16 #include <QWaitCondition>
void * player_ai_data(const struct player *pplayer, const struct ai_type *ai)
Return pointer to ai data of given player and ai type.
struct texaimsg_list * msglist
struct texaireq_list * reqlist
static struct texai_plr * texai_player_data(struct ai_type *ait, const struct player *pplayer)
void texai_player_alloc(struct ai_type *ait, struct player *pplayer)
Initialize player for use with tex AI.
struct unit_list * texai_player_units(struct player *pplayer)
Callback that returns unit list from player tex ai data.
void texai_control_gained(struct ai_type *ait, struct player *pplayer)
We actually control the player.
void texai_player_free(struct ai_type *ait, struct player *pplayer)
Free player from use with tex AI.
bool texai_thread_running(void)
Return whether player thread is running.
void texai_control_lost(struct ai_type *ait, struct player *pplayer)
We no longer control the player.
void texai_req_from_thr(struct texai_req *req)
Thread sends message.
struct ai_type * texai_get_self(void)
Get pointer to ai type of the tex ai.
void texai_refresh(struct ai_type *ait, struct player *pplayer)
Check for messages sent by player thread.
void texai_init_threading(void)
Initialize ai thread.
void texai_msg_to_thr(struct texai_msg *msg)
Send message to thread.
void texai_map_alloc(void)
Main map has been allocated.
void texai_whole_map_copy(void)
Send all tiles to tex thread.
void texai_map_free(void)
Main map has been freed.