Files
@ r18934:3df2eecdc224
Branch filter:
Location: cpp/openttd-patchpack/source/src/game/game.hpp
r18934:3df2eecdc224
3.5 KiB
text/x-c++hdr
(svn r23794) -Update from WebTranslator v3.0:
latvian - 5 changes by Tranzistors
latvian - 5 changes by Tranzistors
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 | /* $Id$ */
/*
* 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 game.hpp Base functions for all Games. */
#ifndef GAME_HPP
#define GAME_HPP
#include "../core/string_compare_type.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);
/**
* 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; }
/**
* Get the current active mainscript.
*/
static const char *GetMainScript();
#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
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 */
|