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forked from 0ad/0ad
0ad/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp
Matei fa229121ec Bug fixes and more game setup options.
- Added "Screenshot Mode" and "Fog of War" game attributes. (Screenshot
Mode causes units to be initialized to Hold stance instead of Aggress
and also forces LOS to be All Visible. Atlas turn on Screenshot Mode by
default so units don't try to kill each other in there.)
- Modified LOSManager to allow disabling fog of war.
- Removed some debug message spam.
- Enabled line antialiasing for aura rendering and fixed some bugs that
caused strange effects (color was not set properly for the center point,
and when a unit was both mouseover'ed and selected, the aura was drawn
twice).
- Modified Stand stance to allow retaliation on attacks (normally Stand
will attack any enemy in LOS, but this is useful if a neutral unit is in
LOS).
- Modified pathfinder to not take into account terrain slope, which is
an expensive calculation - we'll eventually take into account terrain
type instead.

This was SVN commit r4527.
2006-10-08 17:39:46 +00:00

119 lines
3.0 KiB
C++

#include "precompiled.h"
#include "MessageHandler.h"
#include "../GameLoop.h"
#include "graphics/GameView.h"
#include "graphics/MapWriter.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.h"
#include "ps/Game.h"
#include "ps/GameAttributes.h"
#include "ps/Loader.h"
#include "renderer/Renderer.h"
#include "simulation/LOSManager.h"
#include "simulation/Simulation.h"
namespace AtlasMessage {
static void InitGame(std::wstring map)
{
if (g_Game)
delete g_Game;
// Set attributes for the game:
g_GameAttributes.m_MapFile = map;
// Make all players locally controlled
for (int i=1; i<8; ++i)
g_GameAttributes.GetSlot(i)->AssignLocal();
// Make the whole world visible
g_GameAttributes.m_LOSSetting = 2;
g_GameAttributes.m_FogOfWar = false;
// Disable unit AI (and other things that may interfere with making things look nice)
g_GameAttributes.m_ScreenshotMode = true;
// Initialise the game:
g_Game = new CGame();
}
static void StartGame()
{
PSRETURN ret = g_Game->StartGame(&g_GameAttributes);
debug_assert(ret == PSRETURN_OK);
LDR_NonprogressiveLoad();
ret = g_Game->ReallyStartGame();
debug_assert(ret == PSRETURN_OK);
// Make sure entities get rendered in the correct location
g_Game->GetSimulation()->Update(0.0);
}
MESSAGEHANDLER(GenerateMap)
{
InitGame(L"");
// Convert size in patches to number of vertices
int vertices = msg->size * PATCH_SIZE + 1;
// Generate flat heightmap
u16* heightmap = new u16[vertices*vertices];
for (int z = 0; z < vertices; ++z)
for (int x = 0; x < vertices; ++x)
// heightmap[x + z*vertices] = 32768 +(int)(2048.f*(rand()/(float)RAND_MAX-0.5f));
heightmap[x + z*vertices] = 16384;
// Initialise terrain using the heightmap
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
terrain->Initialize(msg->size, heightmap);
delete[] heightmap;
// Start the game, load data files - this must be done before initialising
// the terrain texture below, since the terrains must be loaded before being
// used.
StartGame();
// Cover terrain with default texture
// TODO: split into fCoverWithTexture
CTextureEntry* texentry = g_TexMan.FindTexture("grass1_spring"); // TODO: make default customisable
Handle tex = texentry ? texentry->GetHandle() : 0;
int patches = terrain->GetPatchesPerSide();
for (int pz = 0; pz < patches; ++pz) {
for (int px = 0; px < patches; ++px) {
CPatch* patch = terrain->GetPatch(px, pz);
for (int z = 0; z < PATCH_SIZE; ++z)
for (int x = 0; x < PATCH_SIZE; ++x)
{
patch->m_MiniPatches[z][x].Tex1 = tex;
patch->m_MiniPatches[z][x].Tex1Priority = 0;
}
}
}
}
MESSAGEHANDLER(LoadMap)
{
InitGame(*msg->filename);
StartGame();
}
MESSAGEHANDLER(SaveMap)
{
CMapWriter writer;
writer.SaveMap(CStr(L"maps/scenarios/" + *msg->filename),
g_Game->GetWorld()->GetTerrain(), g_Game->GetWorld()->GetUnitManager(),
g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(),
&g_LightEnv, g_Game->GetView()->GetCamera(), g_Game->GetView()->GetCinema());
}
}