OpenTTD Source 20250328-master-gc3457cd4c0
game_core.cpp
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
7
10#include "../stdafx.h"
11#include "../core/backup_type.hpp"
12#include "../company_base.h"
13#include "../company_func.h"
14#include "../network/network.h"
15#include "../window_func.h"
16#include "../framerate_type.h"
17#include "game.hpp"
18#include "game_scanner.hpp"
19#include "game_config.hpp"
20#include "game_instance.hpp"
21#include "game_info.hpp"
22
23#include "../safeguards.h"
24
25/* static */ uint Game::frame_counter = 0;
26/* static */ GameInfo *Game::info = nullptr;
27/* static */ std::unique_ptr<GameInstance> Game::instance = nullptr;
28/* static */ std::unique_ptr<GameScannerInfo> Game::scanner_info = nullptr;
29/* static */ std::unique_ptr<GameScannerLibrary> Game::scanner_library = nullptr;
30
31/* static */ void Game::GameLoop()
32{
35 return;
36 }
37 if (Game::instance == nullptr) {
39 return;
40 }
41
43
45
47 cur_company.Change(OWNER_DEITY);
48 Game::instance->GameLoop();
49 cur_company.Restore();
50
51 /* Occasionally collect garbage */
52 if ((Game::frame_counter & 255) == 0) {
53 Game::instance->CollectGarbage();
54 }
55}
56
57/* static */ void Game::Initialize()
58{
59 if (Game::instance != nullptr) Game::Uninitialize(true);
60
62
63 if (Game::scanner_info == nullptr) {
65 Game::scanner_info = std::make_unique<GameScannerInfo>();
66 Game::scanner_info->Initialize();
67 Game::scanner_library = std::make_unique<GameScannerLibrary>();
68 Game::scanner_library->Initialize();
69 }
70}
71
72/* static */ void Game::StartNew()
73{
74 if (Game::instance != nullptr) return;
75
76 /* Don't start GameScripts in intro */
77 if (_game_mode == GM_MENU) return;
78
79 /* Clients shouldn't start GameScripts */
80 if (_networking && !_network_server) return;
81
83 GameInfo *info = config->GetInfo();
84 if (info == nullptr) return;
85
87
89 cur_company.Change(OWNER_DEITY);
90
92 Game::instance = std::make_unique<GameInstance>();
93 Game::instance->Initialize(info);
94 Game::instance->LoadOnStack(config->GetToLoadData());
95 config->SetToLoadData(nullptr);
96
97 cur_company.Restore();
98
100}
101
102/* static */ void Game::Uninitialize(bool keepConfig)
103{
105
106 Game::instance.reset();
107 Game::info = nullptr;
108
109 cur_company.Restore();
110
111 if (keepConfig) {
112 Rescan();
113 } else {
114 Game::scanner_info.reset();
115 Game::scanner_library.reset();
116
119 }
120}
121
122/* static */ void Game::Pause()
123{
124 if (Game::instance != nullptr) Game::instance->Pause();
125}
126
127/* static */ void Game::Unpause()
128{
129 if (Game::instance != nullptr) Game::instance->Unpause();
130}
131
132/* static */ bool Game::IsPaused()
133{
134 return Game::instance != nullptr? Game::instance->IsPaused() : false;
135}
136
137/* static */ void Game::NewEvent(ScriptEvent *event)
138{
139 ScriptObjectRef counter(event);
140
141 /* Clients should ignore events */
143 return;
144 }
145
146 /* Check if Game instance is alive */
147 if (Game::instance == nullptr) {
148 return;
149 }
150
151 /* Queue the event */
153 Game::instance->InsertEvent(event);
154 cur_company.Restore();
155}
156
157/* static */ void Game::ResetConfig()
158{
159 /* Check for both newgame as current game if we can reload the GameInfo inside
160 * the GameConfig. If not, remove the Game from the list. */
161 if (_settings_game.script_config.game != nullptr && _settings_game.script_config.game->HasScript()) {
162 if (!_settings_game.script_config.game->ResetInfo(true)) {
163 Debug(script, 0, "After a reload, the GameScript by the name '{}' was no longer found, and removed from the list.", _settings_game.script_config.game->GetName());
164 _settings_game.script_config.game->Change(std::nullopt);
165 if (Game::instance != nullptr) {
166 Game::instance.reset();
167 Game::info = nullptr;
168 }
169 } else if (Game::instance != nullptr) {
171 }
172 }
174 if (!_settings_newgame.script_config.game->ResetInfo(false)) {
175 Debug(script, 0, "After a reload, the GameScript by the name '{}' was no longer found, and removed from the list.", _settings_newgame.script_config.game->GetName());
176 _settings_newgame.script_config.game->Change(std::nullopt);
177 }
178 }
179}
180
181/* static */ void Game::Rescan()
182{
184
185 Game::scanner_info->RescanDir();
186 Game::scanner_library->RescanDir();
187 ResetConfig();
188
193}
194
195
196/* static */ void Game::Save()
197{
198 if (Game::instance != nullptr && (!_networking || _network_server)) {
200 Game::instance->Save();
201 cur_company.Restore();
202 } else {
204 }
205}
206
207/* static */ void Game::GetConsoleList(std::back_insert_iterator<std::string> &output_iterator, bool newest_only)
208{
209 Game::scanner_info->GetConsoleList(output_iterator, newest_only);
210}
211
212/* static */ void Game::GetConsoleLibraryList(std::back_insert_iterator<std::string> &output_iterator)
213{
214 Game::scanner_library->GetConsoleList(output_iterator, true);
215}
216
218{
219 return Game::scanner_info->GetInfoList();
220}
221
223{
224 return Game::scanner_info->GetUniqueInfoList();
225}
226
227/* static */ GameInfo *Game::FindInfo(const std::string &name, int version, bool force_exact_match)
228{
229 return Game::scanner_info->FindInfo(name, version, force_exact_match);
230}
231
232/* static */ GameLibrary *Game::FindLibrary(const std::string &library, int version)
233{
234 return Game::scanner_library->FindLibrary(library, version);
235}
236
243/* static */ bool Game::HasGame(const ContentInfo *ci, bool md5sum)
244{
245 return Game::scanner_info->HasScript(ci, md5sum);
246}
247
248/* static */ bool Game::HasGameLibrary(const ContentInfo *ci, bool md5sum)
249{
250 return Game::scanner_library->HasScript(ci, md5sum);
251}
252
254{
255 return Game::scanner_info.get();
256}
258{
259 return Game::scanner_library.get();
260}
static GameConfig * GetConfig(ScriptSettingSource source=SSS_DEFAULT)
Get the config of a company.
