/* Copyright (C) 2013 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Game.h" #include "graphics/GameView.h" #include "graphics/LOSTexture.h" #include "graphics/ParticleManager.h" #include "graphics/UnitManager.h" #include "gui/GUIManager.h" #include "lib/config2.h" #include "lib/timer.h" #include "network/NetClient.h" #include "network/NetServer.h" #include "network/NetTurnManager.h" #include "ps/CConsole.h" #include "ps/CLogger.h" #include "ps/CStr.h" #include "ps/Loader.h" #include "ps/LoaderThunks.h" #include "ps/Overlay.h" #include "ps/Profile.h" #include "ps/Replay.h" #include "ps/World.h" #include "ps/GameSetup/GameSetup.h" #include "renderer/Renderer.h" #include "renderer/TimeManager.h" #include "scripting/ScriptingHost.h" #include "scriptinterface/ScriptInterface.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpPlayer.h" #include "simulation2/components/ICmpPlayerManager.h" #include "soundmanager/ISoundManager.h" #include "tools/atlas/GameInterface/GameLoop.h" extern bool g_GameRestarted; extern GameLoopState* g_AtlasGameLoop; /** * Globally accessible pointer to the CGame object. **/ CGame *g_Game=NULL; /** * Constructor * **/ CGame::CGame(bool disableGraphics): m_World(new CWorld(this)), m_Simulation2(new CSimulation2(&m_World->GetUnitManager(), m_World->GetTerrain())), m_GameView(disableGraphics ? NULL : new CGameView(this)), m_GameStarted(false), m_Paused(false), m_SimRate(1.0f), m_PlayerID(-1), m_IsSavedGame(false) { m_ReplayLogger = new CReplayLogger(m_Simulation2->GetScriptInterface()); // TODO: should use CDummyReplayLogger unless activated by cmd-line arg, perhaps? // Need to set the CObjectManager references after various objects have // been initialised, so do it here rather than via the initialisers above. if (m_GameView) m_World->GetUnitManager().SetObjectManager(m_GameView->GetObjectManager()); m_TurnManager = new CNetLocalTurnManager(*m_Simulation2, GetReplayLogger()); // this will get replaced if we're a net server/client m_Simulation2->LoadDefaultScripts(); } /** * Destructor * **/ CGame::~CGame() { // Again, the in-game call tree is going to be different to the main menu one. if (CProfileManager::IsInitialised()) g_Profiler.StructuralReset(); delete m_TurnManager; delete m_GameView; delete m_Simulation2; delete m_World; delete m_ReplayLogger; } void CGame::SetTurnManager(CNetTurnManager* turnManager) { if (m_TurnManager) delete m_TurnManager; m_TurnManager = turnManager; if (m_TurnManager) m_TurnManager->SetPlayerID(m_PlayerID); } /** * Initializes the game with the set of attributes provided. * Makes calls to initialize the game view, world, and simulation objects. * Calls are made to facilitate progress reporting of the initialization. **/ void CGame::RegisterInit(const CScriptValRooted& attribs, const std::string& savedState) { m_InitialSavedState = savedState; m_IsSavedGame = !savedState.empty(); m_Simulation2->SetInitAttributes(attribs); std::string mapType; m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "mapType", mapType); float speed; if (m_Simulation2->GetScriptInterface().HasProperty(attribs.get(), "gameSpeed") && m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "gameSpeed", speed)) SetSimRate(speed); LDR_BeginRegistering(); RegMemFun(m_Simulation2, &CSimulation2::ProgressiveLoad, L"Simulation init", 1000); // RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization // 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 game view seems a little odd, but it's no big deal; maybe move it at // some point to be stored in the world object? if (m_GameView) m_GameView->RegisterInit(); if (mapType == "random") { // Load random map attributes std::wstring scriptFile; CScriptValRooted settings; m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "script", scriptFile); m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "settings", settings); m_World->RegisterInitRMS(scriptFile, settings, m_PlayerID); } else { std::wstring mapFile; m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "map", mapFile); CScriptValRooted settings; if (mapType == "skirmish") m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "settings", settings); m_World->RegisterInit(mapFile, settings, m_PlayerID); } if (m_IsSavedGame) RegMemFun(this, &CGame::LoadInitialState, L"Loading game", 1000); LDR_EndRegistering(); } int CGame::LoadInitialState() { ENSURE(m_IsSavedGame); ENSURE(!m_InitialSavedState.empty()); std::string state; m_InitialSavedState.swap(state); // deletes the original to save a bit of memory std::stringstream stream(state); bool ok = m_Simulation2->DeserializeState(stream); if (!ok) { CancelLoad(L"Failed to load saved game state. It might have been\nsaved with an incompatible version of the game."); return 0; } return 0; } /** * Game initialization has been completed. Set game started flag and start the session. * * @return PSRETURN 0 **/ PSRETURN CGame::ReallyStartGame() { // Call the script function InitGame only for new games, not saved games if (!m_IsSavedGame) { if (!g_AtlasGameLoop->running) { // We need to replace skirmish "default" entities with real ones. // This needs to happen before AI initialization (in InitGame). // And we need to flush destroyed entities otherwise the AI // gets the wrong game state in the beginning and a bunch of // "destroy" messages on turn 0, which just shouldn't happen. m_Simulation2->ReplaceSkirmishGlobals(); m_Simulation2->FlushDestroyedEntities(); } CScriptVal settings; m_Simulation2->GetScriptInterface().GetProperty(m_Simulation2->GetInitAttributes().get(), "settings", settings); m_Simulation2->InitGame(settings); } // We need to do an initial Interpolate call to set up all the models etc, // because Update might never interpolate (e.g. if the game starts paused) // and we could end up rendering before having set up any models (so they'd // all be invisible) Interpolate(0, 0); m_GameStarted=true; // Render a frame to begin loading assets if (CRenderer::IsInitialised()) Render(); // Call the reallyStartGame GUI function, but only if it exists if (g_GUI && g_GUI->HasPages()) { jsval fval, rval; JSBool ok = JS_GetProperty(g_ScriptingHost.getContext(), g_GUI->GetScriptObject(), "reallyStartGame", &fval); ENSURE(ok); if (ok && !JSVAL_IS_VOID(fval)) JS_CallFunctionValue(g_ScriptingHost.getContext(), g_GUI->GetScriptObject(), fval, 0, NULL, &rval); } if (g_NetClient) g_NetClient->LoadFinished(); debug_printf(L"GAME STARTED, ALL INIT COMPLETE\n"); // The call tree we've built for pregame probably isn't useful in-game. if (CProfileManager::IsInitialised()) g_Profiler.StructuralReset(); // Mark terrain as modified so the minimap can repaint (is there a cleaner way of handling this?) g_GameRestarted = true; return 0; } int CGame::GetPlayerID() { return m_PlayerID; } void CGame::SetPlayerID(int playerID) { m_PlayerID = playerID; if (m_TurnManager) m_TurnManager->SetPlayerID(m_PlayerID); } void CGame::StartGame(const CScriptValRooted& attribs, const std::string& savedState) { m_ReplayLogger->StartGame(attribs); RegisterInit(attribs, savedState); } // TODO: doInterpolate is optional because Atlas interpolates explicitly, // so that it has more control over the update rate. The game might want to // do the same, and then doInterpolate should be redundant and removed. bool CGame::Update(const double deltaRealTime, bool doInterpolate) { if (m_Paused) return true; if (!m_TurnManager) return true; const double deltaSimTime = deltaRealTime * m_SimRate; bool ok = true; if (deltaSimTime) { // To avoid confusing the profiler, we need to trigger the new turn // while we're not nested inside any PROFILE blocks if (m_TurnManager->WillUpdate(deltaSimTime)) g_Profiler.Turn(); // At the normal sim rate, we currently want to render at least one // frame per simulation turn, so let maxTurns be 1. But for fast-forward // sim rates we want to allow more, so it's not bounded by framerate, // so just use the sim rate itself as the number of turns per frame. size_t maxTurns = (size_t)m_SimRate; if (m_TurnManager->Update(deltaSimTime, maxTurns)) { { PROFILE3("gui sim update"); g_GUI->SendEventToAll("SimulationUpdate"); } GetView()->GetLOSTexture().MakeDirty(); } if (CRenderer::IsInitialised()) g_Renderer.GetTimeManager().Update(deltaSimTime); } if (doInterpolate) { m_TurnManager->Interpolate(deltaSimTime, deltaRealTime); if ( g_SoundManager ) g_SoundManager->IdleTask(); } return ok; } void CGame::Interpolate(float simFrameLength, float realFrameLength) { if (!m_TurnManager) return; m_TurnManager->Interpolate(simFrameLength, realFrameLength); } static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f); void CGame::CachePlayerColours() { m_PlayerColours.clear(); CmpPtr cmpPlayerManager(*m_Simulation2, SYSTEM_ENTITY); if (!cmpPlayerManager) return; int numPlayers = cmpPlayerManager->GetNumPlayers(); m_PlayerColours.resize(numPlayers); for (int i = 0; i < numPlayers; ++i) { CmpPtr cmpPlayer(*m_Simulation2, cmpPlayerManager->GetPlayerByID(i)); if (!cmpPlayer) m_PlayerColours[i] = BrokenColor; else m_PlayerColours[i] = cmpPlayer->GetColour(); } } CColor CGame::GetPlayerColour(int player) const { if (player < 0 || player >= (int)m_PlayerColours.size()) return BrokenColor; return m_PlayerColours[player]; }