File diff r5583:398b6d85e7a3 → r5584:545d748cc681
src/ai/ai.cpp
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new file 100644
 
/* $Id$ */
 

	
 
#include "../stdafx.h"
 
#include "../openttd.h"
 
#include "../variables.h"
 
#include "../command.h"
 
#include "../network/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);
 
	}
 
}