_NONE;
 
}
 

	
 
#ifdef GPMI
 

	
 
void AI_ShutdownAIControl(bool with_error)
 
{
 
	if (_ai.gpmi_mod != NULL)
 
		gpmi_mod_unload(_ai.gpmi_mod);
 
	if (_ai.gpmi_pkg != NULL)
 
		gpmi_pkg_unload(_ai.gpmi_pkg);
 

	
 
	if (with_error) {
 
		DEBUG(ai, 0)("[AI] Failed to load AI Control, switching back to built-in AIs..");
 
		_ai.gpmi = false;
 
	}
 
}
 

	
 
void (*ttai_GetNextAIData)(char **library, char **param);
 
void (*ttai_SetAIParam)(char *param);
 

	
 
void AI_LoadAIControl(void)
 
{
 
	/* Load module */
 
	_ai.gpmi_mod = gpmi_mod_load("ttai_control_mod", NULL);
 
	if (_ai.gpmi_mod == NULL) {
 
		AI_ShutdownAIControl(true);
 
		return;
 
	}
 

	
 
	/* Load package */
 
	if (gpmi_pkg_load("ttai_control_pkg", 0, NULL, NULL, &_ai.gpmi_pkg)) {
 
		AI_ShutdownAIControl(true);
 
		return;
 
	}
 

	
 
	/* Now link all the functions */
 
	{
 
		ttai_GetNextAIData = gpmi_pkg_resolve(_ai.gpmi_pkg, "ttai_GetNextAIData");
 
		ttai_SetAIParam = gpmi_pkg_resolve(_ai.gpmi_pkg, "ttai_SetAIParam");
 

	
 
		if (ttai_GetNextAIData == NULL || ttai_SetAIParam == NULL)
 
			AI_ShutdownAIControl(true);
 
	}
 

	
 
	ttai_SetAIParam(_ai.gpmi_param);
 
}
 

	
 
/**
 
 * Dump an entry of the GPMI error stack (callback routine). This helps the user to trace errors back to their roots.
 
 */
 
void AI_PrintErrorStack(gpmi_err_stack_t *entry, char *string)
 
{
 
	DEBUG(ai, 0)("%s", string);
 
}
 

	
 
#endif /* GPMI */
 

	
 
/**
 
 * A new AI sees the day of light. You can do here what ever you think is needed.
 
 */
 
@@ -382,44 +216,6 @@ void AI_StartNewAI(PlayerID player)
 
{
 
	assert(player < MAX_PLAYERS);
 

	
 
#ifdef GPMI
 
	/* Keep this in a different IF, because the function can turn _ai.gpmi off!! */
 
	if (_ai.gpmi && _ai.gpmi_mod == NULL)
 
		AI_LoadAIControl();
 

	
 
	if (_ai.gpmi) {
 
		char *library = NULL;
 
		char *params = NULL;
 
		int old_cp = _current_player;
 

	
 
		/* Switch to new player, so we can execute stuff */
 
		_current_player = player;
 

	
 
		/* Get the library and param to load */
 
		ttai_GetNextAIData(&library, &params);
 
		gpmi_error_stack_enable = 1;
 

	
 
		/* Load the module */
 
		if (library != NULL) {
 
			_ai_player[player].module = gpmi_mod_load(library, params);
 
			free(library);
 
		}
 
		if (params != NULL)
 
			free(params);
 

	
 
		/* Check for errors */
 
		if (_ai_player[player].module == NULL) {
 
			DEBUG(ai, 0)("[AI] Failed to load AI, aborting. GPMI error stack:");
 
			gpmi_err_stack_process_str(AI_PrintErrorStack);
 
			return;
 
		}
 
		gpmi_error_stack_enable = 0;
 

	
 
		/* Switch back to last player */
 
		_current_player = old_cp;
 
	}
 
#endif /* GPMI */
 

	
 
	/* Called if a new AI is booted */
 
	_ai_player[player].active = true;
 
}
 
@@ -434,22 +230,6 @@ void AI_PlayerDied(PlayerID player)
 

