Files @ r11049:6eb2c87ed64a
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Location: cpp/openttd-patchpack/source/src/ai/api/ai_object.cpp

peter1138
(svn r15389) -Feature: Add ability to select which base graphics set is used from the Game Options window. The change takes effect when the window is closed. This option can only be used from the intro menu, as reloading graphics during a game may cause issues.
/* $Id$ */

/** @file ai_object.cpp Implementation of AIObject. */

#include "ai_log.hpp"
#include "table/strings.h"
#include "../ai.hpp"
#include "../ai_storage.hpp"
#include "../ai_instance.hpp"

static AIStorage *GetStorage()
{
	return AIInstance::GetStorage();
}

void AIObject::SetDoCommandDelay(uint ticks)
{
	assert(ticks > 0);
	GetStorage()->delay = ticks;
}

uint AIObject::GetDoCommandDelay()
{
	return GetStorage()->delay;
}

void AIObject::SetDoCommandMode(AIModeProc *proc, AIObject *instance)
{
	GetStorage()->mode = proc;
	GetStorage()->mode_instance = instance;
}

AIModeProc *AIObject::GetDoCommandMode()
{
	return GetStorage()->mode;
}

AIObject *AIObject::GetDoCommandModeInstance()
{
	return GetStorage()->mode_instance;
}

void AIObject::SetDoCommandCosts(Money value)
{
	GetStorage()->costs = CommandCost(value);
}

void AIObject::IncreaseDoCommandCosts(Money value)
{
	GetStorage()->costs.AddCost(value);
}

Money AIObject::GetDoCommandCosts()
{
	return GetStorage()->costs.GetCost();
}

void AIObject::SetLastError(AIErrorType last_error)
{
	GetStorage()->last_error = last_error;
}

AIErrorType AIObject::GetLastError()
{
	return GetStorage()->last_error;
}

void AIObject::SetLastCost(Money last_cost)
{
	GetStorage()->last_cost = last_cost;
}

Money AIObject::GetLastCost()
{
	return GetStorage()->last_cost;
}

void AIObject::SetRoadType(RoadType road_type)
{
	GetStorage()->road_type = road_type;
}

RoadType AIObject::GetRoadType()
{
	return GetStorage()->road_type;
}

void AIObject::SetRailType(RailType rail_type)
{
	GetStorage()->rail_type = rail_type;
}

RailType AIObject::GetRailType()
{
	return GetStorage()->rail_type;
}

void AIObject::SetLastCommandRes(bool res)
{
	GetStorage()->last_command_res = res;
	/* Also store the results of various global variables */
	SetNewVehicleID(_new_vehicle_id);
	SetNewSignID(_new_sign_id);
	SetNewTunnelEndtile(_build_tunnel_endtile);
	SetNewGroupID(_new_group_id);
}

bool AIObject::GetLastCommandRes()
{
	return GetStorage()->last_command_res;
}

void AIObject::SetNewVehicleID(VehicleID vehicle_id)
{
	GetStorage()->new_vehicle_id = vehicle_id;
}

VehicleID AIObject::GetNewVehicleID()
{
	return GetStorage()->new_vehicle_id;
}

void AIObject::SetNewSignID(SignID sign_id)
{
	GetStorage()->new_sign_id = sign_id;
}

SignID AIObject::GetNewSignID()
{
	return GetStorage()->new_sign_id;
}

void AIObject::SetNewTunnelEndtile(TileIndex tile)
{
	GetStorage()->new_tunnel_endtile = tile;
}

TileIndex AIObject::GetNewTunnelEndtile()
{
	return GetStorage()->new_tunnel_endtile;
}

void AIObject::SetNewGroupID(GroupID group_id)
{
	GetStorage()->new_group_id = group_id;
}

GroupID AIObject::GetNewGroupID()
{
	return GetStorage()->new_group_id;
}

void AIObject::SetAllowDoCommand(bool allow)
{
	GetStorage()->allow_do_command = allow;
}

bool AIObject::GetAllowDoCommand()
{
	return GetStorage()->allow_do_command;
}

void *&AIObject::GetEventPointer()
{
	return GetStorage()->event_data;
}

void *&AIObject::GetLogPointer()
{
	return GetStorage()->log_data;
}

void AIObject::SetCallbackVariable(int index, int value)
{
	if ((size_t)index >= GetStorage()->callback_value.size()) GetStorage()->callback_value.resize(index + 1);
	GetStorage()->callback_value[index] = value;
}

int AIObject::GetCallbackVariable(int index)
{
	return GetStorage()->callback_value[index];
}

bool AIObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text, AISuspendCallbackProc *callback)
{
	if (AIObject::GetAllowDoCommand() == false) {
		AILog::Error("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), Load(), and any valuator.\n");
		return false;
	}

	CommandCost res;

	/* Set the default callback to return a true/false result of the DoCommand */
	if (callback == NULL) callback = &AIInstance::DoCommandReturn;

	/* Make sure the last error is reset, so we don't give faulty warnings */
	SetLastError(AIError::ERR_NONE);

	/* First, do a test-run to see if we can do this */
	res = ::DoCommand(tile, p1, p2, CommandFlagsToDCFlags(GetCommandFlags(cmd)), cmd, text);
	/* The command failed, so return */
	if (::CmdFailed(res)) {
		SetLastError(AIError::StringToError(_error_message));
		return false;
	}

	/* Check what the callback wants us to do */
	if (GetDoCommandMode() != NULL && !GetDoCommandMode()(tile, p1, p2, cmd, res)) {
		IncreaseDoCommandCosts(res.GetCost());
		return true;
	}

#ifdef ENABLE_NETWORK
	/* Send the command */
	if (_networking) {
		/* NetworkSend_Command needs _local_company to be set correctly, so
		 * adjust it, and put it back right after the function */
		CompanyID old_company = _local_company;
		_local_company = _current_company;
		::NetworkSend_Command(tile, p1, p2, cmd, CcAI, text);
		_local_company = old_company;
		SetLastCost(res.GetCost());

		/* Suspend the AI till the command is really executed */
		throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback);
	} else {
#else
	{
#endif
		/* For SinglePlayer we execute the command immediatly */
		if (!::DoCommandP(tile, p1, p2, cmd, NULL, text)) res = CMD_ERROR;
		SetLastCommandRes(!::CmdFailed(res));

		if (::CmdFailed(res)) {
			SetLastError(AIError::StringToError(_error_message));
			return false;
		}
		SetLastCost(res.GetCost());
		IncreaseDoCommandCosts(res.GetCost());

		/* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This
		 *  both avoids confusion when a developer launched his AI in a
		 *  multiplayer game, but also gives time for the GUI and human player
		 *  to interact with the game. */
		throw AI_VMSuspend(GetDoCommandDelay(), callback);
	}

	NOT_REACHED();
}