/* $Id$ */ /** @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(); }