(svn r12899) [NoAI] -Add: added AIEventCompany(New|Merger|InTrouble|Bankrupt) (Yexo)
[NoAI] -Fix: don't export constructor for AIEventTypes, as you shouldn't do it via SQ
/* $Id$ */
/** @file ai_event_types.hpp The detailed types of all events. */
#ifndef AI_EVENT_TYPES_HPP
#define AI_EVENT_TYPES_HPP
#include "ai_object.hpp"
#include "ai_event.hpp"
#include "ai_town.hpp"
#include "ai_industry.hpp"
#include "ai_engine.hpp"
#include "ai_subsidy.hpp"
/**
* Event Test: a simple test event, to see if the event system is working.
* Triggered via AIEventController::Test();
*/
class AIEventTest : public AIEvent {
public:
static const char *GetClassName() { return "AIEventTest"; }
/**
* @param test A test value.
*/
AIEventTest(uint test) :
AIEvent(AI_ET_TEST),
test(test)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventTest *Convert(AIEvent *instance) { return (AIEventTest *)instance; }
/**
* Return the test value.
* @return The test value.
*/
uint GetTest() { return this->test; }
private:
uint test;
};
/**
* Event Vehicle Crash, indicating a vehicle of yours is crashed.
* It contains both the crash site as the vehicle crashed. It has a nice
* helper that creates a new vehicle in a depot with the same type
* and orders as the crashed one. In case the vehicle type isn't available
* anymore, it will find the next best.
*/
class AIEventVehicleCrash : public AIEvent {
public:
static const char *GetClassName() { return "AIEventVehicleCrash"; }
/**
* @param vehicle The vehicle that crashed.
* @param crash_site Where the vehicle crashed.
*/
AIEventVehicleCrash(VehicleID vehicle, TileIndex crash_site) :
AIEvent(AI_ET_CRASHED_VEHICLE),
crash_site(crash_site),
vehicle(vehicle)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventVehicleCrash *Convert(AIEvent *instance) { return (AIEventVehicleCrash *)instance; }
/**
* Get the VehicleID of the crashed vehicle.
* @return The crashed vehicle.
*/
VehicleID GetVehicleID() { return vehicle; }
/**
* Find the tile the vehicle crashed.
* @return The crash site.
*/
TileIndex GetCrashSite() { return crash_site; }
/**
* Clone the crashed vehicle and send it on its way again.
* @param depot the depot to build the vehicle in.
* @return True when the cloning succeeded.
* @note This function isn't implemented yet.
*/
bool CloneCrashedVehicle(TileIndex depot);
private:
TileIndex crash_site;
VehicleID vehicle;
};
/**
* Event Subsidy Offered, indicating someone offered a subsidy.
*/
class AIEventSubsidyOffer : public AIEvent {
public:
static const char *GetClassName() { return "AIEventSubsidyOffer"; }
/**
* @param subsidy_id The index of this subsidy in the _subsidies array.
*/
AIEventSubsidyOffer(SubsidyID subsidy_id) :
AIEvent(AI_ET_SUBSIDY_OFFER),
subsidy_id(subsidy_id)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventSubsidyOffer *Convert(AIEvent *instance) { return (AIEventSubsidyOffer *)instance; }
/**
* Get the SubsidyID of the subsidy.
* @return The subsidy id.
*/
SubsidyID GetSubsidyID() { return subsidy_id; }
private:
SubsidyID subsidy_id;
};
/**
* Event Subsidy Offer Expired, indicating a subsidy will no longer be awarded.
*/
class AIEventSubsidyOfferExpired : public AIEvent {
public:
static const char *GetClassName() { return "AIEventSubsidyOfferExpired"; }
/**
* @param subsidy_id The index of this subsidy in the _subsidies array.
*/
AIEventSubsidyOfferExpired(SubsidyID subsidy_id) :
AIEvent(AI_ET_SUBSIDY_OFFER_EXPIRED),
subsidy_id(subsidy_id)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventSubsidyOfferExpired *Convert(AIEvent *instance) { return (AIEventSubsidyOfferExpired *)instance; }
/**
* Get the SubsidyID of the subsidy.
* @return The subsidy id.
*/
SubsidyID GetSubsidyID() { return subsidy_id; }
private:
SubsidyID subsidy_id;
};
/**
* Event Subidy Awarded, indicating a subsidy is awarded to some company.
*/
class AIEventSubsidyAwarded : public AIEvent {
public:
static const char *GetClassName() { return "AIEventSubsidyAwarded"; }
/**
* @param subsidy_id The index of this subsidy in the _subsidies array.
*/
AIEventSubsidyAwarded(SubsidyID subsidy_id) :
AIEvent(AI_ET_SUBSIDY_AWARDED),
subsidy_id(subsidy_id)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventSubsidyAwarded *Convert(AIEvent *instance) { return (AIEventSubsidyAwarded *)instance; }
/**
* Get the SubsidyID of the subsidy.
* @return The subsidy id.
*/
SubsidyID GetSubsidyID() { return subsidy_id; }
private:
SubsidyID subsidy_id;
};
/**
* Event Subsidy Expired, indicating a route that was once subsidized no longer is.
*/
class AIEventSubsidyExpired : public AIEvent {
public:
static const char *GetClassName() { return "AIEventSubsidyExpired"; }
/**
* @param subsidy_id The index of this subsidy in the _subsidies array.
*/
AIEventSubsidyExpired(SubsidyID subsidy_id) :
AIEvent(AI_ET_SUBSIDY_EXPIRED),
subsidy_id(subsidy_id)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventSubsidyExpired *Convert(AIEvent *instance) { return (AIEventSubsidyExpired *)instance; }
/**
* Get the SubsidyID of the subsidy.
* @return The subsidy id.
