elexis
734d21464b
Differential Revision: https://code.wildfiregames.com/D2256 Tested on: clang 8.0.1, Jenkins This was SVN commit r22949.
190 lines
5.5 KiB
C++
190 lines
5.5 KiB
C++
/* Copyright (C) 2019 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 "JSInterface_Game.h"
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#include "graphics/Terrain.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Replay.h"
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#include "ps/World.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/system/TurnManager.h"
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#include "simulation2/Simulation2.h"
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#include "soundmanager/SoundManager.h"
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extern void EndGame();
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bool JSI_Game::IsGameStarted(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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return g_Game;
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}
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void JSI_Game::StartGame(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue attribs, int playerID)
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{
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ENSURE(!g_NetServer);
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ENSURE(!g_NetClient);
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ENSURE(!g_Game);
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g_Game = new CGame(true);
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// Convert from GUI script context to sim script context
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CSimulation2* sim = g_Game->GetSimulation2();
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JSContext* cxSim = sim->GetScriptInterface().GetContext();
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JSAutoRequest rqSim(cxSim);
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JS::RootedValue gameAttribs(cxSim,
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sim->GetScriptInterface().CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), attribs));
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g_Game->SetPlayerID(playerID);
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g_Game->StartGame(&gameAttribs, "");
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}
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void JSI_Game::Script_EndGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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EndGame();
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}
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int JSI_Game::GetPlayerID(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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if (!g_Game)
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return -1;
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return g_Game->GetPlayerID();
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}
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void JSI_Game::SetPlayerID(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int id)
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{
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if (!g_Game)
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return;
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g_Game->SetPlayerID(id);
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}
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void JSI_Game::SetViewedPlayer(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int id)
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{
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if (!g_Game)
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return;
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g_Game->SetViewedPlayerID(id);
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}
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float JSI_Game::GetSimRate(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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return g_Game->GetSimRate();
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}
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void JSI_Game::SetSimRate(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), float rate)
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{
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g_Game->SetSimRate(rate);
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}
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bool JSI_Game::IsPaused(ScriptInterface::CxPrivate* pCxPrivate)
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{
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if (!g_Game)
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{
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JSContext* cx = pCxPrivate->pScriptInterface->GetContext();
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JSAutoRequest rq(cx);
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JS_ReportError(cx, "Game is not started");
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return false;
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}
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return g_Game->m_Paused;
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}
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void JSI_Game::SetPaused(ScriptInterface::CxPrivate* pCxPrivate, bool pause, bool sendMessage)
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{
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if (!g_Game)
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{
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JSContext* cx = pCxPrivate->pScriptInterface->GetContext();
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JSAutoRequest rq(cx);
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JS_ReportError(cx, "Game is not started");
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return;
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}
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g_Game->m_Paused = pause;
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#if CONFIG2_AUDIO
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if (g_SoundManager)
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g_SoundManager->Pause(pause);
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#endif
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if (g_NetClient && sendMessage)
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g_NetClient->SendPausedMessage(pause);
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}
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bool JSI_Game::IsVisualReplay(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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if (!g_Game)
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return false;
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return g_Game->IsVisualReplay();
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}
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std::wstring JSI_Game::GetCurrentReplayDirectory(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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if (!g_Game)
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return std::wstring();
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if (g_Game->IsVisualReplay())
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return g_Game->GetReplayPath().Parent().Filename().string();
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return g_Game->GetReplayLogger().GetDirectory().Filename().string();
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}
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void JSI_Game::EnableTimeWarpRecording(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), unsigned int numTurns)
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{
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g_Game->GetTurnManager()->EnableTimeWarpRecording(numTurns);
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}
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void JSI_Game::RewindTimeWarp(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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g_Game->GetTurnManager()->RewindTimeWarp();
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}
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void JSI_Game::DumpTerrainMipmap(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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VfsPath filename(L"screenshots/terrainmipmap.png");
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g_Game->GetWorld()->GetTerrain()->GetHeightMipmap().DumpToDisk(filename);
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OsPath realPath;
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g_VFS->GetRealPath(filename, realPath);
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LOGMESSAGERENDER("Terrain mipmap written to '%s'", realPath.string8());
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}
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void JSI_Game::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<bool, &IsGameStarted>("IsGameStarted");
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scriptInterface.RegisterFunction<void, JS::HandleValue, int, &StartGame>("StartGame");
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scriptInterface.RegisterFunction<void, &Script_EndGame>("EndGame");
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scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
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scriptInterface.RegisterFunction<void, int, &SetPlayerID>("SetPlayerID");
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scriptInterface.RegisterFunction<void, int, &SetViewedPlayer>("SetViewedPlayer");
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scriptInterface.RegisterFunction<float, &GetSimRate>("GetSimRate");
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scriptInterface.RegisterFunction<void, float, &SetSimRate>("SetSimRate");
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scriptInterface.RegisterFunction<bool, &IsPaused>("IsPaused");
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scriptInterface.RegisterFunction<void, bool, bool, &SetPaused>("SetPaused");
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scriptInterface.RegisterFunction<bool, &IsVisualReplay>("IsVisualReplay");
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scriptInterface.RegisterFunction<std::wstring, &GetCurrentReplayDirectory>("GetCurrentReplayDirectory");
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scriptInterface.RegisterFunction<void, unsigned int, &EnableTimeWarpRecording>("EnableTimeWarpRecording");
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scriptInterface.RegisterFunction<void, &RewindTimeWarp>("RewindTimeWarp");
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scriptInterface.RegisterFunction<void, &DumpTerrainMipmap>("DumpTerrainMipmap");
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}
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