forked from 0ad/0ad
Ykkrosh
d39a4fac21
# Attempted to make compilation faster by including as little as possible in some .h files, and moving it into .cpp. Fixed BaseTechCollection memory leak. This was SVN commit r3992.
243 lines
5.9 KiB
C++
243 lines
5.9 KiB
C++
#include "precompiled.h"
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#include "Game.h"
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#include "GameAttributes.h"
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#include "CLogger.h"
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#ifndef NO_GUI
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#include "gui/CGUI.h"
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#endif
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#include "lib/timer.h"
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#include "Profile.h"
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#include "Loader.h"
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#include "CStr.h"
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#include "simulation/EntityManager.h"
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#include "simulation/Entity.h"
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#include "CConsole.h"
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#include "ps/World.h"
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#include "simulation/Simulation.h"
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#include "graphics/GameView.h"
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extern CConsole* g_Console;
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CGame *g_Game=NULL;
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// Disable "warning C4355: 'this' : used in base member initializer list".
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// "The base-class constructors and class member constructors are called before
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// this constructor. In effect, you've passed a pointer to an unconstructed
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// object to another constructor. If those other constructors access any
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// members or call member functions on this, the result will be undefined."
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// In this case, the pointers are simply stored for later use, so there
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// should be no problem.
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#if MSC_VERSION
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# pragma warning (disable: 4355)
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#endif
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CGame::CGame():
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m_World(new CWorld(this)),
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m_Simulation(new CSimulation(this)),
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m_GameView(new CGameView(this)),
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m_pLocalPlayer(NULL),
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m_GameStarted(false),
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m_Paused(false),
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m_Time(0),
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m_SimRate(1.0f)
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{
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debug_printf("CGame::CGame(): Game object CREATED; initializing..\n");
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}
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#if MSC_VERSION
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# pragma warning (default: 4355)
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#endif
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CGame::~CGame()
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{
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// Again, the in-game call tree is going to be different to the main menu one.
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g_Profiler.StructuralReset();
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delete m_GameView;
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delete m_Simulation;
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delete m_World;
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debug_printf("CGame::~CGame(): Game object DESTROYED\n");
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}
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PSRETURN CGame::RegisterInit(CGameAttributes* pAttribs)
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{
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LDR_BeginRegistering();
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// RC, 040804 - GameView needs to be initialised before World, otherwise GameView initialisation
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// overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default
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// values. At the minute, it's just lighting settings, but could be extended to store camera position.
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// Storing lighting settings in the gameview seems a little odd, but it's no big deal; maybe move it at
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// some point to be stored in the world object?
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m_GameView->RegisterInit(pAttribs);
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m_World->RegisterInit(pAttribs);
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m_Simulation->RegisterInit(pAttribs);
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LDR_EndRegistering();
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return 0;
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}
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PSRETURN CGame::ReallyStartGame()
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{
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#ifndef NO_GUI
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// Call the reallyStartGame function, but only if it exists
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jsval fval, rval;
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JSBool ok = JS_GetProperty(g_ScriptingHost.getContext(), g_GUI.GetScriptObject(), "reallyStartGame", &fval);
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debug_assert(ok);
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if (ok && !JSVAL_IS_VOID(fval))
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{
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ok = JS_CallFunctionValue(g_ScriptingHost.getContext(), g_GUI.GetScriptObject(), fval, 0, NULL, &rval);
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debug_assert(ok);
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}
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#endif
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debug_printf("GAME STARTED, ALL INIT COMPLETE\n");
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m_GameStarted=true;
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// The call tree we've built for pregame probably isn't useful in-game.
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g_Profiler.StructuralReset();
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#ifndef NO_GUI
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g_GUI.SendEventToAll("sessionstart");
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#endif
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return 0;
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}
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PSRETURN CGame::StartGame(CGameAttributes *pAttribs)
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{
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try
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{
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// JW: this loop is taken from ScEd and fixes lack of player color.
