|
|
|
/* $Id$ */
|
|
|
|
|
|
|
|
/*
|
|
|
|
* 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 game.hpp Base functions for all Games. */
|
|
|
|
|
|
|
|
#ifndef GAME_HPP
|
|
|
|
#define GAME_HPP
|
|
|
|
|
|
|
|
#include "../core/string_compare_type.hpp"
|
|
|
|
#include <map>
|
|
|
|
|
|
|
|
/** A list that maps AI names to their AIInfo object. */
|
|
|
|
typedef std::map<const char *, class ScriptInfo *, StringCompare> ScriptInfoList;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Main Game class. Contains all functions needed to start, stop, save and load Game Scripts.
|
|
|
|
*/
|
|
|
|
class Game {
|
|
|
|
public:
|
|
|
|
/**
|
|
|
|
* Called every game-tick to let Game do something.
|
|
|
|
*/
|
|
|
|
static void GameLoop();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Initialize the Game system.
|
|
|
|
*/
|
|
|
|
static void Initialize();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Start up a new GameScript.
|
|
|
|
*/
|
|
|
|
static void StartNew();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Uninitialize the Game system.
|
|
|
|
*/
|
|
|
|
static void Uninitialize(bool keepConfig);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the current GameScript instance.
|
|
|
|
*/
|
|
|
|
static class GameInstance *GetGameInstance() { return Game::instance; }
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the current GameInfo.
|
|
|
|
*/
|
|
|
|
static class GameInfo *GetInfo() { return Game::info; }
|
|
|
|
|
|
|
|
static void Rescan();
|
|
|
|
static void ResetConfig();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Save data from a GameScript to a savegame.
|
|
|
|
*/
|
|
|
|
static void Save();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Load data for a GameScript from a savegame.
|
|
|
|
*/
|
|
|
|
static void Load(int version);
|
|
|
|
|
|
|
|
/** Wrapper function for GameScanner::GetConsoleList */
|
|
|
|
static char *GetConsoleList(char *p, const char *last, bool newest_only = false);
|
|
|
|
/** Wrapper function for GameScanner::GetInfoList */
|
|
|
|
static const ScriptInfoList *GetInfoList();
|
|
|
|
/** Wrapper function for GameScanner::GetUniqueInfoList */
|
|
|
|
static const ScriptInfoList *GetUniqueInfoList();
|
|
|
|
/** Wrapper function for GameScannerInfo::FindInfo */
|
|
|
|
static class GameInfo *FindInfo(const char *name, int version, bool force_exact_match);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the current active instance.
|
|
|
|
*/
|
|
|
|
static class GameInstance *GetInstance() { return Game::instance; }
|
|
|
|
|
|
|
|
private:
|
|
|
|
static uint frame_counter; ///< Tick counter for the Game code.
|
|
|
|
static class GameInstance *instance; ///< Instance to the current active Game.
|
|
|
|
static class GameScannerInfo *scanner; ///< Scanner for Game scripts.
|
|
|
|
static class GameInfo *info; ///< Current selected GameInfo.
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif /* GAME_HPP */
|