0ad/source/ps/Game.cpp
2004-08-06 15:04:47 +00:00

60 lines
1.4 KiB
C++
Executable File

#include "precompiled.h"
#include "Game.h"
#include "CLogger.h"
CGame *g_Game=NULL;
JSBool CGameAttributes::FillFromJS(JSContext *cx, JSObject *obj)
{
#define GETVAL(_name) jsval _name=g_ScriptingHost.GetObjectProperty(obj, #_name)
GETVAL(mapFile);
#define TOSTRING(_jsval) g_ScriptingHost.ValueToString(_jsval)
if (JSVAL_IS_STRING(mapFile))
m_MapFile=TOSTRING(mapFile);
return JS_TRUE;
}
CGame::CGame():
m_World(this),
m_Simulation(this),
m_GameView(this),
m_pLocalPlayer(NULL)
{
debug_out("CGame::CGame(): Game object CREATED\n");
}
CGame::~CGame()
{
debug_out("CGame::~CGame(): Game object DESTROYED\n");
}
PSRETURN CGame::Initialize(CGameAttributes *pAttribs)
{
try
{
// RC, 040804 - GameView needs to be initialised before World, otherwise GameView initialisation
// overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default
// values. At the minute, it's just lighting settings, but could be extended to store camera position.
// Storing lighting settings in the gameview seems a little odd, but it's no big deal; maybe move it at
// some point to be stored in the world object?
m_GameView.Initialize(pAttribs);
m_World.Initialize(pAttribs);
m_Simulation.Initialize(pAttribs);
}
catch (PSERROR_Game e)
{
return e.code;
}
return 0;
}
void CGame::Update(double deltaTime)
{
m_Simulation.Update(deltaTime);
// TODO Detect game over and bring up the summary screen or something
}