(svn r9368) [NoAI] -Fix: store _new_vehicle_id directly after successful handling the command in a per-AI-player-safe piece of memory, so we can restore the value when ever we want later in the process
/* $Id$ */
/** @file ai_object.hpp declaration of class for AIObject class */
#ifndef AI_OBJECT_HPP
#define AI_OBJECT_HPP
#include "../../stdafx.h"
#include "../../functions.h"
/**
* The callback function for Mode-classes.
*/
typedef bool (AIModeProc)(TileIndex tile, uint32 p1, uint32 p2, uint procc, int32 costs);
/**
* Uper-parent object of all API classes. You should never use this class in
* your AI, as it doesn't publish any public functions. It is used
* internally to have a common place to handle general things, like internal
* command processing, and command-validation checks.
*/
class AIObject {
private:
struct AIDoCommandStruct {
AIModeProc *mode;
AIObject *mode_instance;
uint delay;
int32 costs;
VehicleID new_vehicle_id;
};
/**
* The current mode of the AI players.
*/
static AIDoCommandStruct *GetDoCommandStruct(PlayerID player);
protected:
/**
* Executes a raw DoCommand for the AI.
*/
static bool DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint procc);
/**
* Sets the DoCommand costs counter to a value.
*/
static void SetDoCommandCosts(int32 value);
/**
* Increase the current value of the DoCommand costs counter.
*/
static void IncreaseDoCommandCosts(int32 value);
/**
* Get the current DoCommand costs counter.
*/
static int32 GetDoCommandCosts();
/**
* Set the current mode of your AI to this proc.
*/
static void SetDoCommandMode(AIModeProc *proc, AIObject *instance);
/**
* Get the current mode your AI is currently under.
*/
static AIModeProc *GetDoCommandMode();
/**
* Get the instance of the current mode your AI is currently under.
*/
static AIObject *GetDoCommandModeInstance();
/**
* Set the delay of the DoCommand.
*/
static void SetDoCommandDelay(uint ticks);
/**
* Get the delay of the DoCommand.
*/
static uint GetDoCommandDelay();
/**
* Get the latest stored new_vehicle_id.
*/
static VehicleID GetNewVehicleID();
public:
/**
* Store a new_vehicle_id per player.
* @note NEVER use this yourself in your AI!
*/
static void SetNewVehicleID(VehicleID vehicle);
/**
* If an AI starts, some internals needs to be resetted. This function
* takes care of that.
* @note NEVER use this yourself in your AI!
*/
static void ResetInternalPlayerData();
};
#endif /* AI_OBJECT_HPP */