author | peter1138 |
Fri, 09 Jun 2006 16:35:07 +0000 | |
changeset 3997 | 29c77eab14a4 |
parent 3950 | 5cf604bab034 |
child 4000 | bab1ebc37da0 |
permissions | -rw-r--r-- |
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/* $Id$ */ |
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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.h" |
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#include "../network.h" |
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#include "ai.h" |
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#include "default/default.h" |
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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(PlayerID player) |
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{ |
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AICommand *com, *entry_com; |
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entry_com = _ai_player[player].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_player[player].queue = NULL; |
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_ai_player[player].queue_tail = NULL; |
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/* Dequeue all commands */ |
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while ((com = entry_com) != NULL) { |
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_current_player = player; |
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/* Copy the DP back in place */ |
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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(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint procc, CommandCallback* callback) |
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{ |
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AICommand *com; |
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if (_ai_player[player].queue_tail == NULL) { |
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/* There is no item in the queue yet, create the queue */ |
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_ai_player[player].queue = malloc(sizeof(AICommand)); |
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_ai_player[player].queue_tail = _ai_player[player].queue; |
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} else { |
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/* Add an item at the end */ |
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_ai_player[player].queue_tail->next = malloc(sizeof(AICommand)); |
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_ai_player[player].queue_tail = _ai_player[player].queue_tail->next; |
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} |
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/* This is our new item */ |
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com = _ai_player[player].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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int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback) |
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{ |
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PlayerID old_lp; |
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int32 res = 0; |
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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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/* The command failed, or you didn't want to execute, or you are quering, return */ |
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if ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) { |
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return res; |
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} |
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/* Restore _cmd_text */ |
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_cmd_text = tmp_cmdtext; |
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/* If we did a DC_EXEC, and the command did not return an error, execute it |
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over the network */ |
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if (flags & DC_AUTO) procc |= CMD_AUTO; |
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if (flags & DC_NO_WATER) procc |= CMD_NO_WATER; |
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/* NetworkSend_Command needs _local_player to be set correctly, so |
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adjust it, and put it back right after the function */ |
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old_lp = _local_player; |
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_local_player = _current_player; |
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|
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#ifdef ENABLE_NETWORK |
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/* Send the command */ |
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if (_networking) |
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/* Network is easy, send it to his handler */ |
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NetworkSend_Command(tile, p1, p2, procc, callback); |
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else |
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#endif |
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/* If we execute BuildCommands directly in SP, we have a big problem with events |
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* so we need to delay is for 1 tick */ |
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AI_PutCommandInQueue(_current_player, tile, p1, p2, procc, callback); |
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127 |
|
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/* Set _local_player back */ |
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_local_player = old_lp; |
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130 |
|
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return res; |
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} |
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133 |
|
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|
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int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc) |
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{ |
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return AI_DoCommandCc(tile, p1, p2, flags, procc, NULL); |
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} |
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|
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|
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/** |
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* Run 1 tick of the AI. Don't overdo it, keep it realistic. |
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*/ |
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static void AI_RunTick(PlayerID player) |
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{ |
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extern void AiNewDoGameLoop(Player *p); |
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||
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Player *p = GetPlayer(player); |
|
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_current_player = player; |
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|
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if (_patches.ainew_active) { |
152 |
AiNewDoGameLoop(p); |
|
153 |
} else { |
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154 |
/* Enable all kind of cheats the old AI needs in order to operate correctly... */ |
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155 |
_is_old_ai_player = true; |
|
156 |
AiDoGameLoop(p); |
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_is_old_ai_player = false; |
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} |
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} |
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160 |
|
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161 |
|
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162 |
/** |
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* The gameloop for AIs. |
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* Handles one tick for all the AIs. |
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*/ |
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void AI_RunGameLoop(void) |
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167 |
{ |
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/* Don't do anything if ai is disabled */ |
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if (!_ai.enabled) return; |
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170 |
|
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/* Don't do anything if we are a network-client |
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* (too bad when a client joins, he thinks the AIs are real, so it wants to control |
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* them.. this avoids that, while loading a network game in singleplayer, does make |
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* the AIs to continue ;)) |
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*/ |
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if (_networking && !_network_server && !_ai.network_client) |
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return; |
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178 |
|
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/* New tick */ |
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_ai.tick++; |
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181 |
|
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/* Make sure the AI follows the difficulty rule.. */ |
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assert(_opt.diff.competitor_speed <= 4); |
184 |
if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) |
|
185 |
return; |
|
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186 |
|
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/* Check for AI-client (so joining a network with an AI) */ |
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if (_ai.network_client && _ai_player[_ai.network_playas].active) { |
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/* Run the script */ |
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AI_DequeueCommands(_ai.network_playas); |
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AI_RunTick(_ai.network_playas); |
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} else if (!_networking || _network_server) { |
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/* Check if we want to run AIs (server or SP only) */ |
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Player *p; |
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195 |
|
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FOR_ALL_PLAYERS(p) { |
2767 | 197 |
if (p->is_active && p->is_ai) { |
198 |
/* This should always be true, else something went wrong... */ |
|
199 |
assert(_ai_player[p->index].active); |
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200 |
||
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/* Run the script */ |
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AI_DequeueCommands(p->index); |
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AI_RunTick(p->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_player = OWNER_NONE; |
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} |
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210 |
|
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211 |
/** |
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* A new AI sees the day of light. You can do here what ever you think is needed. |
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*/ |
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void AI_StartNewAI(PlayerID player) |
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{ |
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assert(player < MAX_PLAYERS); |
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|
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/* Called if a new AI is booted */ |
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_ai_player[player].active = true; |
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} |
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221 |
|
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/** |
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* This AI player died. Give it some chance to make a final puf. |
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*/ |
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void AI_PlayerDied(PlayerID player) |
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{ |
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if (_ai.network_client && _ai.network_playas == player) |
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_ai.network_playas = OWNER_SPECTATOR; |
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|
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/* Called if this AI died */ |
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_ai_player[player].active = false; |
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} |
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233 |
|
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/** |
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* Initialize some AI-related stuff. |
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*/ |
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void AI_Initialize(void) |
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{ |
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bool ai_network_client = _ai.network_client; |
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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_player, 0, sizeof(_ai_player)); |
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_ai.network_client = ai_network_client; |
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_ai.network_playas = OWNER_SPECTATOR; |
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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(void) |
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{ |
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Player* p; |
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FOR_ALL_PLAYERS(p) { |
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if (p->is_active && p->is_ai) AI_PlayerDied(p->index); |
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} |
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} |