game_core.cpp

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00001 /* $Id: game_core.cpp 24900 2013-01-08 22:46:42Z planetmaker $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "../stdafx.h"
00013 #include "../core/backup_type.hpp"
00014 #include "../company_base.h"
00015 #include "../company_func.h"
00016 #include "../network/network.h"
00017 #include "../window_func.h"
00018 #include "game.hpp"
00019 #include "game_scanner.hpp"
00020 #include "game_config.hpp"
00021 #include "game_instance.hpp"
00022 #include "game_info.hpp"
00023 
00024 /* static */ uint Game::frame_counter = 0;
00025 /* static */ GameInfo *Game::info = NULL;
00026 /* static */ GameInstance *Game::instance = NULL;
00027 /* static */ GameScannerInfo *Game::scanner_info = NULL;
00028 /* static */ GameScannerLibrary *Game::scanner_library = NULL;
00029 
00030 /* static */ const char *Game::GetMainScript()
00031 {
00032     return Game::info->GetMainScript();
00033 }
00034 
00035 /* static */ void Game::GameLoop()
00036 {
00037   if (_networking && !_network_server) return;
00038   if (Game::instance == NULL) return;
00039 
00040   Game::frame_counter++;
00041 
00042   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00043   cur_company.Change(OWNER_DEITY);
00044   Game::instance->GameLoop();
00045   cur_company.Restore();
00046 
00047   /* Occasionally collect garbage */
00048   if ((Game::frame_counter & 255) == 0) {
00049     Game::instance->CollectGarbage();
00050   }
00051 }
00052 
00053 /* static */ void Game::Initialize()
00054 {
00055   if (Game::instance != NULL) Game::Uninitialize(true);
00056 
00057   Game::frame_counter = 0;
00058 
00059   if (Game::scanner_info == NULL) {
00060     TarScanner::DoScan(TarScanner::GAME);
00061     Game::scanner_info = new GameScannerInfo();
00062     Game::scanner_info->Initialize();
00063     Game::scanner_library = new GameScannerLibrary();
00064     Game::scanner_library->Initialize();
00065   }
00066 }
00067 
00068 /* static */ void Game::StartNew()
00069 {
00070   if (Game::instance != NULL) return;
00071 
00072   /* Clients shouldn't start GameScripts */
00073   if (_networking && !_network_server) return;
00074 
00075   GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
00076   GameInfo *info = config->GetInfo();
00077   if (info == NULL) return;
00078 
00079   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00080   cur_company.Change(OWNER_DEITY);
00081 
00082   Game::info = info;
00083   Game::instance = new GameInstance();
00084   Game::instance->Initialize(info);
00085 
00086   cur_company.Restore();
00087 
00088   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
00089 }
00090 
00091 /* static */ void Game::Uninitialize(bool keepConfig)
00092 {
00093   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00094 
00095   delete Game::instance;
00096   Game::instance = NULL;
00097   Game::info = NULL;
00098 
00099   cur_company.Restore();
00100 
00101   if (keepConfig) {
00102     Rescan();
00103   } else {
00104     delete Game::scanner_info;
00105     delete Game::scanner_library;
00106     Game::scanner_info = NULL;
00107     Game::scanner_library = NULL;
00108 
00109     if (_settings_game.game_config != NULL) {
00110       delete _settings_game.game_config;
00111       _settings_game.game_config = NULL;
00112     }
00113     if (_settings_newgame.game_config != NULL) {
00114       delete _settings_newgame.game_config;
00115       _settings_newgame.game_config = NULL;
00116     }
00117   }
00118 }
00119 
00120 /* static */ void Game::Pause()
00121 {
00122   if (Game::instance != NULL) Game::instance->Pause();
00123 }
00124 
00125 /* static */ void Game::Unpause()
00126 {
00127   if (Game::instance != NULL) Game::instance->Unpause();
00128 }
00129 
00130 /* static */ bool Game::IsPaused()
00131 {
00132   return Game::instance != NULL? Game::instance->IsPaused() : false;
00133 }
00134 
00135 /* static */ void Game::NewEvent(ScriptEvent *event)
00136 {
00137   /* AddRef() and Release() need to be called at least once, so do it here */
00138   event->AddRef();
00139 
00140   /* Clients should ignore events */
00141   if (_networking && !_network_server) {
00142     event->Release();
00143     return;
00144   }
00145 
