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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 script_object.cpp Implementation of ScriptObject. */
#include "../../stdafx.h"
#include "../../script/squirrel.hpp"
#include "../../command_func.h"
#include "../../company_func.h"
#include "../../company_base.h"
#include "../../network/network.h"
#include "../../genworld.h"
#include "../../string_func.h"
#include "../../strings_func.h"
#include "../script_storage.hpp"
#include "../script_instance.hpp"
#include "../script_fatalerror.hpp"
#include "script_error.hpp"
/**
* Get the storage associated with the current ScriptInstance.
* @return The storage.
*/
static ScriptStorage *GetStorage()
{
return ScriptObject::GetActiveInstance()->GetStorage();
}
/* static */ ScriptInstance *ScriptObject::ActiveInstance::active = NULL;
ScriptObject::ActiveInstance::ActiveInstance(ScriptInstance *instance)
{
this->last_active = ScriptObject::ActiveInstance::active;
ScriptObject::ActiveInstance::active = instance;
}
ScriptObject::ActiveInstance::~ActiveInstance()
{
ScriptObject::ActiveInstance::active = this->last_active;
}
/* static */ ScriptInstance *ScriptObject::GetActiveInstance()
{
assert(ScriptObject::ActiveInstance::active != NULL);
return ScriptObject::ActiveInstance::active;
}
/* static */ void ScriptObject::SetDoCommandDelay(uint ticks)
{
assert(ticks > 0);
GetStorage()->delay = ticks;
}
/* static */ uint ScriptObject::GetDoCommandDelay()
{
return GetStorage()->delay;
}
/* static */ void ScriptObject::SetDoCommandMode(ScriptModeProc *proc, ScriptObject *instance)
{
GetStorage()->mode = proc;
GetStorage()->mode_instance = instance;
}
/* static */ ScriptModeProc *ScriptObject::GetDoCommandMode()
{
return GetStorage()->mode;
}
/* static */ ScriptObject *ScriptObject::GetDoCommandModeInstance()
{
return GetStorage()->mode_instance;
}
/* static */ void ScriptObject::SetDoCommandCosts(Money value)
{
GetStorage()->costs = CommandCost(value);
}
/* static */ void ScriptObject::IncreaseDoCommandCosts(Money value)
{
GetStorage()->costs.AddCost(value);
}
/* static */ Money ScriptObject::GetDoCommandCosts()
{
return GetStorage()->costs.GetCost();
}
/* static */ void ScriptObject::SetLastError(ScriptErrorType last_error)
{
GetStorage()->last_error = last_error;
}
/* static */ ScriptErrorType ScriptObject::GetLastError()
{
return GetStorage()->last_error;
}
/* static */ void ScriptObject::SetLastCost(Money last_cost)
{
GetStorage()->last_cost = last_cost;
}
/* static */ Money ScriptObject::GetLastCost()
{
return GetStorage()->last_cost;
}
/* static */ void ScriptObject::SetRoadType(RoadType road_type)
{
GetStorage()->road_type = road_type;
}
/* static */ RoadType ScriptObject::GetRoadType()
{
return GetStorage()->road_type;
}
/* static */ void ScriptObject::SetRailType(RailType rail_type)
{
GetStorage()->rail_type = rail_type;
}
/* static */ RailType ScriptObject::GetRailType()
{
return GetStorage()->rail_type;
}
/* static */ void ScriptObject::SetLastCommandRes(bool res)
{
GetStorage()->last_command_res = res;
/* Also store the results of various global variables */
SetNewVehicleID(_new_vehicle_id);
SetNewSignID(_new_sign_id);
SetNewGroupID(_new_group_id);
SetNewGoalID(_new_goal_id);
}
/* static */ bool ScriptObject::GetLastCommandRes()
{
return GetStorage()->last_command_res;
}
/* static */ void ScriptObject::SetNewVehicleID(VehicleID vehicle_id)
{
GetStorage()->new_vehicle_id = vehicle_id;
}
/* static */ VehicleID ScriptObject::GetNewVehicleID()
{
return GetStorage()->new_vehicle_id;
}
/* static */ void ScriptObject::SetNewSignID(SignID sign_id)
{
GetStorage()->new_sign_id = sign_id;
}
/* static */ SignID ScriptObject::GetNewSignID()
{
return GetStorage()->new_sign_id;
}
/* static */ void ScriptObject::SetNewGroupID(GroupID group_id)
{
GetStorage()->new_group_id = group_id;
}
/* static */ GroupID ScriptObject::GetNewGroupID()
{
