(svn r23606) -Add: GameScanner, to auto-detect game scripts, and wire it in the console

pull/155/head
truebrain 13 years ago
parent 14325e2391
commit 17fea560ba

@ -914,9 +914,15 @@
<ClInclude Include="..\src\ai\ai_scanner.hpp" />
<ClInclude Include="..\src\script\api\ai_changelog.hpp" />
<ClInclude Include="..\src\game\game.hpp" />
<ClCompile Include="..\src\game\game_config.cpp" />
<ClInclude Include="..\src\game\game_config.hpp" />
<ClCompile Include="..\src\game\game_core.cpp" />
<ClCompile Include="..\src\game\game_info.cpp" />
<ClInclude Include="..\src\game\game_info.hpp" />
<ClCompile Include="..\src\game\game_instance.cpp" />
<ClInclude Include="..\src\game\game_instance.hpp" />
<ClCompile Include="..\src\game\game_scanner.cpp" />
<ClInclude Include="..\src\game\game_scanner.hpp" />
<ClInclude Include="..\src\script\api\script_accounting.hpp" />
<ClInclude Include="..\src\script\api\script_airport.hpp" />
<ClInclude Include="..\src\script\api\script_base.hpp" />

@ -1968,15 +1968,33 @@
<ClInclude Include="..\src\game\game.hpp">
<Filter>Game Core</Filter>
</ClInclude>
<ClCompile Include="..\src\game\game_config.cpp">
<Filter>Game Core</Filter>
</ClCompile>
<ClInclude Include="..\src\game\game_config.hpp">
<Filter>Game Core</Filter>
</ClInclude>
<ClCompile Include="..\src\game\game_core.cpp">
<Filter>Game Core</Filter>
</ClCompile>
<ClCompile Include="..\src\game\game_info.cpp">
<Filter>Game Core</Filter>
</ClCompile>
<ClInclude Include="..\src\game\game_info.hpp">
<Filter>Game Core</Filter>
</ClInclude>
<ClCompile Include="..\src\game\game_instance.cpp">
<Filter>Game Core</Filter>
</ClCompile>
<ClInclude Include="..\src\game\game_instance.hpp">
<Filter>Game Core</Filter>
</ClInclude>
<ClCompile Include="..\src\game\game_scanner.cpp">
<Filter>Game Core</Filter>
</ClCompile>
<ClInclude Include="..\src\game\game_scanner.hpp">
<Filter>Game Core</Filter>
</ClInclude>
<ClInclude Include="..\src\script\api\script_accounting.hpp">
<Filter>Script API</Filter>
</ClInclude>

@ -2982,10 +2982,26 @@
RelativePath=".\..\src\game\game.hpp"
>
</File>
<File
RelativePath=".\..\src\game\game_config.cpp"
>
</File>
<File
RelativePath=".\..\src\game\game_config.hpp"
>
</File>
<File
RelativePath=".\..\src\game\game_core.cpp"
>
</File>
<File
RelativePath=".\..\src\game\game_info.cpp"
>
</File>
<File
RelativePath=".\..\src\game\game_info.hpp"
>
</File>
<File
RelativePath=".\..\src\game\game_instance.cpp"
>
@ -2994,6 +3010,14 @@
RelativePath=".\..\src\game\game_instance.hpp"
>
</File>
<File
RelativePath=".\..\src\game\game_scanner.cpp"
>
</File>
<File
RelativePath=".\..\src\game\game_scanner.hpp"
>
</File>
</Filter>
<Filter
Name="Script API"

@ -2979,10 +2979,26 @@
RelativePath=".\..\src\game\game.hpp"
>
</File>
<File
RelativePath=".\..\src\game\game_config.cpp"
>
</File>
<File
RelativePath=".\..\src\game\game_config.hpp"
>
</File>
<File
RelativePath=".\..\src\game\game_core.cpp"
>
</File>
<File
RelativePath=".\..\src\game\game_info.cpp"
>
</File>
<File
RelativePath=".\..\src\game\game_info.hpp"
>
</File>
<File
RelativePath=".\..\src\game\game_instance.cpp"
>
@ -2991,6 +3007,14 @@
RelativePath=".\..\src\game\game_instance.hpp"
>
</File>
<File
RelativePath=".\..\src\game\game_scanner.cpp"
>
</File>
<File
RelativePath=".\..\src\game\game_scanner.hpp"
>
</File>
</Filter>
<Filter
Name="Script API"

