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Location: cpp/openttd-patchpack/source/src/ai/api/ai_execmode.hpp - annotation
r15577:a61e44bed2f3
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(svn r20247) -Fix: when it is known the loading an old savegame is going to fail, bail out immediately (using an exception) instead of going on until e.g. the expected number of byte is read
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file ai_execmode.hpp Switch the AI to Execute Mode. */
#ifndef AI_EXECMODE_HPP
#define AI_EXECMODE_HPP
#include "ai_object.hpp"
/**
* Class to switch current mode to Execute Mode.
* If you create an instance of this class, the mode will be switched to
* Execute. The original mode is stored and recovered from when ever the
* instance is destroyed.
* In Execute mode all commands you do are executed for real.
*/
class AIExecMode : public AIObject {
public:
static const char *GetClassName() { return "AIExecMode"; }
private:
AIModeProc *last_mode;
AIObject *last_instance;
protected:
/**
* The callback proc for Execute mode.
*/
static bool ModeProc();
public:
/**
* Creating instance of this class switches the build mode to Execute.
* @note When the instance is destroyed, he restores the mode that was
* current when the instance was created!
*/
AIExecMode();
/**
* Destroying this instance reset the building mode to the mode it was
* in when the instance was created.
*/
~AIExecMode();
};
#endif /* AI_EXECMODE_HPP */
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