diff --git a/ai/ai.h b/ai/ai.h deleted file mode 100644 --- a/ai/ai.h +++ /dev/null @@ -1,111 +0,0 @@ -#ifndef AI_H -#define AI_H - -#include "../functions.h" -#include "../network/network.h" -#include "../player.h" -#include "../command.h" - -/* How DoCommands look like for an AI */ -typedef struct AICommand { - uint32 tile; - uint32 p1; - uint32 p2; - uint32 procc; - CommandCallback* callback; - - char *text; - uint uid; - - 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) -} 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(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc); -int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback); - -/** 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) - 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) -{ - /* 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 */