Ykkrosh
4a7d0e9038
Premake: Don't compile Atlas when compiling ScEd, though I can't remember why. Atlas: Load existing maps. This was SVN commit r2720.
83 lines
2.1 KiB
C++
83 lines
2.1 KiB
C++
#include "precompiled.h"
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#include "MessageHandler.h"
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#include "graphics/Patch.h"
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#include "graphics/TextureManager.h"
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#include "graphics/TextureEntry.h"
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#include "ps/Game.h"
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#include "ps/GameAttributes.h"
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#include "ps/Loader.h"
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namespace AtlasMessage {
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static void InitGame(std::wstring map)
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{
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if (g_Game)
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delete g_Game;
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// Set attributes for the game:
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// Start without a map
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g_GameAttributes.m_MapFile = map;
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// Make all players locally controlled
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for (int i=1; i<8; ++i)
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g_GameAttributes.GetSlot(i)->AssignLocal();
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// Start the game:
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g_Game = new CGame();
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PSRETURN ret = g_Game->StartGame(&g_GameAttributes);
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debug_assert(ret == PSRETURN_OK);
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LDR_NonprogressiveLoad();
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ret = g_Game->ReallyStartGame();
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debug_assert(ret == PSRETURN_OK);
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// Make sure entities get rendered in the correct location
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g_Game->GetSimulation()->Update(0.0);
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}
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MESSAGEHANDLER(GenerateMap)
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{
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InitGame(L"");
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// Convert size in patches to number of vertices
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int vertices = msg->size * PATCH_SIZE + 1;
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// Generate flat heightmap
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u16* heightmap = new u16[vertices*vertices];
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for (int z = 0; z < vertices; ++z)
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for (int x = 0; x < vertices; ++x)
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// heightmap[x + z*vertices] = 32768 +(int)(2048.f*(rand()/(float)RAND_MAX-0.5f));
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heightmap[x + z*vertices] = 32768;
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// Initialise terrain using the heightmap
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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terrain->Initialize(msg->size, heightmap);
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delete[] heightmap;
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// Cover terrain with default texture
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// TODO: split into fCoverWithTexture
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CTextureEntry* texentry = g_TexMan.FindTexture("grass1_spring.dds"); // TODO: make default customisable
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Handle tex = texentry ? texentry->GetHandle() : 0;
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int patches = terrain->GetPatchesPerSide();
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for (int pz = 0; pz < patches; ++pz) {
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for (int px = 0; px < patches; ++px) {
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CPatch* patch = terrain->GetPatch(px, pz);
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for (int z = 0; z < PATCH_SIZE; ++z)
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for (int x = 0; x < PATCH_SIZE; ++x)
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patch->m_MiniPatches[z][x].Tex1 = tex;
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}
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}
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}
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MESSAGEHANDLER(LoadMap)
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{
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InitGame(msg->filename);
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}
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}
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