(svn r27111) -Doc: Extend script documentation with Save and Load functions.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
alberth 10 years ago
parent 4c19f93b34
commit 7023819d49

@ -18,8 +18,32 @@
/**
* The Controller, the class each Script should extend. It creates the Script,
* makes sure the logic kicks in correctly, and that GetTick() has a valid
* makes sure the logic kicks in correctly, and that #GetTick() has a valid
* value.
*
* When starting a new game, or when loading a game, OpenTTD tries to match a
* script that matches to the specified version as close as possible. It tries
* (from first to last, stopping as soon as the attempt succeeds)
*
* - load the exact same version of the same script,
* - load the latest version of the same script that supports loading data from
* the saved version (the version of saved data must be equal or greater
* than ScriptInfo::MinVersionToLoad),
* - load the latest version of the same script (ignoring version requirements),
* - (for AIs) load a random AI, and finally
* - (for AIs) load the dummy AI.
*
* After determining the script to use, starting it is done as follows
*
* - An instance is constructed of the class derived from ScriptController
* (class name is retrieved from ScriptInfo::CreateInstance).
* - If there is script data available in the loaded game and if the data is
* loadable according to ScriptInfo::MinVersionToLoad, #Load is called with the
* data from the loaded game.
* - Finally, #Start is called to start execution of the script.
*
* See also http://wiki.openttd.org/AI:Save/Load for more details.
*
* @api ai game
*/
class ScriptController {
@ -46,6 +70,48 @@ public:
*/
void Start();
#ifdef DOXYGEN_API
/**
* Save the state of the script.
*
* By implementing this function, you can store some data inside the savegame.
* The function should return a table with the information you want to store.
* You can only store:
*
* - integers,
* - strings,
* - arrays (max. 25 levels deep),
* - tables (max. 25 levels deep),
* - booleans, and
* - nulls.
*
* In particular, instances of classes can't be saved including
* ScriptList. Such a list should be converted to an array or table on
* save and converted back on load.
*
* The function is called as soon as the user saves the game,
* independently of other activities of the script. The script is not
* notified of the call. To avoid race-conditions between #Save and the
* other script code, change variables directly after a #Sleep, it is
* very unlikely, to get interrupted at that point in the execution.
* See also http://wiki.openttd.org/AI:Save/Load for more details.
*
* @note No other information is saved than the table returned by #Save.
* For example all pending events are lost as soon as the game is loaded.
*
* @return Data of the script that should be stored in the save game.
*/
SquirrelTable Save();
/**
* Load saved data just before calling #Start.
* The function is only called when there is data to load.
* @param version Version number of the script that created the \a data.
* @param data Data that was saved (return value of #Save).
*/
void Load(int version, SquirrelTable data);
#endif /* DOXYGEN_API */
/**
* Find at which tick your script currently is.
* @return returns the current tick.

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