src/ai/api/ai_object.cpp
author rubidium
Fri, 16 Mar 2007 22:00:07 +0000
branchnoai
changeset 9444 fd27df7ca2a0
parent 9441 03da911c8d5f
child 9450 d675836e865c
permissions -rw-r--r--
(svn r9260) [NoAI] -Codechange: do the AI threading properly using a mutex and condition signalling.
Note: this is pthread specific code, it needs to be ported to non POSIX platform.
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/* $Id$ */
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/** @file ai_object.cpp handles the commands-related functions of the AIObject class */
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#include "ai_object.hpp"
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#include "../../command.h"
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#include "../../player.h"
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#include "../ai.h"
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#include "../ai_threads.h"
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bool AIObject::CmdFailed(int32 res)
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{
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	return ::CmdFailed(res);
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}
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bool AIObject::CmdSucceeded(int32 res)
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{
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	return !::CmdFailed(res);
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}
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int32 AIObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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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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	/* 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 (this->CmdFailed(res) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) return res;
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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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#ifdef ENABLE_NETWORK
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	/* Send the command */
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	if (_networking) {
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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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		::NetworkSend_Command(tile, p1, p2, procc, CcAI);
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		_local_player = old_lp;
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		/* Suspend the AI till the command is really executed */
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		AI_SuspendPlayer(_current_player, -1);
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		/* Check if the callback still agrees with us, else return error */
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		if (!AI_GetCallbackResult(_current_player)) res = CMD_ERROR;
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	} else {
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#else
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	{
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#endif
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		/* For SinglePlayer we execute the command immediatly */
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		::DoCommandP(tile, p1, p2, NULL, procc);
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		/* Suspend the AI player for 1 tick, so it simulates MultiPlayer */
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		AI_SuspendPlayer(_current_player, 1);
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	}
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	return res;
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}