Files
@ r22863:4dd29b621e75
Branch filter:
Location: cpp/openttd-patchpack/source/src/game/game_core.cpp
r22863:4dd29b621e75
7.5 KiB
text/x-c
Feature: Add XAudio2 driver
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 | /* $Id$ */
/*
* 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_core.cpp Implementation of Game. */
#include "../stdafx.h"
#include "../core/backup_type.hpp"
#include "../company_base.h"
#include "../company_func.h"
#include "../network/network.h"
#include "../window_func.h"
#include "game.hpp"
#include "game_scanner.hpp"
#include "game_config.hpp"
#include "game_instance.hpp"
#include "game_info.hpp"
#include "../safeguards.h"
/* static */ uint Game::frame_counter = 0;
/* static */ GameInfo *Game::info = NULL;
/* static */ GameInstance *Game::instance = NULL;
/* static */ GameScannerInfo *Game::scanner_info = NULL;
/* static */ GameScannerLibrary *Game::scanner_library = NULL;
/* static */ void Game::GameLoop()
{
if (_networking && !_network_server) return;
if (Game::instance == NULL) return;
Game::frame_counter++;
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
cur_company.Change(OWNER_DEITY);
Game::instance->GameLoop();
cur_company.Restore();
/* Occasionally collect garbage */
if ((Game::frame_counter & 255) == 0) {
Game::instance->CollectGarbage();
}
}
/* static */ void Game::Initialize()
{
if (Game::instance != NULL) Game::Uninitialize(true);
Game::frame_counter = 0;
if (Game::scanner_info == NULL) {
TarScanner::DoScan(TarScanner::GAME);
Game::scanner_info = new GameScannerInfo();
Game::scanner_info->Initialize();
Game::scanner_library = new GameScannerLibrary();
Game::scanner_library->Initialize();
}
}
/* static */ void Game::StartNew()
{
if (Game::instance != NULL) return;
/* Clients shouldn't start GameScripts */
if (_networking && !_network_server) return;
GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
GameInfo *info = config->GetInfo();
if (info == NULL) return;
config->AnchorUnchangeableSettings();
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
cur_company.Change(OWNER_DEITY);
Game::info = info;
Game::instance = new GameInstance();
Game::instance->Initialize(info);
cur_company.Restore();
InvalidateWindowData(WC_AI_DEBUG, 0, -1);
}
/* static */ void Game::Uninitialize(bool keepConfig)
{
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
delete Game::instance;
Game::instance = NULL;
Game::info = NULL;
cur_company.Restore();
if (keepConfig) {
Rescan();
} else {
delete Game::scanner_info;
delete Game::scanner_library;
Game::scanner_info = NULL;
Game::scanner_library = NULL;
if (_settings_game.game_config != NULL) {
delete _settings_game.game_config;
_settings_game.game_config = NULL;
}
if (_settings_newgame.game_config != NULL) {
delete _settings_newgame.game_config;
_settings_newgame.game_config = NULL;
}
}
}
/* static */ void Game::Pause()
{
if (Game::instance != NULL) Game::instance->Pause();
}
/* static */ void Game::Unpause()
{
if (Game::instance != NULL) Game::instance->Unpause();
}
/* static */ bool Game::IsPaused()
{
return Game::instance != NULL? Game::instance->IsPaused() : false;
}
/* static */ void Game::NewEvent(ScriptEvent *event)
{
/* AddRef() and Release() need to be called at least once, so do it here */
event->AddRef();
/* Clients should ignore events */
if (_networking && !_network_server) {
event->Release();
return;
}
/* Check if Game instance is alive */
if (Game::instance == NULL) {
event->Release();
return;
}
/* Queue the event */
Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
Game::instance->InsertEvent(event);
cur_company.Restore();
event->Release();
}
/* static */ void Game::ResetConfig()
{
/* Check for both newgame as current game if we can reload the GameInfo inside
* the GameConfig. If not, remove the Game from the list. */
if (_settings_game.game_config != NULL && _settings_game.game_config->HasScript()) {
if (!_settings_game.game_config->ResetInfo(true)) {
DEBUG(script, 0, "After a reload, the GameScript by the name '%s' was no longer found, and removed from the list.", _settings_game.game_config->GetName());
_settings_game.game_config->Change(NULL);
if (Game::instance != NULL) {
delete Game::instance;
Game::instance = NULL;
Game::info = NULL;
}
} else if (Game::instance != NULL) {
Game::info = _settings_game.game_config->GetInfo();
}
}
if (_settings_newgame.game_config != NULL && _settings_newgame.game_config->HasScript()) {
if (!_settings_newgame.game_config->ResetInfo(false)) {
DEBUG(script, 0, "After a reload, the GameScript by the name '%s' was no longer found, and removed from the list.", _settings_newgame.game_config->GetName());
_settings_newgame.game_config->Change(NULL);
}
}
}
/* static */ void Game::Rescan()
{
TarScanner::DoScan(TarScanner::GAME);
Game::scanner_info->RescanDir();
Game::scanner_library->RescanDir();
ResetConfig();
InvalidateWindowData(WC_AI_LIST, 0, 1);
SetWindowClassesDirty(WC_AI_DEBUG);
InvalidateWindowClassesData(WC_AI_SETTINGS);
}
/* static */ void Game::Save()
{
if (Game::instance != NULL && (!_networking || _network_server)) {
Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
Game::instance->Save();
cur_company.Restore();
} else {
GameInstance::SaveEmpty();
}
}
/* static */ void Game::Load(int version)
{
if (Game::instance != NULL && (!_networking || _network_server)) {
Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
Game::instance->Load(version);
cur_company.Restore();
} else {
/* Read, but ignore, the load data */
GameInstance::LoadEmpty();
}
}
/* static */ char *Game::GetConsoleList(char *p, const char *last, bool newest_only)
{
return Game::scanner_info->GetConsoleList(p, last, newest_only);
}
/* static */ char *Game::GetConsoleLibraryList(char *p, const char *last)
{
return Game::scanner_library->GetConsoleList(p, last, true);
}
/* static */ const ScriptInfoList *Game::GetInfoList()
{
return Game::scanner_info->GetInfoList();
}
/* static */ const ScriptInfoList *Game::GetUniqueInfoList()
{
return Game::scanner_info->GetUniqueInfoList();
}
/* static */ GameInfo *Game::FindInfo(const char *name, int version, bool force_exact_match)
{
return Game::scanner_info->FindInfo(name, version, force_exact_match);
}
/* static */ GameLibrary *Game::FindLibrary(const char *library, int version)
{
return Game::scanner_library->FindLibrary(library, version);
}
#if defined(ENABLE_NETWORK)
/**
* Check whether we have an Game (library) with the exact characteristics as ci.
* @param ci the characteristics to search on (shortname and md5sum)
* @param md5sum whether to check the MD5 checksum
* @return true iff we have an Game (library) matching.
*/
/* static */ bool Game::HasGame(const ContentInfo *ci, bool md5sum)
{
return Game::scanner_info->HasScript(ci, md5sum);
}
/* static */ bool Game::HasGameLibrary(const ContentInfo *ci, bool md5sum)
{
return Game::scanner_library->HasScript(ci, md5sum);
}
#endif /* defined(ENABLE_NETWORK) */
/* static */ GameScannerInfo *Game::GetScannerInfo()
{
return Game::scanner_info;
}
/* static */ GameScannerLibrary *Game::GetScannerLibrary()
{
return Game::scanner_library;
}
|