/* $Id$ */
/** @file ai_object.hpp Main object, on which all objects depend. */
#ifndef AI_OBJECT_HPP
#define AI_OBJECT_HPP
#include "../../stdafx.h"
#include "../../openttd.h"
#include "../../misc/countedptr.hpp"
#include "../../signs_type.h"
#include "../../strings_type.h"
#include "../../command_type.h"
#include "../../vehicle_type.h"
#include "../../tile_type.h"
#include "../../player_type.h"
#ifndef _SQUIRREL_H_
/* Life becomes easier when we can tell about a function it needs the VM, but
* without really including 'squirrel.h'. */
typedef void *HSQUIRRELVM;
typedef int SQInteger;
#endif
/**
* The callback function for Mode-classes.
*/
typedef bool (AIModeProc)(TileIndex tile, uint32 p1, uint32 p2, uint procc, CommandCost 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 : public SimpleCountedObject {
private:
struct AIDoCommandStruct {
AIModeProc *mode;
AIObject *mode_instance;
uint delay;
CommandCost costs;
StringID last_error;
bool last_command_res;
VehicleID new_vehicle_id;
SignID new_sign_id;
void *event_data;
void *log_data;
};
/**
* 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, bool water_protection = true);
/**
* Sets the DoCommand costs counter to a value.
*/
static void SetDoCommandCosts(Money value);
/**
* Increase the current value of the DoCommand costs counter.
*/
static void IncreaseDoCommandCosts(Money value);
/**
* Get the current DoCommand costs counter.
*/
static Money GetDoCommandCosts();
/**
* Set the DoCommand last error.
*/
static void SetLastError(const StringID last_error);
/**
* Get the DoCommand last error.
*/
static StringID GetLastError();
/**
* 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 result of a DoCommand.
*/
static bool GetLastCommandRes();
/**
* Get the latest stored new_vehicle_id.
*/
static VehicleID GetNewVehicleID();
/**
* Get the latest stored new_sign_id.
*/
static SignID GetNewSignID();
/**
* Get the pointer to store event data in.
*/
static void *&GetEventPointer();
public:
/**
* Store the latest result of a DoCommand per player.
* @note NEVER use this yourself in your AI!
* @param res The result of the last command.
*/
static void SetLastCommandRes(bool res);
/**
* Store a new_vehicle_id per player.
* @note NEVER use this yourself in your AI!
* @param vehicle_id The new VehicleID.
*/
static void SetNewVehicleID(VehicleID vehicle_id);
/**
* Store a new_sign_id per player.
* @note NEVER use this yourself in your AI!
* @param sign_id The new SignID.
*/
static void SetNewSignID(SignID sign_id);
/**
* 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();
/**
* Get the pointer to store log message in.
* @note NEVER use this yourself in your AI!
*/
static void *&GetLogPointer();
};
#endif /* AI_OBJECT_HPP */