Ykkrosh
d295dacb9b
Change lighting model for new maps to allow better overbrightness. Cache player colours instead of loading from scripts every time the renderer wants them. This was SVN commit r9123.
314 lines
8.7 KiB
C++
314 lines
8.7 KiB
C++
/* Copyright (C) 2011 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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#include "precompiled.h"
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#include "Game.h"
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#include "graphics/GameView.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/UnitManager.h"
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#include "lib/timer.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "network/NetTurnManager.h"
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/Loader.h"
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#include "ps/LoaderThunks.h"
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#include "ps/Overlay.h"
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#include "ps/Profile.h"
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#include "ps/Replay.h"
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#include "ps/World.h"
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#include "scripting/ScriptingHost.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpPlayer.h"
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#include "simulation2/components/ICmpPlayerManager.h"
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#include "gui/GUIManager.h"
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extern bool g_GameRestarted;
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/**
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* Globally accessible pointer to the CGame object.
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**/
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CGame *g_Game=NULL;
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/**
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* Constructor
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*
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**/
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CGame::CGame(bool disableGraphics):
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m_World(new CWorld(this)),
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m_Simulation2(new CSimulation2(&m_World->GetUnitManager(), m_World->GetTerrain())),
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m_GameView(disableGraphics ? NULL : new CGameView(this)),
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m_GameStarted(false),
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m_Paused(false),
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m_SimRate(1.0f),
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m_PlayerID(-1)
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{
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m_ReplayLogger = new CReplayLogger(m_Simulation2->GetScriptInterface());
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// TODO: should use CDummyReplayLogger unless activated by cmd-line arg, perhaps?
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// Need to set the CObjectManager references after various objects have
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// been initialised, so do it here rather than via the initialisers above.
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if (m_GameView)
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m_World->GetUnitManager().SetObjectManager(m_GameView->GetObjectManager());
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m_TurnManager = new CNetLocalTurnManager(*m_Simulation2, GetReplayLogger()); // this will get replaced if we're a net server/client
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m_Simulation2->LoadDefaultScripts();
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}
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/**
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* Destructor
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*
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**/
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CGame::~CGame()
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{
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// Clear rooted value before destroying its context
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m_RegisteredAttribs = CScriptValRooted();
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// Again, the in-game call tree is going to be different to the main menu one.
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if (CProfileManager::IsInitialised())
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g_Profiler.StructuralReset();
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delete m_TurnManager;
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delete m_GameView;
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delete m_Simulation2;
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delete m_World;
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delete m_ReplayLogger;
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}
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void CGame::SetTurnManager(CNetTurnManager* turnManager)
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{
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if (m_TurnManager)
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delete m_TurnManager;
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m_TurnManager = turnManager;
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if (m_TurnManager)
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m_TurnManager->SetPlayerID(m_PlayerID);
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}
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/**
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* Initializes the game with the set of attributes provided.
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* Makes calls to initialize the game view, world, and simulation objects.
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* Calls are made to facilitate progress reporting of the initialization.
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**/
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void CGame::RegisterInit(const CScriptValRooted& attribs)
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{
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m_RegisteredAttribs = attribs; // save the attributes for ReallyStartGame
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std::string mapType;
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m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "mapType", mapType);
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LDR_BeginRegistering();
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RegMemFun(m_Simulation2, &CSimulation2::ProgressiveLoad, L"Simulation init", 1000);
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// RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization
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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 game view 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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if (m_GameView)
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m_GameView->RegisterInit();
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if (mapType == "scenario")
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{
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// Load scenario attributes
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std::wstring mapFile;
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m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "map", mapFile);
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m_World->RegisterInit(mapFile, m_PlayerID);
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}
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else if (mapType == "random")
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{
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// Load random map attributes
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std::wstring scriptFile;
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CScriptValRooted settings;
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m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "script", scriptFile);
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m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "settings", settings);
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m_World->RegisterInitRMS(scriptFile, settings, m_PlayerID);
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}
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LDR_EndRegistering();
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}
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/**
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* Game initialization has been completed. Set game started flag and start the session.
