(svn r12491) [NoAI] -Documentation: made parts of the comments more uniform (@file header and class header)
[NoAI] -Documentation: fixed the order of functions: SetNN before GetNN, Build after Set/Get, Remove after Build. This makes reading the docs more easy
[NoAI] -Documentation: Removed unneeded comments which were direct copy/paste all over the place
[NoAI] -Fix: missing $Id$ tags
/* $Id$ */
/** @file ai_event.hpp Everything to handle events from the game. */
#ifndef AI_EVENT_HPP
#define AI_EVENT_HPP
#include "ai_object.hpp"
/**
* Class that handles all event related functions.
* You can lookup the type, and than convert it to the real event-class.
* That way you can request more detailed information about the event.
*/
class AIEvent : public AIObject {
public:
static const char *GetClassName() { return "AIEvent"; }
/**
* The type of event. Needed to lookup the detailed class.
*/
enum AIEventType {
AI_ET_INVALID = 0,
AI_ET_TEST,
AI_ET_CRASHED_VEHICLE,
AI_ET_SUBSIDIARY_OFFER,
};
/**
* Constructor of AIEvent, to get the type of event.
*/
AIEvent(AIEvent::AIEventType type) :
type(type)
{}
/**
* Get the event-type.
*/
AIEventType GetEventType() { return this->type; }
protected:
/**
* The type of this event.
*/
AIEventType type;
};
/**
* Class that handles all event related functions.
* @note it is not needed to create an instance of AIEvent to access it, as
* all members are static, and all data is stored AI-wide.
*/
class AIEventController : public AIObject {
public:
/**
* The name of the class, needed by several sub-processes.
*/
static const char *GetClassName() { return "AIEventController"; }
/**
* Check if there is an event waiting.
* @return true if there is an event on the stack.
*/
static bool IsEventWaiting();
/**
* Get the next event.
* @return a class of the event-child issues.
*/
static AIEvent *GetNextEvent();
/**
* No longer report an event of this type.
* @param event the event to no longer report.
*/
static void DisableEvent(AIEvent::AIEventType event);
/**
* Report events of this type.
* @param event the event to report again.
*/
static void EnableEvent(AIEvent::AIEventType event);
/**
* Disable all events.
*/
static void DisableAllEvents();
/**
* Enable all events.
*/
static void EnableAllEvents();
/**
* Insert an event to the queue for the player.
*/
static void InsertEvent(AIEvent *event);
/**
* Give a test event to the system.
*/
static void Test();
/**
* Free the event pointer.
* @note DO NOT CALL YOURSELF; leave it to the internal AI programming.
*/
static void FreeEventPointer();
private:
/**
* Create the event pointer.
*/
static void CreateEventPointer();
};
#endif /* AI_EVENT_HPP */