Files @ r23482:de566f8c088d
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Location: cpp/openttd-patchpack/source/src/script/api/script_event.hpp

Patric Stout
Remove: DOS support

In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.

Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.

Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.

By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.

Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
/* $Id$ */

/*
 * 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_event.hpp Everything to handle events from the game. */

#ifndef SCRIPT_EVENT_HPP
#define SCRIPT_EVENT_HPP

#include "script_object.hpp"

/**
 * Class that handles all event related functions.
 * You can lookup the type, and than convert it to the real event-class.
 * That way you can request more detailed information about the event.
 * @api ai game
 */
class ScriptEvent : public ScriptObject {
public:
	/**
	 * The type of event. Needed to lookup the detailed class.
	 */
	enum ScriptEventType {
		ET_INVALID = 0,
		ET_TEST,
		ET_SUBSIDY_OFFER,
		ET_SUBSIDY_OFFER_EXPIRED,
		ET_SUBSIDY_AWARDED,
		ET_SUBSIDY_EXPIRED,
		ET_ENGINE_PREVIEW,
		ET_COMPANY_NEW,
		ET_COMPANY_IN_TROUBLE,
		ET_COMPANY_ASK_MERGER,
		ET_COMPANY_MERGER,
		ET_COMPANY_BANKRUPT,
		ET_VEHICLE_CRASHED,
		ET_VEHICLE_LOST,
		ET_VEHICLE_WAITING_IN_DEPOT,
		ET_VEHICLE_UNPROFITABLE,
		ET_INDUSTRY_OPEN,
		ET_INDUSTRY_CLOSE,
		ET_ENGINE_AVAILABLE,
		ET_STATION_FIRST_VEHICLE,
		ET_DISASTER_ZEPPELINER_CRASHED,
		ET_DISASTER_ZEPPELINER_CLEARED,
		ET_TOWN_FOUNDED,
		ET_AIRCRAFT_DEST_TOO_FAR,
		ET_ADMIN_PORT,
		ET_WINDOW_WIDGET_CLICK,
		ET_GOAL_QUESTION_ANSWER,
		ET_EXCLUSIVE_TRANSPORT_RIGHTS,
		ET_ROAD_RECONSTRUCTION,
	};

	/**
	 * Constructor of ScriptEvent, to get the type of event.
	 */
	ScriptEvent(ScriptEvent::ScriptEventType type) :
		type(type)
	{}

	/**
	 * Get the event-type.
	 * @return The @c ScriptEventType.
	 */
	ScriptEventType GetEventType() { return this->type; }

protected:
	/**
	 * The type of this event.
	 */
	ScriptEventType type;
};

/**
 * Class that handles all event related functions.
 * @api ai game
 * @note it is not needed to create an instance of ScriptEvent to access it, as
 *  all members are static, and all data is stored script instance-wide.
 */
class ScriptEventController : public ScriptObject {
public:
	/**
	 * Check if there is an event waiting.
	 * @return true if there is an event on the stack.
	 */
	static bool IsEventWaiting();

	/**
	 * Get the next event.
	 * @return a class of the event-child issues.
	 */
	static ScriptEvent *GetNextEvent();

	/**
	 * Insert an event to the queue for the company.
	 * @param event The event to insert.
	 * @api -all
	 */
	static void InsertEvent(ScriptEvent *event);

	/**
	 * Free the event pointer.
	 * @api -all
	 */
	static void FreeEventPointer();

private:
	/**
	 * Create the event pointer.
	 */
	static void CreateEventPointer();
};

#endif /* SCRIPT_EVENT_HPP */