ai_object.cpp

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00001 /* $Id: ai_object.cpp 15299 2009-01-31 20:16:06Z smatz $ */
00002 
00005 #include "ai_log.hpp"
00006 #include "table/strings.h"
00007 #include "../ai.hpp"
00008 #include "../ai_storage.hpp"
00009 #include "../ai_instance.hpp"
00010 
00011 static AIStorage *GetStorage()
00012 {
00013   return AIInstance::GetStorage();
00014 }
00015 
00016 void AIObject::SetDoCommandDelay(uint ticks)
00017 {
00018   assert(ticks > 0);
00019   GetStorage()->delay = ticks;
00020 }
00021 
00022 uint AIObject::GetDoCommandDelay()
00023 {
00024   return GetStorage()->delay;
00025 }
00026 
00027 void AIObject::SetDoCommandMode(AIModeProc *proc, AIObject *instance)
00028 {
00029   GetStorage()->mode = proc;
00030   GetStorage()->mode_instance = instance;
00031 }
00032 
00033 AIModeProc *AIObject::GetDoCommandMode()
00034 {
00035   return GetStorage()->mode;
00036 }
00037 
00038 AIObject *AIObject::GetDoCommandModeInstance()
00039 {
00040   return GetStorage()->mode_instance;
00041 }
00042 
00043 void AIObject::SetDoCommandCosts(Money value)
00044 {
00045   GetStorage()->costs = CommandCost(value);
00046 }
00047 
00048 void AIObject::IncreaseDoCommandCosts(Money value)
00049 {
00050   GetStorage()->costs.AddCost(value);
00051 }
00052 
00053 Money AIObject::GetDoCommandCosts()
00054 {
00055   return GetStorage()->costs.GetCost();
00056 }
00057 
00058 void AIObject::SetLastError(AIErrorType last_error)
00059 {
00060   GetStorage()->last_error = last_error;
00061 }
00062 
00063 AIErrorType AIObject::GetLastError()
00064 {
00065   return GetStorage()->last_error;
00066 }
00067 
00068 void AIObject::SetLastCost(Money last_cost)
00069 {
00070   GetStorage()->last_cost = last_cost;
00071 }
00072 
00073 Money AIObject::GetLastCost()
00074 {
00075   return GetStorage()->last_cost;
00076 }
00077 
00078 void AIObject::SetRoadType(RoadType road_type)
00079 {
00080   GetStorage()->road_type = road_type;
00081 }
00082 
00083 RoadType AIObject::GetRoadType()
00084 {
00085   return GetStorage()->road_type;
00086 }
00087 
00088 void AIObject::SetRailType(RailType rail_type)
00089 {
00090   GetStorage()->rail_type = rail_type;
00091 }
00092 
00093 RailType AIObject::GetRailType()
00094 {
00095   return GetStorage()->rail_type;
00096 }
00097 
00098 void AIObject::SetLastCommandRes(bool res)
00099 {
00100   GetStorage()->last_command_res = res;
00101   /* Also store the results of various global variables */
00102   SetNewVehicleID(_new_vehicle_id);
00103   SetNewSignID(_new_sign_id);
00104   SetNewTunnelEndtile(_build_tunnel_endtile);
00105   SetNewGroupID(_new_group_id);
00106 }
00107 
00108 bool AIObject::GetLastCommandRes()
00109 {
00110   return GetStorage()->last_command_res;
00111 }
00112 
00113 void AIObject::SetNewVehicleID(VehicleID vehicle_id)
00114 {
00115   GetStorage()->new_vehicle_id = vehicle_id;
00116 }
00117 
00118 VehicleID AIObject::GetNewVehicleID()
00119 {
00120   return GetStorage()->new_vehicle_id;
00121 }
00122 
00123 void AIObject::SetNewSignID(SignID sign_id)
00124 {
00125   GetStorage()->new_sign_id = sign_id;
00126 }
00127 
00128 SignID AIObject::GetNewSignID()
00129 {
00130   return GetStorage()->new_sign_id;
00131 }
00132 
00133 void AIObject::SetNewTunnelEndtile(TileIndex tile)
00134 {
00135   GetStorage()->new_tunnel_endtile = tile;
00136 }
00137 
00138 TileIndex AIObject::GetNewTunnelEndtile()
00139 {
00140   return GetStorage()->new_tunnel_endtile;
00141 }
00142 
00143 void AIObject::SetNewGroupID(GroupID group_id)
00144 {
00145   GetStorage()->new_group_id = group_id;
00146 }
00147 
00148 GroupID AIObject::GetNewGroupID()
