mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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261 lines
9.8 KiB
C++
261 lines
9.8 KiB
C++
/* $Id$ */
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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_info_docs.hpp Description of the functions an Script can/must provide in ScriptInfo. */
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/* This file exists purely for doxygen purposes. */
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/**
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* 'Abstract' class of the Scripts use to register themselves.
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*
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* @note This class is not part of the API. It is purely to document what
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* Scripts must or can implemented to provide information to OpenTTD to
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* base configuring/starting/loading the Script on.
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*
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* @note The required functions are also needed for Script Libraries. As such
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* the information here can be used for libraries, but the information
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* will not be shown in the GUI except for error/debug messages.
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*
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* @api ai game
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*/
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class ScriptInfo {
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public:
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/**
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* Gets the author name to be shown in the 'Available Scripts' window.
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*
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* @return The author name of the Script.
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* @note This function is required.
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*/
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string GetAuthor();
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/**
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* Gets the Scripts name. This is shown in the 'Available Scripts' window
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* and at all other places where the Script is mentioned, like the debug
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* window or OpenTTD's help message. The name is used to uniquely
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* identify an Script within OpenTTD and this name is used in savegames
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* and the configuration file.
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*
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* @return The name of the Script.
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* @note This function is required.
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*/
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string GetName();
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/**
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* Gets a 4 ASCII character short name of the Script to uniquely
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* identify it from other Scripts. The short name is primarily
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* used as unique identifier for the content system.
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* The content system uses besides the short name also the
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* MD5 checksum of all the source files to uniquely identify
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* a specific version of the Script.
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*
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* The short name must consist of precisely four ASCII
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* characters, or more precisely four non-zero bytes.
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*
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* @return The name of the Script.
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* @note This function is required.
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*/
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string GetShortName();
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/**
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* Gets the description to be shown in the 'Available Scripts' window.
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*
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* @return The description for the Script.
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* @note This function is required.
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*/
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string GetDescription();
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/**
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* Gets the version of the Script. This is a number to (in theory)
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* uniquely identify the versions of an Script. Generally the
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* 'instance' of an Script with the highest version is chosen to
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* be loaded.
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*
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* When OpenTTD finds, during starting, a duplicate Script with the
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* same version number one is randomly chosen. So it is
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* important that this number is regularly updated/incremented.
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*
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* @return The version number of the Script.
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* @note This function is required.
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*/
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int GetVersion();
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/**
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* Gets the lowest version of the Script that OpenTTD can still load
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* the savegame of. In other words, from which version until this
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* version can the Script load the savegames.
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*
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* If this function does not exist OpenTTD assumes it can only
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* load savegames of this version. As such it will not upgrade
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* to this version upon load.
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*
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* @return The lowest version number we load the savegame data.
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* @note This function is optional.
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*/
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int MinVersionToLoad();
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/**
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* Gets the development/release date of the Script.
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*
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* The intention of this is to give the user an idea how old the
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* Script is and whether there might be a newer version.
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*
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* @return The development/release date for the Script.
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* @note This function is required.
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*/
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string GetDate();
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/**
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* Can this Script be used as random Script?
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*
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* The idea behind this function is to 'forbid' highly
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* competitive or other special Scripts from running in games unless
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* the user explicitly selects the Script to be loaded. This to
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* try to prevent users from complaining that the Script is too
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* aggressive or does not build profitable routes.
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*
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* If this function does not exist OpenTTD assumes the Script can
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* be used as random Script. As such it will be randomly chosen.
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*
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* @return True if the Script can be used as random Script.
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* @note This function is optional.
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*
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* @api -game
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*/
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bool UseAsRandomAI();
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/**
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* Can a non-developer select Script for a new game.
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*
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* The idea behind this function is to 'forbid' using your script with a new
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* game if you for example specifically wrote it for a certain scenario.
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*
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* @return True if the Script can be selected from the GUI as non-developer.
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* @note This function is optional. Default is false.
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*
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* @api -ai
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*/
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bool IsDeveloperOnly();
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/**
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* Gets the name of main class of the Script so OpenTTD knows
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* what class to instantiate.
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*
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* @return The class name of the Script.
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* @note This function is required.