@ -688,9 +688,15 @@ script/api/ai_changelog.hpp
# Game Core
game/game.hpp
game/game_config.cpp
game/game_config.hpp
game/game_core.cpp
game/game_info.cpp
game/game_info.hpp
game/game_instance.cpp
game/game_instance.hpp
game/game_scanner.cpp
game/game_scanner.hpp
# Script API
script/api/script_accounting.hpp

@ -37,6 +37,7 @@
#include "newgrf.h"
#include "console_func.h"
#include "engine_base.h"
#include "game/game.hpp"
#ifdef ENABLE_NETWORK
#include "table/strings.h"
@ -1105,6 +1106,16 @@ DEF_CONSOLE_CMD(ConListAI)
return true;
}
DEF_CONSOLE_CMD(ConListGame)
{
char buf[4096];
Game::GetConsoleList(buf, lastof(buf));
PrintLineByLine(buf);
return true;
}
DEF_CONSOLE_CMD(ConStartAI)
{
if (argc == 0 || argc > 3) {
@ -1895,6 +1906,8 @@ void IConsoleStdLibRegister()
IConsoleCmdRegister("start_ai", ConStartAI);
IConsoleCmdRegister("stop_ai", ConStopAI);
IConsoleCmdRegister("list_game", ConListGame);
/* networking functions */
#ifdef ENABLE_NETWORK
/* Content downloading is only available with ZLIB */

@ -12,6 +12,12 @@
#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;
/**
* Main Game class. Contains all functions needed to start, stop, save and load Game Scripts.
*/
@ -30,16 +36,30 @@ public:
/**
* Uninitialize the Game system.
*/
static void Uninitialize();
static void Uninitialize(bool keepConfig);
/**
* Get the current GameScript instance.
*/
static class GameInstance *GetGameInstance() { return Game::instance; }
static void Rescan();
static void ResetConfig();
/** Wrapper function for GameScanner::GetConsoleList */
static char *GetConsoleList(char *p, const char *last, bool newest_only = false);
/** 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);
private:
static uint frame_counter; ///< Tick counter for the Game code.
static class GameInstance *instance; ///< Instance to the current active Game.
static uint frame_counter; ///< Tick counter for the Game code.
static class GameInstance *instance; ///< Instance to the current active Game.
static class GameScannerInfo *scanner; ///< Scanner for Game scripts.
static class GameInfo *info; ///< Current selected GameInfo.
};
#endif /* GAME_HPP */

@ -0,0 +1,45 @@
/* $Id$ */
/*
* 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_config.cpp Implementation of GameConfig. */
#include "../stdafx.h"
#include "../settings_type.h"
#include "../core/random_func.hpp"
#include "game.hpp"
#include "game_config.hpp"
#include "game_info.hpp"
/* static */ GameConfig *GameConfig::GetConfig(ScriptSettingSource source)
{
GameConfig **config;
if (source == SSS_FORCE_NEWGAME || (source == SSS_DEFAULT && _game_mode == GM_MENU)) {
config = &_settings_newgame.game_config;
} else {
config = &_settings_game.game_config;
}
if (*config == NULL) *config = new GameConfig();
return *config;
}
class GameInfo *GameConfig::GetInfo() const
{
return static_cast<class GameInfo *>(ScriptConfig::GetInfo());
}
ScriptInfo *GameConfig::FindInfo(const char *name, int version, bool force_exact_match)
{
return static_cast<ScriptInfo *>(Game::FindInfo(name, version, force_exact_match));
}
bool GameConfig::ResetInfo(bool force_exact_match)
{
this->info = (ScriptInfo *)Game::FindInfo(this->name, force_exact_match ? this->version : -1, force_exact_match);
return this->info != NULL;
}

