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https://github.com/OpenTTD/OpenTTD.git
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(svn r23618) -Add: ScriptGame::Pause, ScriptGame::Unpause, and ScriptGame::GetLandscape (GameScript only)
This commit is contained in:
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@ -943,6 +943,7 @@
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<ClInclude Include="..\src\script\api\script_event.hpp" />
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<ClInclude Include="..\src\script\api\script_event_types.hpp" />
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<ClInclude Include="..\src\script\api\script_execmode.hpp" />
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<ClInclude Include="..\src\script\api\script_game.hpp" />
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<ClInclude Include="..\src\script\api\script_gamesettings.hpp" />
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<ClInclude Include="..\src\script\api\script_group.hpp" />
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<ClInclude Include="..\src\script\api\script_grouplist.hpp" />
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@ -996,6 +997,7 @@
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<ClCompile Include="..\src\script\api\script_event.cpp" />
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<ClCompile Include="..\src\script\api\script_event_types.cpp" />
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<ClCompile Include="..\src\script\api\script_execmode.cpp" />
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<ClCompile Include="..\src\script\api\script_game.cpp" />
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<ClCompile Include="..\src\script\api\script_gamesettings.cpp" />
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<ClCompile Include="..\src\script\api\script_group.cpp" />
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<ClCompile Include="..\src\script\api\script_grouplist.cpp" />
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@ -2058,6 +2058,9 @@
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<ClInclude Include="..\src\script\api\script_execmode.hpp">
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<Filter>Script API</Filter>
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</ClInclude>
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<ClInclude Include="..\src\script\api\script_game.hpp">
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<Filter>Script API</Filter>
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</ClInclude>
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<ClInclude Include="..\src\script\api\script_gamesettings.hpp">
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<Filter>Script API</Filter>
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</ClInclude>
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@ -2217,6 +2220,9 @@
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<ClCompile Include="..\src\script\api\script_execmode.cpp">
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<Filter>Script API Implementation</Filter>
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</ClCompile>
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<ClCompile Include="..\src\script\api\script_game.cpp">
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<Filter>Script API Implementation</Filter>
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</ClCompile>
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<ClCompile Include="..\src\script\api\script_gamesettings.cpp">
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<Filter>Script API Implementation</Filter>
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</ClCompile>
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@ -3106,6 +3106,10 @@
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RelativePath=".\..\src\script\api\script_execmode.hpp"
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>
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</File>
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<File
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RelativePath=".\..\src\script\api\script_game.hpp"
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>
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</File>
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<File
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RelativePath=".\..\src\script\api\script_gamesettings.hpp"
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>
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@ -3322,6 +3326,10 @@
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RelativePath=".\..\src\script\api\script_execmode.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\script\api\script_game.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\script\api\script_gamesettings.cpp"
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>
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@ -3103,6 +3103,10 @@
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RelativePath=".\..\src\script\api\script_execmode.hpp"
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>
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</File>
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<File
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RelativePath=".\..\src\script\api\script_game.hpp"
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>
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</File>
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<File
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RelativePath=".\..\src\script\api\script_gamesettings.hpp"
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>
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@ -3319,6 +3323,10 @@
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RelativePath=".\..\src\script\api\script_execmode.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\script\api\script_game.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\script\api\script_gamesettings.cpp"
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>
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@ -721,6 +721,7 @@ script/api/script_error.hpp
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script/api/script_event.hpp
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script/api/script_event_types.hpp
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script/api/script_execmode.hpp
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script/api/script_game.hpp
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script/api/script_gamesettings.hpp
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script/api/script_group.hpp
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script/api/script_grouplist.hpp
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@ -776,6 +777,7 @@ script/api/script_error.cpp
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script/api/script_event.cpp
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script/api/script_event_types.cpp
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script/api/script_execmode.cpp
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script/api/script_game.cpp
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script/api/script_gamesettings.cpp
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script/api/script_group.cpp
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script/api/script_grouplist.cpp
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@ -40,6 +40,7 @@
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#include "../script/api/game/game_error.hpp.sq"
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#include "../script/api/game/game_event.hpp.sq"
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#include "../script/api/game/game_execmode.hpp.sq"
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#include "../script/api/game/game_game.hpp.sq"
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#include "../script/api/game/game_gamesettings.hpp.sq"
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#include "../script/api/game/game_industry.hpp.sq"
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#include "../script/api/game/game_industrylist.hpp.sq"
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@ -109,6 +110,7 @@ void GameInstance::RegisterAPI()
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SQGSEvent_Register(this->engine);
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SQGSEventController_Register(this->engine);
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SQGSExecMode_Register(this->engine);
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SQGSGame_Register(this->engine);
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SQGSGameSettings_Register(this->engine);
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SQGSIndustry_Register(this->engine);
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SQGSIndustryList_Register(this->engine);
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@ -1826,10 +1826,12 @@ STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED :Game paused ({S
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STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 :Game still paused ({STRING})
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STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_2 :Game still paused ({STRING}, {STRING})
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STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_3 :Game still paused ({STRING}, {STRING}, {STRING})
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STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_4 :Game still paused ({STRING}, {STRING}, {STRING}, {STRING})
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STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED :Game unpaused ({STRING})
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STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS :number of players
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STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS :connecting clients
