src/ai/api/ai_controller.cpp
author truelight
Wed, 18 Jul 2007 09:20:50 +0000
branchnoai
changeset 9670 820b77e19bb3
parent 9444 fd27df7ca2a0
child 9724 b39bc69bb2f2
permissions -rw-r--r--
(svn r10609) [NoAI] -Add: added GetAirportWidth / GetAirportHeight
[NoAI] -Add: added GetCoverageRadius / GetAirportCoverageRadius
[NoAI] -Fix: AiportAvailable was bugged, returned always true for AT_SMALL
[NoAI] -Change: improved WrightAI to work from 1950 (based on above functions)
9441
03da911c8d5f (svn r9255) [NoAI] -Add: each AI now runs in a seperate thread. The main thread is suspended if any AI thread is running, only one AI thread runs at the time.
truelight
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/* $Id$ */
03da911c8d5f (svn r9255) [NoAI] -Add: each AI now runs in a seperate thread. The main thread is suspended if any AI thread is running, only one AI thread runs at the time.
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03da911c8d5f (svn r9255) [NoAI] -Add: each AI now runs in a seperate thread. The main thread is suspended if any AI thread is running, only one AI thread runs at the time.
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/** @file ai_controller.cpp handles the functions of the AIControler class */
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03da911c8d5f (svn r9255) [NoAI] -Add: each AI now runs in a seperate thread. The main thread is suspended if any AI thread is running, only one AI thread runs at the time.
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#include "ai_controller.hpp"
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#include "../../stdafx.h"
03da911c8d5f (svn r9255) [NoAI] -Add: each AI now runs in a seperate thread. The main thread is suspended if any AI thread is running, only one AI thread runs at the time.
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#include "../../openttd.h"
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#include "../../player.h"
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fd27df7ca2a0 (svn r9260) [NoAI] -Codechange: do the AI threading properly using a mutex and condition signalling.
rubidium
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#include "../ai_threads.h"
9441
03da911c8d5f (svn r9255) [NoAI] -Add: each AI now runs in a seperate thread. The main thread is suspended if any AI thread is running, only one AI thread runs at the time.
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03da911c8d5f (svn r9255) [NoAI] -Add: each AI now runs in a seperate thread. The main thread is suspended if any AI thread is running, only one AI thread runs at the time.
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void AIController::Sleep(uint ticks)
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{
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	AI_SuspendPlayer(_current_player, ticks);
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}