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ScriptInstance Class Reference

Runtime information about a script like a pointer to the squirrel vm and the current state. More...

#include <script_instance.hpp>

Inheritance diagram for ScriptInstance:
AIInstance GameInstance

Public Member Functions

 ScriptInstance (const char *APIName)
 Create a new script.
void Initialize (const char *main_script, const char *instance_name, CompanyID company)
 Initialize the script and prepare it for its first run.
virtual int GetSetting (const char *name)=0
 Get the value of a setting of the current instance.
virtual class ScriptInfoFindLibrary (const char *library, int version)=0
 Find a library.
void Continue ()
 A script in multiplayer waits for the server to handle his DoCommand.
void GameLoop ()
 Run the GameLoop of a script.
void CollectGarbage () const
 Let the VM collect any garbage.
class ScriptStorageGetStorage ()
 Get the storage of this script.
void * GetLogPointer ()
 Get the log pointer of this script.
class ScriptController * GetController ()
 Get the controller attached to the instance.
bool IsDead () const
 Return the "this script died" value.
void Save ()
 Call the script Save function and save all data in the savegame.
void Load (int version)
 Load data from a savegame and store it on the stack.
void Pause ()
 Suspends the script for the current tick and then pause the execution of script.
bool IsPaused ()
 Checks if the script is paused.
void Unpause ()
 Resume execution of the script.
SQInteger GetOpsTillSuspend ()
 Get the number of operations the script can execute before being suspended.
void DoCommandCallback (const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
 DoCommand callback function for all commands executed by scripts.
void InsertEvent (class ScriptEvent *event)
 Insert an event for this script.
bool IsSleeping ()
 Check if the instance is sleeping, which either happened because the script executed a DoCommand, executed this.Sleep() or it has been paused.

Static Public Member Functions

static void DoCommandReturn (ScriptInstance *instance)
 Return a true/false reply for a DoCommand.
static void DoCommandReturnVehicleID (ScriptInstance *instance)
 Return a VehicleID reply for a DoCommand.
static void DoCommandReturnSignID (ScriptInstance *instance)
 Return a SignID reply for a DoCommand.
static void DoCommandReturnGroupID (ScriptInstance *instance)
 Return a GroupID reply for a DoCommand.
static void DoCommandReturnGoalID (ScriptInstance *instance)
 Return a GoalID reply for a DoCommand.
static void SaveEmpty ()
 Don't save any data in the savegame.
static void LoadEmpty ()
 Load and discard data from a savegame.

Protected Member Functions

virtual void RegisterAPI ()
 Register all API functions to the VM.
bool LoadCompatibilityScripts (const char *api_version, Subdirectory dir)
 Load squirrel scripts to emulate an older API.
virtual void Died ()
 Tell the script it died.
virtual CommandCallbackGetDoCommandCallback ()=0
 Get the callback handling DoCommands in case of networking.
virtual void LoadDummyScript ()=0
 Load the dummy script.

Protected Attributes

class Squirrelengine
 A wrapper around the squirrel vm.
const char * versionAPI
 Current API used by this script.

Private Member Functions

bool CallLoad ()
 Call the script Load function if it exists and data was loaded from a savegame.

Static Private Member Functions

static bool SaveObject (HSQUIRRELVM vm, SQInteger index, int max_depth, bool test)
 Save one object (int / string / array / table) to the savegame.
static bool LoadObjects (HSQUIRRELVM vm)
 Load all objects from a savegame.

Private Attributes

class ScriptController * controller
 The script main class.
class ScriptStoragestorage
 Some global information for each running script.
SQObject * instance
 Squirrel-pointer to the script main class.
bool is_started
 Is the scripts constructor executed?
bool is_dead
 True if the script has been stopped.
bool is_save_data_on_stack
 Is the save data still on the squirrel stack?
int suspend
 The amount of ticks to suspend this script before it's allowed to continue.
bool is_paused
 Is the script paused? (a paused script will not be executed until unpaused).
Script_SuspendCallbackProccallback
 Callback that should be called in the next tick the script runs.

Friends

class ScriptObject
class ScriptController

Detailed Description

Runtime information about a script like a pointer to the squirrel vm and the current state.

Definition at line 25 of file script_instance.hpp.


Member Function Documentation

void ScriptInstance::Continue (  ) 

A script in multiplayer waits for the server to handle his DoCommand.

It keeps waiting for this until this function is called.

Definition at line 142 of file script_instance.cpp.

References suspend.

Referenced by CcGame().

void ScriptInstance::DoCommandCallback ( const CommandCost result,
TileIndex  tile,
uint32  p1,
uint32  p2 
)

DoCommand callback function for all commands executed by scripts.

Parameters:
result The result of the command.
tile The tile on which the command was executed.
p1 p1 as given to DoCommandPInternal.
p2 p2 as given to DoCommandPInternal.

Definition at line 671 of file script_instance.cpp.

References CommandCost::Failed(), CommandCost::GetCost(), CommandCost::GetErrorMessage(), and CommandCost::Succeeded().

