openttd 1.4 rc1
--HG-- branch : openttd
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src/script/api/script_execmode.hpp
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51
src/script/api/script_execmode.hpp
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/* $Id: script_execmode.hpp 24900 2013-01-08 22:46:42Z planetmaker $ */
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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_execmode.hpp Switch the script to Execute Mode. */
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#ifndef SCRIPT_EXECMODE_HPP
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#define SCRIPT_EXECMODE_HPP
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#include "script_object.hpp"
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/**
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* Class to switch current mode to Execute Mode.
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* If you create an instance of this class, the mode will be switched to
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* Execute. The original mode is stored and recovered from when ever the
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* instance is destroyed.
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* In Execute mode all commands you do are executed for real.
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* @api ai game
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*/
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class ScriptExecMode : public ScriptObject {
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private:
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ScriptModeProc *last_mode; ///< The previous mode we were in.
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ScriptObject *last_instance; ///< The previous instance of the mode.
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protected:
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/**
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* The callback proc for Execute mode.
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*/
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static bool ModeProc();
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public:
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/**
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* Creating instance of this class switches the build mode to Execute.
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* @note When the instance is destroyed, he restores the mode that was
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* current when the instance was created!
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*/
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ScriptExecMode();
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/**
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* Destroying this instance reset the building mode to the mode it was
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* in when the instance was created.
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*/
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~ScriptExecMode();
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};
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#endif /* SCRIPT_EXECMODE_HPP */
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