forked from 0ad/0ad
07e630a97e
This was SVN commit r3300.
223 lines
5.6 KiB
C++
Executable File
223 lines
5.6 KiB
C++
Executable File
#include "precompiled.h"
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#include "Game.h"
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#include "GameAttributes.h"
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#include "CLogger.h"
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#ifndef NO_GUI
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#include "gui/CGUI.h"
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#endif
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#include "timer.h"
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#include "Profile.h"
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#include "Loader.h"
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#include "CStr.h"
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#include "EntityManager.h"
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#include "CConsole.h"
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extern CConsole* g_Console;
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CGame *g_Game=NULL;
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// Disable "warning C4355: 'this' : used in base member initializer list".
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// "The base-class constructors and class member constructors are called before
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// this constructor. In effect, you've passed a pointer to an unconstructed
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// object to another constructor. If those other constructors access any
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// members or call member functions on this, the result will be undefined."
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// In this case, the pointers are simply stored for later use, so there
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// should be no problem.
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#if MSC_VERSION
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# pragma warning (disable: 4355)
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#endif
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CGame::CGame():
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m_World(this),
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m_Simulation(this),
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m_GameView(this),
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m_pLocalPlayer(NULL),
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m_GameStarted(false)
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{
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debug_printf("CGame::CGame(): Game object CREATED; initializing..\n");
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}
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#if MSC_VERSION
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# pragma warning (default: 4355)
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#endif
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CGame::~CGame()
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{
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// Again, the in-game call tree is going to be different to the main menu one.
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g_Profiler.StructuralReset();
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debug_printf("CGame::~CGame(): Game object DESTROYED\n");
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}
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PSRETURN CGame::RegisterInit(CGameAttributes* pAttribs)
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{
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LDR_BeginRegistering();
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// RC, 040804 - GameView needs to be initialised before World, otherwise GameView initialisation
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// overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default
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// values. At the minute, it's just lighting settings, but could be extended to store camera position.
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// Storing lighting settings in the gameview seems a little odd, but it's no big deal; maybe move it at
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// some point to be stored in the world object?
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m_GameView.RegisterInit(pAttribs);
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m_World.RegisterInit(pAttribs);
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m_Simulation.RegisterInit(pAttribs);
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LDR_EndRegistering();
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return 0;
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}
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PSRETURN CGame::ReallyStartGame()
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{
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#ifndef NO_GUI
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// Call the reallyStartGame function, but only if it exists
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jsval fval, rval;
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JSBool ok = JS_GetProperty(g_ScriptingHost.getContext(), g_GUI.GetScriptObject(), "reallyStartGame", &fval);
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debug_assert(ok);
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if (ok && !JSVAL_IS_VOID(fval))
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{
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ok = JS_CallFunctionValue(g_ScriptingHost.getContext(), g_GUI.GetScriptObject(), fval, 0, NULL, &rval);
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debug_assert(ok);
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}
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#endif
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debug_printf("GAME STARTED, ALL INIT COMPLETE\n");
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m_GameStarted=true;
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// The call tree we've built for pregame probably isn't useful in-game.
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g_Profiler.StructuralReset();
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#ifndef NO_GUI
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g_GUI.SendEventToAll("sessionstart");
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#endif
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return 0;
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}
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PSRETURN CGame::StartGame(CGameAttributes *pAttribs)
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{
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try
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{
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// JW: this loop is taken from ScEd and fixes lack of player color.
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// TODO: determine proper number of players.
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for (int i=1; i<8; ++i)
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pAttribs->GetSlot(i)->AssignLocal();
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pAttribs->FinalizeSlots();
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m_NumPlayers=pAttribs->GetSlotCount();
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// Player 0 = Gaia - allocate one extra
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m_Players.resize(m_NumPlayers + 1);
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for (uint i=0;i <= m_NumPlayers;i++)
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m_Players[i]=pAttribs->GetPlayer(i);
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m_pLocalPlayer=m_Players[1];
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RegisterInit(pAttribs);
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}
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catch (PSERROR_Game& e)
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{
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return e.getCode();
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}
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return 0;
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}
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void CGame::Update(double deltaTime)
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{
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m_Simulation.Update(deltaTime);
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// TODO Detect game over and bring up the summary screen or something
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// ^ Quick game over hack is implemented, no summary screen however
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if ( m_World.GetEntityManager()->GetDeath() )
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{
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UpdateGameStatus();
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if (GameStatus != 0)
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EndGame();
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}
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//reset death event flag
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m_World.GetEntityManager()->SetDeath(false);
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}
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void CGame::UpdateGameStatus()
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{
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bool EOG_lose = true;
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bool EOG_win = true;
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CPlayer *local = GetLocalPlayer();
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for (int i=0; i<MAX_HANDLES; i++)
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{
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CHandle *handle = m_World.GetEntityManager()->getHandle(i);
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if ( !handle )
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continue;
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CPlayer *tmpPlayer = handle->m_entity->GetPlayer();
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//Are we still alive?
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if ( local == tmpPlayer && handle->m_entity->m_extant )
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{
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EOG_lose = false;
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if (EOG_win == false)
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break;
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}
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//Are they still alive?
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else if ( handle->m_entity->m_extant )
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{
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EOG_win = false;
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if (EOG_lose == false)
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break;
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}
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}
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if (EOG_lose && EOG_win)
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GameStatus = EOG_SPECIAL_DRAW;
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else if (EOG_win)
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GameStatus = EOG_WIN;
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else if (EOG_lose)
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GameStatus = EOG_LOSE;
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else
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GameStatus = EOG_NEUTRAL;
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}
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void CGame::EndGame()
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{
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g_Console->InsertMessage( L"It's the end of the game as we know it!");
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switch (GameStatus)
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{
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case EOG_DRAW:
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g_Console->InsertMessage( L"A diplomatic draw ain't so bad, eh?");
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break;
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case EOG_SPECIAL_DRAW:
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g_Console->InsertMessage( L"Amazingly, you managed to draw from dieing at the same time as your opponent...you have my respect.");
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break;
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case EOG_LOSE:
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g_Console->InsertMessage( L"My condolences on your loss.");
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break;
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case EOG_WIN:
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g_Console->InsertMessage( L"Thou art victorious!");
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break;
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default:
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break;
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}
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}
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CPlayer *CGame::GetPlayer(uint idx)
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{
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if (idx > m_NumPlayers)
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{
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// debug_warn("Invalid player ID");
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// LOG(ERROR, "", "Invalid player ID %d (outside 0..%d)", idx, m_NumPlayers);
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return m_Players[0];
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}
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// Be a bit more paranoid - maybe m_Players hasn't been set large enough
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else if (idx >= m_Players.size())
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{
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debug_warn("Invalid player ID");
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LOG(ERROR, "", "Invalid player ID %d (not <=%d - internal error?)", idx, m_Players.size());
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if (m_Players.size() != 0)
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return m_Players[0];
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else
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return NULL; // the caller will probably crash because of this,
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// but at least we've reported the error
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}
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else
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return m_Players[idx];
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}
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