mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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130 lines
4.2 KiB
C++
130 lines
4.2 KiB
C++
/*
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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 game.hpp Base functions for all Games. */
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#ifndef GAME_HPP
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#define GAME_HPP
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#include "../core/string_compare_type.hpp"
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#include "game_scanner.hpp"
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#include <map>
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/** A list that maps AI names to their AIInfo object. */
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typedef std::map<const char *, class ScriptInfo *, StringCompare> ScriptInfoList;
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#include "../script/api/script_event_types.hpp"
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/**
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* Main Game class. Contains all functions needed to start, stop, save and load Game Scripts.
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*/
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class Game {
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public:
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/**
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* Called every game-tick to let Game do something.
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*/
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static void GameLoop();
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/**
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* Initialize the Game system.
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*/
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static void Initialize();
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/**
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* Start up a new GameScript.
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*/
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static void StartNew();
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/**
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* Uninitialize the Game system.
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*/
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static void Uninitialize(bool keepConfig);
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/**
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* Suspends the Game Script and then pause the execution of the script. The
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* script will not be resumed from its suspended state until the script
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* has been unpaused.
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*/
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static void Pause();
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/**
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* Resume execution of the Game Script. This function will not actually execute
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* the script, but set a flag so that the script is executed by the usual
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* mechanism that executes the script.
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*/
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static void Unpause();
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/**
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* Checks if the Game Script is paused.
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* @return true if the Game Script is paused, otherwise false.
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*/
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static bool IsPaused();
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/**
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* Queue a new event for a Game Script.
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*/
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static void NewEvent(class ScriptEvent *event);
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/**
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* Get the current GameScript instance.
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*/
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static class GameInstance *GetGameInstance() { return Game::instance; }
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/**
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* Get the current GameInfo.
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*/
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static class GameInfo *GetInfo() { return Game::info; }
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static void Rescan();
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static void ResetConfig();
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/**
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* Save data from a GameScript to a savegame.
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*/
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static void Save();
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/**
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* Load data for a GameScript from a savegame.
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*/
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static void Load(int version);
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/** Wrapper function for GameScanner::GetConsoleList */
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static char *GetConsoleList(char *p, const char *last, bool newest_only = false);
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/** Wrapper function for GameScanner::GetConsoleLibraryList */
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static char *GetConsoleLibraryList(char *p, const char *last);
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/** Wrapper function for GameScanner::GetInfoList */
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static const ScriptInfoList *GetInfoList();
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/** Wrapper function for GameScanner::GetUniqueInfoList */
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static const ScriptInfoList *GetUniqueInfoList();
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/** Wrapper function for GameScannerInfo::FindInfo */
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static class GameInfo *FindInfo(const char *name, int version, bool force_exact_match);
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/** Wrapper function for GameScanner::FindLibrary */
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static class GameLibrary *FindLibrary(const char *library, int version);
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/**
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* Get the current active instance.
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*/
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static class GameInstance *GetInstance() { return Game::instance; }
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/** Wrapper function for GameScanner::HasGame */
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static bool HasGame(const struct ContentInfo *ci, bool md5sum);
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static bool HasGameLibrary(const ContentInfo *ci, bool md5sum);
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/** Gets the ScriptScanner instance that is used to find Game scripts */
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static GameScannerInfo *GetScannerInfo();
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/** Gets the ScriptScanner instance that is used to find Game Libraries */
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static GameScannerLibrary *GetScannerLibrary();
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private:
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static uint frame_counter; ///< Tick counter for the Game code.
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static class GameInstance *instance; ///< Instance to the current active Game.
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static class GameScannerInfo *scanner_info; ///< Scanner for Game scripts.
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static class GameScannerLibrary *scanner_library; ///< Scanner for GS Libraries.
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static class GameInfo *info; ///< Current selected GameInfo.
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};
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#endif /* GAME_HPP */
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