(svn r7312) -Fix: When loading a game from a dedicated server the local player global variable was
wrongly set to 0. In theory this allowed a dedicated server to also play. I see no
history for this bug, but it has been there since the introduction of the dedicated
server probably. Thanks peter1138 for bringing it to my attention and thanks myself
for rewriting the code so this bug could surface ;p
#ifndef AI_H
#define AI_H
#include "../functions.h"
#include "../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 */