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@ -5,6 +5,7 @@
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#include "../variables.h"
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#include "../command.h"
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#include "../network.h"
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#include "../debug.h"
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#include "ai.h"
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#include "default/default.h"
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@ -120,18 +121,28 @@ int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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*/
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static void AI_RunTick(PlayerID player)
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{
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extern void AiNewDoGameLoop(Player *p);
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Player *p = GetPlayer(player);
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_current_player = player;
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if (_patches.ainew_active) {
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AiNewDoGameLoop(p);
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} else {
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/* Enable all kind of cheats the old AI needs in order to operate correctly... */
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_is_old_ai_player = true;
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AiDoGameLoop(p);
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_is_old_ai_player = false;
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#ifdef GPMI
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if (_ai.gpmi) {
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gpmi_call_RunTick(_ai_player[player].module, _frame_counter);
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return;
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}
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#endif /* GPMI */
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{
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extern void AiNewDoGameLoop(Player *p);
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Player *p = GetPlayer(player);
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if (_patches.ainew_active) {
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AiNewDoGameLoop(p);
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} else {
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/* Enable all kind of cheats the old AI needs in order to operate correctly... */
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_is_old_ai_player = true;
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AiDoGameLoop(p);
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_is_old_ai_player = false;
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}
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}
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}
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@ -171,10 +182,7 @@ void AI_RunGameLoop(void)
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Player *p;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->is_ai) {
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/* This should always be true, else something went wrong... */
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assert(_ai_player[p->index].active);
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if (p->is_active && p->is_ai && _ai_player[p->index].active) {
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/* Run the script */
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AI_DequeueCommands(p->index);
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AI_RunTick(p->index);
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@ -190,6 +198,21 @@ void AI_RunGameLoop(void)
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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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/* 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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_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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}
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#endif /* GPMI */
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/* Called if a new AI is booted */
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_ai_player[player].active = true;
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}
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@ -204,6 +227,10 @@ void AI_PlayerDied(PlayerID player)
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/* Called if this AI died */
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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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#endif /* GPMI */
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}
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/**
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@ -211,14 +238,20 @@ void AI_PlayerDied(PlayerID player)
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*/
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void AI_Initialize(void)
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{
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bool ai_network_client = _ai.network_client;
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bool tmp_ai_network_client = _ai.network_client;
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#ifdef GPMI
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bool tmp_ai_gpmi = _ai.gpmi;
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#endif /* GPMI */
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memset(&_ai, 0, sizeof(_ai));
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memset(&_ai_player, 0, sizeof(_ai_player));
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_ai.network_client = ai_network_client;
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_ai.network_client = tmp_ai_network_client;
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_ai.network_playas = OWNER_SPECTATOR;
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_ai.enabled = true;
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#ifdef GPMI
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_ai.gpmi = tmp_ai_gpmi;
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#endif /* GPMI */
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}
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/**
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@ -229,6 +262,6 @@ void AI_Uninitialize(void)
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Player* p;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
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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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}
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