author | translators |
Sat, 13 Dec 2008 18:45:37 +0000 | |
changeset 10420 | 553508015907 |
parent 10208 | 72c00af5c95d |
permissions | -rw-r--r-- |
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/* $Id$ */ |
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/** @file ai.cpp Base for all AIs. */ |
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#include "../stdafx.h" |
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#include "../openttd.h" |
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#include "../variables.h" |
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#include "../command_func.h" |
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#include "../network/network.h" |
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#include "../core/alloc_func.hpp" |
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#include "../company_func.h" |
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#include "../company_base.h" |
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#include "ai.h" |
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#include "default/default.h" |
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#include "trolly/trolly.h" |
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#include "../signal_func.h" |
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AIStruct _ai; |
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AICompany _ai_company[MAX_COMPANIES]; |
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/** |
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* Dequeues commands put in the queue via AI_PutCommandInQueue. |
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*/ |
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static void AI_DequeueCommands(CompanyID company) |
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{ |
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AICommand *com, *entry_com; |
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entry_com = _ai_company[company].queue; |
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/* It happens that DoCommandP issues a new DoCommandAI which adds a new command |
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* to this very same queue (don't argue about this, if it currently doesn't |
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* happen I can tell you it will happen with AIScript -- TrueLight). If we |
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* do not make the queue NULL, that commands will be dequeued immediatly. |
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* Therefor we safe the entry-point to entry_com, and make the queue NULL, so |
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* the new queue can be safely built up. */ |
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_ai_company[company].queue = NULL; |
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_ai_company[company].queue_tail = NULL; |
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/* Dequeue all commands */ |
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while ((com = entry_com) != NULL) { |
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_current_company = company; |
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_cmd_text = com->text; |
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DoCommandP(com->tile, com->p1, com->p2, com->callback, com->procc); |
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/* Free item */ |
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entry_com = com->next; |
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free(com->text); |
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free(com); |
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} |
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} |
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/** |
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* Needed for SP; we need to delay DoCommand with 1 tick, because else events |
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* will make infinite loops (AIScript). |
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*/ |
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static void AI_PutCommandInQueue(CompanyID company, TileIndex tile, uint32 p1, uint32 p2, uint32 procc, CommandCallback* callback) |
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{ |
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AICommand *com; |
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if (_ai_company[company].queue_tail == NULL) { |
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/* There is no item in the queue yet, create the queue */ |
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_ai_company[company].queue = MallocT<AICommand>(1); |
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_ai_company[company].queue_tail = _ai_company[company].queue; |
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} else { |
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/* Add an item at the end */ |
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_ai_company[company].queue_tail->next = MallocT<AICommand>(1); |
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_ai_company[company].queue_tail = _ai_company[company].queue_tail->next; |
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} |
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/* This is our new item */ |
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com = _ai_company[company].queue_tail; |
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/* Assign the info */ |
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com->tile = tile; |
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com->p1 = p1; |
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com->p2 = p2; |
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com->procc = procc; |
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com->callback = callback; |
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com->next = NULL; |
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com->text = NULL; |
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/* Copy the cmd_text, if needed */ |
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if (_cmd_text != NULL) { |
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com->text = strdup(_cmd_text); |
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_cmd_text = NULL; |
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} |
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} |
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/** |
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* Executes a raw DoCommand for the AI. |
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*/ |
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CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint32 procc, CommandCallback* callback) |
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{ |
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CompanyID old_local_company; |
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CommandCost res; |
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const char* tmp_cmdtext; |
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/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange |
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* person.. should we check for those funny jokes? |
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*/ |
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/* The test already resets _cmd_text, so backup the pointer */ |
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tmp_cmdtext = _cmd_text; |
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/* First, do a test-run to see if we can do this */ |
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res = DoCommand(tile, p1, p2, flags & ~DC_EXEC, procc); |
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108 |
/* The command failed, or you didn't want to execute, or you are quering, return */ |
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109 |
if (CmdFailed(res) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) { |
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return res; |
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111 |
} |
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112 |
|
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/* Restore _cmd_text */ |
114 |
_cmd_text = tmp_cmdtext; |
|
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115 |
|
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116 |
/* NetworkSend_Command needs _local_company to be set correctly, so |
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117 |
* adjust it, and put it back right after the function */ |
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118 |
old_local_company = _local_company; |
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_local_company = _current_company; |
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120 |
|
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121 |
#ifdef ENABLE_NETWORK |
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122 |
/* Send the command */ |
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123 |
if (_networking) { |
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124 |
/* Network is easy, send it to his handler */ |
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125 |
NetworkSend_Command(tile, p1, p2, procc, callback); |
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126 |
} else { |
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127 |
#else |
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128 |