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// TODO: determine proper number of players.
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for (int i=1; i<8; ++i)
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pAttribs->GetSlot(i)->AssignLocal();
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pAttribs->FinalizeSlots();
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m_NumPlayers=pAttribs->GetSlotCount();
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// Player 0 = Gaia - allocate one extra
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m_Players.resize(m_NumPlayers + 1);
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for (uint i=0;i <= m_NumPlayers;i++)
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m_Players[i]=pAttribs->GetPlayer(i);
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m_pLocalPlayer=m_Players[1];
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RegisterInit(pAttribs);
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}
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catch (PSERROR_Game& e)
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{
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return e.getCode();
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}
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return 0;
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}
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void CGame::Update(double deltaTime)
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{
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if( m_Paused )
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{
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return;
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}
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deltaTime *= m_SimRate;
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m_Time += deltaTime;
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m_Simulation->Update(deltaTime);
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// TODO Detect game over and bring up the summary screen or something
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// ^ Quick game over hack is implemented, no summary screen however
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if ( m_World->GetEntityManager()->GetDeath() )
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{
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UpdateGameStatus();
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if (GameStatus != 0)
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EndGame();
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}
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//reset death event flag
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m_World->GetEntityManager()->SetDeath(false);
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}
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void CGame::UpdateGameStatus()
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{
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bool EOG_lose = true;
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bool EOG_win = true;
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CPlayer *local = GetLocalPlayer();
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for (int i=0; i<MAX_HANDLES; i++)
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{
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CHandle *handle = m_World->GetEntityManager()->getHandle(i);
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if ( !handle )
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continue;
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CPlayer *tmpPlayer = handle->m_entity->GetPlayer();
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//Are we still alive?
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if ( local == tmpPlayer && handle->m_entity->m_extant )
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{
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EOG_lose = false;
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if (EOG_win == false)
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break;
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}
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//Are they still alive?
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else if ( handle->m_entity->m_extant )
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{
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EOG_win = false;
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if (EOG_lose == false)
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break;
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}
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}
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if (EOG_lose && EOG_win)
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GameStatus = EOG_SPECIAL_DRAW;
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else if (EOG_win)
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GameStatus = EOG_WIN;
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else if (EOG_lose)
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GameStatus = EOG_LOSE;
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else
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GameStatus = EOG_NEUTRAL;
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}
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void CGame::EndGame()
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{
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g_Console->InsertMessage( L"It's the end of the game as we know it!");
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switch (GameStatus)
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{
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case EOG_DRAW:
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g_Console->InsertMessage( L"A diplomatic draw ain't so bad, eh?");
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break;
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case EOG_SPECIAL_DRAW:
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g_Console->InsertMessage( L"Amazingly, you managed to draw from dieing at the same time as your opponent...you have my respect.");
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break;
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case EOG_LOSE:
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g_Console->InsertMessage( L"My condolences on your loss.");
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break;
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case EOG_WIN:
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g_Console->InsertMessage( L"Thou art victorious!");
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break;
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default:
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break;
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}
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}
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CPlayer *CGame::GetPlayer(uint idx)
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{
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if (idx > m_NumPlayers)
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{
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// debug_warn("Invalid player ID");
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// LOG(ERROR, "", "Invalid player ID %d (outside 0..%d)", idx, m_NumPlayers);
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return m_Players[0];
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}
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// Be a bit more paranoid - maybe m_Players hasn't been set large enough
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else if (idx >= m_Players.size())
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{
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debug_warn("Invalid player ID");
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LOG(ERROR, "", "Invalid player ID %d (not <=%d - internal error?)", idx, m_Players.size());
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if (m_Players.size() != 0)
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return m_Players[0];
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else
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return NULL; // the caller will probably crash because of this,
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// but at least we've reported the error
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}
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else
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return m_Players[idx];
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}
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