*/
SubsidyID GetSubsidyID() { return subsidy_id; }
private:
SubsidyID subsidy_id;
};
/**
* Event Engine Preview, indicating a manufacturer offer you to test a new engine.
* You can get the same information about the offered engine as a real user
* would see in the offer window. And you can also accept the offer.
*/
class AIEventEnginePreview : public AIEvent {
public:
static const char *GetClassName() { return "AIEventEnginePreview"; }
/**
* @param engine The engine offered to test.
*/
AIEventEnginePreview(EngineID engine) :
AIEvent(AI_ET_ENGINE_PREVIEW),
engine(engine)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventEnginePreview *Convert(AIEvent *instance) { return (AIEventEnginePreview *)instance; }
/**
* Get the name of the offered engine.
* @return The name the engine has.
*/
char *GetName();
/**
* Get the cargo-type of the offered engine. In case it can transport 2 cargos, it
* returns the first.
* @return The cargo-type of the engine.
*/
CargoID GetCargoType();
/**
* Get the capacity of the offered engine. In case it can transport 2 cargos, it
* returns the first.
* @return The capacity of the engine.
*/
int32 GetCapacity();
/**
* Get the maximum speed of the offered engine.
* @return The maximum speed the engine has.
* @note The speed is in km/h.
*/
int32 GetMaxSpeed();
/**
* Get the new cost of the offered engine.
* @return The new cost the engine has.
*/
Money GetPrice();
/**
* Get the running cost of the offered engine.
* @return The running cost of the vehicle per year.
* @note Cost is per year; divide by 364 to get per day.
*/
Money GetRunningCost();
/**
* Get the type of the offered engine.
* @return The type the engine has.
*/
AIVehicle::VehicleType GetVehicleType();
/**
* Accept the engine preview.
* @return True when the accepting succeeded.
*/
bool AcceptPreview();
private:
EngineID engine;
};
/**
* Event Company New, indicating a new company has been created.
*/
class AIEventCompanyNew : public AIEvent {
public:
static const char *GetClassName() { return "AIEventCompanyNew"; }
/**
* @param owner The new company.
*/
AIEventCompanyNew(PlayerID owner) :
AIEvent(AI_ET_COMPANY_NEW),
owner((AICompany::CompanyIndex)(byte)owner)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventCompanyNew *Convert(AIEvent *instance) { return (AIEventCompanyNew *)instance; }
/**
* Get the CompanyIndex of the company that has been created.
* @return The CompanyIndex of the company.
*/
AICompany::CompanyIndex GetCompanyIndex() { return owner; }
private:
AICompany::CompanyIndex owner;
};
/**
* Event Company In Trouble, indicating a company is in trouble and might go
* bankrupt soon.
*/
class AIEventCompanyInTrouble : public AIEvent {
public:
static const char *GetClassName() { return "AIEventCompanyInTrouble"; }
/**
* @param owner The company that is in trouble.
*/
AIEventCompanyInTrouble(PlayerID owner) :
AIEvent(AI_ET_COMPANY_IN_TROUBLE),
owner((AICompany::CompanyIndex)(byte)owner)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventCompanyInTrouble *Convert(AIEvent *instance) { return (AIEventCompanyInTrouble *)instance; }
/**
* Get the CompanyIndex of the company that is in trouble.
* @return The CompanyIndex of the company in trouble.
*/
AICompany::CompanyIndex GetCompanyIndex() { return owner; }
private:
AICompany::CompanyIndex owner;
};
/**
* Event Company Merger, indicating a company has been bought by another
* company.
*/
class AIEventCompanyMerger : public AIEvent {
public:
static const char *GetClassName() { return "AIEventCompanyMerger"; }
/**
* @param owner The company bought off.
* @param new_owner The company that bougth owner.
*/
AIEventCompanyMerger(PlayerID old_owner, PlayerID new_owner) :
AIEvent(AI_ET_COMPANY_MERGER),
old_owner((AICompany::CompanyIndex)(byte)old_owner),
new_owner((AICompany::CompanyIndex)(byte)new_owner)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventCompanyMerger *Convert(AIEvent *instance) { return (AIEventCompanyMerger *)instance; }
/**
* Get the CompanyIndex of the company that has been bought.
* @return The CompanyIndex of the company that has been bought.
* @note: The value below is not valid anymore as CompanyIndex, and
* AICompany::ResolveCompanyIndex will return INVALID_COMPANY. It's
* only usefull if you're keeping track of company's yourself.
*/
AICompany::CompanyIndex GetOldCompanyIndex() { return old_owner; }
/**
* Get the CompanyIndex of the new owner.
* @return The CompanyIndex of the new owner.
*/
AICompany::CompanyIndex GetNewCompanyIndex() { return new_owner; }
private:
AICompany::CompanyIndex old_owner
AICompany::CompanyIndex new_owner;
};
/**
* Event Company Bankrupt, indicating a company has gone bankrupt.
*/
class AIEventCompanyBankrupt : public AIEvent {
public:
static const char *GetClassName() { return "AIEventCompanyBankrupt"; }
/**
* @param owner The company that has gone bankrupt.
*/
AIEventCompanyBankrupt(PlayerID owner) :
AIEvent(AI_ET_COMPANY_BANKRUPT),
owner((AICompany::CompanyIndex)(byte)owner)
{}
/**
* Convert an AIEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static AIEventCompanyBankrupt *Convert(AIEvent *instance) { return (AIEventCompanyBankrupt *)instance; }
/**
* Get the CompanyIndex of the company that has gone bankrupt.
* @return The CompanyIndex of the company that has gone bankrupt.
*/
AICompany::CompanyIndex GetCompanyIndex() { return owner; }
private:
AICompany::CompanyIndex owner;
};
#endif /* AI_EVENT_TYPES_HPP */