1
0
forked from 0ad/0ad
0ad/source/gui/scripting/ScriptFunctions.cpp
2011-11-25 06:36:13 +00:00

600 lines
19 KiB
C++

/* Copyright (C) 2011 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 <http://www.gnu.org/licenses/>.
*/
#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/timer.h"
#include "lib/utf8.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/CConsole.h"
#include "ps/Errors.h"
#include "ps/Game.h"
#include "ps/Hotkey.h"
#include "ps/Overlay.h"
#include "ps/ProfileViewer.h"
#include "ps/Pyrogenesis.h"
#include "ps/SavedGame.h"
#include "ps/UserReport.h"
#include "ps/GameSetup/Atlas.h"
#include "ps/GameSetup/Config.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpAIManager.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpGuiInterface.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/components/ICmpSelectable.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<CGUIManager*> (cbdata);
if (!g_Game)
return JSVAL_VOID;
CSimulation2* sim = g_Game->GetSimulation2();
ENSURE(sim);
CmpPtr<ICmpGuiInterface> 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<CGUIManager*> (cbdata);
if (!g_Game)
return;
CSimulation2* sim = g_Game->GetSimulation2();
ENSURE(sim);
CmpPtr<ICmpCommandQueue> queue(*sim, SYSTEM_ENTITY);
if (queue.null())
return;
jsval cmd2 = sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), cmd.get());
queue->PostNetworkCommand(cmd2);
}
std::vector<entity_id_t> 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<entity_id_t> 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);
}
std::vector<entity_id_t> PickSimilarFriendlyEntities(void* UNUSED(cbdata), std::string templateName, bool includeOffScreen, bool matchRank)
{
return EntitySelection::PickSimilarEntities(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), templateName, g_Game->GetPlayerID(), includeOffScreen, matchRank);
}
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))
{
ENSURE(g_NetServer);
g_NetServer->StartGame();
}
void StartGame(void* cbdata, CScriptVal attribs, int playerID)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
ENSURE(!g_NetServer);
ENSURE(!g_NetClient);
ENSURE(!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, "");
}
CScriptVal StartSavedGame(void* cbdata, std::wstring name)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
ENSURE(!g_NetServer);
ENSURE(!g_NetClient);
ENSURE(!g_Game);
// Load the saved game data from disk
CScriptValRooted metadata;
std::string savedState;
Status err = SavedGames::Load(name, guiManager->GetScriptInterface(), metadata, savedState);
WARN_IF_ERR(err);
if (err < 0)
return CScriptVal();
g_Game = new CGame();
// Convert from GUI script context to sim script context
CSimulation2* sim = g_Game->GetSimulation2();
CScriptValRooted gameMetadata (sim->GetScriptInterface().GetContext(),
sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), metadata.get()));
CScriptValRooted gameInitAttributes;
sim->GetScriptInterface().GetProperty(gameMetadata.get(), "initAttributes", gameInitAttributes);
int playerID;
sim->GetScriptInterface().GetProperty(gameMetadata.get(), "player", playerID);
// Start the game
g_Game->SetPlayerID(playerID);
g_Game->StartGame(gameInitAttributes, savedState);
return metadata.get();
}
void SaveGame(void* cbdata)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
if (SavedGames::Save(L"quicksave", *g_Game->GetSimulation2(), guiManager, g_Game->GetPlayerID()) < 0)
LOGERROR(L"Failed to save game");
}
void SetNetworkGameAttributes(void* cbdata, CScriptVal attribs)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
ENSURE(g_NetServer);
g_NetServer->UpdateGameAttributes(attribs, guiManager->GetScriptInterface());
}
void StartNetworkHost(void* cbdata, std::wstring playerName)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!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<CGUIManager*> (cbdata);
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!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<CGUIManager*> (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)
{
ENSURE(g_NetServer);
g_NetServer->AssignPlayer(playerID, guid);
}
void SendNetworkChat(void* UNUSED(cbdata), std::wstring message)
{
ENSURE(g_NetClient);
g_NetClient->SendChatMessage(message);
}
std::vector<CScriptValRooted> GetAIs(void* cbdata)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
return ICmpAIManager::GetAIs(guiManager->GetScriptInterface());
}
