(svn r23618) -Add: ScriptGame::Pause, ScriptGame::Unpause, and ScriptGame::GetLandscape (GameScript only)

pull/155/head
truebrain 13 years ago
parent 37954d5098
commit 3a799f1145

@ -943,6 +943,7 @@
<ClInclude Include="..\src\script\api\script_event.hpp" />
<ClInclude Include="..\src\script\api\script_event_types.hpp" />
<ClInclude Include="..\src\script\api\script_execmode.hpp" />
<ClInclude Include="..\src\script\api\script_game.hpp" />
<ClInclude Include="..\src\script\api\script_gamesettings.hpp" />
<ClInclude Include="..\src\script\api\script_group.hpp" />
<ClInclude Include="..\src\script\api\script_grouplist.hpp" />
@ -996,6 +997,7 @@
<ClCompile Include="..\src\script\api\script_event.cpp" />
<ClCompile Include="..\src\script\api\script_event_types.cpp" />
<ClCompile Include="..\src\script\api\script_execmode.cpp" />
<ClCompile Include="..\src\script\api\script_game.cpp" />
<ClCompile Include="..\src\script\api\script_gamesettings.cpp" />
<ClCompile Include="..\src\script\api\script_group.cpp" />
<ClCompile Include="..\src\script\api\script_grouplist.cpp" />

@ -2058,6 +2058,9 @@
<ClInclude Include="..\src\script\api\script_execmode.hpp">
<Filter>Script API</Filter>
</ClInclude>
<ClInclude Include="..\src\script\api\script_game.hpp">
<Filter>Script API</Filter>
</ClInclude>
<ClInclude Include="..\src\script\api\script_gamesettings.hpp">
<Filter>Script API</Filter>
</ClInclude>
@ -2217,6 +2220,9 @@
<ClCompile Include="..\src\script\api\script_execmode.cpp">
<Filter>Script API Implementation</Filter>
</ClCompile>
<ClCompile Include="..\src\script\api\script_game.cpp">
<Filter>Script API Implementation</Filter>
</ClCompile>
<ClCompile Include="..\src\script\api\script_gamesettings.cpp">
<Filter>Script API Implementation</Filter>
</ClCompile>

@ -3106,6 +3106,10 @@
RelativePath=".\..\src\script\api\script_execmode.hpp"
>
</File>
<File
RelativePath=".\..\src\script\api\script_game.hpp"
>
</File>
<File
RelativePath=".\..\src\script\api\script_gamesettings.hpp"
>
@ -3322,6 +3326,10 @@
RelativePath=".\..\src\script\api\script_execmode.cpp"
>
</File>
<File
RelativePath=".\..\src\script\api\script_game.cpp"
>
</File>
<File
RelativePath=".\..\src\script\api\script_gamesettings.cpp"
>

@ -3103,6 +3103,10 @@
RelativePath=".\..\src\script\api\script_execmode.hpp"
>
</File>
<File
RelativePath=".\..\src\script\api\script_game.hpp"
>
</File>
<File
RelativePath=".\..\src\script\api\script_gamesettings.hpp"
>
@ -3319,6 +3323,10 @@
RelativePath=".\..\src\script\api\script_execmode.cpp"
>
</File>
<File
RelativePath=".\..\src\script\api\script_game.cpp"
>
</File>
<File
RelativePath=".\..\src\script\api\script_gamesettings.cpp"
>

@ -721,6 +721,7 @@ script/api/script_error.hpp
script/api/script_event.hpp
script/api/script_event_types.hpp
script/api/script_execmode.hpp
script/api/script_game.hpp
script/api/script_gamesettings.hpp
script/api/script_group.hpp
script/api/script_grouplist.hpp
@ -776,6 +777,7 @@ script/api/script_error.cpp
script/api/script_event.cpp
script/api/script_event_types.cpp
script/api/script_execmode.cpp
script/api/script_game.cpp
script/api/script_gamesettings.cpp
script/api/script_group.cpp
script/api/script_grouplist.cpp

@ -40,6 +40,7 @@
#include "../script/api/game/game_error.hpp.sq"
#include "../script/api/game/game_event.hpp.sq"
#include "../script/api/game/game_execmode.hpp.sq"
#include "../script/api/game/game_game.hpp.sq"
#include "../script/api/game/game_gamesettings.hpp.sq"
#include "../script/api/game/game_industry.hpp.sq"
#include "../script/api/game/game_industrylist.hpp.sq"
@ -109,6 +110,7 @@ void GameInstance::RegisterAPI()
SQGSEvent_Register(this->engine);
SQGSEventController_Register(this->engine);
SQGSExecMode_Register(this->engine);
SQGSGame_Register(this->engine);
SQGSGameSettings_Register(this->engine);
SQGSIndustry_Register(this->engine);
SQGSIndustryList_Register(this->engine);