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*
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* @return PSRETURN 0
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**/
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PSRETURN CGame::ReallyStartGame()
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{
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CScriptVal settings;
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m_Simulation2->GetScriptInterface().GetProperty(m_RegisteredAttribs.get(), "settings", settings);
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m_Simulation2->InitGame(settings);
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// Call the reallyStartGame GUI function, but only if it exists
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if (g_GUI && g_GUI->HasPages())
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{
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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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ok = JS_CallFunctionValue(g_ScriptingHost.getContext(), g_GUI->GetScriptObject(), fval, 0, NULL, &rval);
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}
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if (g_NetClient)
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g_NetClient->LoadFinished();
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// We need to do an initial Interpolate call to set up all the models etc,
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// because Update might never interpolate (e.g. if the game starts paused)
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// and we could end up rendering before having set up any models (so they'd
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// all be invisible)
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Interpolate(0);
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debug_printf(L"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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if (CProfileManager::IsInitialised())
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g_Profiler.StructuralReset();
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// Mark terrain as modified so the minimap can repaint (is there a cleaner way of handling this?)
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g_GameRestarted = true;
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return 0;
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}
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int CGame::GetPlayerID()
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{
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return m_PlayerID;
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}
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void CGame::SetPlayerID(int playerID)
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{
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m_PlayerID = playerID;
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if (m_TurnManager)
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m_TurnManager->SetPlayerID(m_PlayerID);
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}
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void CGame::StartGame(const CScriptValRooted& attribs)
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{
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m_ReplayLogger->StartGame(attribs);
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RegisterInit(attribs);
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}
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// TODO: doInterpolate is optional because Atlas interpolates explicitly,
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// so that it has more control over the update rate. The game might want to
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// do the same, and then doInterpolate should be redundant and removed.
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/**
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* Periodic heartbeat that controls the process.
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* Simulation update is called and game status update is called.
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*
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* @param deltaTime Double. Elapsed time since last beat in seconds.
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* @param doInterpolate Bool. Perform interpolation if true.
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* @return bool false if it can't keep up with the desired simulation rate
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* indicating that you might want to render less frequently.
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**/
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bool CGame::Update(double deltaTime, bool doInterpolate)
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{
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if (m_Paused)
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return true;
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if (!m_TurnManager)
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return true;
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deltaTime *= m_SimRate;
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bool ok = true;
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if (deltaTime)
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{
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// To avoid confusing the profiler, we need to trigger the new turn
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// while we're not nested inside any PROFILE blocks
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if (m_TurnManager->WillUpdate(deltaTime))
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g_Profiler.Turn();
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// At the normal sim rate, we currently want to render at least one
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// frame per simulation turn, so let maxTurns be 1. But for fast-forward
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// sim rates we want to allow more, so it's not bounded by framerate,
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// so just use the sim rate itself as the number of turns per frame.
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size_t maxTurns = (size_t)m_SimRate;
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PROFILE("simulation update");
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if (m_TurnManager->Update(deltaTime, maxTurns))
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{
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g_GUI->SendEventToAll("SimulationUpdate");
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GetView()->GetLOSTexture().MakeDirty();
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}
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}
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if (doInterpolate)
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{
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PROFILE("interpolate");
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m_TurnManager->Interpolate(deltaTime);
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}
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return ok;
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}
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void CGame::Interpolate(float frameLength)
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{
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if (!m_TurnManager)
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return;
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m_TurnManager->Interpolate(frameLength);
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}
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static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
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void CGame::CachePlayerColours()
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{
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m_PlayerColours.clear();
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CmpPtr<ICmpPlayerManager> cmpPlayerManager(*m_Simulation2, SYSTEM_ENTITY);
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if (cmpPlayerManager.null())
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return;
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int numPlayers = cmpPlayerManager->GetNumPlayers();
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m_PlayerColours.resize(numPlayers);
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for (int i = 0; i < numPlayers; ++i)
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{
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CmpPtr<ICmpPlayer> cmpPlayer(*m_Simulation2, cmpPlayerManager->GetPlayerByID(i));
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if (cmpPlayer.null())
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m_PlayerColours[i] = BrokenColor;
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else
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m_PlayerColours[i] = cmpPlayer->GetColour();
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}
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}
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CColor CGame::GetPlayerColour(int player) const
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{
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if (player < 0 || player >= (int)m_PlayerColours.size())
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return BrokenColor;
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return m_PlayerColours[player];
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}
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