2011-11-29 23:21:33 +00:00
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file script_instance.hpp The ScriptInstance tracks a script. */
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#ifndef SCRIPT_INSTANCE_HPP
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#define SCRIPT_INSTANCE_HPP
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#include <squirrel.h>
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#include "script_suspend.hpp"
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2011-11-29 23:21:42 +00:00
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#include "../command_type.h"
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2012-01-03 20:26:05 +00:00
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#include "../company_type.h"
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2012-08-13 19:22:26 +00:00
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#include "../fileio_type.h"
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2011-11-29 23:21:42 +00:00
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2011-12-19 21:00:32 +00:00
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static const uint SQUIRREL_MAX_DEPTH = 25; ///< The maximum recursive depth for items stored in the savegame.
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2011-11-29 23:21:33 +00:00
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/** Runtime information about a script like a pointer to the squirrel vm and the current state. */
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class ScriptInstance {
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public:
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friend class ScriptObject;
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friend class ScriptController;
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/**
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* Create a new script.
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*/
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ScriptInstance(const char *APIName);
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virtual ~ScriptInstance();
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/**
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* Initialize the script and prepare it for its first run.
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2011-11-29 23:21:59 +00:00
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* @param main_script The full path of the script to load.
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2011-11-29 23:21:33 +00:00
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* @param instance_name The name of the instance out of the script to load.
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2011-12-19 21:05:25 +00:00
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* @param company Which company this script is serving.
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2011-11-29 23:21:33 +00:00
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*/
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2011-12-19 21:05:25 +00:00
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void Initialize(const char *main_script, const char *instance_name, CompanyID company);
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2011-11-29 23:21:33 +00:00
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2011-11-29 23:27:01 +00:00
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/**
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* Get the value of a setting of the current instance.
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* @param name The name of the setting.
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* @return the value for the setting, or -1 if the setting is not known.
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*/
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virtual int GetSetting(const char *name) = 0;
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2011-11-29 23:27:08 +00:00
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/**
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* Find a library.
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* @param library The library name to find.
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* @param version The version the library should have.
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* @return The library if found, NULL otherwise.
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*/
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virtual class ScriptInfo *FindLibrary(const char *library, int version) = 0;
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2011-11-29 23:21:33 +00:00
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/**
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* A script 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 a script.
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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() const;
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/**
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* Get the storage of this script.
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*/
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class ScriptStorage *GetStorage();
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/**
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* Get the log pointer of this script.
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*/
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void *GetLogPointer();
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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(ScriptInstance *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(ScriptInstance *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(ScriptInstance *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(ScriptInstance *instance);
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2011-12-19 21:03:17 +00:00
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/**
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* Return a GoalID reply for a DoCommand.
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*/
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static void DoCommandReturnGoalID(ScriptInstance *instance);
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2013-06-09 12:19:09 +00:00
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/**
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* Return a StoryPageID reply for a DoCommand.
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*/
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static void DoCommandReturnStoryPageID(ScriptInstance *instance);
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/**
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* Return a StoryPageElementID reply for a DoCommand.
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*/
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static void DoCommandReturnStoryPageElementID(ScriptInstance *instance);
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2011-11-29 23:21:33 +00:00
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/**
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* Get the controller attached to the instance.
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*/
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class ScriptController *GetController() { return controller; }
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/**
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* Return the "this script died" value
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*/
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inline bool IsDead() const { return this->is_dead; }
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/**
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* Call the script 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 script when saving, or -1 if this was
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* not the original script saving the game.
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*/
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void Load(int version);
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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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/**
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2012-09-21 19:58:18 +00:00
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* Suspends the script for the current tick and then pause the execution
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* of script. The script will not be resumed from its suspended state
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* until the script has been unpaused.
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2011-11-29 23:21:33 +00:00
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*/
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2012-09-21 19:58:18 +00:00
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void Pause();
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/**
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* Checks if the script is paused.
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* @return true if the script is paused, otherwise false
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*/
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bool IsPaused();
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/**
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* Resume execution of the script. This function will not actually execute
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* the script, but set a flag so that the script is executed my the usual
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* mechanism that executes the script.
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*/
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void Unpause();
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2011-11-29 23:21:33 +00:00
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/**
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* Get the number of operations the script can execute before being suspended.
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* This function is safe to call from within a function called by the script.
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* @return The number of operations to execute.
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*/
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SQInteger GetOpsTillSuspend();
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/**
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* DoCommand callback function for all commands executed by scripts.
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* @param result The result of the command.
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* @param tile The tile on which the command was executed.
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* @param p1 p1 as given to DoCommandPInternal.
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* @param p2 p2 as given to DoCommandPInternal.
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*/
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void DoCommandCallback(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2);
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/**
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* Insert an event for this script.
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* @param event The event to insert.
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*/
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void InsertEvent(class ScriptEvent *event);
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2011-12-19 20:56:50 +00:00
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/**
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* Check if the instance is sleeping, which either happened because the
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2012-09-21 19:58:18 +00:00
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* script executed a DoCommand, executed this.Sleep() or it has been
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* paused.
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2011-12-19 20:56:50 +00:00
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*/
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bool IsSleeping() { return this->suspend != 0; }
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2011-11-29 23:21:33 +00:00
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protected:
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class Squirrel *engine; ///< A wrapper around the squirrel vm.
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2012-08-13 19:22:26 +00:00
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const char *versionAPI; ///< Current API used by this script.
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2011-11-29 23:21:33 +00:00
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/**
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* Register all API functions to the VM.
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*/
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virtual void RegisterAPI();
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2012-08-13 19:22:26 +00:00
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/**
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* Load squirrel scripts to emulate an older API.
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* @param api_version: API version to load scripts for
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* @param dir Subdirectory to find the scripts in
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* @return true iff script loading should proceed
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*/
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bool LoadCompatibilityScripts(const char *api_version, Subdirectory dir);
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2011-11-29 23:21:33 +00:00
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/**
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* Tell the script it died.
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*/
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virtual void Died();
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2011-11-29 23:21:42 +00:00
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/**
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* Get the callback handling DoCommands in case of networking.
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*/
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virtual CommandCallback *GetDoCommandCallback() = 0;
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2011-11-29 23:26:52 +00:00
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/**
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* Load the dummy script.
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*/
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virtual void LoadDummyScript() = 0;
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2011-11-29 23:21:33 +00:00
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private:
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class ScriptController *controller; ///< The script main class.
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class ScriptStorage *storage; ///< Some global information for each running script.
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SQObject *instance; ///< Squirrel-pointer to the script main class.
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bool is_started; ///< Is the scripts constructor executed?
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bool is_dead; ///< True if the script has been stopped.
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bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack?
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int suspend; ///< The amount of ticks to suspend this script before it's allowed to continue.
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2012-09-21 19:58:18 +00:00
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bool is_paused; ///< Is the script paused? (a paused script will not be executed until unpaused)
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2011-11-29 23:21:33 +00:00
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Script_SuspendCallbackProc *callback; ///< Callback that should be called in the next tick the script runs.
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/**
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* Call the script 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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* Save one object (int / string / array / table) to the savegame.
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* @param vm The virtual machine to get all the data from.
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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 successful.
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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 successful.
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*/
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static bool LoadObjects(HSQUIRRELVM vm);
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};
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#endif /* SCRIPT_INSTANCE_HPP */
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