37 bool enabled; ///< Is AI enabled? |
37 bool enabled; ///< Is AI enabled? |
38 uint tick; ///< The current tick (something like _frame_counter, only for AIs) |
38 uint tick; ///< The current tick (something like _frame_counter, only for AIs) |
39 }; |
39 }; |
40 |
40 |
41 extern AIStruct _ai; |
41 extern AIStruct _ai; |
42 extern AIPlayer _ai_player[MAX_PLAYERS]; |
42 extern AICompany _ai_company[MAX_COMPANIES]; |
43 |
43 |
44 // ai.c |
44 // ai.c |
45 void AI_StartNewAI(PlayerID player); |
45 void AI_StartNewAI(CompanyID company); |
46 void AI_PlayerDied(PlayerID player); |
46 void AI_CompanyDied(CompanyID company); |
47 void AI_RunGameLoop(); |
47 void AI_RunGameLoop(); |
48 void AI_Initialize(); |
48 void AI_Initialize(); |
49 void AI_Uninitialize(); |
49 void AI_Uninitialize(); |
50 CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc); |
50 CommandCost AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc); |
51 CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback); |
51 CommandCost AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback); |