# game_core.cpp

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    00001 /* $Id: game_core.cpp 25169 2013-04-08 20:56:30Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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/>.
    00008  */
    00009
    00012 #include "../stdafx.h"
    00013 #include "../core/backup_type.hpp"
    00014 #include "../company_base.h"
    00015 #include "../company_func.h"
    00016 #include "../network/network.h"
    00017 #include "../window_func.h"
    00018 #include "game.hpp"
    00019 #include "game_scanner.hpp"
    00020 #include "game_config.hpp"
    00021 #include "game_instance.hpp"
    00022 #include "game_info.hpp"
    00023
    00024 /* static */ uint Game::frame_counter = 0;
    00025 /* static */ GameInfo *Game::info = NULL;
    00026 /* static */ GameInstance *Game::instance = NULL;
    00027 /* static */ GameScannerInfo *Game::scanner_info = NULL;
    00028 /* static */ GameScannerLibrary *Game::scanner_library = NULL;
    00029
    00030 /* static */ void Game::GameLoop()
    00031 {
    00032   if (_networking && !_network_server) return;
    00033   if (Game::instance == NULL) return;
    00034
    00035   Game::frame_counter++;
    00036
    00037   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00038   cur_company.Change(OWNER_DEITY);
    00039   Game::instance->GameLoop();
    00040   cur_company.Restore();
    00041
    00042   /* Occasionally collect garbage */
    00043   if ((Game::frame_counter & 255) == 0) {
    00044     Game::instance->CollectGarbage();
    00045   }
    00046 }
    00047
    00048 /* static */ void Game::Initialize()
    00049 {
    00050   if (Game::instance != NULL) Game::Uninitialize(true);
    00051
    00052   Game::frame_counter = 0;
    00053
    00054   if (Game::scanner_info == NULL) {
    00055     TarScanner::DoScan(TarScanner::GAME);
    00056     Game::scanner_info = new GameScannerInfo();
    00057     Game::scanner_info->Initialize();
    00058     Game::scanner_library = new GameScannerLibrary();
    00059     Game::scanner_library->Initialize();
    00060   }
    00061 }
    00062
    00063 /* static */ void Game::StartNew()
    00064 {
    00065   if (Game::instance != NULL) return;
    00066
    00067   /* Clients shouldn't start GameScripts */
    00068   if (_networking && !_network_server) return;
    00069
    00070   GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
    00071   GameInfo *info = config->GetInfo();
    00072   if (info == NULL) return;
    00073
    00074   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00075   cur_company.Change(OWNER_DEITY);
    00076
    00077   Game::info = info;
    00078   Game::instance = new GameInstance();
    00079   Game::instance->Initialize(info);
    00080
    00081   cur_company.Restore();
    00082
    00083   InvalidateWindowData(WC_AI_DEBUG, 0, -1);
    00084 }
    00085
    00086 /* static */ void Game::Uninitialize(bool keepConfig)
    00087 {
    00088   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00089
    00090   delete Game::instance;
    00091   Game::instance = NULL;
    00092   Game::info = NULL;
    00093
    00094   cur_company.Restore();
    00095
    00096   if (keepConfig) {
    00097     Rescan();
    00098   } else {
    00099     delete Game::scanner_info;
    00100     delete Game::scanner_library;
    00101     Game::scanner_info = NULL;
    00102     Game::scanner_library = NULL;
    00103
    00104     if (_settings_game.game_config != NULL) {
    00105       delete _settings_game.game_config;
    00106       _settings_game.game_config = NULL;
    00107     }
    00108     if (_settings_newgame.game_config != NULL) {
    00109       delete _settings_newgame.game_config;
    00110       _settings_newgame.game_config = NULL;
    00111     }
    00112   }
    00113 }
    00114
    00115 /* static */ void Game::Pause()
    00116 {
    00117   if (Game::instance != NULL) Game::instance->Pause();
    00118 }
    00119
    00120 /* static */ void Game::Unpause()
    00121 {
    00122   if (Game::instance != NULL) Game::instance->Unpause();
    00123 }
    00124
    00125 /* static */ bool Game::IsPaused()
    00126 {
    00127   return Game::instance != NULL? Game::instance->IsPaused() : false;
    00128 }
    00129
    00130 /* static */ void Game::NewEvent(ScriptEvent *event)
    00131 {
    00132   /* AddRef() and Release() need to be called at least once, so do it here */
    00133   event->AddRef();
    00134
    00135   /* Clients should ignore events */
    00136   if (_networking && !_network_server) {
    00137     event->Release();
    00138     return;
    00139   }
    00140
    00141   /* Check if Game instance is alive */
