mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
ad756fff55
prefixed it with 'tmp', so now we know it is a temp char* :)
473 lines
12 KiB
C
473 lines
12 KiB
C
/* $Id$ */
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#include "../stdafx.h"
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#include "../openttd.h"
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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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#include "../string.h"
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/* Here we define the events */
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#define DEF_EVENTS
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#include "ai_event.h"
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#undef DEF_EVENTS
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/* Here we keep track of all commands that are called via AI_DoCommandChecked,
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* in special we save the unique_id here. Now this id is given back
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* when the command fails or succeeds and is detected as added in this storage. */
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static AICommand *command_uid[MAX_PLAYERS];
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static AICommand *command_uid_tail[MAX_PLAYERS];
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static uint uids[MAX_PLAYERS];
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/**
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* Dequeues commands put in the queue via AI_PutCommandInQueue.
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*/
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void AI_DequeueCommands(byte player)
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{
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AICommand *com, *entry_com;
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entry_com = _ai_player[player].queue;
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/* It happens that DoCommandP issues a new DoCommandAI which adds a new command
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* to this very same queue (don't argue about this, if it currently doesn't
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* happen I can tell you it will happen with AIScript -- TrueLight). If we
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* do not make the queue NULL, that commands will be dequeued immediatly.
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* Therefor we safe the entry-point to entry_com, and make the queue NULL, so
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* the new queue can be safely built up. */
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_ai_player[player].queue = NULL;
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_ai_player[player].queue_tail = NULL;
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/* Dequeue all commands */
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while ((com = entry_com) != NULL) {
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_current_player = player;
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/* Copy the DP back in place */
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_cmd_text = com->text;
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DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
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/* Free item */
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entry_com = com->next;
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if (com->text != NULL)
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free(com->text);
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free(com);
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}
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}
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/**
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* Needed for SP; we need to delay DoCommand with 1 tick, because else events
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* will make infinite loops (AIScript).
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*/
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void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
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{
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AICommand *com;
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if (_ai_player[player].queue_tail == NULL) {
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/* There is no item in the queue yet, create the queue */
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_ai_player[player].queue = malloc(sizeof(AICommand));
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_ai_player[player].queue_tail = _ai_player[player].queue;
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} else {
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/* Add an item at the end */
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_ai_player[player].queue_tail->next = malloc(sizeof(AICommand));
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_ai_player[player].queue_tail = _ai_player[player].queue_tail->next;
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}
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/* This is our new item */
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com = _ai_player[player].queue_tail;
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/* Assign the info */
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com->tile = tile;
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com->p1 = p1;
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com->p2 = p2;
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com->procc = procc;
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com->next = NULL;
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com->text = NULL;
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/* Copy the cmd_text, if needed */
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if (_cmd_text != NULL) {
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com->text = strdup(_cmd_text);
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_cmd_text = NULL;
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}
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}
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/**
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* Executes a raw DoCommand for the AI.
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*/
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int32 AI_DoCommand(uint 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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char *tmp_cmdtext = NULL;
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/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
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* person.. should we check for those funny jokes?
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*/
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/* The test already free _cmd_text in most cases, so let's backup the string, else we have a problem ;) */
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if (_cmd_text != NULL)
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tmp_cmdtext = strdup(_cmd_text);
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/* First, do a test-run to see if we can do this */
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res = DoCommandByTile(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 ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) {
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if (tmp_cmdtext != NULL)
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free(tmp_cmdtext);
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return res;
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}
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/* Recover _cmd_text */
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if (tmp_cmdtext != NULL)
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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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/* 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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#ifdef ENABLE_NETWORK
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/* Send the command */
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if (_networking)
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/* Network is easy, send it to his handler */
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NetworkSend_Command(tile, p1, p2, procc, NULL);
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else
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#endif
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/* If we execute BuildCommands directly in SP, we have a big problem with events
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* so we need to delay is for 1 tick */
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AI_PutCommandInQueue(_current_player, tile, p1, p2, procc);
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/* Set _local_player back */
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_local_player = old_lp;
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/* Free the temp _cmd_text var */
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if (tmp_cmdtext != NULL)
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free(tmp_cmdtext);
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return res;
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}
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int32 AI_DoCommandChecked(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
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{
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AICommand *new;
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uint unique_id = uids[_current_player];
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int32 res;
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res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
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if (CmdFailed(res))
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return CMD_ERROR;
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if (!(flags & DC_EXEC))
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return res;
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uids[_current_player]++;
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/* Save the command and his things, together with the unique_id */
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new = malloc(sizeof(AICommand));
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new->tile = tile;
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new->p1 = p1;
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new->p2 = p2;
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new->procc = procc;
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new->next = NULL;
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new->uid = unique_id;
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/* Add it to the back of the list */
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if (command_uid_tail[_current_player] == NULL)
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command_uid_tail[_current_player] = new;
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else {
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command_uid_tail[_current_player]->next = new;
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command_uid_tail[_current_player] = new;
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}
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if (command_uid[_current_player] == NULL)
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command_uid[_current_player] = new;
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AI_DoCommand(tile, p1, p2, flags, procc);
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return unique_id;
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}
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/**
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* A command is executed for real, and is giving us his result (failed yes/no). Inform the AI with it via
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* an event.Z
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*/
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void AI_CommandResult(uint32 cmd, uint32 p1, uint32 p2, TileIndex tile, bool succeeded)
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{
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AICommand *command = command_uid[_current_player];
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if (command == NULL)
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return;
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if (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile) {
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/* If we come here, we see a command that isn't at top in our list. This is okay, if the command isn't
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* anywhere else in our list, else we have a big problem.. so check for that. If it isn't in our list,
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* it is okay, else, drop the game.
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* Why do we have a big problem in the case it is in our list? Simply, we have a command sooner in
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* our list that wasn't triggered to be failed or succeeded, so it is sitting there without an
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* event, so the script will never know if it succeeded yes/no, so it can hang.. this is VERY bad
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* and should never ever happen. */
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while (command != NULL && (command->procc != (cmd & 0xFF) || command->p1 != p1 || command->p2 != p2 || command->tile != tile)) {
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command = command->next;
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}
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assert(command == NULL);
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return;
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}
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command_uid[_current_player] = command_uid[_current_player]->next;
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if (command_uid[_current_player] == NULL)
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command_uid_tail[_current_player] = NULL;
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ai_event(_current_player, succeeded ? ottd_Event_CommandSucceeded : ottd_Event_CommandFailed, tile, command->uid);
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free(command);
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}
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/**
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* Run 1 tick of the AI. Don't overdo it, keep it realistic.
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*/
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static void AI_RunTick(PlayerID player)
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{
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_current_player = player;
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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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/**
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* The gameloop for AIs.
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* Handles one tick for all the AIs.
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*/
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void AI_RunGameLoop(void)
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{
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/* Don't do anything if ai is disabled */
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if (!_ai.enabled) return;
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/* Don't do anything if we are a network-client
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* (too bad when a client joins, he thinks the AIs are real, so it wants to control
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* them.. this avoids that, while loading a network game in singleplayer, does make
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* the AIs to continue ;))
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*/
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if (_networking && !_network_server && !_ai.network_client)
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return;
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/* New tick */
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_ai.tick++;
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/* Make sure the AI follows the difficulty rule.. */
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assert(_opt.diff.competitor_speed <= 4);
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if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0)
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return;
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/* Check for AI-client (so joining a network with an AI) */
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if (_ai.network_client && _ai_player[_ai.network_playas].active) {
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/* Run the script */
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AI_DequeueCommands(_ai.network_playas);
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AI_RunTick(_ai.network_playas);
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} else if (!_networking || _network_server) {
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/* Check if we want to run AIs (server or SP only) */
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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_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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}
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}
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}
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_current_player = OWNER_NONE;
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}
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#ifdef GPMI
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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 (*ottd_GetNextAIData)(char **library, char **param);
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void (*ottd_SetAIParam)(char *param);
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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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ottd_SetAIParam = gpmi_pkg_resolve(_ai.gpmi_pkg, "ottd_SetAIParam");
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if (ottd_GetNextAIData == NULL || ottd_SetAIParam == NULL)
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AI_ShutdownAIControl(true);
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}
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ottd_SetAIParam(_ai.gpmi_param);
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}
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/**
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* Dump an entry of the GPMI error stack (callback routine). This helps the user to trace errors back to their roots.
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*/
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void AI_PrintErrorStack(gpmi_err_stack_t *entry, char *string)
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{
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DEBUG(ai, 0)("%s", string);
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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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assert(player < MAX_PLAYERS);
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#ifdef GPMI
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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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if (_ai.gpmi) {
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char *library = NULL;
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char *params = NULL;
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ottd_GetNextAIData(&library, ¶ms);
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gpmi_error_stack_enable = 1;
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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. GPMI error stack:");
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gpmi_err_stack_process_str(AI_PrintErrorStack);
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return;
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}
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gpmi_error_stack_enable = 0;
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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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/**
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* This AI player died. Give it some chance to make a final puf.
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*/
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void AI_PlayerDied(PlayerID player)
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{
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if (_ai.network_client && _ai.network_playas == player)
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_ai.network_playas = OWNER_SPECTATOR;
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/* Called if this AI died */
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_ai_player[player].active = false;
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if (command_uid[player] != NULL) {
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while (command_uid[player] != NULL) {
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AICommand *command = command_uid[player];
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command_uid[player] = command->next;
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free(command);
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}
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command_uid[player] = NULL;
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command_uid_tail[player] = NULL;
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}
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#ifdef GPMI
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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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/**
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* Initialize some AI-related stuff.
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*/
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void AI_Initialize(void)
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{
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bool tmp_ai_network_client = _ai.network_client;
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bool tmp_ai_gpmi = _ai.gpmi;
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#ifdef GPMI
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char *tmp_ai_gpmi_param = strdup(_ai.gpmi_param);
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#endif /* GPMI */
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/* First, make sure all AIs are DEAD! */
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AI_Uninitialize();
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memset(&_ai, 0, sizeof(_ai));
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memset(_ai_player, 0, sizeof(_ai_player));
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memset(uids, 0, sizeof(uids));
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memset(command_uid, 0, sizeof(command_uid));
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memset(command_uid_tail, 0, sizeof(command_uid_tail));
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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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_ai.gpmi = tmp_ai_gpmi;
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#ifdef GPMI
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ttd_strlcpy(_ai.gpmi_param, tmp_ai_gpmi_param, sizeof(_ai.gpmi_param));
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free(tmp_ai_gpmi_param);
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#endif /* GPMI */
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}
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/**
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* Deinitializer for AI-related stuff.
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*/
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void AI_Uninitialize(void)
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{
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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_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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