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

	
 
	if (command_uid[player] != NULL) {
 
		while (command_uid[player] != NULL) {
 
			AICommand *command = command_uid[player];
 
			command_uid[player] = command->next;
 
			free(command);
 
		}
 

	
 
		command_uid[player] = NULL;
 
		command_uid_tail[player] = NULL;
 
	}
 

	
 
#ifdef GPMI
 
	if (_ai_player[player].module != NULL)
 
		gpmi_mod_unload(_ai_player[player].module);
 
#endif /* GPMI */
 
}
 

	
 
/**
 
@@ -457,29 +237,17 @@ void AI_PlayerDied(PlayerID player)
 
 */
 
void AI_Initialize(void)
 
{
 
	bool tmp_ai_network_client = _ai.network_client;
 
	bool tmp_ai_gpmi = _ai.gpmi;
 
#ifdef GPMI
 
	char *tmp_ai_gpmi_param = strdup(_ai.gpmi_param);
 
#endif /* GPMI */
 
	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));
 
	memset(uids, 0, sizeof(uids));
 
	memset(command_uid, 0, sizeof(command_uid));
 
	memset(command_uid_tail, 0, sizeof(command_uid_tail));
 
	memset(&_ai_player, 0, sizeof(_ai_player));
 

	
 
	_ai.network_client = tmp_ai_network_client;
 
	_ai.network_client = ai_network_client;
 
	_ai.network_playas = OWNER_SPECTATOR;
 
	_ai.enabled = true;
 
	_ai.gpmi = tmp_ai_gpmi;
 
#ifdef GPMI
 
	ttd_strlcpy(_ai.gpmi_param, tmp_ai_gpmi_param, sizeof(_ai.gpmi_param));
 
	free(tmp_ai_gpmi_param);
 
#endif /* GPMI */
 
}
 

	
 
/**
 
@@ -490,10 +258,6 @@ void AI_Uninitialize(void)
 
	Player* p;
 

	
 
	FOR_ALL_PLAYERS(p) {
 
		if (p->is_active && p->is_ai && _ai_player[p->index].active) AI_PlayerDied(p->index);
 
		if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
 
	}
 

	
 
#ifdef GPMI
 
	AI_ShutdownAIControl(false);
 
#endif /* GPMI */
 
}
ai/ai.h
Show inline comments
 
@@ -4,9 +4,6 @@
 
#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 {
 
@@ -26,9 +23,6 @@ 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 */
 
@@ -40,19 +34,10 @@ typedef struct AIStruct {
 
	/* 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];
 
VARDEF uint _ai_current_uid; //! Keeps track of the current UID, if any (0 means none)
 
VARDEF TileIndex _ai_current_tile; //! Keeps track of the current Tile.
 

	
 
// ai.c
 
void AI_StartNewAI(PlayerID player);
 
@@ -61,9 +46,6 @@ 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_GetCommandUID(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile);
 
void AI_CommandResult(bool failed);
 

	
 
/** Is it allowed to start a new AI.
 
 * This function checks some boundries to see if we should launch a new AI.
 
@@ -89,7 +71,7 @@ static inline bool AI_AllowNewAI(void)
 
		 *  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)
 
		if (!_patches.ainew_active)
 
			return false;
 
	}
 

	
ai/ai_event.h
Show inline comments
 
deleted file
command.c
Show inline comments
 
@@ -10,7 +10,6 @@
 
#include "player.h"
 
#include "network.h"
 
#include "variables.h"
 
#include "ai/ai.h"
 

	
 
const char* _cmd_text = NULL;
 

	
 
@@ -403,8 +402,6 @@ bool DoCommandP(TileIndex tile, uint32 p
 
	int x = TileX(tile) * 16;
 
	int y = TileY(tile) * 16;
 

	
 
	AI_GetCommandUID(cmd, p1, p2, tile);
 

	
 
	/* Do not even think about executing out-of-bounds tile-commands */
 
	if (tile > MapSize()) {
 
		_cmd_text = NULL;
 
