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authortruebrain <truebrain@openttd.org>2009-01-12 17:11:45 +0000
committertruebrain <truebrain@openttd.org>2009-01-12 17:11:45 +0000
commita3dd7506d377b1434f913bd65c019eed52b64b6e (patch)
treeced1a262eb143ad6e64ec02f4a4c89835c0c32fd /src/ai/ai_instance.hpp
parent9294f9616866b9778c22076c19b5a32b4f85f788 (diff)
downloadopenttd-a3dd7506d377b1434f913bd65c019eed52b64b6e.tar.xz
(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to see.
NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
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+/* $Id$ */
+
+/** @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:
+ 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();
+
+ /**
+ * 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; }
+
+ /**
+ * 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 call the AI Load function if it
+ * exists.
+ * @return True if the loading was successfull.
+ */
+ bool Load();
+
+ /**
+ * 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;
+ 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 */