src/ai/ai.h
branchcustombridgeheads
changeset 5643 3778051e8095
parent 5642 bfa6074e2833
child 6298 c30fe89622df
child 6573 7624f942237f
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/ai/ai.h	Wed Jan 03 08:49:36 2007 +0000
@@ -0,0 +1,111 @@
+#ifndef AI_H
+#define AI_H
+
+#include "../functions.h"
+#include "../network/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 */