src/ai/api/ai_event.hpp
author truebrain
Tue, 29 Apr 2008 21:34:17 +0000
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parent 10370 fa4f88090694
child 10879 79c0d0e0e155
permissions -rw-r--r--
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/* $Id$ */
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/** @file ai_event.hpp Everything to handle events from the game. */
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#ifndef AI_EVENT_HPP
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#define AI_EVENT_HPP
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#include "ai_object.hpp"
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/**
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 * Class that handles all event related functions.
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 * You can lookup the type, and than convert it to the real event-class.
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 * That way you can request more detailed information about the event.
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 */
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class AIEvent : public AIObject {
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public:
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	static const char *GetClassName() { return "AIEvent"; }
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	/**
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	 * The type of event. Needed to lookup the detailed class.
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	 */
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	enum AIEventType {
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		AI_ET_INVALID = 0,
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		AI_ET_TEST,
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		AI_ET_CRASHED_VEHICLE,
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		AI_ET_SUBSIDY_OFFER,
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		AI_ET_SUBSIDY_OFFER_EXPIRED,
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		AI_ET_SUBSIDY_AWARDED,
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		AI_ET_SUBSIDY_EXPIRED,
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		AI_ET_ENGINE_PREVIEW,
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		AI_ET_COMPANY_NEW,
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		AI_ET_COMPANY_IN_TROUBLE,
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		AI_ET_COMPANY_MERGER,
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		AI_ET_COMPANY_BANKRUPT,
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		AI_ET_VEHICLE_LOST,
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		AI_ET_VEHICLE_WAITING_IN_DEPOT,
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		AI_ET_VEHICLE_UNPROFITABLE,
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	};
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	/**
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	 * Constructor of AIEvent, to get the type of event.
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	 */
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	AIEvent(AIEvent::AIEventType type) :
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		type(type)
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	{}
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	/**
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	 * Get the event-type.
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	 * @return The @c AIEventType.
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	 */
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	AIEventType GetEventType() { return this->type; }
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protected:
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	/**
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	 * The type of this event.
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	 */
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	AIEventType type;
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};
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/**
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 * Class that handles all event related functions.
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 * @note it is not needed to create an instance of AIEvent to access it, as
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 *  all members are static, and all data is stored AI-wide.
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 */
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class AIEventController : public AIObject {
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public:
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	/**
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	 * The name of the class, needed by several sub-processes.
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	 */
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	static const char *GetClassName() { return "AIEventController"; }
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	/**
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	 * Check if there is an event waiting.
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	 * @return true if there is an event on the stack.
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	 */
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	static bool IsEventWaiting();
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	/**
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	 * Get the next event.
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	 * @return a class of the event-child issues.
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	 */
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	static AIEvent *GetNextEvent();
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	/**
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	 * No longer report an event of this type.
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	 * @param event the event to no longer report.
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	 */
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	static void DisableEvent(AIEvent::AIEventType event);
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	/**
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	 * Report events of this type.
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	 * @param event the event to report again.
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	 */
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	static void EnableEvent(AIEvent::AIEventType event);
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	/**
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	 * Disable all events.
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	 */
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	static void DisableAllEvents();
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	/**
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	 * Enable all events.
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	 */
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	static void EnableAllEvents();
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	/**
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	 * Insert an event to the queue for the player.
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	 * @param event The event to insert.
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	 */
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	static void InsertEvent(AIEvent *event);
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	/**
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	 * Give a test event to the system.
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	 */
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	static void Test();
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	/**
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	 * Free the event pointer.
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	 * @note DO NOT CALL YOURSELF; leave it to the internal AI programming.
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	 */
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	static void FreeEventPointer();
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private:
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	/**
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	 * Create the event pointer.
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	 */
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	static void CreateEventPointer();
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};
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#endif /* AI_EVENT_HPP */