    00142   if (Game::instance == NULL) {
    00143     event->Release();
    00144     return;
    00145   }
    00146
    00147   /* Queue the event */
    00148   Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
    00149   Game::instance->InsertEvent(event);
    00150   cur_company.Restore();
    00151
    00152   event->Release();
    00153 }
    00154
    00155 /* static */ void Game::ResetConfig()
    00156 {
    00157   /* Check for both newgame as current game if we can reload the GameInfo inside
    00158    *  the GameConfig. If not, remove the Game from the list. */
    00159   if (_settings_game.game_config != NULL && _settings_game.game_config->HasScript()) {
    00160     if (!_settings_game.game_config->ResetInfo(true)) {
    00161       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());
    00162       _settings_game.game_config->Change(NULL);
    00163       if (Game::instance != NULL) {
    00164         delete Game::instance;
    00165         Game::instance = NULL;
    00166         Game::info = NULL;
    00167       }
    00168     } else if (Game::instance != NULL) {
    00169       Game::info = _settings_game.game_config->GetInfo();
    00170     }
    00171   }
    00172   if (_settings_newgame.game_config != NULL && _settings_newgame.game_config->HasScript()) {
    00173     if (!_settings_newgame.game_config->ResetInfo(false)) {
    00174       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());
    00175       _settings_newgame.game_config->Change(NULL);
    00176     }
    00177   }
    00178 }
    00179
    00180 /* static */ void Game::Rescan()
    00181 {
    00182   TarScanner::DoScan(TarScanner::GAME);
    00183
    00184   Game::scanner_info->RescanDir();
    00185   Game::scanner_library->RescanDir();
    00186   ResetConfig();
    00187
    00188   InvalidateWindowData(WC_AI_LIST, 0, 1);
    00189   SetWindowClassesDirty(WC_AI_DEBUG);
    00190   InvalidateWindowClassesData(WC_AI_SETTINGS);
    00191 }
    00192
    00193
    00194 /* static */ void Game::Save()
    00195 {
    00196   if (Game::instance != NULL && (!_networking || _network_server)) {
    00197     Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
    00198     Game::instance->Save();
    00199     cur_company.Restore();
    00200   } else {
    00201     GameInstance::SaveEmpty();
    00202   }
    00203 }
    00204
    00205 /* static */ void Game::Load(int version)
    00206 {
    00207   if (Game::instance != NULL && (!_networking || _network_server)) {
    00208     Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
    00209     Game::instance->Load(version);
    00210     cur_company.Restore();
    00211   } else {
    00212     /* Read, but ignore, the load data */
    00213     GameInstance::LoadEmpty();
    00214   }
    00215 }
    00216
    00217 /* static */ char *Game::GetConsoleList(char *p, const char *last, bool newest_only)
    00218 {
    00219   return Game::scanner_info->GetConsoleList(p, last, newest_only);
    00220 }
    00221
    00222 /* static */ char *Game::GetConsoleLibraryList(char *p, const char *last)
    00223 {
    00224    return Game::scanner_library->GetConsoleList(p, last, true);
    00225 }
    00226
    00227 /* static */ const ScriptInfoList *Game::GetInfoList()
    00228 {
    00229   return Game::scanner_info->GetInfoList();
    00230 }
    00231
    00232 /* static */ const ScriptInfoList *Game::GetUniqueInfoList()
    00233 {
    00234   return Game::scanner_info->GetUniqueInfoList();
    00235 }
    00236
    00237 /* static */ GameInfo *Game::FindInfo(const char *name, int version, bool force_exact_match)
    00238 {
    00239   return Game::scanner_info->FindInfo(name, version, force_exact_match);
    00240 }
    00241
    00242 /* static */ GameLibrary *Game::FindLibrary(const char *library, int version)
    00243 {
    00244   return Game::scanner_library->FindLibrary(library, version);
    00245 }
    00246
    00247 #if defined(ENABLE_NETWORK)
    00248
    00255 /* static */ bool Game::HasGame(const ContentInfo *ci, bool md5sum)
    00256 {
    00257   return Game::scanner_info->HasScript(ci, md5sum);
    00258 }
    00259
    00260 /* static */ bool Game::HasGameLibrary(const ContentInfo *ci, bool md5sum)
    00261 {
    00262   return Game::scanner_library->HasScript(ci, md5sum);
    00263 }
    00264
    00265 #endif /* defined(ENABLE_NETWORK) */
    00266
    00267 /* static */ GameScannerInfo *Game::GetScannerInfo()
    00268 {
    00269   return Game::scanner_info;
    00270 }
    00271 /* static */ GameScannerLibrary *Game::GetScannerLibrary()
    00272 {
    00273   return Game::scanner_library;
    00274 }