2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
8 /** @file game_core.cpp Implementation of Game. */
10 #include "../stdafx.h"
11 #include "../core/backup_type.hpp"
12 #include "../company_base.h"
13 #include "../company_func.h"
14 #include "../network/network.h"
15 #include "../window_func.h"
16 #include "../framerate_type.h"
18 #include "game_scanner.hpp"
19 #include "game_config.hpp"
20 #include "game_instance.hpp"
21 #include "game_info.hpp"
23 #include "../safeguards.h"
25 /* static */ uint
Game::frame_counter
= 0;
26 /* static */ GameInfo
*Game::info
= nullptr;
27 /* static */ GameInstance
*Game::instance
= nullptr;
28 /* static */ GameScannerInfo
*Game::scanner_info
= nullptr;
29 /* static */ GameScannerLibrary
*Game::scanner_library
= nullptr;
31 /* static */ void Game::GameLoop()
33 if (_networking
&& !_network_server
) {
34 PerformanceMeasurer::SetInactive(PFE_GAMESCRIPT
);
37 if (Game::instance
== nullptr) {
38 PerformanceMeasurer::SetInactive(PFE_GAMESCRIPT
);
42 PerformanceMeasurer
framerate(PFE_GAMESCRIPT
);
44 Game::frame_counter
++;
46 Backup
<CompanyID
> cur_company(_current_company
, FILE_LINE
);
47 cur_company
.Change(OWNER_DEITY
);
48 Game::instance
->GameLoop();
49 cur_company
.Restore();
51 /* Occasionally collect garbage */
52 if ((Game::frame_counter
& 255) == 0) {
53 Game::instance
->CollectGarbage();
57 /* static */ void Game::Initialize()
59 if (Game::instance
!= nullptr) Game::Uninitialize(true);
61 Game::frame_counter
= 0;
63 if (Game::scanner_info
== nullptr) {
64 TarScanner::DoScan(TarScanner::GAME
);
65 Game::scanner_info
= new GameScannerInfo();
66 Game::scanner_info
->Initialize();
67 Game::scanner_library
= new GameScannerLibrary();
68 Game::scanner_library
->Initialize();
72 /* static */ void Game::StartNew()
74 if (Game::instance
!= nullptr) return;
76 /* Clients shouldn't start GameScripts */
77 if (_networking
&& !_network_server
) return;
79 GameConfig
*config
= GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME
);
80 GameInfo
*info
= config
->GetInfo();
81 if (info
== nullptr) return;
83 config
->AnchorUnchangeableSettings();
85 Backup
<CompanyID
> cur_company(_current_company
, FILE_LINE
);
86 cur_company
.Change(OWNER_DEITY
);
89 Game::instance
= new GameInstance();
90 Game::instance
->Initialize(info
);
92 cur_company
.Restore();
94 InvalidateWindowData(WC_AI_DEBUG
, 0, -1);
97 /* static */ void Game::Uninitialize(bool keepConfig
)
99 Backup
<CompanyID
> cur_company(_current_company
, FILE_LINE
);
101 delete Game::instance
;
102 Game::instance
= nullptr;
103 Game::info
= nullptr;
105 cur_company
.Restore();
110 delete Game::scanner_info
;
111 delete Game::scanner_library
;
112 Game::scanner_info
= nullptr;
113 Game::scanner_library
= nullptr;
115 if (_settings_game
.game_config
!= nullptr) {
116 delete _settings_game
.game_config
;
117 _settings_game
.game_config
= nullptr;
119 if (_settings_newgame
.game_config
!= nullptr) {
120 delete _settings_newgame
.game_config
;
121 _settings_newgame
.game_config
= nullptr;
126 /* static */ void Game::Pause()
128 if (Game::instance
!= nullptr) Game::instance
->Pause();
131 /* static */ void Game::Unpause()
133 if (Game::instance
!= nullptr) Game::instance
->Unpause();
136 /* static */ bool Game::IsPaused()
138 return Game::instance
!= nullptr? Game::instance
->IsPaused() : false;
141 /* static */ void Game::NewEvent(ScriptEvent
*event
)
143 /* AddRef() and Release() need to be called at least once, so do it here */
146 /* Clients should ignore events */
147 if (_networking
&& !_network_server
) {
152 /* Check if Game instance is alive */
153 if (Game::instance
== nullptr) {