00146   /* Check if Game instance is alive */
00147   if (Game::instance == NULL) {
00148     event->Release();
00149     return;
00150   }
00151 
00152   /* Queue the event */
00153   Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
00154   Game::instance->InsertEvent(event);
00155   cur_company.Restore();
00156 
00157   event->Release();
00158 }
00159 
00160 /* static */ void Game::ResetConfig()
00161 {
00162   /* Check for both newgame as current game if we can reload the GameInfo inside
00163    *  the GameConfig. If not, remove the Game from the list. */
00164   if (_settings_game.game_config != NULL && _settings_game.game_config->HasScript()) {
00165     if (!_settings_game.game_config->ResetInfo(true)) {
00166       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());
00167       _settings_game.game_config->Change(NULL);
00168       if (Game::instance != NULL) {
00169         delete Game::instance;
00170         Game::instance = NULL;
00171         Game::info = NULL;
00172       }
00173     } else if (Game::instance != NULL) {
00174       Game::info = _settings_game.game_config->GetInfo();
00175     }
00176   }
00177   if (_settings_newgame.game_config != NULL && _settings_newgame.game_config->HasScript()) {
00178     if (!_settings_newgame.game_config->ResetInfo(false)) {
00179       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());
00180       _settings_newgame.game_config->Change(NULL);
00181     }
00182   }
00183 }
00184 
00185 /* static */ void Game::Rescan()
00186 {
00187   TarScanner::DoScan(TarScanner::GAME);
00188 
00189   Game::scanner_info->RescanDir();
00190   Game::scanner_library->RescanDir();
00191   ResetConfig();
00192 
00193   InvalidateWindowData(WC_AI_LIST, 0, 1);
00194   SetWindowClassesDirty(WC_AI_DEBUG);
00195   InvalidateWindowClassesData(WC_AI_SETTINGS);
00196 }
00197 
00198 
00199 /* static */ void Game::Save()
00200 {
00201   if (Game::instance != NULL && (!_networking || _network_server)) {
00202     Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
00203     Game::instance->Save();
00204     cur_company.Restore();
00205   } else {
00206     GameInstance::SaveEmpty();
00207   }
00208 }
00209 
00210 /* static */ void Game::Load(int version)
00211 {
00212   if (Game::instance != NULL && (!_networking || _network_server)) {
00213     Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
00214     Game::instance->Load(version);
00215     cur_company.Restore();
00216   } else {
00217     /* Read, but ignore, the load data */
00218     GameInstance::LoadEmpty();
00219   }
00220 }
00221 
00222 /* static */ char *Game::GetConsoleList(char *p, const char *last, bool newest_only)
00223 {
00224   return Game::scanner_info->GetConsoleList(p, last, newest_only);
00225 }
00226 
00227 /* static */ char *Game::GetConsoleLibraryList(char *p, const char *last)
00228 {
00229    return Game::scanner_library->GetConsoleList(p, last, true);
00230 }
00231 
00232 /* static */ const ScriptInfoList *Game::GetInfoList()
00233 {
00234   return Game::scanner_info->GetInfoList();
00235 }
00236 
00237 /* static */ const ScriptInfoList *Game::GetUniqueInfoList()
00238 {
00239   return Game::scanner_info->GetUniqueInfoList();
00240 }
00241 
00242 /* static */ GameInfo *Game::FindInfo(const char *name, int version, bool force_exact_match)
00243 {
00244   return Game::scanner_info->FindInfo(name, version, force_exact_match);
00245 }
00246 
00247 /* static */ GameLibrary *Game::FindLibrary(const char *library, int version)
00248 {
00249   return Game::scanner_library->FindLibrary(library, version);
00250 }
00251 
00252 #if defined(ENABLE_NETWORK)
00253 
00260 /* static */ bool Game::HasGame(const ContentInfo *ci, bool md5sum)
00261 {
00262   return Game::scanner_info->HasScript(ci, md5sum);
00263 }
00264 
00265 /* static */ bool Game::HasGameLibrary(const ContentInfo *ci, bool md5sum)
00266 {
00267   return Game::scanner_library->HasScript(ci, md5sum);
00268 }
00269 
00270 #endif /* defined(ENABLE_NETWORK) */
00271 
00272 /* static */ GameScannerInfo *Game::GetScannerInfo()
00273 {
00274   return Game::scanner_info;
00275 }
00276 /* static */ GameScannerLibrary *Game::GetScannerLibrary()
00277 {
00278   return Game::scanner_library;
00279 }