@@ -477,16 +474,10 @@ bool DoCommandP(TileIndex tile, uint32 p
 
		res = proc(x,y, flags, p1, p2);
 
		if (CmdFailed(res)) {
 
			if (res & 0xFFFF) _error_message = res & 0xFFFF;
 
			/* Trigger an event special for the AI, so it knows the build has failed
 
			 *  Because the commands are always delayed, this is the only way. */
 
			AI_CommandResult(false);
 
			goto show_error;
 
		}
 
		// no money? Only check if notest is off
 
		if (!notest && res != 0 && !CheckPlayerHasMoney(res)) {
 
			AI_CommandResult(false);
 
			goto show_error;
 
		}
 
		if (!notest && res != 0 && !CheckPlayerHasMoney(res)) goto show_error;
 
	}
 

	
 
#ifdef ENABLE_NETWORK
 
@@ -521,13 +512,10 @@ bool DoCommandP(TileIndex tile, uint32 p
 
	} else {
 
		if (CmdFailed(res2)) {
 
			if (res2 & 0xFFFF) _error_message = res2 & 0xFFFF;
 
			AI_CommandResult(false);
 
			goto show_error;
 
		}
 
	}
 

	
 
	AI_CommandResult(true);
 

	
 
	SubtractMoneyFromPlayer(res2);
 

	
 
	if (IsLocalPlayer() && _game_mode != GM_EDITOR) {
debug.c
Show inline comments
 
@@ -20,9 +20,6 @@ int _debug_spritecache_level;
 
int _debug_oldloader_level;
 
int _debug_pbs_level;
 
int _debug_ntp_level;
 
#ifdef GPMI
 
int _debug_gpmi_level;
 
#endif /* GPMI */
 
int _debug_npf_level;
 

	
 

	
 
@@ -56,9 +53,6 @@ typedef struct DebugLevel {
 
	DEBUG_LEVEL(oldloader),
 
	DEBUG_LEVEL(pbs),
 
	DEBUG_LEVEL(ntp),
 
#ifdef GPMI
 
	DEBUG_LEVEL(gpmi),
 
#endif
 
	DEBUG_LEVEL(npf)
 
	};
 
#undef DEBUG_LEVEL
 
@@ -132,10 +126,3 @@ const char *GetDebugString(void)
 

	
 
	return dbgstr;
 
}
 

	
 
#ifdef GPMI
 
void gpmi_debug_openttd(int level, char *s)
 
{
 
	DEBUG(gpmi, level)("[GPMI] %s", s);
 
}
 
#endif /* GPMI */
debug.h
Show inline comments
 
@@ -19,9 +19,6 @@
 
	extern int _debug_oldloader_level;
 
	extern int _debug_pbs_level;
 
	extern int _debug_ntp_level;
 
#ifdef GPMI
 
	extern int _debug_gpmi_level;
 
#endif /* GPMI */
 
	extern int _debug_npf_level;
 
#endif
 

	
 
@@ -30,8 +27,4 @@ void CDECL debug(const char *s, ...);
 
void SetDebugString(const char *s);
 
const char *GetDebugString(void);
 

	
 
#ifdef GPMI
 
void gpmi_debug_openttd(int level, char *s);
 
#endif /* GPMI */
 

	
 
#endif /* DEBUG_H */
lang/english.txt
Show inline comments
 
@@ -1012,7 +1012,6 @@ STR_CONFIG_PATCHES_AI_BUILDS_SHIPS      
 

	
 
STR_CONFIG_PATCHES_AINEW_ACTIVE                                 :{LTBLUE}Enable new AI (alpha): {ORANGE}{STRING1}
 
STR_CONFIG_PATCHES_AI_IN_MULTIPLAYER                            :{LTBLUE}Allow AIs in multiplayer (experimental): {ORANGE}{STRING1}
 
STR_CONFIG_PATCHES_AI_GPMI                                      :{LTBLUE}Enable GPMI-driven AIs: {ORANGE}{STRING1}
 

	
 
STR_CONFIG_PATCHES_SERVINT_TRAINS                               :{LTBLUE}Default service interval for trains: {ORANGE}{STRING1} days/%
 