std::vector<CScriptValRooted> GetSavedGames(void* cbdata)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
return SavedGames::GetSavedGames(guiManager->GetScriptInterface());
}
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 LoadMapSettings(void* cbdata, VfsPath pathname)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
CMapSummaryReader reader;
if (reader.LoadMap(pathname.ChangeExtension(L".xml")) != PSRETURN_OK)
return CScriptVal();
return reader.GetMapSettings(guiManager->GetScriptInterface()).get();
}
CScriptVal GetMapSettings(void* cbdata)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
if (!g_Game)
return CScriptVal();
return guiManager->GetScriptInterface().CloneValueFromOtherContext(
g_Game->GetSimulation2()->GetScriptInterface(),
g_Game->GetSimulation2()->GetMapSettings().get());
}
/**
* 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, false);
}
void CameraFollowFPS(void* UNUSED(cbdata), entity_id_t entityid)
{
if (g_Game && g_Game->GetView())
g_Game->GetView()->CameraFollow(entityid, true);
}
entity_id_t GetFollowedEntity(void* UNUSED(cbdata))
{
if (g_Game && g_Game->GetView())
return g_Game->GetView()->GetFollowedEntity();
return INVALID_ENTITY;
}
bool HotkeyIsPressed_(void* UNUSED(cbdata), std::string hotkeyName)
{
return HotkeyIsPressed(hotkeyName);
}
void DisplayErrorDialog(void* UNUSED(cbdata), std::wstring msg)
{
debug_DisplayError(msg.c_str(), DE_NO_DEBUG_INFO, NULL, NULL, NULL, 0, NULL, NULL);
}
CScriptVal GetProfilerState(void* cbdata)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
return g_ProfileViewer.SaveToJS(guiManager->GetScriptInterface());
}
bool IsUserReportEnabled(void* UNUSED(cbdata))
{
return g_UserReporter.IsReportingEnabled();
}
void SetUserReportEnabled(void* UNUSED(cbdata), bool enabled)
{
g_UserReporter.SetReportingEnabled(enabled);
}
std::string GetUserReportStatus(void* UNUSED(cbdata))
{
return g_UserReporter.GetStatus();
}
void SubmitUserReport(void* UNUSED(cbdata), std::string type, int version, std::wstring data)
{
g_UserReporter.SubmitReport(type.c_str(), version, utf8_from_wstring(data));
}
void SetSimRate(void* UNUSED(cbdata), float rate)
{
g_Game->SetSimRate(rate);
}
void SetTurnLength(void* UNUSED(cbdata), int length)
{
if (g_NetServer)
g_NetServer->SetTurnLength(length);
else
LOGERROR(L"Only network host can change turn length");
}
// Focus the game camera on a given position.
void SetCameraTarget(void* UNUSED(cbdata), float x, float y, float z)
{
g_Game->GetView()->ResetCameraTarget(CVector3D(x, y, z));
}
// Deliberately cause the game to crash.
// Currently implemented via access violation (read of address 0).
// Useful for testing the crashlog/stack trace code.
int Crash(void* UNUSED(cbdata))
{
debug_printf(L"Crashing at user's request.\n");
return *(int*)0;
}
void DebugWarn(void* UNUSED(cbdata))
{
debug_warn(L"Warning at user's request.");
}
// Force a JS garbage collection cycle to take place immediately.
// Writes an indication of how long this took to the console.
void ForceGC(void* cbdata)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
double time = timer_Time();
JS_GC(guiManager->GetScriptInterface().GetContext());
time = timer_Time() - time;
g_Console->InsertMessage(L"Garbage collection completed in: %f", time);
}
void DumpSimState(void* UNUSED(cbdata))
{
OsPath path = psLogDir()/"sim_dump.txt";
std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc);
g_Game->GetSimulation2()->DumpDebugState(file);
}
void EnableTimeWarpRecording(void* UNUSED(cbdata), unsigned int numTurns)
{
g_Game->GetTurnManager()->EnableTimeWarpRecording(numTurns);
}
void RewindTimeWarp(void* UNUSED(cbdata))
{
g_Game->GetTurnManager()->RewindTimeWarp();
}
void QuickSave(void* UNUSED(cbdata))
{
g_Game->GetTurnManager()->QuickSave();
}
void QuickLoad(void* UNUSED(cbdata))
{
g_Game->GetTurnManager()->QuickLoad();
}
void SetBoundingBoxDebugOverlay(void* UNUSED(cbdata), bool enabled)
{
ICmpSelectable::ms_EnableDebugOverlays = enabled;
}
} // namespace
void GuiScriptingInit(ScriptInterface& scriptInterface)
{
// GUI manager functions:
scriptInterface.RegisterFunction<CScriptVal, &GetActiveGui>("GetActiveGui");
scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &PushGuiPage>("PushGuiPage");
scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &SwitchGuiPage>("SwitchGuiPage");
scriptInterface.RegisterFunction<void, &PopGuiPage>("PopGuiPage");
// Simulation<->GUI interface functions:
