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/* $Id$ */
/*
* 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_event.hpp Everything to handle events from the game. */
#ifndef AI_EVENT_HPP
#define AI_EVENT_HPP
#include "ai_object.hpp"
/**
* Class that handles all event related functions.
* You can lookup the type, and than convert it to the real event-class.
* That way you can request more detailed information about the event.
*/
class AIEvent : public AIObject {
public:
/** Get the name of this class to identify it towards squirrel. */
static const char *GetClassName() { return "AIEvent"; }
/**
* The type of event. Needed to lookup the detailed class.
*/
enum AIEventType {
AI_ET_INVALID = 0,
AI_ET_TEST,
AI_ET_SUBSIDY_OFFER,
AI_ET_SUBSIDY_OFFER_EXPIRED,
AI_ET_SUBSIDY_AWARDED,
AI_ET_SUBSIDY_EXPIRED,
AI_ET_ENGINE_PREVIEW,
AI_ET_COMPANY_NEW,
AI_ET_COMPANY_IN_TROUBLE,
AI_ET_COMPANY_ASK_MERGER,
AI_ET_COMPANY_MERGER,
AI_ET_COMPANY_BANKRUPT,
AI_ET_VEHICLE_CRASHED,
AI_ET_VEHICLE_LOST,
AI_ET_VEHICLE_WAITING_IN_DEPOT,
AI_ET_VEHICLE_UNPROFITABLE,
AI_ET_INDUSTRY_OPEN,
AI_ET_INDUSTRY_CLOSE,
AI_ET_ENGINE_AVAILABLE,
AI_ET_STATION_FIRST_VEHICLE,
AI_ET_DISASTER_ZEPPELINER_CRASHED,
AI_ET_DISASTER_ZEPPELINER_CLEARED,
AI_ET_TOWN_FOUNDED,
};
/**
* Constructor of AIEvent, to get the type of event.
*/
AIEvent(AIEvent::AIEventType type) :
type(type)
{}
/**
* Get the event-type.
* @return The @c AIEventType.
*/
AIEventType GetEventType() { return this->type; }
protected:
/**
* The type of this event.
*/
AIEventType type;
};
/**
* Class that handles all event related functions.
* @note it is not needed to create an instance of AIEvent to access it, as
* all members are static, and all data is stored AI-wide.
*/
class AIEventController : public AIObject {
public:
/**
* The name of the class, needed by several sub-processes.
*/
/** Get the name of this class to identify it towards squirrel. */
static const char *GetClassName() { return "AIEventController"; }
/**
* Check if there is an event waiting.
* @return true if there is an event on the stack.
*/
static bool IsEventWaiting();
/**
* Get the next event.
* @return a class of the event-child issues.
*/
static AIEvent *GetNextEvent();
#ifndef EXPORT_SKIP
/**
* Insert an event to the queue for the company.
* @param event The event to insert.
* @note DO NOT CALL YOURSELF; leave it to the internal AI programming.
*/
static void InsertEvent(AIEvent *event);
/**
* Free the event pointer.
* @note DO NOT CALL YOURSELF; leave it to the internal AI programming.
*/
static void FreeEventPointer();
#endif /* EXPORT_SKIP */
private:
/**
* Create the event pointer.
*/
static void CreateEventPointer();
};
#endif /* AI_EVENT_HPP */
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