OpenTTD Source 20241224-master-gf74b0cf984
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 */ GameInstance *Game::instance = nullptr;
28/* static */ GameScannerInfo *Game::scanner_info = nullptr;
29/* static */ 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);
49 cur_company.Restore();
50
51 /* Occasionally collect garbage */
52 if ((Game::frame_counter & 255) == 0) {
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) {
66 Game::scanner_info->Initialize();
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
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 delete Game::instance;
107 Game::instance = nullptr;
108 Game::info = nullptr;
109
110 cur_company.Restore();
111
112 if (keepConfig) {
113 Rescan();
114 } else {
115 delete Game::scanner_info;
117 Game::scanner_info = nullptr;
118 Game::scanner_library = nullptr;
119
120 if (_settings_game.game_config != nullptr) {
122 _settings_game.game_config = nullptr;
123 }
124 if (_settings_newgame.game_config != nullptr) {
127 }
128 }
129}
130
131/* static */ void Game::Pause()
132{
133 if (Game::instance != nullptr) Game::instance->Pause();
134}
135
136/* static */ void Game::Unpause()
137{
138 if (Game::instance != nullptr) Game::instance->Unpause();
139}
140
141/* static */ bool Game::IsPaused()
142{
143 return Game::instance != nullptr? Game::instance->IsPaused() : false;
144}
145
146/* static */ void Game::NewEvent(ScriptEvent *event)
147{
148 ScriptObjectRef counter(event);
149
150 /* Clients should ignore events */
152 return;
153 }
154
155 /* Check if Game instance is alive */
156 if (Game::instance == nullptr) {
157 return;
158 }
159
160 /* Queue the event */
163 cur_company.Restore();
164}
165
166/* static */ void Game::ResetConfig()
167{
168 /* Check for both newgame as current game if we can reload the GameInfo inside
169 * the GameConfig. If not, remove the Game from the list. */
172 Debug(script, 0, "After a reload, the GameScript by the name '{}' was no longer found, and removed from the list.", _settings_game.game_config->GetName());
173 _settings_game.game_config->Change(std::nullopt);
174 if (Game::instance != nullptr) {
175 delete Game::instance;
176 Game::instance = nullptr;
177 Game::info = nullptr;
178 }
179 } else if (Game::instance != nullptr) {
181 }
182 }
185 Debug(script, 0, "After a reload, the GameScript by the name '{}' was no longer found, and removed from the list.", _settings_newgame.game_config->GetName());
186 _settings_newgame.game_config->Change(std::nullopt);
187 }
188 }
189}
190
191/* static */ void Game::Rescan()
192{
194
197 ResetConfig();
198
203}
204
205
206/* static */ void Game::Save()
207{
208 if (Game::instance != nullptr && (!_networking || _network_server)) {
211 cur_company.Restore();
212 } else {
214 }
215}
216
217/* static */ void Game::GetConsoleList(std::back_insert_iterator<std::string> &output_iterator, bool newest_only)
218{
219 Game::scanner_info->GetConsoleList(output_iterator, newest_only);
220}
221
222/* static */ void Game::GetConsoleLibraryList(std::back_insert_iterator<std::string> &output_iterator)
223{
224 Game::scanner_library->GetConsoleList(output_iterator, true);
225}
226
228{
230}
231
233{
235}
236
237/* static */ GameInfo *Game::FindInfo(const std::string &name, int version, bool force_exact_match)
238{
239 return Game::scanner_info->FindInfo(name, version, force_exact_match);
240}
241
242/* static */ GameLibrary *Game::FindLibrary(const std::string &library, int version)
243{
244 return Game::scanner_library->FindLibrary(library, version);
245}
246
253/* static */ bool Game::HasGame(const ContentInfo *ci, bool md5sum)
254{
255 return Game::scanner_info->HasScript(ci, md5sum);
256}
257
258/* static */ bool Game::HasGameLibrary(const ContentInfo *ci, bool md5sum)
259{
260 return Game::scanner_library->HasScript(ci, md5sum);
261}
262
264{
265 return Game::scanner_info;
266}
bool ResetInfo(bool force_exact_match)
When ever the Game Scanner is reloaded, all infos become invalid.
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
Runtime information about a game script like a pointer to the squirrel vm and the current state.
void Initialize(class GameInfo *info)
Initialize the script and prepare it for its first run.
All static information from an Game library like name, version, etc.
Definition game_info.hpp:49
class GameInfo * FindInfo(const std::string &name, int version, bool force_exact_match)
Check if we have a game by name and version available in our list.
class GameLibrary * FindLibrary(const std::string &library, int version)
Find a library in the pool.
static void StartNew()
Start up a new GameScript.
Definition game_core.cpp:72
static class GameInfo * info
Current selected GameInfo.
Definition game.hpp:116
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:112
static void Save()
Save data from a GameScript to a savegame.
static class GameScannerInfo * scanner_info
Scanner for Game scripts.
Definition game.hpp:114
static class GameInstance * instance
Instance to the current active Game.
Definition game.hpp:113
static class GameScannerLibrary * scanner_library
Scanner for GS Libraries.
Definition game.hpp:115
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 const ScriptInfoList * GetInfoList()
Wrapper function for GameScanner::GetInfoList.
static void Initialize()
Initialize the Game system.
Definition game_core.cpp:57
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.
bool HasScript() const
Is this config attached to an Script? In other words, is there a Script that is assigned to this slot...
void Change(std::optional< const std::string > name, int version=-1, bool force_exact_match=false)
Set another Script to be loaded in this slot.
const std::string & GetName() const
Get the name of the Script.
void InsertEvent(class ScriptEvent *event)
Insert an event for this script.
void Unpause()
Resume execution of the script.
bool IsPaused()
Checks if the script is paused.
void CollectGarbage()
Let the VM collect any garbage.
static void SaveEmpty()
Don't save any data in the savegame.
void LoadOnStack(ScriptData *data)
Store loaded data on the stack.
void Save()
Call the script Save function and save all data in the savegame.
void Pause()
Suspends the script for the current tick and then pause the execution of script.
void GameLoop()
Run the GameLoop of a script.
const ScriptInfoList * GetInfoList()
Get the list of all registered scripts.
bool HasScript(const struct ContentInfo *ci, bool md5sum)
Check whether we have a script with the exact characteristics as ci.
const ScriptInfoList * GetUniqueInfoList()
Get the list of the latest version of all registered scripts.
void RescanDir()
Rescan the script dir.
void GetConsoleList(std::back_insert_iterator< std::string > &output_iterator, bool newest_only) const
Get the list of registered scripts to print on the console.
uint DoScan(Subdirectory sd)
Perform the scanning of a particular subdirectory.
Definition fileio.cpp:375
@ GAME
Scan for game scripts.
Definition fileio_func.h:69
CompanyID _current_company
Company currently doing an action.
@ OWNER_DEITY
The object is owned by a superuser / goal script.
#define Debug(category, level, format_string,...)
Ouptut 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:65
bool _network_server
network-server is active
Definition network.cpp:66
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:57
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:58
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.
class GameConfig * game_config
settings for gamescript
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition window.cpp:3127
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:3219
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:3236
@ 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: