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/* $Id$ */
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/** @file ai_instance.hpp The AIInstance tracks an AI. */
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#ifndef AI_INSTANCE_HPP
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#define AI_INSTANCE_HPP
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/**
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* The callback function when an AI suspends.
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*/
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typedef void (AISuspendCallbackProc)(class AIInstance *instance);
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/**
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* A throw-class that is given when the VM wants to suspend.
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*/
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class AI_VMSuspend {
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public:
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AI_VMSuspend(int time, AISuspendCallbackProc *callback) :
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time(time),
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callback(callback)
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{}
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int GetSuspendTime() { return time; }
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AISuspendCallbackProc *GetSuspendCallback() { return callback; }
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private:
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int time;
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AISuspendCallbackProc *callback;
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};
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class AIInstance {
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public:
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friend class AIObject;
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AIInstance(class AIInfo *info);
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~AIInstance();
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/**
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* An AI in multiplayer waits for the server to handle his DoCommand.
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* It keeps waiting for this until this function is called.
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*/
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void Continue();
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/**
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* Run the GameLoop of an AI.
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*/
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void GameLoop();
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/**
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* Let the VM collect any garbage.
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*/
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void CollectGarbage();
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/**
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* Get the storage of this AI.
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*/
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static class AIStorage *GetStorage();
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/**
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* Return a true/false reply for a DoCommand.
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*/
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static void DoCommandReturn(AIInstance *instance);
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/**
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* Return a VehicleID reply for a DoCommand.
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*/
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static void DoCommandReturnVehicleID(AIInstance *instance);
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/**
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* Return a SignID reply for a DoCommand.
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*/
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static void DoCommandReturnSignID(AIInstance *instance);
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/**
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* Return a GroupID reply for a DoCommand.
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*/
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static void DoCommandReturnGroupID(AIInstance *instance);
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/**
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* Get the controller attached to the instance.
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*/
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class AIController *GetController() { return controller; }
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/**
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* Call the AI Save function and save all data in the savegame.
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*/
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void Save();
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/**
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* Don't save any data in the savegame.
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*/
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static void SaveEmpty();
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/**
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* Load data from a savegame and store it on the stack.
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* @param version The version of the AI when saving, or -1 if this was
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* not the original AI saving the game.
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*/
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void Load(int version);
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/**
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* Call the AI Load function if it exists and data was loaded
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* from a savegame.
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*/
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bool CallLoad();
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/**
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* Load and discard data from a savegame.
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*/
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static void LoadEmpty();
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private:
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static class AIInstance *current_instance; //!< Static current AIInstance, so we can register AIs.
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class AIController *controller;
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class AIStorage *storage;
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class Squirrel *engine;
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SQObject *instance;
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bool is_started;
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bool is_dead;
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int suspend;
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AISuspendCallbackProc *callback;
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/**
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* Register all API functions to the VM.
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*/
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void RegisterAPI();
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/**
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* Tell the AI it died.
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*/
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void Died();
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/**
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* Save one object (int / string / arrray / table) to the savegame.
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* @param index The index on the squirrel stack of the element to save.
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* @param max_depth The maximum depth recursive arrays / tables will be stored
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* with before an error is returned.
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* @param test If true, don't really store the data but only check if it is
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* valid.
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* @return True if the saving was successfull.
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*/
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static bool SaveObject(HSQUIRRELVM vm, SQInteger index, int max_depth, bool test);
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/**
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* Load all objects from a savegame.
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* @return True if the loading was successfull.
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*/
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static bool LoadObjects(HSQUIRRELVM vm);
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};
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#endif /* AI_INSTANCE_HPP */
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