/* Copyright (C) 2010 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 "scriptinterface/ScriptInterface.h" #include "graphics/Camera.h" #include "graphics/GameView.h" #include "graphics/MapReader.h" #include "gui/GUIManager.h" #include "lib/sysdep/sysdep.h" #include "maths/FixedVector3D.h" #include "network/NetClient.h" #include "network/NetServer.h" #include "network/NetTurnManager.h" #include "ps/CLogger.h" #include "ps/Game.h" #include "ps/Overlay.h" #include "ps/GameSetup/Atlas.h" #include "ps/GameSetup/Config.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpCommandQueue.h" #include "simulation2/components/ICmpGuiInterface.h" #include "simulation2/components/ICmpRangeManager.h" #include "simulation2/components/ICmpTemplateManager.h" #include "simulation2/helpers/Selection.h" #include "js/jsapi.h" /* * This file defines a set of functions that are available to GUI scripts, to allow * interaction with the rest of the engine. * Functions are exposed to scripts within the global object 'Engine', so * scripts should call "Engine.FunctionName(...)" etc. */ extern void restart_mainloop_in_atlas(); // from main.cpp namespace { CScriptVal GetActiveGui(void* UNUSED(cbdata)) { return OBJECT_TO_JSVAL(g_GUI->GetScriptObject()); } void PushGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData) { g_GUI->PushPage(name, initData); } void SwitchGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData) { g_GUI->SwitchPage(name, initData); } void PopGuiPage(void* UNUSED(cbdata)) { g_GUI->PopPage(); } CScriptVal GuiInterfaceCall(void* cbdata, std::wstring name, CScriptVal data) { CGUIManager* guiManager = static_cast (cbdata); if (!g_Game) return JSVAL_VOID; CSimulation2* sim = g_Game->GetSimulation2(); debug_assert(sim); CmpPtr gui(*sim, SYSTEM_ENTITY); if (gui.null()) return JSVAL_VOID; int player = -1; if (g_Game) player = g_Game->GetPlayerID(); CScriptValRooted arg (sim->GetScriptInterface().GetContext(), sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), data.get())); CScriptVal ret (gui->ScriptCall(player, name, arg.get())); return guiManager->GetScriptInterface().CloneValueFromOtherContext(sim->GetScriptInterface(), ret.get()); } void PostNetworkCommand(void* cbdata, CScriptVal cmd) { CGUIManager* guiManager = static_cast (cbdata); if (!g_Game) return; CSimulation2* sim = g_Game->GetSimulation2(); debug_assert(sim); CmpPtr queue(*sim, SYSTEM_ENTITY); if (queue.null()) return; jsval cmd2 = sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), cmd.get()); queue->PostNetworkCommand(cmd2); } std::vector PickEntitiesAtPoint(void* UNUSED(cbdata), int x, int y) { return EntitySelection::PickEntitiesAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y, g_Game->GetPlayerID()); } std::vector PickFriendlyEntitiesInRect(void* UNUSED(cbdata), int x0, int y0, int x1, int y1, int player) { return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x0, y0, x1, y1, player); } CFixedVector3D GetTerrainAtPoint(void* UNUSED(cbdata), int x, int y) { CVector3D pos = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y, true); return CFixedVector3D(fixed::FromFloat(pos.X), fixed::FromFloat(pos.Y), fixed::FromFloat(pos.Z)); } std::wstring SetCursor(void* UNUSED(cbdata), std::wstring name) { std::wstring old = g_CursorName; g_CursorName = name; return old; } int GetPlayerID(void* UNUSED(cbdata)) { if (g_Game) return g_Game->GetPlayerID(); return -1; } std::wstring GetDefaultPlayerName(void* UNUSED(cbdata)) { // TODO: this should come from a config file or something std::wstring name = sys_get_user_name(); if (name.empty()) name = L"anonymous"; return name; } void StartNetworkGame(void* UNUSED(cbdata)) { debug_assert(g_NetServer); g_NetServer->StartGame(); } void StartGame(void* cbdata, CScriptVal attribs, int playerID) { CGUIManager* guiManager = static_cast (cbdata); debug_assert(!g_NetServer); debug_assert(!g_NetClient); debug_assert(!g_Game); g_Game = new CGame(); // Convert from GUI script context to sim script context CSimulation2* sim = g_Game->GetSimulation2(); CScriptValRooted gameAttribs (sim->GetScriptInterface().GetContext(), sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), attribs.get())); g_Game->SetPlayerID(playerID); g_Game->StartGame(gameAttribs); } void SetNetworkGameAttributes(void* cbdata, CScriptVal attribs) { CGUIManager* guiManager = static_cast (cbdata); debug_assert(g_NetServer); // Convert from GUI script context to net server script context CScriptValRooted gameAttribs (g_NetServer->GetScriptInterface().GetContext(), g_NetServer->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), attribs.get())); g_NetServer->UpdateGameAttributes(gameAttribs); } void StartNetworkHost(void* cbdata, std::wstring