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/*
* 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.hpp Base functions for all Games. */
#ifndef GAME_HPP
#define GAME_HPP
#include "../core/string_compare_type.hpp"
#include "game_scanner.hpp"
#include <map>
/** A list that maps AI names to their AIInfo object. */
typedef std::map<const char *, class ScriptInfo *, StringCompare> ScriptInfoList;
#include "../script/api/script_event_types.hpp"
/**
* Main Game class. Contains all functions needed to start, stop, save and load Game Scripts.
*/
class Game {
public:
/**
* Called every game-tick to let Game do something.
*/
static void GameLoop();
/**
* Initialize the Game system.
*/
static void Initialize();
/**
* Start up a new GameScript.
*/
static void StartNew();
/**
* Uninitialize the Game system.
*/
static void Uninitialize(bool keepConfig);
/**
* Suspends the Game Script and then pause the execution of the script. The
* script will not be resumed from its suspended state until the script
* has been unpaused.
*/
static void Pause();
/**
* Resume execution of the Game Script. This function will not actually execute
* the script, but set a flag so that the script is executed my the usual
* mechanism that executes the script.
*/
static void Unpause();
/**
* Checks if the Game Script is paused.
* @return true if the Game Script is paused, otherwise false.
*/
static bool IsPaused();
/**
* Queue a new event for a Game Script.
*/
static void NewEvent(class ScriptEvent *event);
/**
* Get the current GameScript instance.
*/
static class GameInstance *GetGameInstance() { return Game::instance; }
/**
* Get the current GameInfo.
*/
static class GameInfo *GetInfo() { return Game::info; }
static void Rescan();
static void ResetConfig();
/**
* Save data from a GameScript to a savegame.
*/
static void Save();
/**
* Load data for a GameScript from a savegame.
*/
static void Load(int version);
/** Wrapper function for GameScanner::GetConsoleList */
static char *GetConsoleList(char *p, const char *last, bool newest_only = false);
/** Wrapper function for GameScanner::GetConsoleLibraryList */
static char *GetConsoleLibraryList(char *p, const char *last);
/** Wrapper function for GameScanner::GetInfoList */
static const ScriptInfoList *GetInfoList();
/** Wrapper function for GameScanner::GetUniqueInfoList */
static const ScriptInfoList *GetUniqueInfoList();
/** Wrapper function for GameScannerInfo::FindInfo */
static class GameInfo *FindInfo(const char *name, int version, bool force_exact_match);
/** Wrapper function for GameScanner::FindLibrary */
static class GameLibrary *FindLibrary(const char *library, int version);
/**
* Get the current active instance.
*/
static class GameInstance *GetInstance() { return Game::instance; }
#if defined(ENABLE_NETWORK)
/** Wrapper function for GameScanner::HasGame */
static bool HasGame(const struct ContentInfo *ci, bool md5sum);
static bool HasGameLibrary(const ContentInfo *ci, bool md5sum);
#endif
/** Gets the ScriptScanner instance that is used to find Game scripts */
static GameScannerInfo *GetScannerInfo();
/** Gets the ScriptScanner instance that is used to find Game Libraries */
static GameScannerLibrary *GetScannerLibrary();
private:
static uint frame_counter; ///< Tick counter for the Game code.
static class GameInstance *instance; ///< Instance to the current active Game.
static class GameScannerInfo *scanner_info; ///< Scanner for Game scripts.
static class GameScannerLibrary *scanner_library; ///< Scanner for GS Libraries.
static class GameInfo *info; ///< Current selected GameInfo.
};
#endif /* GAME_HPP */
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