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STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL :manual
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STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT :game script
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############ End of leave-in-this-order
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STR_NETWORK_MESSAGE_CLIENT_LEAVING :leaving
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STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {RAW_STRING} has joined the game
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@ -148,6 +148,7 @@ CommandCost CmdPause(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2,
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case PM_PAUSED_SAVELOAD:
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case PM_PAUSED_ERROR:
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case PM_PAUSED_NORMAL:
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case PM_PAUSED_GAME_SCRIPT:
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break;
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#ifdef ENABLE_NETWORK
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@ -336,6 +336,7 @@ void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
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switch (changed_mode) {
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case PM_PAUSED_NORMAL:
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case PM_PAUSED_JOIN:
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case PM_PAUSED_GAME_SCRIPT:
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case PM_PAUSED_ACTIVE_CLIENTS: {
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bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
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bool paused = (_pause_mode != PM_UNPAUSED);
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@ -344,14 +345,17 @@ void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
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StringID str;
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if (!changed) {
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int i = -1;
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if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
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if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
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if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
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if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
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str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
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} else {
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switch (changed_mode) {
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case PM_PAUSED_NORMAL: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
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case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
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case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
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case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
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default: NOT_REACHED();
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}
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@ -61,6 +61,7 @@ enum PauseMode {
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PM_PAUSED_JOIN = 1 << 2, ///< A game paused for 'pause_on_join'
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PM_PAUSED_ERROR = 1 << 3, ///< A game paused because a (critical) error
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PM_PAUSED_ACTIVE_CLIENTS = 1 << 4, ///< A game paused for 'min_active_clients'
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PM_PAUSED_GAME_SCRIPT = 1 << 5, ///< A game paused by a game script
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/** Pause mode bits when paused for network reasons. */
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PMB_PAUSED_NETWORK = PM_PAUSED_ACTIVE_CLIENTS | PM_PAUSED_JOIN,
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36
src/script/api/game/game_game.hpp.sq
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36
src/script/api/game/game_game.hpp.sq
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@ -0,0 +1,36 @@
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/* THIS FILE IS AUTO-GENERATED; PLEASE DO NOT ALTER MANUALLY */
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#include "../script_game.hpp"
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#include "../template/template_game.hpp.sq"
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template <> const char *GetClassName<ScriptGame, ST_GS>() { return "GSGame"; }
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void SQGSGame_Register(Squirrel *engine)
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{
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DefSQClass<ScriptGame, ST_GS> SQGSGame("GSGame");
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SQGSGame.PreRegister(engine);
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SQGSGame.AddConstructor<void (ScriptGame::*)(), 1>(engine, "x");
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SQGSGame.DefSQConst(engine, ScriptGame::LT_TEMPERATE, "LT_TEMPERATE");
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SQGSGame.DefSQConst(engine, ScriptGame::LT_ARCTIC, "LT_ARCTIC");
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SQGSGame.DefSQConst(engine, ScriptGame::LT_TROPIC, "LT_TROPIC");
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SQGSGame.DefSQConst(engine, ScriptGame::LT_TOYLAND, "LT_TOYLAND");
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SQGSGame.DefSQStaticMethod(engine, &ScriptGame::Pause, "Pause", 1, ".");
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SQGSGame.DefSQStaticMethod(engine, &ScriptGame::Unpause, "Unpause", 1, ".");
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SQGSGame.DefSQStaticMethod(engine, &ScriptGame::IsPaused, "IsPaused", 1, ".");
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SQGSGame.DefSQStaticMethod(engine, &ScriptGame::GetLandscape, "GetLandscape", 1, ".");
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SQGSGame.DefSQStaticMethod(engine, &ScriptGame::IsMultiplayer, "IsMultiplayer", 1, ".");
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SQGSGame.PostRegister(engine);
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}
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46
src/script/api/script_game.cpp
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46
src/script/api/script_game.cpp
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@ -0,0 +1,46 @@
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file script_game.cpp Implementation of ScriptGame. */
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#include "../../stdafx.h"
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#include "script_game.hpp"
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#include "../../command_type.h"
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#include "../../settings_type.h"
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#include "../../openttd.h"
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#include "../../network/network.h"
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/* static */ bool ScriptGame::Pause()
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{
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return ScriptObject::DoCommand(0, PM_PAUSED_GAME_SCRIPT, 1, CMD_PAUSE);
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}
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/* static */ bool ScriptGame::Unpause()
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{
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return ScriptObject::DoCommand(0, PM_PAUSED_GAME_SCRIPT, 0, CMD_PAUSE);
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}
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/* static */ bool ScriptGame::IsPaused()
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{
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return !!_pause_mode;
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}
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/* static */ ScriptGame::LandscapeType ScriptGame::GetLandscape()
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{
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return (ScriptGame::LandscapeType)_settings_game.game_creation.landscape;
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}
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/* static */ bool ScriptGame::IsMultiplayer()
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{
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#ifdef ENABLE_NETWORK
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return _network_server;
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#else
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return false;
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#endif
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}
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68
src/script/api/script_game.hpp
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68
src/script/api/script_game.hpp
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@ -0,0 +1,68 @@
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file script_game.hpp Everything to manipulate the current running game. */
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#ifndef SCRIPT_GAME_HPP
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#define SCRIPT_GAME_HPP
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#include "script_object.hpp"
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#include "../../landscape_type.h"
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/**
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* Class that handles some game related functions.
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* @api game
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*/
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class ScriptGame : public ScriptObject {
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public:
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/**
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* Type of landscapes known in the game.
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*/
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enum LandscapeType {
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/* Note: these values represent part of the in-game LandscapeType enum */
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LT_TEMPERATE = ::LT_TEMPERATE, ///< Temperate climiate.
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LT_ARCTIC = ::LT_ARCTIC, ///< Arctic climate.
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LT_TROPIC = ::LT_TROPIC, ///< Tropic climate.
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LT_TOYLAND = ::LT_TOYLAND, ///< Toyland climate.
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};
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/**
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* Pause the server.
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* @return True if the action succeeded.
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*/
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static bool Pause();
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/**
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* Unpause the server.
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* @return True if the action succeeded.
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*/
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static bool Unpause();
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/**
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* Check if the game is paused.
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* @return True if and only if the game is paused (by which-ever means).
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* @note That a game is paused, doesn't always means you can unpause it. If
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* the game has been manually paused, or because of the pause_on_join in
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* Multiplayer for example, you cannot unpause the game.
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*/
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static bool IsPaused();
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/**
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* Get the current landscape.
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*/
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static LandscapeType GetLandscape();
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/**
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* Is this a multiplayer game?
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* @return True if this is a server in a multiplayer game.
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*/
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static bool IsMultiplayer();
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};
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#endif /* SCRIPT_GAME_HPP */
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25
src/script/api/template/template_game.hpp.sq
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25
src/script/api/template/template_game.hpp.sq
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@ -0,0 +1,25 @@
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/* THIS FILE IS AUTO-GENERATED; PLEASE DO NOT ALTER MANUALLY */
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#include "../script_game.hpp"
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namespace SQConvert {
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/* Allow enums to be used as Squirrel parameters */
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template <> inline ScriptGame::LandscapeType GetParam(ForceType<ScriptGame::LandscapeType>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptGame::LandscapeType)tmp; }
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template <> inline int Return<ScriptGame::LandscapeType>(HSQUIRRELVM vm, ScriptGame::LandscapeType res) { sq_pushinteger(vm, (int32)res); return 1; }
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/* Allow ScriptGame to be used as Squirrel parameter */
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template <> inline ScriptGame *GetParam(ForceType<ScriptGame *>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQUserPointer instance; sq_getinstanceup(vm, index, &instance, 0); return (ScriptGame *)instance; }
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template <> inline ScriptGame &GetParam(ForceType<ScriptGame &>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQUserPointer instance; sq_getinstanceup(vm, index, &instance, 0); return *(ScriptGame *)instance; }
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template <> inline const ScriptGame *GetParam(ForceType<const ScriptGame *>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQUserPointer instance; sq_getinstanceup(vm, index, &instance, 0); return (ScriptGame *)instance; }
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template <> inline const ScriptGame &GetParam(ForceType<const ScriptGame &>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQUserPointer instance; sq_getinstanceup(vm, index, &instance, 0); return *(ScriptGame *)instance; }
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template <> inline int Return<ScriptGame *>(HSQUIRRELVM vm, ScriptGame *res) { if (res == NULL) { sq_pushnull(vm); return 1; } res->AddRef(); Squirrel::CreateClassInstanceVM(vm, "Game", res, NULL, DefSQDestructorCallback<ScriptGame>, true); return 1; }
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} // namespace SQConvert
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