@ -0,0 +1,48 @@
/* $Id$ */
/*
* 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_config.hpp GameConfig stores the configuration settings of every Game. */
#ifndef GAME_CONFIG_HPP
#define GAME_CONFIG_HPP
#include "../script/script_config.hpp"
class GameConfig : public ScriptConfig {
public:
/**
* Get the config of a company.
*/
static GameConfig *GetConfig(ScriptSettingSource source = SSS_DEFAULT);
GameConfig() :
ScriptConfig()
{}
GameConfig(const GameConfig *config) :
ScriptConfig(config)
{}
class GameInfo *GetInfo() const;
/**
* When ever the Game Scanner is reloaded, all infos become invalid. This
* function tells GameConfig about this.
* @param force_exact_match If true try to find the exact same version
* as specified. If false any version is ok.
* @return \c true if the reset was successful, \c false if the Game was no longer
* found.
*/
bool ResetInfo(bool force_exact_match);
protected:
/* virtual */ ScriptInfo *FindInfo(const char *name, int version, bool force_exact_match);
};
#endif /* GAME_CONFIG_HPP */

@ -12,18 +12,26 @@
#include "../stdafx.h"
#include "../command_func.h"
#include "../core/backup_type.hpp"
#include "../core/bitmath_func.hpp"
#include "../company_base.h"
#include "../company_func.h"
#include "../network/network.h"
#include "../window_func.h"
#include "../fileio_func.h"
#include "game.hpp"
#include "game_scanner.hpp"
#include "game_config.hpp"
#include "game_instance.hpp"
/* static */ uint Game::frame_counter = 0;
/* static */ GameInfo *Game::info = NULL;
/* static */ GameInstance *Game::instance = NULL;
/* static */ GameScannerInfo *Game::scanner = NULL;
/* static */ void Game::GameLoop()
{
if (_networking && !_network_server) return;
if (Game::instance == NULL) return;
Game::frame_counter++;
@ -40,25 +48,112 @@
/* static */ void Game::Initialize()
{
if (Game::instance != NULL) Game::Uninitialize();
if (Game::instance != NULL) Game::Uninitialize(true);
Game::frame_counter = 0;
if (Game::scanner == NULL) {
TarScanner::DoScan(TarScanner::GAME);
Game::scanner = new GameScannerInfo();
Game::scanner->Initialize();
}
if (Game::instance == NULL) {
/* Clients shouldn't start GameScripts */
if (_networking && !_network_server) return;
GameConfig *config = GameConfig::GetConfig();
GameInfo *info = config->GetInfo();
if (info == NULL) return;
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
cur_company.Change(OWNER_DEITY);
Game::info = info;
Game::instance = new GameInstance();
Game::instance->Initialize();
Game::instance->Initialize(info);
cur_company.Restore();
InvalidateWindowData(WC_AI_DEBUG, 0, -1);
}
}
/* static */ void Game::Uninitialize()
/* static */ void Game::Uninitialize(bool keepConfig)
{
delete Game::instance;
Game::instance = NULL;
if (keepConfig) {
Rescan();
} else {
delete Game::scanner;
Game::scanner = 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::ResetConfig()
{
/* Check for both newgame as current game if we can reload the GameInfo insde
* 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;
}
} 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->RescanDir();
ResetConfig();
InvalidateWindowData(WC_AI_LIST, 0, 1);
SetWindowClassesDirty(WC_AI_DEBUG);
SetWindowDirty(WC_AI_SETTINGS, 0);
}
/* static */ char *Game::GetConsoleList(char *p, const char *last, bool newest_only)
{
return Game::scanner->GetConsoleList(p, last, newest_only);
}
/* static */ const ScriptInfoList *Game::GetInfoList()
{
return Game::scanner->GetInfoList();
}
/* static */ const ScriptInfoList *Game::GetUniqueInfoList()
{
return Game::scanner->GetUniqueInfoList();
}
/* static */ GameInfo *Game::FindInfo(const char *name, int version, bool force_exact_match)
{
return Game::scanner->FindInfo(name, version, force_exact_match);
}

