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forked from 0ad/0ad
0ad/source/ps/GameAttributes.cpp
Matei fa229121ec Bug fixes and more game setup options.
- Added "Screenshot Mode" and "Fog of War" game attributes. (Screenshot
Mode causes units to be initialized to Hold stance instead of Aggress
and also forces LOS to be All Visible. Atlas turn on Screenshot Mode by
default so units don't try to kill each other in there.)
- Modified LOSManager to allow disabling fog of war.
- Removed some debug message spam.
- Enabled line antialiasing for aura rendering and fixed some bugs that
caused strange effects (color was not set properly for the center point,
and when a unit was both mouseover'ed and selected, the aura was drawn
twice).
- Modified Stand stance to allow retaliation on attacks (normally Stand
will attack any enemy in LOS, but this is useful if a neutral unit is in
LOS).
- Modified pathfinder to not take into account terrain slope, which is
an expensive calculation - we'll eventually take into account terrain
type instead.

This was SVN commit r4527.
2006-10-08 17:39:46 +00:00

430 lines
11 KiB
C++

#include "precompiled.h"
#include <sstream>
#include "GameAttributes.h"
#include "Game.h"
#include "ConfigDB.h"
#include "network/ServerSession.h"
#include "CLogger.h"
#include "ps/XML/Xeromyces.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", &CPlayerSlot::JSI_GetAssignment);
// AddMethod<bool, &CPlayerSlot::JSI_AssignAI>("assignAI", <num_args>);
CJSObject<CPlayerSlot>::ScriptingInit("PlayerSlot");
}
jsval CPlayerSlot::JSI_GetSession(JSContext* UNUSED(cx))
{
if (m_pSession)
return OBJECT_TO_JSVAL(m_pSession->GetScript());
else
return JSVAL_NULL;
}
jsval CPlayerSlot::JSI_GetAssignment(JSContext* UNUSED(cx))
{
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* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
AssignClosed();
return true;
}
bool CPlayerSlot::JSI_AssignOpen(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
AssignOpen();
return true;
}
bool CPlayerSlot::JSI_AssignToSession(JSContext* UNUSED(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* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(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=ToPrimitive<uint>(id);
if (index > pInstance->m_NumSlots)
return JS_FALSE;
*vp=OBJECT_TO_JSVAL(pInstance->m_PlayerSlots[index]->GetScript());
return JS_TRUE;
}
JSBool SetProperty( JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsval UNUSED(id), jsval* UNUSED(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* UNUSED(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_ResourceLevel("default"),
m_StartingPhase("default"),
m_LOSSetting(0),
m_FogOfWar(true),
m_ScreenshotMode(false),
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"resourceLevel", &m_ResourceLevel);
AddSynchedProperty(L"startingPhase", &m_StartingPhase);
AddSynchedProperty(L"numSlots", &m_NumSlots, &CGameAttributes::OnNumSlotsUpdate);
AddSynchedProperty(L"losSetting", &m_LOSSetting);
AddSynchedProperty(L"fogOfWar", &m_FogOfWar);
AddSynchedProperty(L"screenshotMode", &m_ScreenshotMode);
CXeromyces XeroFile;
if (XeroFile.Load("temp/players.xml") != PSRETURN_OK)
{
LOG(ERROR, "", "Failed to load players list (temp/players.xml)");
// Basic default players
m_Players.push_back(new CPlayer(0));
m_Players.back()->SetName(L"Gaia");
m_Players.back()->SetColour(SPlayerColour(1.0f, 1.0f, 1.0f));
m_Players.push_back(new CPlayer(1));
m_Players.back()->SetName(L"Player 1");
m_Players.back()->SetColour(SPlayerColour(0.4375f, 0.4375f, 0.8125f));
}
else
{
int at_name = XeroFile.getAttributeID("name");
int at_rgb = XeroFile.getAttributeID("rgb");
XMBElement root = XeroFile.getRoot();
XERO_ITER_EL(root, player)
{
XMBAttributeList attr = player.getAttributes();
m_Players.push_back(new CPlayer((int)m_Players.size()));
m_Players.back()->SetName(attr.getNamedItem(at_name));
std::stringstream str;
str << (CStr)attr.getNamedItem(at_rgb);
int r, g, b;
if (str >> r >> g >> b)
m_Players.back()->SetColour(SPlayerColour(r/255.0f, g/255.0f, b/255.0f));
}
}
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", &CGameAttributes::JSI_GetPlayerSlots);
CJSObject<CGameAttributes>::ScriptingInit("GameAttributes");
}
jsval CGameAttributes::JSI_GetOpenSlot(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(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(JSContext* UNUSED(cx))
{
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(const CStrW& name, const CStrW& value)
{
ISynchedJSProperty *prop=GetSynchedProperty(name);
if (prop)
{
prop->FromString(value);
}
}
void CGameAttributes::Update(const 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);
}
}