STR_CONFIG_PATCHES_SERVINT_TRAINS_DISABLED                      :{LTBLUE}Default service interval for trains: {ORANGE}disabled
makefiledir/Makefile.config_writer
Show inline comments
 
@@ -32,7 +32,6 @@ CONFIG_LINE=@$(SHELL) -c 'echo $(1)' >> 
 
	$(call CONFIG_LINE,WITH_NETWORK:=$(WITH_NETWORK))
 
	$(call CONFIG_LINE,DEDICATED:=$(DEDICATED))
 
	$(call CONFIG_LINE,MAX_NUM_AUTOSAVES:=$(MAX_NUM_AUTOSAVES))
 
	$(call CONFIG_LINE,GPMI:=$(GPMI))
 
	$(call CONFIG_LINE,)
 

	
 
	$(call CONFIG_LINE,\# Disable asserts. Leave them on for easier bug finding)
misc_cmd.c
Show inline comments
 
@@ -13,7 +13,6 @@
 
#include "economy.h"
 
#include "network.h"
 
#include "variables.h"
 
#include "ai/ai.h"
 

	
 
/** Change the player's face.
 
 * @param x,y unused
 
@@ -76,7 +75,7 @@ int32 CmdIncreaseLoan(int x, int y, uint
 

	
 
	if (flags & DC_EXEC) {
 
		/* Loan the maximum amount or not? */
 
		int32 loan = (p2) ? _economy.max_loan - p->current_loan : (IS_HUMAN_PLAYER(_current_player) || _patches.ainew_active || _ai.gpmi) ? 10000 : 50000;
 
		int32 loan = (p2) ? _economy.max_loan - p->current_loan : (IS_HUMAN_PLAYER(_current_player) || _patches.ainew_active) ? 10000 : 50000;
 

	
 
		p->money64 += loan;
 
		p->current_loan += loan;
 
@@ -110,7 +109,7 @@ int32 CmdDecreaseLoan(int x, int y, uint
 
		loan = max(loan, 10000);
 
		loan -= loan % 10000;
 
	} else {
 
		loan = min(loan, (IS_HUMAN_PLAYER(_current_player) || _patches.ainew_active || _ai.gpmi) ? 10000 : 50000);
 
		loan = min(loan, (IS_HUMAN_PLAYER(_current_player) || _patches.ainew_active) ? 10000 : 50000);
 
	}
 

	
 
	if (p->player_money < loan) {
openttd.c
Show inline comments
 
@@ -43,11 +43,6 @@
 

	
 
#include <stdarg.h>
 

	
 
#ifdef GPMI
 
#include <gpmi.h>
 
#include <gpmi_pkg/paths.h>
 
#endif /* GPMI */
 

	
 
void GenerateWorld(int mode, uint size_x, uint size_y);
 
void CallLandscapeTick(void);
 
void IncreaseDate(void);
 
@@ -314,9 +309,6 @@ int ttd_main(int argc, char* argv[])
 
	uint startdate = -1;
 
	bool dedicated;
 

	
 
#ifdef GPMI
 
	_ai.gpmi_param[0] = 0;
 
#endif /* GPMI */
 
	musicdriver[0] = sounddriver[0] = videodriver[0] = 0;
 

	
 
	_game_mode = GM_MENU;
 
@@ -331,9 +323,9 @@ int ttd_main(int argc, char* argv[])
 
	//   a ':' behind it means: it need a param (e.g.: -m<driver>)
 
	//   a '::' behind it means: it can optional have a param (e.g.: -d<debug>)
 
	#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
 
		optformat = "a:bm:s:v:hDfn::eit:d::r:g::G:p:c:";
 
		optformat = "bm:s:v:hDfn::eit:d::r:g::G:p:c:";
 
	#else
 
		optformat = "a:bm:s:v:hDn::eit:d::r:g::G:p:c:"; // no fork option
 
		optformat = "bm:s:v:hDn::eit:d::r:g::G:p:c:"; // no fork option
 
	#endif
 

	
 
	MyGetOptInit(&mgo, argc-1, argv+1, optformat);
 
