145 lines
4.7 KiB
C++
145 lines
4.7 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_SIMULATION2
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#define INCLUDED_SIMULATION2
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#include "simulation2/system/CmpPtr.h"
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#include "simulation2/system/Components.h"
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#include "simulation2/helpers/SimulationCommand.h"
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#include "scriptinterface/ScriptVal.h"
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#include "lib/file/vfs/vfs_path.h"
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#include <map>
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class CSimulation2Impl;
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class CSimContext;
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class CUnitManager;
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class CTerrain;
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class IComponent;
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class ScriptInterface;
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class CMessage;
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class SceneCollector;
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class CFrustum;
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/**
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* Public API for simulation system.
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* Most code should interact with the simulation only through this API.
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*/
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class CSimulation2
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{
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public:
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// TODO: CUnitManager should probably be handled automatically by this
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// module, but for now we'll have it passed in externally instead
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CSimulation2(CUnitManager*, CTerrain*);
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~CSimulation2();
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void EnableOOSLog();
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/**
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* Load all scripts in the specified directory (non-recursively),
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* so they can register new component types and functions. This
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* should be called immediately after constructing the CSimulation2 object.
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* @return false on failure
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*/
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bool LoadScripts(const VfsPath& path);
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/**
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* Call LoadScripts for each of the game's standard simulation script paths.
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* @return false on failure
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*/
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bool LoadDefaultScripts();
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void SetStartupScript(const std::wstring& script);
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const std::wstring& GetStartupScript();
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/**
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* Reload any scripts that were loaded from the given filename.
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* (This is used to implement hotloading.)
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*/
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LibError ReloadChangedFile(const VfsPath& path);
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/**
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* Initialise (or re-initialise) the complete simulation state.
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* Must be called after LoadScripts, and must be called
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* before any methods that depend on the simulation state.
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* @param skipScriptedComponents don't load the scripted system components
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* (this is intended for use by test cases that don't mount all of VFS)
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*/
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void ResetState(bool skipScriptedComponents = false);
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/**
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* Initialise a new game, based on some script data.
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* (This mustn't be used when e.g. loading saved games, only when starting new ones.)
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* This calls the InitGame function defined in helpers/InitGame.js.
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*/
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void InitGame(const CScriptVal& data);
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bool Update(int turnLength);
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bool Update(int turnLength, const std::vector<SimulationCommand>& commands);
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void Interpolate(float frameLength, float frameOffset);
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void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
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/**
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* Construct a new entity and add it to the world.
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* @param templateName see ICmpTemplateManager for syntax
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* @return the new entity ID, or INVALID_ENTITY on error
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*/
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entity_id_t AddEntity(const std::wstring& templateName);
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entity_id_t AddEntity(const std::wstring& templateName, entity_id_t preferredId);
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entity_id_t AddLocalEntity(const std::wstring& templateName);
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/**
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* Destroys the specified entity, once FlushDestroyedEntities is called.
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* Has no effect if the entity does not exist, or has already been added to the destruction queue.
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*/
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void DestroyEntity(entity_id_t ent);
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/**
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* Does the actual destruction of entities from DestroyEntity.
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* This is called automatically by Update, but should also be called at other
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* times when an entity might have been deleted and should be removed from
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* any further processing (e.g. after editor UI message processing)
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*/
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void FlushDestroyedEntities();
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IComponent* QueryInterface(entity_id_t ent, int iid) const;
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void PostMessage(entity_id_t ent, const CMessage& msg) const;
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void BroadcastMessage(const CMessage& msg) const;
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typedef std::map<entity_id_t, IComponent*> InterfaceList;
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const InterfaceList& GetEntitiesWithInterface(int iid);
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const CSimContext& GetSimContext() const;
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ScriptInterface& GetScriptInterface() const;
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bool ComputeStateHash(std::string& outHash);
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bool DumpDebugState(std::ostream& stream);
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bool SerializeState(std::ostream& stream);
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bool DeserializeState(std::istream& stream);
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std::string GenerateSchema();
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private:
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CSimulation2Impl* m;
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NONCOPYABLE(CSimulation2);
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};
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#endif // INCLUDED_SIMULATION2
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