summaryrefslogtreecommitdiff
path: root/src/game/game_core.cpp
blob: add5c7fd83ec603e941d3a9f56e1d5e5b9f5518d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
/* $Id$ */

/*
 * 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_core.cpp Implementation of Game. */

#include "../stdafx.h"
#include "../core/backup_type.hpp"
#include "../company_base.h"
#include "../company_func.h"
#include "../network/network.h"
#include "../window_func.h"
#include "game.hpp"
#include "game_scanner.hpp"
#include "game_config.hpp"
#include "game_instance.hpp"
#include "game_info.hpp"

/* static */ uint Game::frame_counter = 0;
/* static */ GameInfo *Game::info = NULL;
/* static */ GameInstance *Game::instance = NULL;
/* static */ GameScannerInfo *Game::scanner_info = NULL;
/* static */ GameScannerLibrary *Game::scanner_library = NULL;

/* static */ const char *Game::GetMainScript()
{
		return Game::info->GetMainScript();
}

/* static */ void Game::GameLoop()
{
	if (_networking && !_network_server) return;
	if (Game::instance == NULL) return;

	Game::frame_counter++;

	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
	cur_company.Change(OWNER_DEITY);
	Game::instance->GameLoop();
	cur_company.Restore();

	/* Occasionally collect garbage */
	if ((Game::frame_counter & 255) == 0) {
		Game::instance->CollectGarbage();
	}
}

/* static */ void Game::Initialize()
{
	if (Game::instance != NULL) Game::Uninitialize(true);

	Game::frame_counter = 0;

	if (Game::scanner_info == NULL) {
		TarScanner::DoScan(TarScanner::GAME);
		Game::scanner_info = new GameScannerInfo();
		Game::scanner_info->Initialize();
		Game::scanner_library = new GameScannerLibrary();
		Game::scanner_library->Initialize();
	}
}

/* static */ void Game::StartNew()
{
	if (Game::instance != NULL) return;

	/* Clients shouldn't start GameScripts */
	if (_networking && !_network_server) return;

	GameConfig *config = GameConfig::GetConfig();
	GameInfo *info = config->GetInfo();
	if (info == NULL) return;

	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
	cur_company.Change(OWNER_DEITY);

	Game::info = info;
	Game::instance = new GameInstance();
	Game::instance->Initialize(info);

	cur_company.Restore();

	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
}

/* static */ void Game::Uninitialize(bool keepConfig)
{
	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);

	delete Game::instance;
	Game::instance = NULL;
	Game::info = NULL;

	cur_company.Restore();

	if (keepConfig) {
		Rescan();
	} else {
		delete Game::scanner_info;
		delete Game::scanner_library;
		Game::scanner_info = NULL;
		Game::scanner_library = NULL;

		if (_settings_game.game_config != NULL) {
			delete _settings_game.game_config;
			_settings_game.game_config = NULL;
		}
		if (_settings_newgame.game_config != NULL) {
			delete _settings_newgame.game_config;
			_settings_newgame.game_config = NULL;
		}
	}
}

/* static */ void Game::NewEvent(ScriptEvent *event)
{
	/* AddRef() and Release() need to be called at least once, so do it here */
	event->AddRef();

	/* Clients should ignore events */
	if (_networking && !_network_server) {
		event->Release();
		return;
	}

	/* Check if Game instance is alive */
	if (Game::instance == NULL) {
		event->Release();
		return;
	}

	/* Queue the event */
	Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
	Game::instance->InsertEvent(event);
	cur_company.Restore();

	event->Release();
}

/* static */ void Game::ResetConfig()
{
	/* Check for both newgame as current game if we can reload the GameInfo insde
	 *  the GameConfig. If not, remove the Game from the list. */
	if (_settings_game.game_config != NULL && _settings_game.game_config->HasScript()) {
		if (!_settings_game.game_config->ResetInfo(true)) {
			DEBUG(script, 0, "After a reload, the GameScript by the name '%s' was no longer found, and removed from the list.", _settings_game.game_config->GetName());
			_settings_game.game_config->Change(NULL);
			if (Game::instance != NULL) {
				delete Game::instance;
				Game::instance = NULL;
				Game::info = NULL;
			}
		} else if (Game::instance != NULL) {
			Game::info = _settings_game.game_config->GetInfo();
		}
	}
	if (_settings_newgame.game_config != NULL && _settings_newgame.game_config->HasScript()) {
		if (!_settings_newgame.game_config->ResetInfo(false)) {
			DEBUG(script, 0, "After a reload, the GameScript by the name '%s' was no longer found, and removed from the list.", _settings_newgame.game_config->GetName());
			_settings_newgame.game_config->Change(NULL);
		}
	}
}

/* static */ void Game::Rescan()
{
	TarScanner::DoScan(TarScanner::GAME);

	Game::scanner_info->RescanDir();
	Game::scanner_library->RescanDir();
	ResetConfig();

	InvalidateWindowData(WC_AI_LIST, 0, 1);
	SetWindowClassesDirty(WC_AI_DEBUG);
	InvalidateWindowClassesData(WC_AI_SETTINGS);
}


/* static */ void Game::Save()
{
	if (Game::instance != NULL && (!_networking || _network_server)) {
		Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
		Game::instance->Save();
		cur_company.Restore();
	} else {
		GameInstance::SaveEmpty();
	}
}

/* static */ void Game::Load(int version)
{
	if (Game::instance != NULL && (!_networking || _network_server)) {
		Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
		Game::instance->Load(version);
		cur_company.Restore();
	} else {
		/* Read, but ignore, the load data */
		GameInstance::LoadEmpty();
	}
}

/* static */ char *Game::GetConsoleList(char *p, const char *last, bool newest_only)
{
	return Game::scanner_info->GetConsoleList(p, last, newest_only);
}

/* static */ char *Game::GetConsoleLibraryList(char *p, const char *last)
{
	 return Game::scanner_library->GetConsoleList(p, last, true);
}

/* static */ const ScriptInfoList *Game::GetInfoList()
{
	return Game::scanner_info->GetInfoList();
}

/* static */ const ScriptInfoList *Game::GetUniqueInfoList()
{
	return Game::scanner_info->GetUniqueInfoList();
}

/* static */ GameInfo *Game::FindInfo(const char *name, int version, bool force_exact_match)
{
	return Game::scanner_info->FindInfo(name, version, force_exact_match);
}

/* static */ GameLibrary *Game::FindLibrary(const char *library, int version)
{
	return Game::scanner_library->FindLibrary(library, version);
}

#if defined(ENABLE_NETWORK)

/**
 * Check whether we have an Game (library) with the exact characteristics as ci.
 * @param ci the characteristics to search on (shortname and md5sum)
 * @param md5sum whether to check the MD5 checksum
 * @return true iff we have an Game (library) matching.
 */
/* static */ bool Game::HasGame(const ContentInfo *ci, bool md5sum)
{
	return Game::scanner_info->HasScript(ci, md5sum);
}

/* static */ bool Game::HasGameLibrary(const ContentInfo *ci, bool md5sum)
{
	return Game::scanner_library->HasScript(ci, md5sum);
}

#endif /* defined(ENABLE_NETWORK) */