Referenced by CcGame().

virtual class ScriptInfo* ScriptInstance::FindLibrary ( const char *  library,
int  version 
) [pure virtual]

Find a library.

Parameters:
library The library name to find.
version The version the library should have.
Returns:
The library if found, NULL otherwise.

Implemented in AIInstance, and GameInstance.

SQInteger ScriptInstance::GetOpsTillSuspend (  ) 

Get the number of operations the script can execute before being suspended.

This function is safe to call from within a function called by the script.

Returns:
The number of operations to execute.

Definition at line 666 of file script_instance.cpp.

References engine, and Squirrel::GetOpsTillSuspend().

virtual int ScriptInstance::GetSetting ( const char *  name  )  [pure virtual]

Get the value of a setting of the current instance.

Parameters:
name The name of the setting.
Returns:
the value for the setting, or -1 if the setting is not known.

Implemented in AIInstance, and GameInstance.

void ScriptInstance::Initialize ( const char *  main_script,
const char *  instance_name,
CompanyID  company 
)

Initialize the script and prepare it for its first run.

Parameters:
main_script The full path of the script to load.
instance_name The name of the instance out of the script to load.
company Which company this script is serving.

Definition at line 67 of file script_instance.cpp.

References controller, Squirrel::CreateClassInstance(), Died(), engine, Script_FatalError::GetErrorMessage(), instance, is_dead, Squirrel::IsSuspended(), LoadDummyScript(), Squirrel::LoadScript(), RegisterAPI(), Squirrel::ResumeError(), Squirrel::SetGlobalPointer(), and Squirrel::ThrowError().

void ScriptInstance::InsertEvent ( class ScriptEvent *  event  ) 

Insert an event for this script.

Parameters:
event The event to insert.

Definition at line 685 of file script_instance.cpp.

Referenced by Game::NewEvent().

bool ScriptInstance::IsPaused (  ) 

Checks if the script is paused.

Returns:
true if the script is paused, otherwise false

Definition at line 539 of file script_instance.cpp.

References is_paused.

Referenced by Game::IsPaused(), and AIDebugWindow::OnPaint().

void ScriptInstance::Load ( int  version  ) 

Load data from a savegame and store it on the stack.

Parameters:
version The version of the script when saving, or -1 if this was not the original script saving the game.

Definition at line 610 of file script_instance.cpp.

References engine, Squirrel::GetVM(), is_save_data_on_stack, LoadEmpty(), LoadObjects(), and SlObject().

Referenced by Game::Load(), and AI::Load().

bool ScriptInstance::LoadCompatibilityScripts ( const char *  api_version,
Subdirectory  dir 
) [protected]

Load squirrel scripts to emulate an older API.

Parameters:
api_version,: API version to load scripts for
dir Subdirectory to find the scripts in
Returns:
true iff script loading should proceed

Definition at line 109 of file script_instance.cpp.

References DEBUG, engine, FileExists(), FOR_ALL_SEARCHPATHS, lastof, Squirrel::LoadScript(), seprintf(), and ttd_strlcat().

Referenced by GameInstance::RegisterAPI(), and AIInstance::RegisterAPI().

bool ScriptInstance::LoadObjects ( HSQUIRRELVM  vm  )  [static, private]

Load all objects from a savegame.

Returns:
True if the loading was successful.

Definition at line 544 of file script_instance.cpp.

References SlArray(), SlObject(), SQSL_ARRAY, SQSL_ARRAY_TABLE_END, SQSL_BOOL, SQSL_INT, SQSL_NULL, SQSL_STRING, and SQSL_TABLE.

Referenced by Load(), and LoadEmpty().

void ScriptInstance::Pause (  ) 

Suspends the script for the current tick and then pause the execution of script.

The script will not be resumed from its suspended state until the script has been unpaused.

Definition at line 525 of file script_instance.cpp.

References _settings_game, Squirrel::DecreaseOps(), engine, Squirrel::GetVM(), is_paused, GameSettings::script, and ScriptSettings::script_max_opcode_till_suspend.

Referenced by Game::Pause().

bool ScriptInstance::SaveObject ( HSQUIRRELVM  vm,
SQInteger  index,
int  max_depth,
bool  test 
) [static, private]

Save one object (int / string / array / table) to the savegame.

Parameters:
vm The virtual machine to get all the data from.
index The index on the squirrel stack of the element to save.
max_depth The maximum depth recursive arrays / tables will be stored with before an error is returned.
test If true, don't really store the data but only check if it is valid.
Returns:
True if the saving was successful.

Definition at line 330 of file script_instance.cpp.

References SlArray(), and SlObject().

Referenced by Save().

void ScriptInstance::Unpause (  ) 

Resume execution of the script.

This function will not actually execute the script, but set a flag so that the script is executed my the usual mechanism that executes the script.

Definition at line 534 of file script_instance.cpp.

References is_paused.

Referenced by Game::Unpause().


The documentation for this class was generated from the following files: