/* $Id$ */
/*
* 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 .
*/
/** @file ai_instance.hpp The AIInstance tracks an AI. */
#ifndef AI_INSTANCE_HPP
#define AI_INSTANCE_HPP
#include
/**
* 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)
{}
/**
* Get the amount of ticks the AI should be suspended.
* @return The amount of AI ticks to suspend the AI.
*/
int GetSuspendTime() { return time; }
/**
* Get the callback to call when the AI can run again.
* @return The callback function to run.
*/
AISuspendCallbackProc *GetSuspendCallback() { return callback; }
private:
int time; ///< Amount of ticks to suspend the AI.
AISuspendCallbackProc *callback; ///< Callback function to call when the AI can run again.
};
/**
* A throw-class that is given when the AI made a fatal error.
*/
class AI_FatalError {
public:
AI_FatalError(const char *msg) :
msg(msg)
{}
const char *GetErrorMessage() { return msg; }
private:
const char *msg;
};
/** Runtime information about an AI like a pointer to the squirrel vm and the current state. */
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() const;
/**
* 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() const { 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();
/**
* Reduces the number of opcodes the AI have left to zero. Unless
* the AI is in a state where it cannot suspend it will be suspended
* for the reminder of the current tick. This function is safe to
* call from within a function called by the AI.
*/
void Suspend();
private:
class AIController *controller; ///< The AI main class.
class AIStorage *storage; ///< Some global information for each running AI.
class Squirrel *engine; ///< A wrapper around the squirrel vm.
SQObject *instance; ///< Squirrel-pointer to the AI main class.
bool is_started; ///< Is the AIs constructor executed?
bool is_dead; ///< True if the AI has been stopped.
bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack?
int suspend; ///< The amount of ticks to suspend this AI before it's allowed to continue.
AISuspendCallbackProc *callback; ///< Callback that should be called in the next tick the AI runs.
/**
* Register all API functions to the VM.
*/
void RegisterAPI();
/**
* Load squirrel scripts to emulate an older API.
*/
bool LoadCompatibilityScripts(const char *api_version);
/**
* Tell the AI it died.
*/
void Died();
/**
* Save one object (int / string / array / table) to the savegame.
* @param vm The virtual machine to get all the data from.
* @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 successful.
*/
static bool SaveObject(HSQUIRRELVM vm, SQInteger index, int max_depth, bool test);
/**
* Load all objects from a savegame.
* @return True if the loading was successful.
*/
static bool LoadObjects(HSQUIRRELVM vm);
};
#endif /* AI_INSTANCE_HPP */