author | terom@frrb.lan |
Fri, 19 Dec 2008 01:38:09 +0200 | |
changeset 10439 | 50f056aa3024 |
parent 10207 | c291a21b304e |
permissions | -rw-r--r-- |
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/* $Id$ */ |
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/** @file ai.h Base functions for all AIs. */ |
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#ifndef AI_H |
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#define AI_H |
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#include "../network/network.h" |
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#include "../command_type.h" |
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#include "../core/random_func.hpp" |
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#include "../settings_type.h" |
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/* How DoCommands look like for an AI */ |
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struct AICommand { |
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uint32 tile; |
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uint32 p1; |
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uint32 p2; |
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uint32 procc; |
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CommandCallback *callback; |
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char *text; |
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uint uid; |
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AICommand *next; |
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}; |
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/* The struct for an AIScript Company */ |
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struct AICompany { |
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bool active; ///< Is this AI active? |
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AICommand *queue; ///< The commands that he has in his queue |
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AICommand *queue_tail; ///< The tail of this queue |
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}; |
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/* The struct to keep some data about the AI in general */ |
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struct AIStruct { |
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/* General */ |
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bool enabled; ///< Is AI enabled? |
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uint tick; ///< The current tick (something like _frame_counter, only for AIs) |
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}; |
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extern AIStruct _ai; |
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extern AICompany _ai_company[MAX_COMPANIES]; |
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// ai.c |
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void AI_StartNewAI(CompanyID company); |
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void AI_CompanyDied(CompanyID company); |
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void AI_RunGameLoop(); |
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void AI_Initialize(); |
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void AI_Uninitialize(); |
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CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc); |
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CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback); |
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/** Is it allowed to start a new AI. |
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* This function checks some boundries to see if we should launch a new AI. |
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* @return True if we can start a new AI. |
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*/ |
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static inline bool AI_AllowNewAI() |
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{ |
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/* If disabled, no AI */ |
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if (!_ai.enabled) |
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return false; |
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/* If in network, but no server, no AI */ |
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if (_networking && !_network_server) |
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return false; |
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/* If in network, and server, possible AI */ |
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if (_networking && _network_server) { |
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/* Do we want AIs in multiplayer? */ |
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if (!_settings_game.ai.ai_in_multiplayer) |
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return false; |
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/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this |
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* system, because all commands are delayed by at least 1 tick, which causes |
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* a big problem, because it uses variables that are only set AFTER the command |
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* is really executed... */ |
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if (!_settings_game.ai.ainew_active) |
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return false; |
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} |
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return true; |
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} |
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#define AI_CHANCE16(a, b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b)) |
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#define AI_CHANCE16R(a, b, r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b)) |
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/** |
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* The random-function that should be used by ALL AIs. |
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*/ |
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static inline uint AI_RandomRange(uint max) |
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{ |
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/* We pick RandomRange if we are in SP (so when saved, we do the same over and over) |
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* but we pick InteractiveRandomRange if we are a network_server or network-client. |
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*/ |
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if (_networking) |
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return InteractiveRandomRange(max); |
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else |
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return RandomRange(max); |
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} |
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/** |
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* The random-function that should be used by ALL AIs. |
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*/ |
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static inline uint32 AI_Random() |
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{ |
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/* We pick RandomRange if we are in SP (so when saved, we do the same over and over) |
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* but we pick InteractiveRandomRange if we are a network_server or network-client. |
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*/ |
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if (_networking) |
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return InteractiveRandom(); |
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else |
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return Random(); |
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} |
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|
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#endif /* AI_H */ |