return GetStorage()->new_group_id;
}
/* static */ void ScriptObject::SetNewGoalID(GoalID goal_id)
{
GetStorage()->new_goal_id = goal_id;
}
/* static */ GroupID ScriptObject::GetNewGoalID()
{
return GetStorage()->new_goal_id;
}
/* static */ void ScriptObject::SetAllowDoCommand(bool allow)
{
GetStorage()->allow_do_command = allow;
}
/* static */ bool ScriptObject::GetAllowDoCommand()
{
return GetStorage()->allow_do_command;
}
/* static */ void ScriptObject::SetCompany(CompanyID company)
{
if (GetStorage()->root_company == INVALID_OWNER) GetStorage()->root_company = company;
GetStorage()->company = company;
_current_company = company;
}
/* static */ CompanyID ScriptObject::GetCompany()
{
return GetStorage()->company;
}
/* static */ CompanyID ScriptObject::GetRootCompany()
{
return GetStorage()->root_company;
}
/* static */ bool ScriptObject::CanSuspend()
{
Squirrel *squirrel = ScriptObject::GetActiveInstance()->engine;
return GetStorage()->allow_do_command && squirrel->CanSuspend();
}
/* static */ void *&ScriptObject::GetEventPointer()
{
return GetStorage()->event_data;
}
/* static */ void *&ScriptObject::GetLogPointer()
{
return GetStorage()->log_data;
}
/* static */ char *ScriptObject::GetString(StringID string)
{
char buffer[64];
::GetString(buffer, string, lastof(buffer));
return ::strdup(buffer);
}
/* static */ void ScriptObject::SetCallbackVariable(int index, int value)
{
if ((size_t)index >= GetStorage()->callback_value.size()) GetStorage()->callback_value.resize(index + 1);
GetStorage()->callback_value[index] = value;
}
/* static */ int ScriptObject::GetCallbackVariable(int index)
{
return GetStorage()->callback_value[index];
}
/* static */ bool ScriptObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text, Script_SuspendCallbackProc *callback)
{
if (!ScriptObject::CanSuspend()) {
throw Script_FatalError("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), Load(), and any valuator.");
}
if (ScriptObject::GetCompany() != OWNER_DEITY && !::Company::IsValidID(ScriptObject::GetCompany())) {
ScriptObject::SetLastError(ScriptError::ERR_PRECONDITION_INVALID_COMPANY);
return false;
}
/* Set the default callback to return a true/false result of the DoCommand */
if (callback == NULL) callback = &ScriptInstance::DoCommandReturn;
/* Are we only interested in the estimate costs? */
bool estimate_only = GetDoCommandMode() != NULL && !GetDoCommandMode()();
#ifdef ENABLE_NETWORK
/* Only set p2 when the command does not come from the network. */
if (GetCommandFlags(cmd) & CMD_CLIENT_ID && p2 == 0) p2 = UINT32_MAX;
#endif
/* Try to perform the command. */
CommandCost res = ::DoCommandPInternal(tile, p1, p2, cmd, (_networking && !_generating_world) ? ScriptObject::GetActiveInstance()->GetDoCommandCallback() : NULL, text, false, estimate_only);
/* We failed; set the error and bail out */
if (res.Failed()) {
SetLastError(ScriptError::StringToError(res.GetErrorMessage()));
return false;
}
/* No error, then clear it. */
SetLastError(ScriptError::ERR_NONE);
/* Estimates, update the cost for the estimate and be done */
if (estimate_only) {
IncreaseDoCommandCosts(res.GetCost());
return true;
}
/* Costs of this operation. */
SetLastCost(res.GetCost());
SetLastCommandRes(true);
if (_generating_world) {
IncreaseDoCommandCosts(res.GetCost());
if (callback != NULL) callback(GetActiveInstance());
return true;
} else if (_networking) {
/* Suspend the AI till the command is really executed. */
throw Script_Suspend(-(int)GetDoCommandDelay(), callback);
} else {
IncreaseDoCommandCosts(res.GetCost());
/* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This
* both avoids confusion when a developer launched his AI in a
* multiplayer game, but also gives time for the GUI and human player
* to interact with the game. */
throw Script_Suspend(GetDoCommandDelay(), callback);
}
NOT_REACHED();
}
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