0ad/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp
Ykkrosh ec69bccb2c # Tidied up some code.
- Made some classes not be singletons, since there's no reason why they
should be.
 - Made them non-global too (because globals have unclear lifetimes, and
make it harder to test things, etc). They're now owned by CGameView and
CWorld, and mostly accessed via g_Game or arguments (vaguely trying to
avoid the graphics code calling into the game code).
 - Moved CGameView implementation into pimpl, so the header file isn't
so heavy.
 - Changed a few pointers into references, to indicate that they're
never NULL.

This was SVN commit r4756.
2007-01-08 01:56:46 +00:00

119 lines
3.0 KiB
C++

#include "precompiled.h"
#include "MessageHandler.h"
#include "../GameLoop.h"
#include "graphics/GameView.h"
#include "graphics/MapWriter.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.h"
#include "ps/Game.h"
#include "ps/GameAttributes.h"
#include "ps/Loader.h"
#include "renderer/Renderer.h"
#include "simulation/LOSManager.h"
#include "simulation/Simulation.h"
namespace AtlasMessage {
static void InitGame(std::wstring map)
{
if (g_Game)
delete g_Game;
// Set attributes for the game:
g_GameAttributes.m_MapFile = map;
// Make all players locally controlled
for (int i=1; i<8; ++i)
g_GameAttributes.GetSlot(i)->AssignLocal();
// Make the whole world visible
g_GameAttributes.m_LOSSetting = 2;
g_GameAttributes.m_FogOfWar = false;
// Disable unit AI (and other things that may interfere with making things look nice)
g_GameAttributes.m_ScreenshotMode = false;
// Initialise the game:
g_Game = new CGame();
}
static void StartGame()
{
PSRETURN ret = g_Game->StartGame(&g_GameAttributes);
debug_assert(ret == PSRETURN_OK);
LDR_NonprogressiveLoad();
ret = g_Game->ReallyStartGame();
debug_assert(ret == PSRETURN_OK);
// Make sure entities get rendered in the correct location
g_Game->GetSimulation()->Update(0.0);
}
MESSAGEHANDLER(GenerateMap)
{
InitGame(L"");
// Convert size in patches to number of vertices
int vertices = msg->size * PATCH_SIZE + 1;
// Generate flat heightmap
u16* heightmap = new u16[vertices*vertices];
for (int z = 0; z < vertices; ++z)
for (int x = 0; x < vertices; ++x)
// heightmap[x + z*vertices] = 32768 +(int)(2048.f*(rand()/(float)RAND_MAX-0.5f));
heightmap[x + z*vertices] = 16384;
// Initialise terrain using the heightmap
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
terrain->Initialize(msg->size, heightmap);
delete[] heightmap;
// Start the game, load data files - this must be done before initialising
// the terrain texture below, since the terrains must be loaded before being
// used.
StartGame();
// Cover terrain with default texture
// TODO: split into fCoverWithTexture
CTextureEntry* texentry = g_TexMan.FindTexture("grass1_spring"); // TODO: make default customisable
Handle tex = texentry ? texentry->GetHandle() : 0;
int patches = terrain->GetPatchesPerSide();
for (int pz = 0; pz < patches; ++pz) {
for (int px = 0; px < patches; ++px) {
CPatch* patch = terrain->GetPatch(px, pz);
for (int z = 0; z < PATCH_SIZE; ++z)
for (int x = 0; x < PATCH_SIZE; ++x)
{
patch->m_MiniPatches[z][x].Tex1 = tex;
patch->m_MiniPatches[z][x].Tex1Priority = 0;
}
}
}
}
MESSAGEHANDLER(LoadMap)
{
InitGame(*msg->filename);
StartGame();
}
MESSAGEHANDLER(SaveMap)
{
CMapWriter writer;
writer.SaveMap(CStr(L"maps/scenarios/" + *msg->filename),
g_Game->GetWorld()->GetTerrain(), &g_Game->GetWorld()->GetUnitManager(),
g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(),
&g_LightEnv, g_Game->GetView()->GetCamera(), g_Game->GetView()->GetCinema());
}
}