@ -0,0 +1,101 @@
/* $Id$ */
/*
* 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_info.cpp Implementation of GameInfo */
#include "../stdafx.h"
#include "../script/squirrel_helper.hpp"
#include "../script/squirrel_class.hpp"
#include "game_info.hpp"
#include "game_scanner.hpp"
#include "../settings_type.h"
#include "../debug.h"
#include "../rev.h"
#include "game.hpp"
/**
* Check if the API version provided by the Game is supported.
* @param api_version The API version as provided by the Game.
*/
static bool CheckAPIVersion(const char *api_version)
{
return strcmp(api_version, "1.2") == 0;
}
#if defined(WIN32)
#undef GetClassName
#endif /* WIN32 */
template <> const char *GetClassName<GameInfo, ST_GS>() { return "GSInfo"; }
/* static */ void GameInfo::RegisterAPI(Squirrel *engine)
{
/* Create the GSInfo class, and add the RegisterGS function */
DefSQClass<GameInfo, ST_GS> SQGSInfo("GSInfo");
SQGSInfo.PreRegister(engine);
SQGSInfo.AddConstructor<void (GameInfo::*)(), 1>(engine, "x");
SQGSInfo.DefSQAdvancedMethod(engine, &GameInfo::AddSetting, "AddSetting");
SQGSInfo.DefSQAdvancedMethod(engine, &GameInfo::AddLabels, "AddLabels");
SQGSInfo.DefSQConst(engine, SCRIPTCONFIG_NONE, "CONFIG_NONE");
SQGSInfo.DefSQConst(engine, SCRIPTCONFIG_RANDOM, "CONFIG_RANDOM");
SQGSInfo.DefSQConst(engine, SCRIPTCONFIG_BOOLEAN, "CONFIG_BOOLEAN");
SQGSInfo.DefSQConst(engine, SCRIPTCONFIG_INGAME, "CONFIG_INGAME");
SQGSInfo.DefSQConst(engine, SCRIPTCONFIG_DEVELOPER, "CONFIG_DEVELOPER");
SQGSInfo.PostRegister(engine);
engine->AddMethod("RegisterGS", &GameInfo::Constructor, 2, "tx");
}
/* static */ SQInteger GameInfo::Constructor(HSQUIRRELVM vm)
{
/* Get the GameInfo */
SQUserPointer instance = NULL;
if (SQ_FAILED(sq_getinstanceup(vm, 2, &instance, 0)) || instance == NULL) return sq_throwerror(vm, _SC("Pass an instance of a child class of GameInfo to RegisterGame"));
GameInfo *info = (GameInfo *)instance;
SQInteger res = ScriptInfo::Constructor(vm, info);
if (res != 0) return res;
if (info->engine->MethodExists(*info->SQ_instance, "MinVersionToLoad")) {
if (!info->engine->CallIntegerMethod(*info->SQ_instance, "MinVersionToLoad", &info->min_loadable_version, MAX_GET_OPS)) return SQ_ERROR;
} else {
info->min_loadable_version = info->GetVersion();
}
/* Try to get the API version the AI is written for. */
if (!info->CheckMethod("GetAPIVersion")) return SQ_ERROR;
if (!info->engine->CallStringMethodStrdup(*info->SQ_instance, "GetAPIVersion", &info->api_version, MAX_GET_OPS)) return SQ_ERROR;
if (!CheckAPIVersion(info->api_version)) {
DEBUG(script, 1, "Loading info.nut from (%s.%d): GetAPIVersion returned invalid version", info->GetName(), info->GetVersion());
return SQ_ERROR;
}
/* Remove the link to the real instance, else it might get deleted by RegisterGame() */
sq_setinstanceup(vm, 2, NULL);
/* Register the Game to the base system */
info->GetScanner()->RegisterScript(info);
return 0;
}
GameInfo::GameInfo() :
min_loadable_version(0),
api_version(NULL)
{
}
GameInfo::~GameInfo()
{
free(this->api_version);
}
bool GameInfo::CanLoadFromVersion(int version) const
{
if (version == -1) return true;
return version >= this->min_loadable_version && version <= this->GetVersion();
}