scriptInterface.RegisterFunction<CScriptVal, std::wstring, CScriptVal, &GuiInterfaceCall>("GuiInterfaceCall");
scriptInterface.RegisterFunction<void, CScriptVal, &PostNetworkCommand>("PostNetworkCommand");
// Entity picking
scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, &PickEntitiesAtPoint>("PickEntitiesAtPoint");
scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, int, int, int, &PickFriendlyEntitiesInRect>("PickFriendlyEntitiesInRect");
scriptInterface.RegisterFunction<std::vector<entity_id_t>, std::string, bool, bool, &PickSimilarFriendlyEntities>("PickSimilarFriendlyEntities");
scriptInterface.RegisterFunction<CFixedVector3D, int, int, &GetTerrainAtPoint>("GetTerrainAtPoint");
// Network / game setup functions
scriptInterface.RegisterFunction<void, &StartNetworkGame>("StartNetworkGame");
scriptInterface.RegisterFunction<void, CScriptVal, int, &StartGame>("StartGame");
scriptInterface.RegisterFunction<void, std::wstring, &StartNetworkHost>("StartNetworkHost");
scriptInterface.RegisterFunction<void, std::wstring, std::string, &StartNetworkJoin>("StartNetworkJoin");
scriptInterface.RegisterFunction<void, &DisconnectNetworkGame>("DisconnectNetworkGame");
scriptInterface.RegisterFunction<CScriptVal, &PollNetworkClient>("PollNetworkClient");
scriptInterface.RegisterFunction<void, CScriptVal, &SetNetworkGameAttributes>("SetNetworkGameAttributes");
scriptInterface.RegisterFunction<void, int, std::string, &AssignNetworkPlayer>("AssignNetworkPlayer");
scriptInterface.RegisterFunction<void, std::wstring, &SendNetworkChat>("SendNetworkChat");
scriptInterface.RegisterFunction<std::vector<CScriptValRooted>, &GetAIs>("GetAIs");
// Saved games
scriptInterface.RegisterFunction<CScriptVal, std::wstring, &StartSavedGame>("StartSavedGame");
scriptInterface.RegisterFunction<std::vector<CScriptValRooted>, &GetSavedGames>("GetSavedGames");
scriptInterface.RegisterFunction<void, &SaveGame>("SaveGame");
scriptInterface.RegisterFunction<void, &QuickSave>("QuickSave");
scriptInterface.RegisterFunction<void, &QuickLoad>("QuickLoad");
// Misc functions
scriptInterface.RegisterFunction<std::wstring, std::wstring, &SetCursor>("SetCursor");
scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
scriptInterface.RegisterFunction<std::wstring, &GetDefaultPlayerName>("GetDefaultPlayerName");
scriptInterface.RegisterFunction<void, std::string, &OpenURL>("OpenURL");
scriptInterface.RegisterFunction<void, &RestartInAtlas>("RestartInAtlas");
scriptInterface.RegisterFunction<bool, &AtlasIsAvailable>("AtlasIsAvailable");
scriptInterface.RegisterFunction<CScriptVal, VfsPath, &LoadMapSettings>("LoadMapSettings");
scriptInterface.RegisterFunction<CScriptVal, &GetMapSettings>("GetMapSettings");
scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollow>("CameraFollow");
scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollowFPS>("CameraFollowFPS");
scriptInterface.RegisterFunction<entity_id_t, &GetFollowedEntity>("GetFollowedEntity");
scriptInterface.RegisterFunction<bool, std::string, &HotkeyIsPressed_>("HotkeyIsPressed");
scriptInterface.RegisterFunction<void, std::wstring, &DisplayErrorDialog>("DisplayErrorDialog");
scriptInterface.RegisterFunction<CScriptVal, &GetProfilerState>("GetProfilerState");
// User report functions
scriptInterface.RegisterFunction<bool, &IsUserReportEnabled>("IsUserReportEnabled");
scriptInterface.RegisterFunction<void, bool, &SetUserReportEnabled>("SetUserReportEnabled");
scriptInterface.RegisterFunction<std::string, &GetUserReportStatus>("GetUserReportStatus");
scriptInterface.RegisterFunction<void, std::string, int, std::wstring, &SubmitUserReport>("SubmitUserReport");
// Development/debugging functions
scriptInterface.RegisterFunction<void, float, &SetSimRate>("SetSimRate");
scriptInterface.RegisterFunction<void, int, &SetTurnLength>("SetTurnLength");
scriptInterface.RegisterFunction<void, float, float, float, &SetCameraTarget>("SetCameraTarget");
scriptInterface.RegisterFunction<int, &Crash>("Crash");
scriptInterface.RegisterFunction<void, &DebugWarn>("DebugWarn");
scriptInterface.RegisterFunction<void, &ForceGC>("ForceGC");
scriptInterface.RegisterFunction<void, &DumpSimState>("DumpSimState");
scriptInterface.RegisterFunction<void, unsigned int, &EnableTimeWarpRecording>("EnableTimeWarpRecording");
scriptInterface.RegisterFunction<void, &RewindTimeWarp>("RewindTimeWarp");
scriptInterface.RegisterFunction<void, bool, &SetBoundingBoxDebugOverlay>("SetBoundingBoxDebugOverlay");
}