@ -1826,10 +1826,12 @@ STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED :Game paused ({S
STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 :Game still paused ({STRING})
STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_2 :Game still paused ({STRING}, {STRING})
STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_3 :Game still paused ({STRING}, {STRING}, {STRING})
STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_4 :Game still paused ({STRING}, {STRING}, {STRING}, {STRING})
STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED :Game unpaused ({STRING})
STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS :number of players
STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS :connecting clients
STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL :manual
STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT :game script
############ End of leave-in-this-order
STR_NETWORK_MESSAGE_CLIENT_LEAVING :leaving
STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {RAW_STRING} has joined the game

@ -148,6 +148,7 @@ CommandCost CmdPause(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2,
case PM_PAUSED_SAVELOAD:
case PM_PAUSED_ERROR:
case PM_PAUSED_NORMAL:
case PM_PAUSED_GAME_SCRIPT:
break;
#ifdef ENABLE_NETWORK

@ -336,6 +336,7 @@ void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
switch (changed_mode) {
case PM_PAUSED_NORMAL:
case PM_PAUSED_JOIN:
case PM_PAUSED_GAME_SCRIPT:
case PM_PAUSED_ACTIVE_CLIENTS: {
bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
bool paused = (_pause_mode != PM_UNPAUSED);
@ -344,14 +345,17 @@ void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
StringID str;
if (!changed) {
int i = -1;
if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
} else {
switch (changed_mode) {
case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
default: NOT_REACHED();
}

@ -61,6 +61,7 @@ enum PauseMode {
PM_PAUSED_JOIN = 1 << 2, ///< A game paused for 'pause_on_join'
PM_PAUSED_ERROR = 1 << 3, ///< A game paused because a (critical) error
PM_PAUSED_ACTIVE_CLIENTS = 1 << 4, ///< A game paused for 'min_active_clients'
PM_PAUSED_GAME_SCRIPT = 1 << 5, ///< A game paused by a game script
/** Pause mode bits when paused for network reasons. */
PMB_PAUSED_NETWORK = PM_PAUSED_ACTIVE_CLIENTS | PM_PAUSED_JOIN,

@ -0,0 +1,36 @@
/* $Id$ */
/*
* 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/>.
*/
/* THIS FILE IS AUTO-GENERATED; PLEASE DO NOT ALTER MANUALLY */
#include "../script_game.hpp"
#include "../template/template_game.hpp.sq"
template <> const char *GetClassName<ScriptGame, ST_GS>() { return "GSGame"; }
void SQGSGame_Register(Squirrel *engine)
{
DefSQClass<ScriptGame, ST_GS> SQGSGame("GSGame");
SQGSGame.PreRegister(engine);
SQGSGame.AddConstructor<void (ScriptGame::*)(), 1>(engine, "x");
SQGSGame.DefSQConst(engine, ScriptGame::LT_TEMPERATE, "LT_TEMPERATE");
SQGSGame.DefSQConst(engine, ScriptGame::LT_ARCTIC, "LT_ARCTIC");
SQGSGame.DefSQConst(engine, ScriptGame::LT_TROPIC, "LT_TROPIC");
SQGSGame.DefSQConst(engine, ScriptGame::LT_TOYLAND, "LT_TOYLAND");
SQGSGame.DefSQStaticMethod(engine, &ScriptGame::Pause, "Pause", 1, ".");
SQGSGame.DefSQStaticMethod(engine, &ScriptGame::Unpause, "Unpause", 1, ".");
SQGSGame.DefSQStaticMethod(engine, &ScriptGame::IsPaused, "IsPaused", 1, ".");
SQGSGame.DefSQStaticMethod(engine, &ScriptGame::GetLandscape, "GetLandscape", 1, ".");
SQGSGame.DefSQStaticMethod(engine, &ScriptGame::IsMultiplayer, "IsMultiplayer", 1, ".");
SQGSGame.PostRegister(engine);
}