playerName) { CGUIManager* guiManager = static_cast (cbdata); debug_assert(!g_NetClient); debug_assert(!g_NetServer); debug_assert(!g_Game); g_NetServer = new CNetServer(); if (!g_NetServer->SetupConnection()) { guiManager->GetScriptInterface().ReportError("Failed to start server"); SAFE_DELETE(g_NetServer); return; } g_Game = new CGame(); g_NetClient = new CNetClient(g_Game); g_NetClient->SetUserName(playerName); if (!g_NetClient->SetupConnection("127.0.0.1")) { guiManager->GetScriptInterface().ReportError("Failed to connect to server"); SAFE_DELETE(g_NetClient); SAFE_DELETE(g_Game); } } void StartNetworkJoin(void* cbdata, std::wstring playerName, std::string serverAddress) { CGUIManager* guiManager = static_cast (cbdata); debug_assert(!g_NetClient); debug_assert(!g_NetServer); debug_assert(!g_Game); g_Game = new CGame(); g_NetClient = new CNetClient(g_Game); g_NetClient->SetUserName(playerName); if (!g_NetClient->SetupConnection(serverAddress)) { guiManager->GetScriptInterface().ReportError("Failed to connect to server"); SAFE_DELETE(g_NetClient); SAFE_DELETE(g_Game); } } void DisconnectNetworkGame(void* UNUSED(cbdata)) { // TODO: we ought to do async reliable disconnections SAFE_DELETE(g_NetServer); SAFE_DELETE(g_NetClient); SAFE_DELETE(g_Game); } CScriptVal PollNetworkClient(void* cbdata) { CGUIManager* guiManager = static_cast (cbdata); if (!g_NetClient) return CScriptVal(); CScriptValRooted poll = g_NetClient->GuiPoll(); // Convert from net client context to GUI script context return guiManager->GetScriptInterface().CloneValueFromOtherContext(g_NetClient->GetScriptInterface(), poll.get()); } void AssignNetworkPlayer(void* UNUSED(cbdata), int playerID, std::string guid) { debug_assert(g_NetServer); g_NetServer->AssignPlayer(playerID, guid); } void SendNetworkChat(void* UNUSED(cbdata), std::wstring message) { debug_assert(g_NetClient); g_NetClient->SendChatMessage(message); } void OpenURL(void* UNUSED(cbdata), std::string url) { sys_open_url(url); } void RestartInAtlas(void* UNUSED(cbdata)) { restart_mainloop_in_atlas(); } bool AtlasIsAvailable(void* UNUSED(cbdata)) { return ATLAS_IsAvailable(); } CScriptVal LoadMapData(void* cbdata, std::wstring name) { CGUIManager* guiManager = static_cast (cbdata); CMapSummaryReader reader; PSRETURN err = reader.LoadMap(VfsPath(L"maps/scenarios/") / (name + L".xml")); if (err) return CScriptVal(); return reader.GetScriptData(guiManager->GetScriptInterface()).get(); } void SetRevealMap(void* UNUSED(cbdata), bool enabled) { if (!g_Game) return; CSimulation2* sim = g_Game->GetSimulation2(); debug_assert(sim); CmpPtr cmpRangeManager(*sim, SYSTEM_ENTITY); if (!cmpRangeManager.null()) cmpRangeManager->SetLosRevealAll(enabled); } /** * Start / stop camera following mode * @param entityid unit id to follow. If zero, stop following mode */ void CameraFollow(void* UNUSED(cbdata), entity_id_t entityid) { if (g_Game && g_Game->GetView()) g_Game->GetView()->CameraFollow(entityid); } } // namespace void GuiScriptingInit(ScriptInterface& scriptInterface) { // GUI manager functions: scriptInterface.RegisterFunction("GetActiveGui"); scriptInterface.RegisterFunction("PushGuiPage"); scriptInterface.RegisterFunction("SwitchGuiPage"); scriptInterface.RegisterFunction("PopGuiPage"); // Simulation<->GUI interface functions: scriptInterface.RegisterFunction("GuiInterfaceCall"); scriptInterface.RegisterFunction("PostNetworkCommand"); // Entity picking scriptInterface.RegisterFunction, int, int, &PickEntitiesAtPoint>("PickEntitiesAtPoint"); scriptInterface.RegisterFunction, int, int, int, int, int, &PickFriendlyEntitiesInRect>("PickFriendlyEntitiesInRect"); scriptInterface.RegisterFunction("GetTerrainAtPoint"); // Network / game setup functions scriptInterface.RegisterFunction("StartNetworkGame"); scriptInterface.RegisterFunction("StartGame"); scriptInterface.RegisterFunction("StartNetworkHost"); scriptInterface.RegisterFunction("StartNetworkJoin"); scriptInterface.RegisterFunction("DisconnectNetworkGame"); scriptInterface.RegisterFunction("PollNetworkClient"); scriptInterface.RegisterFunction("SetNetworkGameAttributes"); scriptInterface.RegisterFunction("AssignNetworkPlayer"); scriptInterface.RegisterFunction("SendNetworkChat"); // Misc functions scriptInterface.RegisterFunction("SetCursor"); scriptInterface.RegisterFunction("GetPlayerID"); scriptInterface.RegisterFunction("GetDefaultPlayerName"); scriptInterface.RegisterFunction("OpenURL"); scriptInterface.RegisterFunction("RestartInAtlas"); scriptInterface.RegisterFunction("AtlasIsAvailable"); scriptInterface.RegisterFunction("LoadMapData"); scriptInterface.RegisterFunction("SetRevealMap"); scriptInterface.RegisterFunction("CameraFollow"); }