src/ai/api/ai_object.hpp
author truelight
Mon, 19 Mar 2007 14:30:56 +0000
branchnoai
changeset 9486 a9b5f6b8667c
parent 9475 58c20c0e394f
child 9496 05ebee9884b3
permissions -rw-r--r--
(svn r9336) [NoAI] -Fix: remove 'flags' for AI DoCommand and detect its value automaticly
/* $Id$ */

/** @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;
	};

	/**
	 * 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();

public:
	/**
	 * If an AI starts, some internals needs to be resetted. This function
	 *   takes care of that.
	 */
	static void ResetInternalPlayerData();
};

#endif /* AI_OBJECT_HPP */