Files @ r23483:3733e6b8ff17
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Location: cpp/openttd-patchpack/source/src/script/api/script_accounting.hpp

Patric Stout
Remove: ENABLE_NETWORK switch

This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
/* $Id$ */

/*
 * 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_accounting.hpp Everything to handle script accounting things. */

#ifndef SCRIPT_ACCOUNTING_HPP
#define SCRIPT_ACCOUNTING_HPP

#include "script_object.hpp"

/**
 * Class that keeps track of the costs, so you can request how much a block of
 *  commands did cost in total. Works in both Execute as in Test mode.
 * @api ai game
 * Example:
 * <pre>
 *   {
 *     local costs = ScriptAccounting();
 *     BuildRoad(from_here, to_here);
 *     BuildRoad(from_there, to_there);
 *     print("Costs for route is: " + costs.GetCosts());
 *   }
 * </pre>
 */
class ScriptAccounting : public ScriptObject {
public:
	/**
	 * Creating instance of this class starts counting the costs of commands
	 *   from zero. Saves the current value of GetCosts so we can return to
	 *   the old value when the instance gets deleted.
	 */
	ScriptAccounting();

	/**
	 * Restore the ScriptAccounting that was on top when we created this instance.
	 *   So basically restore the value of GetCosts to what it was before we
	 *   created this instance.
	 */
	~ScriptAccounting();

	/**
	 * Get the current value of the costs.
	 * @return The current costs.
	 * @note when nesting ScriptAccounting instances all instances' GetCosts
	 *   will always return the value of the 'top' instance.
	 */
	Money GetCosts();

	/**
	 * Reset the costs to zero.
	 * @note when nesting ScriptAccounting instances all instances' ResetCosts
	 *   will always effect on the 'top' instance.
	 */
	void ResetCosts();

private:
	Money last_costs; ///< The last cost we did return.
};

#endif /* SCRIPT_ACCOUNTING_HPP */