@ -0,0 +1,49 @@
/* $Id$ */
/*
* 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_info.hpp GameInfo keeps track of all information of an Game, like Author, Description, ... */
#ifndef GAME_INFO_HPP
#define GAME_INFO_HPP
#include "../script/script_info.hpp"
#include "../script/script_config.hpp"
/** All static information from an Game like name, version, etc. */
class GameInfo : public ScriptInfo {
public:
GameInfo();
~GameInfo();
/**
* Register the functions of this class.
*/
static void RegisterAPI(Squirrel *engine);
/**
* Create an Game, using this GameInfo as start-template.
*/
static SQInteger Constructor(HSQUIRRELVM vm);
/**
* Check if we can start this Game.
*/
bool CanLoadFromVersion(int version) const;
/**
* Get the API version this Game is written for.
*/
const char *GetAPIVersion() const { return this->api_version; }
private:
int min_loadable_version; ///< The Game can load savegame data if the version is equal or greater than this.
const char *api_version; ///< API version used by this Game.
};
#endif /* GAME_INFO_HPP */

@ -16,6 +16,8 @@
#include "../script/squirrel_class.hpp"
#include "../script/script_storage.hpp"
#include "game_config.hpp"
#include "game_info.hpp"
#include "game_instance.hpp"
#include "game.hpp"
@ -35,12 +37,12 @@ GameInstance::GameInstance() :
ScriptInstance("GS")
{}
void GameInstance::Initialize()
void GameInstance::Initialize(GameInfo *info)
{
/* Register the GameController */
SQGSController_Register(this->engine);
ScriptInstance::Initialize("test/main.nut", "TestGame");
ScriptInstance::Initialize(info->GetMainScript(), info->GetInstanceName());
}
void GameInstance::RegisterAPI()
@ -61,7 +63,7 @@ void GameInstance::RegisterAPI()
int GameInstance::GetSetting(const char *name)
{
return NULL;
return GameConfig::GetConfig()->GetSetting(name);
}
ScriptInfo *GameInstance::FindLibrary(const char *library, int version)

@ -21,8 +21,9 @@ public:
/**
* Initialize the script and prepare it for its first run.
* @param info The GameInfo to start.
*/
void Initialize();
void Initialize(class GameInfo *info);
/* virtual */ int GetSetting(const char *name);
/* virtual */ ScriptInfo *FindLibrary(const char *library, int version);

@ -0,0 +1,89 @@
/* $Id$ */
/*
* 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_scanner.cpp allows scanning Game scripts */
#include "../stdafx.h"
#include "../debug.h"
#include "../fileio_func.h"
#include "../network/network.h"
#include "../core/random_func.hpp"
#include "../script/squirrel_class.hpp"
#include "game_info.hpp"
#include "game_scanner.hpp"
#include "../script/api/script_controller.hpp"
GameScannerInfo::GameScannerInfo() :
ScriptScanner()
{
}
void GameScannerInfo::Initialize()
{
ScriptScanner::Initialize("GSScanner");
}
void GameScannerInfo::GetScriptName(ScriptInfo *info, char *name, int len)
{
snprintf(name, len, "%s", info->GetName());
}
void GameScannerInfo::RegisterAPI(class Squirrel *engine)
{
GameInfo::RegisterAPI(engine);
}
GameInfo *GameScannerInfo::FindInfo(const char *nameParam, int versionParam, bool force_exact_match)
{
if (this->info_list.size() == 0) return NULL;
if (nameParam == NULL) return NULL;
char game_name[1024];
ttd_strlcpy(game_name, nameParam, sizeof(game_name));
strtolower(game_name);
GameInfo *info = NULL;
int version = -1;
if (versionParam == -1) {
/* We want to load the latest version of this Game script; so find it */
if (this->info_single_list.find(game_name) != this->info_single_list.end()) return static_cast<GameInfo *>(this->info_single_list[game_name]);
/* If we didn't find a match Game script, maybe the user included a version */
char *e = strrchr(game_name, '.');
if (e == NULL) return NULL;
*e = '\0';
e++;
versionParam = atoi(e);
/* FALL THROUGH, like we were calling this function with a version. */
}
if (force_exact_match) {
/* Try to find a direct 'name.version' match */
char game_name_tmp[1024];
snprintf(game_name_tmp, sizeof(game_name_tmp), "%s.%d", game_name, versionParam);
strtolower(game_name_tmp);
if (this->info_list.find(game_name_tmp) != this->info_list.end()) return static_cast<GameInfo *>(this->info_list[game_name_tmp]);
}
/* See if there is a compatible Game script which goes by that name, with the highest
* version which allows loading the requested version */
ScriptInfoList::iterator it = this->info_list.begin();
for (; it != this->info_list.end(); it++) {
GameInfo *i = static_cast<GameInfo *>((*it).second);
if (strcasecmp(game_name, i->GetName()) == 0 && i->CanLoadFromVersion(versionParam) && (version == -1 || i->GetVersion() > version)) {
version = (*it).second->GetVersion();
info = i;
}
}
return info;
}

