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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "AIAI.h"
#include "Event/AIEvents.h"
#include "IGlobalAI.h"
#include "ExternalAI/Interface/AISEvents.h"
springLegacyAI::CAIAI::CAIAI(springLegacyAI::IGlobalAI* gAI):
ai(gAI),
globalAICallback(NULL) {
}
springLegacyAI::CAIAI::~CAIAI() {
delete ai;
ai = NULL;
delete globalAICallback;
globalAICallback = NULL;
}
int springLegacyAI::CAIAI::handleEvent(int topic, const void* data) {
int ret = -1; // if this values remains, something went wrong
if (ai != NULL) {
CAIEvent* e = NULL;
// create the legacy C++ event
switch (topic) {
case EVENT_NULL: {
e = new CAINullEvent();
break;
}
case EVENT_INIT: {
CAIInitEvent* initE =
new CAIInitEvent(*((const SInitEvent*) data));
// The following two lines should not ever be needed,
// but they do not hurt either.
delete globalAICallback;
globalAICallback = NULL;
globalAICallback = initE->GetWrappedGlobalAICallback();
e = initE;
break;
}
case EVENT_RELEASE: {
e = new CAIReleaseEvent(*((const SReleaseEvent*) data));
break;
}
case EVENT_UPDATE: {
e = new CAIUpdateEvent(*((const SUpdateEvent*) data));
break;
}
case EVENT_MESSAGE: {
e = new CAIChatMessageEvent(*((const SMessageEvent*) data));
} break;
case EVENT_LUA_MESSAGE: {
e = new CAILuaMessageEvent(*((const SLuaMessageEvent*) data));
} break;
case EVENT_UNIT_CREATED: {
e = new CAIUnitCreatedEvent(*((const SUnitCreatedEvent*) data));
break;
}
case EVENT_UNIT_FINISHED: {
e = new CAIUnitFinishedEvent(
*((const SUnitFinishedEvent*) data));
break;
}
case EVENT_UNIT_IDLE: {
e = new CAIUnitIdleEvent(*((const SUnitIdleEvent*) data));
break;
}
case EVENT_UNIT_MOVE_FAILED: {
e = new CAIUnitMoveFailedEvent(
*((const SUnitMoveFailedEvent*) data));
break;
}
case EVENT_UNIT_DAMAGED: {
e = new CAIUnitDamagedEvent(*((const SUnitDamagedEvent*) data));
break;
}
case EVENT_UNIT_DESTROYED: {
e = new CAIUnitDestroyedEvent(
*((const SUnitDestroyedEvent*) data));
break;
}
case EVENT_UNIT_GIVEN: {
e = new CAIUnitGivenEvent(*((const SUnitGivenEvent*) data));
break;
}
case EVENT_UNIT_CAPTURED: {
e = new CAIUnitCapturedEvent(
*((const SUnitCapturedEvent*) data));
break;
}
case EVENT_ENEMY_ENTER_LOS: {
e = new CAIEnemyEnterLOSEvent(
*((const SEnemyEnterLOSEvent*) data));
break;
}
case EVENT_ENEMY_LEAVE_LOS: {
e = new CAIEnemyLeaveLOSEvent(
*((const SEnemyLeaveLOSEvent*) data));
break;
}
case EVENT_ENEMY_ENTER_RADAR: {
e = new CAIEnemyEnterRadarEvent(
*((const SEnemyEnterRadarEvent*) data));
break;
}
case EVENT_ENEMY_LEAVE_RADAR: {
e = new CAIEnemyLeaveRadarEvent(
*((const SEnemyLeaveRadarEvent*) data));
break;
}
case EVENT_ENEMY_DAMAGED: {
e = new CAIEnemyDamagedEvent(
*((const SEnemyDamagedEvent*) data));
break;
}
case EVENT_ENEMY_DESTROYED: {
e = new CAIEnemyDestroyedEvent(
*((const SEnemyDestroyedEvent*) data));
break;
}
case EVENT_WEAPON_FIRED:{
e = new CAIWeaponFiredEvent(*((const SWeaponFiredEvent*) data));
break;
}
case EVENT_PLAYER_COMMAND: {
e = new CAIPlayerCommandEvent(
*((const SPlayerCommandEvent*) data));
break;
}
case EVENT_SEISMIC_PING:{
e = new CAISeismicPingEvent(*((const SSeismicPingEvent*) data));
break;
}
case EVENT_ENEMY_CREATED: {
e = new CAIEnemyCreatedEvent(
*((const SEnemyCreatedEvent*) data));
break;
}
case EVENT_ENEMY_FINISHED: {
e = new CAIEnemyFinishedEvent(
*((const SEnemyFinishedEvent*) data));
break;
}
default: {
e = new CAINullEvent();
break;
}
}
try {
// handle the event
e->Run(*ai, globalAICallback);
ret = 0;
delete e;
e = NULL;
} catch (int err) {
if (err == 0) {
// fail even if the error is set to 0,
// because we got an exception
ret = -3;
} else {
ret = err;
}
} catch (...) {
ret = -2;
}
}
return ret;
}
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