00149 {
00150   return GetStorage()->new_group_id;
00151 }
00152 
00153 void AIObject::SetAllowDoCommand(bool allow)
00154 {
00155   GetStorage()->allow_do_command = allow;
00156 }
00157 
00158 bool AIObject::GetAllowDoCommand()
00159 {
00160   return GetStorage()->allow_do_command;
00161 }
00162 
00163 void *&AIObject::GetEventPointer()
00164 {
00165   return GetStorage()->event_data;
00166 }
00167 
00168 void *&AIObject::GetLogPointer()
00169 {
00170   return GetStorage()->log_data;
00171 }
00172 
00173 void AIObject::SetCallbackVariable(int index, int value)
00174 {
00175   if ((size_t)index >= GetStorage()->callback_value.size()) GetStorage()->callback_value.resize(index + 1);
00176   GetStorage()->callback_value[index] = value;
00177 }
00178 
00179 int AIObject::GetCallbackVariable(int index)
00180 {
00181   return GetStorage()->callback_value[index];
00182 }
00183 
00184 bool AIObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text, AISuspendCallbackProc *callback)
00185 {
00186   if (AIObject::GetAllowDoCommand() == false) {
00187     AILog::Error("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), Load(), and any valuator.\n");
00188     return false;
00189   }
00190 
00191   CommandCost res;
00192 
00193   /* Set the default callback to return a true/false result of the DoCommand */
00194   if (callback == NULL) callback = &AIInstance::DoCommandReturn;
00195 
00196   /* Make sure the last error is reset, so we don't give faulty warnings */
00197   SetLastError(AIError::ERR_NONE);
00198 
00199   /* First, do a test-run to see if we can do this */
00200   res = ::DoCommand(tile, p1, p2, CommandFlagsToDCFlags(GetCommandFlags(cmd)), cmd, text);
00201   /* The command failed, so return */
00202   if (::CmdFailed(res)) {
00203     SetLastError(AIError::StringToError(_error_message));
00204     return false;
00205   }
00206 
00207   /* Check what the callback wants us to do */
00208   if (GetDoCommandMode() != NULL && !GetDoCommandMode()(tile, p1, p2, cmd, res)) {
00209     IncreaseDoCommandCosts(res.GetCost());
00210     return true;
00211   }
00212 
00213 #ifdef ENABLE_NETWORK
00214   /* Send the command */
00215   if (_networking) {
00216     /* NetworkSend_Command needs _local_company to be set correctly, so
00217      * adjust it, and put it back right after the function */
00218     CompanyID old_company = _local_company;
00219     _local_company = _current_company;
00220     ::NetworkSend_Command(tile, p1, p2, cmd, CcAI, text);
00221     _local_company = old_company;
00222     SetLastCost(res.GetCost());
00223 
00224     /* Suspend the AI till the command is really executed */
00225     throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback);
00226   } else {
00227 #else
00228   {
00229 #endif
00230     /* For SinglePlayer we execute the command immediatly */
00231     if (!::DoCommandP(tile, p1, p2, cmd, NULL, text)) res = CMD_ERROR;
00232     SetLastCommandRes(!::CmdFailed(res));
00233 
00234     if (::CmdFailed(res)) {
00235       SetLastError(AIError::StringToError(_error_message));
00236       return false;
00237     }
00238     SetLastCost(res.GetCost());
00239     IncreaseDoCommandCosts(res.GetCost());
00240 
00241     /* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This
00242      *  both avoids confusion when a developer launched his AI in a
00243      *  multiplayer game, but also gives time for the GUI and human player
00244      *  to interact with the game. */
00245     throw AI_VMSuspend(GetDoCommandDelay(), callback);
00246   }
00247 
00248   NOT_REACHED();
00249 }

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