1
0
forked from 0ad/0ad
0ad/source/ps/GameAttributes.cpp
2005-05-09 03:26:04 +00:00

412 lines
10 KiB
C++

#include "precompiled.h"
#include "GameAttributes.h"
#include "Game.h"
#include "ConfigDB.h"
#include "Network/ServerSession.h"
#include "CLogger.h"
using namespace std;
CPlayerSlot::CPlayerSlot(int slotID, CPlayer *pPlayer):
m_SlotID(slotID),
m_Assignment(SLOT_OPEN),
m_pSession(NULL),
m_SessionID(0),
m_pPlayer(pPlayer),
m_Callback(NULL)
{
ONCE(
ScriptingInit();
);
//AddProperty(L"session", (GetFn)&CPlayerSlot::JSI_GetSession);
AddLocalProperty(L"session", &m_pSession, true );
AddLocalProperty(L"player", &m_pPlayer, true );
}
CPlayerSlot::~CPlayerSlot()
{}
void CPlayerSlot::ScriptingInit()
{
AddMethod<bool, &CPlayerSlot::JSI_AssignClosed>("assignClosed", 0);
AddMethod<bool, &CPlayerSlot::JSI_AssignToSession>("assignToSession", 1);
AddMethod<bool, &CPlayerSlot::JSI_AssignLocal>("assignLocal", 0);
AddMethod<bool, &CPlayerSlot::JSI_AssignOpen>("assignOpen", 0);
AddProperty(L"assignment", (GetFn)&CPlayerSlot::JSI_GetAssignment);
// AddMethod<bool, &CPlayerSlot::JSI_AssignAI>("assignAI", <num_args>);
CJSObject<CPlayerSlot>::ScriptingInit("PlayerSlot");
}
jsval CPlayerSlot::JSI_GetSession()
{
if (m_pSession)
return OBJECT_TO_JSVAL(m_pSession->GetScript());
else
return JSVAL_NULL;
}
jsval CPlayerSlot::JSI_GetAssignment()
{
switch (m_Assignment)
{
case SLOT_CLOSED:
return g_ScriptingHost.UCStringToValue(L"closed");
case SLOT_OPEN:
return g_ScriptingHost.UCStringToValue(L"open");
case SLOT_SESSION:
return g_ScriptingHost.UCStringToValue(L"session");
/* case SLOT_AI:*/
default:
return INT_TO_JSVAL(m_Assignment);
}
}
bool CPlayerSlot::JSI_AssignClosed(JSContext *cx, uintN argc, jsval *argv)
{
AssignClosed();
return true;
}
bool CPlayerSlot::JSI_AssignOpen(JSContext *cx, uintN argc, jsval *argv)
{
AssignOpen();
return true;
}
bool CPlayerSlot::JSI_AssignToSession(JSContext *cx, uintN argc, jsval *argv)
{
if (argc != 1) return false;
CNetServerSession *pSession=ToNative<CNetServerSession>(argv[0]);
if (pSession)
{
AssignToSession(pSession);
return true;
}
else
return true;
}
bool CPlayerSlot::JSI_AssignLocal(JSContext *cx, uintN argc, jsval *argv)
{
AssignToSessionID(1);
return true;
}
void CPlayerSlot::CallCallback()
{
if (m_Callback)
m_Callback(m_CallbackData, this);
}
void CPlayerSlot::SetAssignment(EPlayerSlotAssignment assignment,
CNetServerSession *pSession, int sessionID)
{
m_Assignment=assignment;
m_pSession=pSession;
m_SessionID=sessionID;
CallCallback();
}
void CPlayerSlot::AssignClosed()
{
SetAssignment(SLOT_CLOSED, NULL, -1);
}
void CPlayerSlot::AssignOpen()
{
SetAssignment(SLOT_OPEN, NULL, -1);
}
void CPlayerSlot::AssignToSession(CNetServerSession *pSession)
{
SetAssignment(SLOT_SESSION, pSession, pSession->GetID());
m_pPlayer->SetName(pSession->GetName());
}
void CPlayerSlot::AssignToSessionID(int id)
{
SetAssignment(SLOT_SESSION, NULL, id);
}
void CPlayerSlot::AssignLocal()
{
AssignToSessionID(1);
}
namespace PlayerSlotArray_JS
{
JSBool GetProperty( JSContext* cx, JSObject* obj, jsval id, jsval* vp )
{
CGameAttributes *pInstance=(CGameAttributes *)JS_GetPrivate(cx, obj);
if (!JSVAL_IS_INT(id))
return JS_FALSE;
uint index=g_ScriptingHost.ValueToInt(id);
if (index > pInstance->m_NumSlots)
return JS_FALSE;
*vp=OBJECT_TO_JSVAL(pInstance->m_PlayerSlots[index]->GetScript());
return JS_TRUE;
}
JSBool SetProperty( JSContext* cx, JSObject* obj, jsval id, jsval* vp )
{
return JS_FALSE;
}
JSClass Class = {
"PlayerSlotArray", JSCLASS_HAS_PRIVATE,
JS_PropertyStub, JS_PropertyStub,
GetProperty, SetProperty,