158 /* Queue the event */
159 Backup
<CompanyID
> cur_company(_current_company
, OWNER_DEITY
, FILE_LINE
);
160 Game::instance
->InsertEvent(event
);
161 cur_company
.Restore();
166 /* static */ void Game::ResetConfig()
168 /* Check for both newgame as current game if we can reload the GameInfo inside
169 * the GameConfig. If not, remove the Game from the list. */
170 if (_settings_game
.game_config
!= nullptr && _settings_game
.game_config
->HasScript()) {
171 if (!_settings_game
.game_config
->ResetInfo(true)) {
172 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());
173 _settings_game
.game_config
->Change(nullptr);
174 if (Game::instance
!= nullptr) {
175 delete Game::instance
;
176 Game::instance
= nullptr;
177 Game::info
= nullptr;
179 } else if (Game::instance
!= nullptr) {
180 Game::info
= _settings_game
.game_config
->GetInfo();
183 if (_settings_newgame
.game_config
!= nullptr && _settings_newgame
.game_config
->HasScript()) {
184 if (!_settings_newgame
.game_config
->ResetInfo(false)) {
185 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());
186 _settings_newgame
.game_config
->Change(nullptr);
191 /* static */ void Game::Rescan()
193 TarScanner::DoScan(TarScanner::GAME
);
195 Game::scanner_info
->RescanDir();
196 Game::scanner_library
->RescanDir();
199 InvalidateWindowData(WC_AI_LIST
, 0, 1);
200 SetWindowClassesDirty(WC_AI_DEBUG
);
201 InvalidateWindowClassesData(WC_AI_SETTINGS
);
205 /* static */ void Game::Save()
207 if (Game::instance
!= nullptr && (!_networking
|| _network_server
)) {
208 Backup
<CompanyID
> cur_company(_current_company
, OWNER_DEITY
, FILE_LINE
);
209 Game::instance
->Save();
210 cur_company
.Restore();
212 GameInstance::SaveEmpty();
216 /* static */ void Game::Load(int version
)
218 if (Game::instance
!= nullptr && (!_networking
|| _network_server
)) {
219 Backup
<CompanyID
> cur_company(_current_company
, OWNER_DEITY
, FILE_LINE
);
220 Game::instance
->Load(version
);
221 cur_company
.Restore();
223 /* Read, but ignore, the load data */
224 GameInstance::LoadEmpty();
228 /* static */ char *Game::GetConsoleList(char *p
, const char *last
, bool newest_only
)
230 return Game::scanner_info
->GetConsoleList(p
, last
, newest_only
);
233 /* static */ char *Game::GetConsoleLibraryList(char *p
, const char *last
)
235 return Game::scanner_library
->GetConsoleList(p
, last
, true);
238 /* static */ const ScriptInfoList
*Game::GetInfoList()
240 return Game::scanner_info
->GetInfoList();
243 /* static */ const ScriptInfoList
*Game::GetUniqueInfoList()
245 return Game::scanner_info
->GetUniqueInfoList();
248 /* static */ GameInfo
*Game::FindInfo(const char *name
, int version
, bool force_exact_match
)
250 return Game::scanner_info
->FindInfo(name
, version
, force_exact_match
);
253 /* static */ GameLibrary
*Game::FindLibrary(const char *library
, int version
)
255 return Game::scanner_library
->FindLibrary(library
, version
);
259 * Check whether we have an Game (library) with the exact characteristics as ci.
260 * @param ci the characteristics to search on (shortname and md5sum)
261 * @param md5sum whether to check the MD5 checksum
262 * @return true iff we have an Game (library) matching.
264 /* static */ bool Game::HasGame(const ContentInfo
*ci
, bool md5sum
)
266 return Game::scanner_info
->HasScript(ci
, md5sum
);
269 /* static */ bool Game::HasGameLibrary(const ContentInfo
*ci
, bool md5sum
)
271 return Game::scanner_library
->HasScript(ci
, md5sum
);
274 /* static */ GameScannerInfo
*Game::GetScannerInfo()
276 return Game::scanner_info
;
278 /* static */ GameScannerLibrary
*Game::GetScannerLibrary()
280 return Game::scanner_library
;