All static information from an Game like name, version, etc.
Definition game_info.hpp:16
All static information from an Game library like name, version, etc.
Definition game_info.hpp:52
static void StartNew()
Start up a new GameScript.
Definition game_core.cpp:72
static GameInfo * info
Current selected GameInfo.
Definition game.hpp:111
static class GameInfo * FindInfo(const std::string &name, int version, bool force_exact_match)
Wrapper function for GameScannerInfo::FindInfo.
static GameScannerLibrary * GetScannerLibrary()
Gets the ScriptScanner instance that is used to find Game Libraries.
static void Unpause()
Resume execution of the Game Script.
static bool IsPaused()
Checks if the Game Script is paused.
static uint frame_counter
Tick counter for the Game code.
Definition game.hpp:107
static std::unique_ptr< GameInstance > instance
Instance to the current active Game.
Definition game.hpp:108
static void Save()
Save data from a GameScript to a savegame.
static bool HasGame(const struct ContentInfo *ci, bool md5sum)
Wrapper function for GameScanner::HasGame.
static class GameLibrary * FindLibrary(const std::string &library, int version)
Wrapper function for GameScanner::FindLibrary.
static const ScriptInfoList * GetUniqueInfoList()
Wrapper function for GameScanner::GetUniqueInfoList.
static void Pause()
Suspends the Game Script and then pause the execution of the script.
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
static void GameLoop()
Called every game-tick to let Game do something.
Definition game_core.cpp:31
static void GetConsoleList(std::back_insert_iterator< std::string > &output_iterator, bool newest_only)
Wrapper function for GameScanner::GetConsoleList.
static void GetConsoleLibraryList(std::back_insert_iterator< std::string > &output_iterator)
Wrapper function for GameScanner::GetConsoleLibraryList.
static void Uninitialize(bool keepConfig)
Uninitialize the Game system.
static std::unique_ptr< GameScannerInfo > scanner_info
Scanner for Game scripts.
Definition game.hpp:109
static const ScriptInfoList * GetInfoList()
Wrapper function for GameScanner::GetInfoList.
static void Initialize()
Initialize the Game system.
Definition game_core.cpp:57
static std::unique_ptr< GameScannerLibrary > scanner_library
Scanner for GS Libraries.
Definition game.hpp:110
static GameScannerInfo * GetScannerInfo()
Gets the ScriptScanner instance that is used to find Game scripts.
RAII class for measuring simple elements of performance.
static void SetInactive(PerformanceElement elem)
Mark a performance element as not currently in use.
@ SSS_FORCE_GAME
Get the Script config from the current game.
void AnchorUnchangeableSettings()
As long as the default of a setting has not been changed, the value of the setting is not stored.
static void SaveEmpty()
Don't save any data in the savegame.
@ Game
Scan for game scripts.
uint DoScan(Subdirectory sd)
Perform the scanning of a particular subdirectory.
Definition fileio.cpp:375
CompanyID _current_company
Company currently doing an action.
static constexpr Owner OWNER_DEITY
The object is owned by a superuser / goal script.
#define Debug(category, level, format_string,...)
Output a line of debugging information.
Definition debug.h:37
@ PFE_GAMESCRIPT
Game script execution.
Base functions for all Games.
GameConfig stores the configuration settings of every Game.
GameInfo keeps track of all information of an Game, like Author, Description, ...
The GameInstance tracks games.
declarations of the class for Game scanner
bool _networking
are we in networking mode?
Definition network.cpp:67
bool _network_server
network-server is active
Definition network.cpp:68
std::map< std::string, class ScriptInfo *, CaseInsensitiveComparator > ScriptInfoList
Type for the list of scripts.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:59
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:60
Class to backup a specific variable and restore it later.
void Change(const U &new_value)
Change the value of the variable.
void Restore()
Restore the variable.
Container for all important information about a piece of content.
ScriptConfigSettings script_config
AI and Gamescript configuration.
std::unique_ptr< class GameConfig > game
settings for gamescript
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition window.cpp:3134
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition window.cpp:3226
void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
Mark window data of all windows of a given class as invalid (in need of re-computing) Note that by de...
Definition window.cpp:3243
@ WC_SCRIPT_SETTINGS
Script settings; Window numbers:
@ WC_SCRIPT_LIST
Scripts list; Window numbers:
@ WC_GAME_OPTIONS
Game options window; Window numbers:
@ WC_SCRIPT_DEBUG
Script debug window; Window numbers: