(svn r27729) -Codechange: Do not count static NewGRF when checking for the maximum...
[openttd.git] / src / ai / ai.hpp
blob065367d03b7a2d2f872fc8b4d391f7febb49658b
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file ai.hpp Base functions for all AIs. */
12 #ifndef AI_HPP
13 #define AI_HPP
15 #include "../script/api/script_event_types.hpp"
16 #include "../core/string_compare_type.hpp"
17 #include "ai_scanner.hpp"
18 #include <map>
20 /** A list that maps AI names to their AIInfo object. */
21 typedef std::map<const char *, class ScriptInfo *, StringCompare> ScriptInfoList;
23 /**
24 * Main AI class. Contains all functions needed to start, stop, save and load AIs.
26 class AI {
27 public:
28 /**
29 * The default months AIs start after each other.
31 enum StartNext {
32 START_NEXT_EASY = DAYS_IN_YEAR * 2,
33 START_NEXT_MEDIUM = DAYS_IN_YEAR,
34 START_NEXT_HARD = DAYS_IN_YEAR / 2,
35 START_NEXT_MIN = 1,
36 START_NEXT_MAX = 3600,
37 START_NEXT_DEVIATION = 60,
40 /**
41 * Is it possible to start a new AI company?
42 * @return True if a new AI company can be started.
44 static bool CanStartNew();
46 /**
47 * Start a new AI company.
48 * @param company At which slot the AI company should start.
49 * @param rerandomise_ai Whether to rerandomise the configured AI.
51 static void StartNew(CompanyID company, bool rerandomise_ai = true);
53 /**
54 * Called every game-tick to let AIs do something.
56 static void GameLoop();
58 /**
59 * Get the current AI tick.
61 static uint GetTick();
63 /**
64 * Stop a company to be controlled by an AI.
65 * @param company The company from which the AI needs to detach.
66 * @pre Company::IsValidAiID(company)
68 static void Stop(CompanyID company);
70 /**
71 * Suspend the AI and then pause execution of the script. The script
72 * will not be resumed from its suspended state until the script has
73 * been unpaused.
74 * @param company The company for which the AI should be paused.
75 * @pre Company::IsValidAiID(company)
77 static void Pause(CompanyID company);
79 /**
80 * Resume execution of the AI. This function will not actually execute
81 * the script, but set a flag so that the script is executed my the usual
82 * mechanism that executes the script.
83 * @param company The company for which the AI should be unpaused.
84 * @pre Company::IsValidAiID(company)
86 static void Unpause(CompanyID company);
88 /**
89 * Checks if the AI is paused.
90 * @param company The company for which to check if the AI is paused.
91 * @pre Company::IsValidAiID(company)
92 * @return true if the AI is paused, otherwise false.
94 static bool IsPaused(CompanyID company);
96 /**
97 * Kill any and all AIs we manage.
99 static void KillAll();
102 * Initialize the AI system.
104 static void Initialize();
107 * Uninitialize the AI system
108 * @param keepConfig Should we keep AIConfigs, or can we free that memory?
110 static void Uninitialize(bool keepConfig);
113 * Reset all AIConfigs, and make them reload their AIInfo.
114 * If the AIInfo could no longer be found, an error is reported to the user.
116 static void ResetConfig();
119 * Queue a new event for an AI.
121 static void NewEvent(CompanyID company, ScriptEvent *event);
124 * Broadcast a new event to all active AIs.
126 static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company = MAX_COMPANIES);
129 * Save data from an AI to a savegame.
131 static void Save(CompanyID company);
134 * Load data for an AI from a savegame.
136 static void Load(CompanyID company, int version);
139 * Get the number of days before the next AI should start.
141 static int GetStartNextTime();
143 /** Wrapper function for AIScanner::GetAIConsoleList */
144 static char *GetConsoleList(char *p, const char *last, bool newest_only = false);
145 /** Wrapper function for AIScanner::GetAIConsoleLibraryList */
146 static char *GetConsoleLibraryList(char *p, const char *last);
147 /** Wrapper function for AIScanner::GetAIInfoList */
148 static const ScriptInfoList *GetInfoList();
149 /** Wrapper function for AIScanner::GetUniqueAIInfoList */
150 static const ScriptInfoList *GetUniqueInfoList();
151 /** Wrapper function for AIScanner::FindInfo */
152 static class AIInfo *FindInfo(const char *name, int version, bool force_exact_match);
153 /** Wrapper function for AIScanner::FindLibrary */
154 static class AILibrary *FindLibrary(const char *library, int version);
157 * Rescans all searchpaths for available AIs. If a used AI is no longer
158 * found it is removed from the config.
160 static void Rescan();
162 /** Gets the ScriptScanner instance that is used to find AIs */
163 static AIScannerInfo *GetScannerInfo();
164 /** Gets the ScriptScanner instance that is used to find AI Libraries */
165 static AIScannerLibrary *GetScannerLibrary();
167 #if defined(ENABLE_NETWORK)
168 /** Wrapper function for AIScanner::HasAI */
169 static bool HasAI(const struct ContentInfo *ci, bool md5sum);
170 static bool HasAILibrary(const ContentInfo *ci, bool md5sum);
171 #endif
172 private:
173 static uint frame_counter; ///< Tick counter for the AI code
174 static class AIScannerInfo *scanner_info; ///< ScriptScanner instance that is used to find AIs
175 static class AIScannerLibrary *scanner_library; ///< ScriptScanner instance that is used to find AI Libraries
178 #endif /* AI_HPP */