JS_EnumerateStub, JS_ResolveStub,
JS_ConvertStub, JS_FinalizeStub
};
JSBool Construct( JSContext* cx, JSObject* obj, uint argc, jsval* argv, jsval* rval )
{
if (argc != 0)
return JS_FALSE;
JSObject *newObj=JS_NewObject(cx, &Class, NULL, obj);
*rval=OBJECT_TO_JSVAL(newObj);
return JS_TRUE;
}
};
CGameAttributes::CGameAttributes():
m_MapFile("test01.pmp"),
m_NumSlots(8),
m_UpdateCB(NULL),
m_PlayerUpdateCB(NULL),
m_PlayerSlotAssignmentCB(NULL)
{
ONCE(
ScriptingInit();
);
m_PlayerSlotArrayJS=g_ScriptingHost.CreateCustomObject("PlayerSlotArray");
JS_AddRoot(g_ScriptingHost.GetContext(), &m_PlayerSlotArrayJS);
JS_SetPrivate(g_ScriptingHost.GetContext(), m_PlayerSlotArrayJS, this);
AddSynchedProperty(L"mapFile", &m_MapFile);
AddSynchedProperty(L"numSlots", &m_NumSlots, &CGameAttributes::OnNumSlotsUpdate);
m_Players.resize(9);
for (int i=0;i<9;i++)
m_Players[i]=new CPlayer(i);
m_Players[0]->SetName(L"Gaia");
m_Players[0]->SetColour(SPlayerColour(1.0f, 1.0f, 1.0f)); //White
m_Players[1]->SetName(L"Player 1");
m_Players[1]->SetColour(SPlayerColour(0.086f, 0.371f, 0.8f)); // Blue
m_Players[2]->SetName(L"Acumen");
m_Players[2]->SetColour(SPlayerColour(0.847f, 0.0f, 0.0f)); //Red
m_Players[3]->SetName(L"Boco the Insignificant");
m_Players[3]->SetColour(SPlayerColour(0.0f, 0.34f, 0.0f)); //Green
m_Players[4]->SetName(L"NoMonkey the Magnificent");
m_Players[4]->SetColour(SPlayerColour(1.0f, 0.97f, 0.144f)); //Yellow
m_Players[5]->SetName(L"Wijit");
m_Players[5]->SetColour(SPlayerColour(1.0f, 0.678f, 0.0f)); //Orange
m_Players[6]->SetName(L"Ykkrosh");
m_Players[6]->SetColour(SPlayerColour(0.0f, 0.675f, 0.588f)); //Turquoise
m_Players[7]->SetName(L"Code Monkey");
m_Players[7]->SetColour(SPlayerColour(0.827f, 0.227f, 0.788f)); //Purple
m_Players[8]->SetName(L"Clausewitz");
m_Players[8]->SetColour(SPlayerColour(0.235f, 0.235f, 0.235f)); //Black
std::vector<CPlayer *>::iterator it=m_Players.begin();
++it; // Skip Gaia - gaia doesn't account for a slot
for (;it != m_Players.end();++it)
{
m_PlayerSlots.push_back(new CPlayerSlot((*it)->GetPlayerID()-1, *it));
}
// The first player is always the server player in MP, or the local player
// in SP
m_PlayerSlots[0]->AssignToSessionID(1);
}
CGameAttributes::~CGameAttributes()
{
std::vector<CPlayerSlot *>::iterator it=m_PlayerSlots.begin();
while (it != m_PlayerSlots.end())
{
delete (*it)->GetPlayer();
delete *it;
++it;
}
// PT: ??? - Gaia isn't a player slot, but still needs to be deleted; but
// this feels rather unpleasantly inconsistent with the above code, so maybe
// there's a better way to avoid the memory leak.
delete m_Players[0];
JS_RemoveRoot(g_ScriptingHost.GetContext(), &m_PlayerSlotArrayJS);
}
void CGameAttributes::ScriptingInit()
{
g_ScriptingHost.DefineCustomObjectType(&PlayerSlotArray_JS::Class,
PlayerSlotArray_JS::Construct, 0, NULL, NULL, NULL, NULL);
AddMethod<jsval, &CGameAttributes::JSI_GetOpenSlot>("getOpenSlot", 0);
AddProperty(L"slots", (GetFn)&CGameAttributes::JSI_GetPlayerSlots);
CJSObject<CGameAttributes>::ScriptingInit("GameAttributes");
}
jsval CGameAttributes::JSI_GetOpenSlot(JSContext *cx, uintN argc, jsval *argv)
{
vector <CPlayerSlot *>::iterator it;
for (it = m_PlayerSlots.begin();it != m_PlayerSlots.end();++it)
{
if ((*it)->GetAssignment() == SLOT_OPEN)
return OBJECT_TO_JSVAL((*it)->GetScript());
}
return JSVAL_NULL;
}
jsval CGameAttributes::JSI_GetPlayerSlots()
{
return OBJECT_TO_JSVAL(m_PlayerSlotArrayJS);
}
void CGameAttributes::OnNumSlotsUpdate(CSynchedJSObjectBase *owner)
{
CGameAttributes *pInstance=(CGameAttributes*)owner;
// Clamp to a preset upper bound.