@ -0,0 +1,46 @@
/* $Id$ */
/*
* 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 script_game.cpp Implementation of ScriptGame. */
#include "../../stdafx.h"
#include "script_game.hpp"
#include "../../command_type.h"
#include "../../settings_type.h"
#include "../../openttd.h"
#include "../../network/network.h"
/* static */ bool ScriptGame::Pause()
{
return ScriptObject::DoCommand(0, PM_PAUSED_GAME_SCRIPT, 1, CMD_PAUSE);
}
/* static */ bool ScriptGame::Unpause()
{
return ScriptObject::DoCommand(0, PM_PAUSED_GAME_SCRIPT, 0, CMD_PAUSE);
}
/* static */ bool ScriptGame::IsPaused()
{
return !!_pause_mode;
}
/* static */ ScriptGame::LandscapeType ScriptGame::GetLandscape()
{
return (ScriptGame::LandscapeType)_settings_game.game_creation.landscape;
}
/* static */ bool ScriptGame::IsMultiplayer()
{
#ifdef ENABLE_NETWORK
return _network_server;
#else
return false;
#endif
}

@ -0,0 +1,68 @@
/* $Id$ */
/*
* 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 script_game.hpp Everything to manipulate the current running game. */
#ifndef SCRIPT_GAME_HPP
#define SCRIPT_GAME_HPP
#include "script_object.hpp"
#include "../../landscape_type.h"
/**
* Class that handles some game related functions.
* @api game
*/
class ScriptGame : public ScriptObject {
public:
/**
* Type of landscapes known in the game.
*/
enum LandscapeType {
/* Note: these values represent part of the in-game LandscapeType enum */
LT_TEMPERATE = ::LT_TEMPERATE, ///< Temperate climiate.
LT_ARCTIC = ::LT_ARCTIC, ///< Arctic climate.
LT_TROPIC = ::LT_TROPIC, ///< Tropic climate.
LT_TOYLAND = ::LT_TOYLAND, ///< Toyland climate.
};
/**
* Pause the server.
* @return True if the action succeeded.
*/
static bool Pause();
/**
* Unpause the server.
* @return True if the action succeeded.
*/
static bool Unpause();
/**
* Check if the game is paused.
* @return True if and only if the game is paused (by which-ever means).
* @note That a game is paused, doesn't always means you can unpause it. If
* the game has been manually paused, or because of the pause_on_join in
* Multiplayer for example, you cannot unpause the game.
*/
static bool IsPaused();
/**
* Get the current landscape.
*/
static LandscapeType GetLandscape();
/**
* Is this a multiplayer game?
* @return True if this is a server in a multiplayer game.
*/
static bool IsMultiplayer();
};
#endif /* SCRIPT_GAME_HPP */

@ -0,0 +1,25 @@
/* $Id$ */
/*
* 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/>.
*/
/* THIS FILE IS AUTO-GENERATED; PLEASE DO NOT ALTER MANUALLY */
#include "../script_game.hpp"
namespace SQConvert {
/* Allow enums to be used as Squirrel parameters */
template <> inline ScriptGame::LandscapeType GetParam(ForceType<ScriptGame::LandscapeType>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptGame::LandscapeType)tmp; }
template <> inline int Return<ScriptGame::LandscapeType>(HSQUIRRELVM vm, ScriptGame::LandscapeType res) { sq_pushinteger(vm, (int32)res); return 1; }
/* Allow ScriptGame to be used as Squirrel parameter */
template <> inline ScriptGame *GetParam(ForceType<ScriptGame *>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQUserPointer instance; sq_getinstanceup(vm, index, &instance, 0); return (ScriptGame *)instance; }
template <> inline ScriptGame &GetParam(ForceType<ScriptGame &>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQUserPointer instance; sq_getinstanceup(vm, index, &instance, 0); return *(ScriptGame *)instance; }
template <> inline const ScriptGame *GetParam(ForceType<const ScriptGame *>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQUserPointer instance; sq_getinstanceup(vm, index, &instance, 0); return (ScriptGame *)instance; }
template <> inline const ScriptGame &GetParam(ForceType<const ScriptGame &>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQUserPointer instance; sq_getinstanceup(vm, index, &instance, 0); return *(ScriptGame *)instance; }
template <> inline int Return<ScriptGame *>(HSQUIRRELVM vm, ScriptGame *res) { if (res == NULL) { sq_pushnull(vm); return 1; } res->AddRef(); Squirrel::CreateClassInstanceVM(vm, "Game", res, NULL, DefSQDestructorCallback<ScriptGame>, true); return 1; }
} // namespace SQConvert
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