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Location: cpp/openttd-patchpack/source/src/ai/ai_instance.hpp
r12474:6d6f8d461c5d
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(svn r16921) -Codechange: make it more clear what strings are related to road vehicles; only ROAD isn't always enough. Also unify the way of writing it.
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/** @file ai_instance.hpp The AIInstance tracks an AI. */
#ifndef AI_INSTANCE_HPP
#define AI_INSTANCE_HPP
/**
* The callback function when an AI suspends.
*/
typedef void (AISuspendCallbackProc)(class AIInstance *instance);
/**
* A throw-class that is given when the VM wants to suspend.
*/
class AI_VMSuspend {
public:
AI_VMSuspend(int time, AISuspendCallbackProc *callback) :
time(time),
callback(callback)
{}
int GetSuspendTime() { return time; }
AISuspendCallbackProc *GetSuspendCallback() { return callback; }
private:
int time;
AISuspendCallbackProc *callback;
};
class AIInstance {
public:
friend class AIObject;
AIInstance(class AIInfo *info);
~AIInstance();
/**
* An AI in multiplayer waits for the server to handle his DoCommand.
* It keeps waiting for this until this function is called.
*/
void Continue();
/**
* Run the GameLoop of an AI.
*/
void GameLoop();
/**
* Let the VM collect any garbage.
*/
void CollectGarbage();
/**
* Get the storage of this AI.
*/
static class AIStorage *GetStorage();
/**
* Return a true/false reply for a DoCommand.
*/
static void DoCommandReturn(AIInstance *instance);
/**
* Return a VehicleID reply for a DoCommand.
*/
static void DoCommandReturnVehicleID(AIInstance *instance);
/**
* Return a SignID reply for a DoCommand.
*/
static void DoCommandReturnSignID(AIInstance *instance);
/**
* Return a GroupID reply for a DoCommand.
*/
static void DoCommandReturnGroupID(AIInstance *instance);
/**
* Get the controller attached to the instance.
*/
class AIController *GetController() { return controller; }
/**
* Return the "this AI died" value
*/
inline bool IsDead() { return this->is_dead; }
/**
* Call the AI Save function and save all data in the savegame.
*/
void Save();
/**
* Don't save any data in the savegame.
*/
static void SaveEmpty();
/**
* Load data from a savegame and store it on the stack.
* @param version The version of the AI when saving, or -1 if this was
* not the original AI saving the game.
*/
void Load(int version);
/**
* Call the AI Load function if it exists and data was loaded
* from a savegame.
*/
bool CallLoad();
/**
* Load and discard data from a savegame.
*/
static void LoadEmpty();
private:
static class AIInstance *current_instance; //!< Static current AIInstance, so we can register AIs.
class AIController *controller;
class AIStorage *storage;
class Squirrel *engine;
SQObject *instance;
bool is_started;
bool is_dead;
bool is_save_data_on_stack;
int suspend;
AISuspendCallbackProc *callback;
/**
* Register all API functions to the VM.
*/
void RegisterAPI();
/**
* Tell the AI it died.
*/
void Died();
/**
* Save one object (int / string / arrray / table) to the savegame.
* @param index The index on the squirrel stack of the element to save.
* @param max_depth The maximum depth recursive arrays / tables will be stored
* with before an error is returned.
* @param test If true, don't really store the data but only check if it is
* valid.
* @return True if the saving was successfull.
*/
static bool SaveObject(HSQUIRRELVM vm, SQInteger index, int max_depth, bool test);
/**
* Load all objects from a savegame.
* @return True if the loading was successfull.
*/
static bool LoadObjects(HSQUIRRELVM vm);
};
#endif /* AI_INSTANCE_HPP */
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