CConfigValue *val=g_ConfigDB.GetValue(CFG_MOD, "max_players");
uint maxPlayers=PS_MAX_PLAYERS;
if (val)
val->GetUnsignedInt(maxPlayers);
if (pInstance->m_NumSlots > maxPlayers)
pInstance->m_NumSlots = maxPlayers;
// Resize array according to new number of slots (note that the array
// size will go up to maxPlayers (above), but will never be made smaller -
// this to avoid losing player pointers and make sure they are all
// reclaimed in the end - it's just simpler that way ;-) )
if (pInstance->m_NumSlots > pInstance->m_PlayerSlots.size())
{
for (size_t i=pInstance->m_PlayerSlots.size();i<=pInstance->m_NumSlots;i++)
{
CPlayer *pNewPlayer=new CPlayer((uint)i+1);
pNewPlayer->SetUpdateCallback(pInstance->m_PlayerUpdateCB,
pInstance->m_PlayerUpdateCBData);
pInstance->m_Players.push_back(pNewPlayer);
CPlayerSlot *pNewSlot=new CPlayerSlot((uint)i, pNewPlayer);
pNewSlot->SetCallback(pInstance->m_PlayerSlotAssignmentCB,
pInstance->m_PlayerSlotAssignmentCBData);
pInstance->m_PlayerSlots.push_back(pNewSlot);
}
}
}
CPlayer *CGameAttributes::GetPlayer(int id)
{
if (id >= 0 && id < (int)m_Players.size())
{
return m_Players[id];
}
else
{
LOG(ERROR, "", "CGameAttributes::GetPlayer(): Attempt to get player %d (while there only are %d players)", id, m_Players.size());
return m_Players[0];
}
}
CPlayerSlot *CGameAttributes::GetSlot(int index)
{
if (index >= 0 && index < (int)m_PlayerSlots.size())
return m_PlayerSlots[index];
else
{
LOG(ERROR, "", "CGameAttributes::GetSlot(): Attempt to get slot %d (while there only are %d slots)", index, m_PlayerSlots.size());
return m_PlayerSlots[0];
}
}
void CGameAttributes::FinalizeSlots()
{
// Back up our old slots, and empty the resulting vector
vector<CPlayerSlot *> oldSlots;
oldSlots.swap(m_PlayerSlots);
vector<CPlayer *> oldPlayers;
oldPlayers.swap(m_Players);
m_Players.push_back(oldPlayers[0]); // Gaia
// Copy over the slots we want
uint assignedSlots=0;
for (size_t i=0;i<oldSlots.size();i++)
{
CPlayerSlot *slot=oldSlots[i];
EPlayerSlotAssignment assignment=slot->GetAssignment();
if (assignment != SLOT_OPEN && assignment != SLOT_CLOSED)
{
m_PlayerSlots.push_back(slot);
slot->GetPlayer()->SetPlayerID(assignedSlots+1);
m_Players.push_back(slot->GetPlayer());
assignedSlots++;
}
else
{
LOG(ERROR, "", "CGameAttributes::FinalizeSlots(): slot %d deleted", i);
delete slot->GetPlayer();
delete slot;
}
}
m_NumSlots=assignedSlots;
}
void CGameAttributes::SetValue(CStrW name, CStrW value)
{
ISynchedJSProperty *prop=GetSynchedProperty(name);
if (prop)
{
prop->FromString(value);
}
}
void CGameAttributes::Update(CStrW name, ISynchedJSProperty *attrib)
{
if (m_UpdateCB)
m_UpdateCB(name, attrib->ToString(), m_UpdateCBData);
}
void CGameAttributes::SetPlayerUpdateCallback(CPlayer::UpdateCallback *cb, void *userdata)
{
m_PlayerUpdateCB=cb;
m_PlayerUpdateCBData=userdata;
for (size_t i=0;i<m_Players.size();i++)
{
m_Players[i]->SetUpdateCallback(cb, userdata);
}
}
void CGameAttributes::SetPlayerSlotAssignmentCallback(PlayerSlotAssignmentCB *cb, void *userdata)
{
m_PlayerSlotAssignmentCB=cb;
m_PlayerSlotAssignmentCBData=userdata;
for (size_t i=0;i<m_PlayerSlots.size();i++)
{
m_PlayerSlots[i]->SetCallback(cb, userdata);
}
}