(svn r12880) [NoAI] -Add: introduces ai_types.hpp, which has all NNNId like VehicleID. This simplifies the include-mess, and avoids including tons of _type.h for just a single typedef.
-Note: this is perfectly safe; when a type changes, any sane compiler starts complaining about redefining the typedef to an other type
/* $Id$ */
/** @file ai_object.hpp Main object, on which all objects depend. */
#ifndef AI_OBJECT_HPP
#define AI_OBJECT_HPP
#include "../../stdafx.h"
#include "../../misc/countedptr.hpp"
#include "ai_types.hpp"
/**
* The type (an alias) for all errors the AI API knows.
*/
typedef uint AIErrorType;
/**
* 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;
/**
* 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(AIErrorType last_error);
/**
* Get the DoCommand last error.
*/
static AIErrorType 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 */