@ -0,0 +1,40 @@
/* $Id$ */
/*
* 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_scanner.hpp declarations of the class for Game scanner */
#ifndef GAME_SCANNER_HPP
#define GAME_SCANNER_HPP
#include "../script/script_scanner.hpp"
class GameScannerInfo : public ScriptScanner {
public:
GameScannerInfo();
/* virtual */ void Initialize();
/**
* Check if we have a game by name and version available in our list.
* @param nameParam The name of the game script.
* @param versionParam The versionof the game script, or -1 if you want the latest.
* @param force_exact_match Only match name+version, never latest.
* @return NULL if no match found, otherwise the game script that matched.
*/
class GameInfo *FindInfo(const char *nameParam, int versionParam, bool force_exact_match);
protected:
/* virtual */ void GetScriptName(ScriptInfo *info, char *name, int len);
/* virtual */ const char *GetFileName() const { return PATHSEP "info.nut"; }
/* virtual */ Subdirectory GetDirectory() const { return GAME_DIR; }
/* virtual */ const char *GetScannerName() const { return "Game Scripts"; }
/* virtual */ void RegisterAPI(class Squirrel *engine);
};
#endif /* GAME_SCANNER_HPP */

@ -63,6 +63,7 @@
#include "newgrf.h"
#include "misc/getoptdata.h"
#include "game/game.hpp"
#include "game/game_config.hpp"
#include "town.h"
@ -204,6 +205,11 @@ static void ShowHelp()
p = AI::GetConsoleList(p, lastof(buf), true);
AI::Uninitialize(true);
/* We need to initialize the GameScript, so it finds the GSs */
Game::Initialize();
p = Game::GetConsoleList(p, lastof(buf), true);
Game::Uninitialize(true);
/* ShowInfo put output to stderr, but version information should go
* to stdout; this is the only exception */
#if !defined(WIN32) && !defined(WIN64)
@ -287,7 +293,7 @@ static void ShutdownGame()
/* stop the scripts */
AI::Uninitialize(false);
Game::Uninitialize();
Game::Uninitialize(false);
/* Uninitialize variables that are allocated dynamically */
GamelogReset();
@ -347,6 +353,9 @@ void MakeNewgameSettingsLive()
delete _settings_game.ai_config[c];
}
}
if (_settings_game.game_config != NULL) {
delete _settings_game.game_config;
}
/* Copy newgame settings to active settings.
* Also initialise old settings needed for savegame conversion. */
@ -359,6 +368,10 @@ void MakeNewgameSettingsLive()
_settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
}
}
_settings_game.game_config = NULL;
if (_settings_newgame.game_config != NULL) {
_settings_game.game_config = new GameConfig(_settings_newgame.game_config);
}
}
void OpenBrowser(const char *url)
@ -402,6 +415,7 @@ struct AfterNewGRFScan : NewGRFScanCallback {
TarScanner::DoScan(TarScanner::SCENARIO);
AI::Initialize();
Game::Initialize();
/* We want the new (correct) NewGRF count to survive the loading. */
uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
@ -411,6 +425,7 @@ struct AfterNewGRFScan : NewGRFScanCallback {
* reading the configuration file, recalculate that now. */
UpdateNewGRFConfigPalette();
Game::Uninitialize(true);
AI::Uninitialize(true);
CheckConfig();
LoadFromHighScore();

@ -455,6 +455,7 @@ struct GameSettings {
AISettings ai; ///< what may the AI do?
ScriptSettings script; ///< settings for scripts
class AIConfig *ai_config[MAX_COMPANIES]; ///< settings per company
class GameConfig *game_config; ///< settings for gamescript
PathfinderSettings pf; ///< settings for all pathfinders
OrderSettings order; ///< settings related to orders
VehicleSettings vehicle; ///< options for vehicles

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