@@ -359,11 +351,6 @@ int ttd_main(int argc, char* argv[])
 
				else
 
					network_conn = NULL;
 
			} break;
 
#ifdef GPMI
 
		case 'a': ttd_strlcpy(_ai.gpmi_param, mgo.opt, sizeof(_ai.gpmi_param)); break;
 
#else
 
		case 'a': DEBUG(misc, 0)("The -a option only works if GPMI is compiled with OpenTTD."); break;
 
#endif /* GPMI */
 
		case 'b': _ai.network_client = true; break;
 
		case 'r': ParseResolution(resolution, mgo.opt); break;
 
		case 't': startdate = atoi(mgo.opt); break;
 
@@ -409,21 +396,6 @@ int ttd_main(int argc, char* argv[])
 
	DeterminePaths();
 
	CheckExternalFiles();
 

	
 
#ifdef GPMI
 
	/* Set the debug proc */
 
	gpmi_debug_proc = &gpmi_debug_openttd;
 

	
 
	/* Set the script-path (GPMI doesn't support multiple paths, yet!) */
 
	gpmi_path_scripts = strdup("ai/scripts");
 

	
 
	/* Initialize GPMI */
 
	gpmi_init();
 

	
 
	/* Add our paths so we can find our own packages */
 
	gpmi_path_append(&gpmi_path_modules,  "ai/modules");
 
	gpmi_path_append(&gpmi_path_packages, "ai/packages");
 
#endif /* GPMI */
 

	
 
#if defined(UNIX) && !defined(__MORPHOS__)
 
	// We must fork here, or we'll end up without some resources we need (like sockets)
 
	if (_dedicated_forks)
 
@@ -545,11 +517,6 @@ int ttd_main(int argc, char* argv[])
 
	/* stop the AI */
 
	AI_Uninitialize();
 

	
 
#ifdef GPMI
 
	/* Uninitialize GPMI */
 
	gpmi_uninit();
 
#endif /* GPMI */
 

	
 
	/* Close all and any open filehandles */
 
	FioCloseAll();
 
	UnInitializeGame();
order_cmd.c
Show inline comments
 
@@ -15,7 +15,6 @@
 
#include "news.h"
 
#include "saveload.h"
 
#include "vehicle_gui.h"
 
#include "ai/ai_event.h"
 

	
 
enum {
 
	/* Max orders: 64000 (64 * 1000) */
 
@@ -394,8 +393,6 @@ int32 CmdInsertOrder(int x, int y, uint3
 

	
 
		/* Make sure to rebuild the whole list */
 
		RebuildVehicleLists();
 

	
 
		ai_event(_current_player, ttai_Event_GiveOrder, v->index);
 
	}
 

	
 
	return 0;
road_cmd.c
Show inline comments
 
@@ -17,7 +17,6 @@
 
#include "depot.h"
 
#include "pbs.h"
 
#include "debug.h"
 
#include "ai/ai_event.h"
 

	
 
/* When true, GetTrackStatus for roads will treat roads under reconstruction
 
 * as normal roads instead of impassable. This is used when detecting whether
 
@@ -487,8 +486,6 @@ do_clear:;
 
		_m[tile].m5 |= pieces;
 

	
 
		MarkTileDirtyByTile(tile);
 

	
 
		ai_event(_current_player, ttai_Event_BuildRoad, tile, pieces);
 
	}
 
	return cost;
 
}
 
@@ -674,8 +671,6 @@ int32 CmdBuildRoadDepot(int x, int y, ui
 
			(p1 | 0x20) /* map5 */
 
		);
 

	
 
		ai_event(_current_player, ttai_Event_BuildDepot, dep->index, tile);
 
		ai_event(_current_player, ttai_Event_BuildRoadDepot, dep->index, tile);
 
	}
 
	return cost + _price.build_road_depot;
 
}
 
@@ -1160,10 +1155,6 @@ static uint32 VehicleEnter_Road(Vehicle 
 
		if (v->type == VEH_Road && v->u.road.frame == 11) {
 
			if (_roadveh_enter_depot_unk0[GB(_m[tile].m5, 0, 2)] == v->u.road.state) {
 
				RoadVehEnterDepot(v);
 

