Files @ r15577:a61e44bed2f3
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Location: cpp/openttd-patchpack/source/src/ai/api/ai_object.cpp

rubidium
(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
/* $Id$ */

/*
 * 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_object.cpp Implementation of AIObject. */

#include "../../stdafx.h"
#include <squirrel.h>
#include "../../script/squirrel.hpp"
#include "../../company_base.h"

#include "../ai_storage.hpp"
#include "../ai_instance.hpp"
#include "ai_error.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;
}

bool AIObject::CanSuspend()
{
	Squirrel *squirrel = Company::Get(_current_company)->ai_instance->engine;
	return GetStorage()->allow_do_command && squirrel->CanSuspend();
}

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::CanSuspend()) {
		throw AI_FatalError("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), Load(), and any valuator.");
	}

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

	/* Are we only interested in the estimate costs? */
	bool estimate_only = GetDoCommandMode() != NULL && !GetDoCommandMode()();

	/* Try to perform the command. */
	CommandCost res = ::DoCommandPInternal(tile, p1, p2, cmd, _networking ? CcAI : NULL, text, false, estimate_only);

	/* We failed; set the error and bail out */
	if (res.Failed()) {
		SetLastError(AIError::StringToError(res.GetErrorMessage()));
		return false;
	}

	/* No error, then clear it. */
	SetLastError(AIError::ERR_NONE);

	/* Estimates, update the cost for the estimate and be done */
	if (estimate_only) {
		IncreaseDoCommandCosts(res.GetCost());
		return true;
	}

	/* Costs of this operation. */
	SetLastCost(res.GetCost());
	SetLastCommandRes(true);

	if (_networking) {
		/* Suspend the AI till the command is really executed. */
		throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback);
	} else {
		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();
}