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/* $Id$ */
/*
* 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(GameConfig::SSS_FORCE_GAME);
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::Pause()
{
if (Game::instance != NULL) Game::instance->Pause();
}
/* static */ void Game::Unpause()
{
if (Game::instance != NULL) Game::instance->Unpause();
}
/* static */ bool Game::IsPaused()
{
return Game::instance != NULL? Game::instance->IsPaused() : false;
}
/* 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) */
/* static */ GameScannerInfo *Game::GetScannerInfo()
{
return Game::scanner_info;
}
/* static */ GameScannerLibrary *Game::GetScannerLibrary()
{
return Game::scanner_library;
}
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