From 39d6562158b70373fccfef7af24cd78047db29c2 Mon Sep 17 00:00:00 2001 From: alberth Date: Sun, 4 Jan 2015 15:14:13 +0000 Subject: [PATCH] (svn r27111) -Doc: Extend script documentation with Save and Load functions. --- src/script/api/script_controller.hpp | 68 +++++++++++++++++++++++++++- 1 file changed, 67 insertions(+), 1 deletion(-) diff --git a/src/script/api/script_controller.hpp b/src/script/api/script_controller.hpp index 10fd48dcdc..9bdbe9ab79 100644 --- a/src/script/api/script_controller.hpp +++ b/src/script/api/script_controller.hpp @@ -18,8 +18,32 @@ /** * The Controller, the class each Script should extend. It creates the Script, - * makes sure the logic kicks in correctly, and that GetTick() has a valid + * makes sure the logic kicks in correctly, and that #GetTick() has a valid * value. + * + * When starting a new game, or when loading a game, OpenTTD tries to match a + * script that matches to the specified version as close as possible. It tries + * (from first to last, stopping as soon as the attempt succeeds) + * + * - load the exact same version of the same script, + * - load the latest version of the same script that supports loading data from + * the saved version (the version of saved data must be equal or greater + * than ScriptInfo::MinVersionToLoad), + * - load the latest version of the same script (ignoring version requirements), + * - (for AIs) load a random AI, and finally + * - (for AIs) load the dummy AI. + * + * After determining the script to use, starting it is done as follows + * + * - An instance is constructed of the class derived from ScriptController + * (class name is retrieved from ScriptInfo::CreateInstance). + * - If there is script data available in the loaded game and if the data is + * loadable according to ScriptInfo::MinVersionToLoad, #Load is called with the + * data from the loaded game. + * - Finally, #Start is called to start execution of the script. + * + * See also http://wiki.openttd.org/AI:Save/Load for more details. + * * @api ai game */ class ScriptController { @@ -46,6 +70,48 @@ public: */ void Start(); +#ifdef DOXYGEN_API + /** + * Save the state of the script. + * + * By implementing this function, you can store some data inside the savegame. + * The function should return a table with the information you want to store. + * You can only store: + * + * - integers, + * - strings, + * - arrays (max. 25 levels deep), + * - tables (max. 25 levels deep), + * - booleans, and + * - nulls. + * + * In particular, instances of classes can't be saved including + * ScriptList. Such a list should be converted to an array or table on + * save and converted back on load. + * + * The function is called as soon as the user saves the game, + * independently of other activities of the script. The script is not + * notified of the call. To avoid race-conditions between #Save and the + * other script code, change variables directly after a #Sleep, it is + * very unlikely, to get interrupted at that point in the execution. + * See also http://wiki.openttd.org/AI:Save/Load for more details. + * + * @note No other information is saved than the table returned by #Save. + * For example all pending events are lost as soon as the game is loaded. + * + * @return Data of the script that should be stored in the save game. + */ + SquirrelTable Save(); + + /** + * Load saved data just before calling #Start. + * The function is only called when there is data to load. + * @param version Version number of the script that created the \a data. + * @param data Data that was saved (return value of #Save). + */ + void Load(int version, SquirrelTable data); +#endif /* DOXYGEN_API */ + /** * Find at which tick your script currently is. * @return returns the current tick.