mirror of https://github.com/OpenTTD/OpenTTD
(svn r3244) -Fix: [GPMI] Even more GPMI based AI-code cleanup, bug fixes, and you can now control the AI that is going to boot
parent
4b4d171ca5
commit
2eb1c8a215
77
ai/ai.c
77
ai/ai.c
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@ -198,23 +198,75 @@ void AI_RunGameLoop(void)
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_current_player = OWNER_NONE;
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}
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#ifdef GPMI
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void (*ottd_GetNextAIData)(char **library, char **param);
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void AI_ShutdownAIControl(bool with_error)
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{
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if (_ai.gpmi_mod != NULL)
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gpmi_mod_unload(_ai.gpmi_mod);
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if (_ai.gpmi_pkg != NULL)
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gpmi_pkg_unload(_ai.gpmi_pkg);
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if (with_error) {
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DEBUG(ai, 0)("[AI] Failed to load AI Control, switching back to built-in AIs..");
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_ai.gpmi = false;
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}
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}
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void AI_LoadAIControl(void)
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{
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/* Load module */
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_ai.gpmi_mod = gpmi_mod_load("ottd_ai_control_mod", NULL);
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if (_ai.gpmi_mod == NULL) {
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AI_ShutdownAIControl(true);
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return;
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}
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/* Load package */
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if (gpmi_pkg_load("ottd_ai_control_pkg", 0, NULL, NULL, &_ai.gpmi_pkg)) {
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AI_ShutdownAIControl(true);
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return;
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}
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/* Now link all the functions */
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{
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ottd_GetNextAIData = gpmi_pkg_resolve(_ai.gpmi_pkg, "ottd_GetNextAIData");
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if (ottd_GetNextAIData == NULL)
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AI_ShutdownAIControl(true);
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}
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}
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#endif /* GPMI */
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/**
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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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#ifdef GPMI
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char library[80];
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char params[80];
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/* Keep this in a different IF, because the function can turn _ai.gpmi off!! */
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if (_ai.gpmi && _ai.gpmi_mod == NULL)
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AI_LoadAIControl();
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/* XXX -- Todo, make a nice assign for library and params from a nice GUI :) */
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snprintf(library, sizeof(library), "php");
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snprintf(params, sizeof(params), "daeb");
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if (_ai.gpmi) {
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char *library = NULL;
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char *params = NULL;
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_ai_player[player].module = gpmi_mod_load(library, params);
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if (_ai_player[player].module == NULL) {
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DEBUG(ai, 0)("[AI] Failed to load AI, aborting..");
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return;
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ottd_GetNextAIData(&library, ¶ms);
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if (library != NULL) {
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_ai_player[player].module = gpmi_mod_load(library, params);
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free(library);
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}
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if (params != NULL)
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free(params);
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if (_ai_player[player].module == NULL) {
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DEBUG(ai, 0)("[AI] Failed to load AI, aborting..");
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return;
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}
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}
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#endif /* GPMI */
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@ -234,7 +286,8 @@ void AI_PlayerDied(PlayerID player)
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_ai_player[player].active = false;
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#ifdef GPMI
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gpmi_mod_unload(_ai_player[player].module);
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if (_ai_player[player].module != NULL)
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gpmi_mod_unload(_ai_player[player].module);
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#endif /* GPMI */
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}
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@ -265,4 +318,8 @@ void AI_Uninitialize(void)
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->is_ai && _ai_player[p->index].active) AI_PlayerDied(p->index);
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}
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#ifdef GPMI
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AI_ShutdownAIControl(false);
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#endif /* GPMI */
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}
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4
ai/ai.h
4
ai/ai.h
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@ -40,6 +40,10 @@ typedef struct AIStruct {
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uint8 network_playas; //! The current network player we are connected as
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bool gpmi; //! True if we want GPMI AIs
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#ifdef GPMI
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gpmi_module *gpmi_mod; //! The module controller for GPMI based AIs (Event-handling)
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gpmi_package *gpmi_pkg; //! The package controller for GPMI based AIs (Functions)
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#endif /* GPMI */
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} AIStruct;
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VARDEF AIStruct _ai;
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