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*/
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string CreateInstance();
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/**
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* Gets the API version this Script is written for. If this function
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* does not exist API compatibility with version 0.7 is assumed.
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* If the function returns something OpenTTD does not understand,
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* for example a newer version or a string that is not a version,
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* the Script will not be loaded.
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*
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* Although in the future we might need to make a separate
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* compatibility 'wrapper' for a specific version of OpenTTD, for
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* example '0.7.1', we will use only the major and minor number
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* and not the bugfix number as valid return for this function.
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*
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* Valid return values are:
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* - "0.7" (for AI only)
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* - "1.0" (for AI only)
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* - "1.1" (for AI only)
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* - "1.2" (for both AI and GS)
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* - "1.3" (for both AI and GS)
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*
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* @return The version this Script is compatible with.
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*/
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string GetAPIVersion();
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/**
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* Gets the URL to be shown in the 'this Script has crashed' message
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* and in the 'Available Scripts' window. If this function does not
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* exist no URL will be shown.
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*
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* This function purely exists to redirect users of the Script to the
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* right place on the internet to discuss the Script and report bugs
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* of this Script.
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*
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* @return The URL to show.
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* @note This function is optional.
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*/
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string GetURL();
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/**
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* Gets the settings that OpenTTD shows in the "Script Parameters" window
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* so the user can customize the Script. This is a special function that
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* doesn't need to return anything. Instead you can call AddSetting
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* and AddLabels here.
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*
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* @note This function is optional.
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*/
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void GetSettings();
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/** Miscellaneous flags for Script settings. */
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enum ScriptConfigFlags {
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CONFIG_NONE, ///< Normal setting.
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CONFIG_RANDOM, ///< When randomizing the Script, pick any value between min_value and max_value.
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CONFIG_BOOLEAN, ///< This value is a boolean (either 0 (false) or 1 (true) ).
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CONFIG_INGAME, ///< This setting can be changed while the Script is running.
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CONFIG_DEVELOPER, ///< This setting will only be visible when the Script development tools are active.
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};
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/**
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* Add a user configurable setting for this Script. You can call this
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* as many times as you have settings.
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* @param setting_description A table with all information about a
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* single setting. The table should have the following name/value pairs:
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* - name The name of the setting, this is used in openttd.cfg to
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* store the current configuration of Scripts. Required.
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* - description A single line describing the setting. Required.
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* - min_value The minimum value of this setting. Required for integer
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* settings and not allowed for boolean settings.
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* - max_value The maximum value of this setting. Required for integer
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* settings and not allowed for boolean settings.
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* - easy_value The default value if the easy difficulty level
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* is selected. Required.
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* - medium_value The default value if the medium difficulty level
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* is selected. Required.
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* - hard_value The default value if the hard difficulty level
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* is selected. Required.
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* - custom_value The default value if the custom difficulty level
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* is selected. Required.
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* - random_deviation If this property has a nonzero value, then the
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* actual value of the setting in game will be
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* user_configured_value + random(-random_deviation, random_deviation).
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* Not allowed if the CONFIG_RANDOM flag is set, otherwise optional.
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* - step_size The increase/decrease of the value every time the user
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* clicks one of the up/down arrow buttons. Optional, default is 1.
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* - flags Bitmask of some flags, see ScriptConfigFlags. Required.
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*
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* @note This is a function provided by OpenTTD, you don't have to
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* include it in your Script but should just call it from GetSettings.
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*/
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void AddSetting(table setting_description);
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/**
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* Add labels for the values of a setting. Instead of a number the
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* user will see the corresponding name.
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* @param setting_name The name of the setting.
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* @param value_names A table that maps values to names. The first
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* character of every identifier is ignored and the rest should
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* be an integer of the value you define a name for. The value
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* is a short description of that value.
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* To define labels for a setting named "competition_level" you could
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* for example call it like this:
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* AddLabels("competition_level", {_0 = "no competition", _1 = "some competition",
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* _2 = "a lot of competition"});
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*
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* @note This is a function provided by OpenTTD, you don't have to
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* include it in your Script but should just call it from GetSettings.
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*/
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void AddLabels(const char *setting_name, table value_names);
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};
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