	
 
				ai_event(v->owner, ttai_Event_VehicleEnterDepot, v->index, tile);
 
				ai_event(v->owner, ttai_Event_RoadVehicleEnterDepot, v->index, tile);
 

	
 
				return 4;
 
			}
 
		}
roadveh_cmd.c
Show inline comments
 
@@ -18,7 +18,6 @@
 
#include "sound.h"
 
#include "depot.h"
 
#include "vehicle_gui.h"
 
#include "ai/ai_event.h"
 

	
 
void ShowRoadVehViewWindow(Vehicle *v);
 

	
 
@@ -196,9 +195,6 @@ int32 CmdBuildRoadVeh(int x, int y, uint
 
		InvalidateWindow(WC_COMPANY, v->owner);
 
		if (IsLocalPlayer())
 
			InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Road); // updates the replace Road window
 

	
 
		ai_event(_current_player, ttai_Event_BuildVehicle, v->index, tile);
 
		ai_event(_current_player, ttai_Event_BuildRoadVehicle, v->index, tile);
 
	}
 

	
 
	return cost;
settings.c
Show inline comments
 
@@ -11,7 +11,6 @@
 
#include "variables.h"
 
#include "network.h"
 
#include "settings.h"
 
#include "ai/ai.h"
 

	
 
typedef struct IniFile IniFile;
 
typedef struct IniItem IniItem;
 
@@ -944,7 +943,6 @@ const SettingDesc patch_settings[] = {
 

	
 
	{"ainew_active",				SDT_BOOL,		(void*)false, &_patches.ainew_active,					NULL},
 
	{"ai_in_multiplayer",		SDT_BOOL,		(void*)false, &_patches.ai_in_multiplayer,		NULL},
 
	{"ai_gpmi",							SDT_BOOL,		(void*)true,	&_ai.gpmi,											NULL},
 

	
 
	{"map_x", SDT_UINT32, (void*)8, &_patches.map_x, NULL},
 
	{"map_y", SDT_UINT32, (void*)8, &_patches.map_y, NULL},
settings_gui.c
Show inline comments
 
@@ -19,7 +19,6 @@
 
#include "console.h"
 
#include "town.h"
 
#include "variables.h"
 
#include "ai/ai.h"
 

	
 
static uint32 _difficulty_click_a;
 
static uint32 _difficulty_click_b;
 
@@ -761,7 +760,6 @@ static const PatchEntry _patches_economy
 
static const PatchEntry _patches_ai[] = {
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_AINEW_ACTIVE, "ainew_active", &_patches.ainew_active, 0, 1, 1, &AiNew_PatchActive_Warning},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_AI_IN_MULTIPLAYER, "ai_in_multiplayer", &_patches.ai_in_multiplayer, 0, 1, 1, &Ai_In_Multiplayer_Warning},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_AI_GPMI, "ai_gpmi", &_ai.gpmi, 0, 1, 1, NULL},
 

	
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_AI_BUILDS_TRAINS, "ai_disable_veh_train", &_patches.ai_disable_veh_train,			0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_AI_BUILDS_ROADVEH,"ai_disable_veh_roadveh",&_patches.ai_disable_veh_roadveh,		0,  0,  0, NULL},
station_cmd.c
Show inline comments
 
@@ -27,7 +27,6 @@
 
#include "depot.h"
 
#include "pbs.h"
 
#include "train.h"
 
#include "ai/ai_event.h"
 

	
 
enum {
 
	/* Max stations: 64000 (64 * 1000) */
 
@@ -1464,9 +1463,6 @@ int32 CmdBuildRoadStop(int x, int y, uin
 
		UpdateStationVirtCoordDirty(st);
 
		UpdateStationAcceptance(st, false);
 
		InvalidateWindow(WC_STATION_LIST, st->owner);
 

	
 
		ai_event(_current_player, ttai_Event_BuildStation, st->index, tile);
 
		ai_event(_current_player, ttai_Event_BuildRoadStation, st->index, tile);
 
	}
 
	return cost;
 
}
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