author | tron |
Tue, 25 Oct 2005 18:29:32 +0000 | |
changeset 2554 | cd74b7099965 |
parent 2551 | 436aaaa22ba5 |
child 2682 | 94ca0b4dc53f |
permissions | -rw-r--r-- |
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#ifndef AI_H |
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#define AI_H |
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#include "../functions.h" |
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/* How DoCommands look like for an AI */ |
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typedef struct AICommand { |
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uint32 tile; |
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uint32 p1; |
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uint32 p2; |
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uint32 procc; |
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uint32 dp[20]; |
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struct AICommand *next; |
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} AICommand; |
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/* The struct for an AIScript Player */ |
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typedef struct AIPlayer { |
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bool active; //! Is this AI active? |
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AICommand *queue; //! The commands that he has in his queue |
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AICommand *queue_tail; //! The tail of this queue |
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} AIPlayer; |
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/* The struct to keep some data about the AI in general */ |
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typedef struct AIStruct { |
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/* General */ |
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bool enabled; //! Is AI enabled? |
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uint tick; //! The current tick (something like _frame_counter, only for AIs) |
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/* For network-clients (a OpenTTD client who acts as an AI connected to a server) */ |
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bool network_client; //! Are we a network_client? |
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uint8 network_player; //! The current network player we are connected as |
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} AIStruct; |
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VARDEF AIStruct _ai; |
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VARDEF AIPlayer _ai_player[MAX_PLAYERS]; |
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// ai.c |
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void AI_StartNewAI(PlayerID player); |
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void AI_PlayerDied(PlayerID player); |
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void AI_RunGameLoop(void); |
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void AI_Initialize(void); |
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void AI_Uninitialize(void); |
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int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc); |
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#define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b)) |
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#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b)) |
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/** |
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* The random-function that should be used by ALL AIs. |
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*/ |
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static inline uint AI_RandomRange(uint max) |
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{ |
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/* We pick RandomRange if we are in SP (so when saved, we do the same over and over) |
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* but we pick InteractiveRandomRange if we are a network_server or network-client. |
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*/ |
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if (_networking) |
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return InteractiveRandomRange(max); |
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else |
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return RandomRange(max); |
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} |
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/** |
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* The random-function that should be used by ALL AIs. |
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*/ |
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static inline uint32 AI_Random(void) |
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{ |
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/* We pick RandomRange if we are in SP (so when saved, we do the same over and over) |
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* but we pick InteractiveRandomRange if we are a network_server or network-client. |
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*/ |
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if (_networking) |
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return InteractiveRandom(); |
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else |
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return Random(); |
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} |
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#endif /* AI_H */ |