{ |
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129 |
#endif |
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130 |
/* If we execute BuildCommands directly in SP, we have a big problem with events |
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131 |
* so we need to delay is for 1 tick */ |
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132 |
AI_PutCommandInQueue(_current_company, tile, p1, p2, procc, callback); |
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133 |
} |
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134 |
|
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135 |
/* Set _local_company back */ |
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136 |
_local_company = old_local_company; |
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137 |
|
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138 |
return res; |
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139 |
} |
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140 |
|
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141 |
|
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142 |
CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint32 procc) |
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143 |
{ |
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144 |
return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL); |
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145 |
} |
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146 |
|
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147 |
|
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148 |
/** |
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149 |
* Run 1 tick of the AI. Don't overdo it, keep it realistic. |
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150 |
*/ |
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151 |
static void AI_RunTick(CompanyID company) |
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152 |
{ |
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153 |
extern void AiNewDoGameLoop(Company *c); |
2767 | 154 |
|
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155 |
Company *c = GetCompany(company); |
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156 |
_current_company = company; |
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157 |
|
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158 |
if (_settings_game.ai.ainew_active) { |
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159 |
AiNewDoGameLoop(c); |
2767 | 160 |
} else { |
161 |
/* Enable all kind of cheats the old AI needs in order to operate correctly... */ |
|
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162 |
_is_old_ai_company = true; |
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163 |
AiDoGameLoop(c); |
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164 |
_is_old_ai_company = false; |
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165 |
} |
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166 |
|
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167 |
/* AI could change some track, so update signals */ |
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168 |
UpdateSignalsInBuffer(); |
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169 |
} |
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170 |
|
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171 |
|
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172 |
/** |
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173 |
* The gameloop for AIs. |
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174 |
* Handles one tick for all the AIs. |
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175 |
*/ |
6247 | 176 |
void AI_RunGameLoop() |
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177 |
{ |
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178 |
/* Don't do anything if ai is disabled */ |
2639 | 179 |
if (!_ai.enabled) return; |
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180 |
|
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181 |
/* Don't do anything if we are a network-client, or the AI has been disabled */ |
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182 |
if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return; |
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183 |
|
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184 |
/* New tick */ |
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185 |
_ai.tick++; |
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186 |
|
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187 |
/* Make sure the AI follows the difficulty rule.. */ |
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188 |
assert(_settings_game.difficulty.competitor_speed <= 4); |
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189 |
if ((_ai.tick & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return; |
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190 |
|
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191 |
/* Check for AI-client (so joining a network with an AI) */ |
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192 |
if (!_networking || _network_server) { |
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193 |
/* Check if we want to run AIs (server or SP only) */ |
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194 |
const Company *c; |
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195 |
|
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196 |
FOR_ALL_COMPANIES(c) { |
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if (c->is_ai) { |
2767 | 198 |
/* This should always be true, else something went wrong... */ |
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199 |
assert(_ai_company[c->index].active); |
2767 | 200 |
|
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201 |
/* Run the script */ |
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AI_DequeueCommands(c->index); |
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203 |
AI_RunTick(c->index); |
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204 |
} |
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205 |
} |
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206 |
} |
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207 |
|
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_current_company = OWNER_NONE; |
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209 |
} |
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210 |
|
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211 |
/** |
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212 |
* A new AI sees the day of light. You can do here what ever you think is needed. |
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213 |
*/ |
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void AI_StartNewAI(CompanyID company) |
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215 |
{ |
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assert(IsValidCompanyID(company)); |
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/* Called if a new AI is booted */ |
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_ai_company[company].active = true; |
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} |
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/** |
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* This AI company died. Give it some chance to make a final puf. |
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*/ |
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void AI_CompanyDied(CompanyID company) |
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{ |
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/* Called if this AI died */ |
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_ai_company[company].active = false; |
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if (_companies_ainew[company].pathfinder == NULL) return; |
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|
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AyStarMain_Free(_companies_ainew[company].pathfinder); |
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delete _companies_ainew[company].pathfinder; |
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_companies_ainew[company].pathfinder = NULL; |
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} |
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/** |
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* Initialize some AI-related stuff. |
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*/ |
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void AI_Initialize() |
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{ |
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/* First, make sure all AIs are DEAD! */ |
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AI_Uninitialize(); |
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memset(&_ai, 0, sizeof(_ai)); |
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memset(&_ai_company, 0, sizeof(_ai_company)); |
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_ai.enabled = true; |
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} |
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/** |
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* Deinitializer for AI-related stuff. |
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*/ |
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void AI_Uninitialize() |
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{ |
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) AI_CompanyDied(c); |
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} |