forked from 0ad/0ad
251 lines
6.8 KiB
C++
251 lines
6.8 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* File : Game.cpp
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* Project : engine
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* Description : Contains the CGame Class implementation.
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*
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**/
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#include "precompiled.h"
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#include "Game.h"
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#include "graphics/GameView.h"
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#include "graphics/UnitManager.h"
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#include "lib/timer.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "network/NetTurnManager.h"
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/Loader.h"
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#include "ps/Overlay.h"
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#include "ps/Profile.h"
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#include "ps/Replay.h"
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#include "ps/World.h"
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#include "scripting/ScriptingHost.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpPlayer.h"
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#include "simulation2/components/ICmpPlayerManager.h"
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#include "gui/GUIManager.h"
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extern bool g_GameRestarted;
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/**
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* Globally accessible pointer to the CGame object.
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**/
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CGame *g_Game=NULL;
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/**
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* Constructor
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*
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**/
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CGame::CGame(bool disableGraphics):
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m_World(new CWorld(this)),
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m_Simulation2(new CSimulation2(&m_World->GetUnitManager(), m_World->GetTerrain())),
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m_GameView(disableGraphics ? NULL : new CGameView(this)),
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m_GameStarted(false),
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m_Paused(false),
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m_SimRate(1.0f),
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m_PlayerID(-1)
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{
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m_ReplayLogger = new CReplayLogger(m_Simulation2->GetScriptInterface());
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// TODO: should use CDummyReplayLogger unless activated by cmd-line arg, perhaps?
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// Need to set the CObjectManager references after various objects have
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// been initialised, so do it here rather than via the initialisers above.
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if (m_GameView)
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m_World->GetUnitManager().SetObjectManager(m_GameView->GetObjectManager());
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m_TurnManager = new CNetLocalTurnManager(*m_Simulation2, GetReplayLogger()); // this will get replaced if we're a net server/client
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m_Simulation2->LoadDefaultScripts();
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m_Simulation2->ResetState();
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CScriptVal initData; // TODO: ought to get this from the GUI, somehow
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m_Simulation2->InitGame(initData);
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}
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/**
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* Destructor
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*
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**/
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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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if (CProfileManager::IsInitialised())
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g_Profiler.StructuralReset();
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delete m_TurnManager;
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delete m_GameView;
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delete m_Simulation2;
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delete m_World;
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delete m_ReplayLogger;
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}
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void CGame::SetTurnManager(CNetTurnManager* turnManager)
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{
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if (m_TurnManager)
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delete m_TurnManager;
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m_TurnManager = turnManager;
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if (m_TurnManager)
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m_TurnManager->SetPlayerID(m_PlayerID);
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}
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/**
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* Initializes the game with the set of attributes provided.
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* Makes calls to initialize the game view, world, and simulation objects.
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* Calls are made to facilitate progress reporting of the initialization.
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**/
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void CGame::RegisterInit(const CScriptValRooted& attribs)
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{
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std::wstring mapFile;
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m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "map", mapFile);
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mapFile += L".pmp";
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LDR_BeginRegistering();
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// RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization
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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 game view 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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if (m_GameView)
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m_GameView->RegisterInit();
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m_World->RegisterInit(mapFile, m_PlayerID);
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LDR_EndRegistering();
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}
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/**
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* Game initialization has been completed. Set game started flag and start the session.
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*
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* @return PSRETURN 0
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**/
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PSRETURN CGame::ReallyStartGame()
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{
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// Call the reallyStartGame GUI function, but only if it exists
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if (g_GUI && g_GUI->HasPages())
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{
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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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ok = JS_CallFunctionValue(g_ScriptingHost.getContext(), g_GUI->GetScriptObject(), fval, 0, NULL, &rval);
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}
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if (g_NetClient)
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g_NetClient->LoadFinished();
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debug_printf(L"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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if (CProfileManager::IsInitialised())
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g_Profiler.StructuralReset();
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// Mark terrain as modified so the minimap can repaint (is there a cleaner way of handling this?)
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g_GameRestarted = true;
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return 0;
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}
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int CGame::GetPlayerID()
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{
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return m_PlayerID;
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}
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void CGame::SetPlayerID(int playerID)
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{
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m_PlayerID = playerID;
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if (m_TurnManager)
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m_TurnManager->SetPlayerID(m_PlayerID);
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}
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void CGame::StartGame(const CScriptValRooted& attribs)
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{
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m_ReplayLogger->StartGame(attribs);
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RegisterInit(attribs);
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}
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// TODO: doInterpolate is optional because Atlas interpolates explicitly,
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// so that it has more control over the update rate. The game might want to
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// do the same, and then doInterpolate should be redundant and removed.
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/**
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* Periodic heartbeat that controls the process.
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* Simulation update is called and game status update is called.
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*
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* @param deltaTime Double. Elapsed time since last beat in seconds.
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* @param doInterpolate Bool. Perform interpolation if true.
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* @return bool false if it can't keep up with the desired simulation rate
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* indicating that you might want to render less frequently.
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**/
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bool CGame::Update(double deltaTime, bool doInterpolate)
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{
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if (m_Paused)
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return true;
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if (!m_TurnManager)
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return true;
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deltaTime *= m_SimRate;
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bool ok = true;
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if (deltaTime)
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{
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PROFILE("update");
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if (m_TurnManager->Update(deltaTime))
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g_GUI->SendEventToAll("SimulationUpdate");
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}
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if (doInterpolate)
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{
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PROFILE("interpolate");
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m_TurnManager->Interpolate(deltaTime);
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}
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return ok;
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}
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void CGame::Interpolate(float frameLength)
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{
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if (!m_TurnManager)
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return;
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m_TurnManager->Interpolate(frameLength);
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}
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static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
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CColor CGame::GetPlayerColour(int player) const
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{
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CmpPtr<ICmpPlayerManager> cmpPlayerManager(*m_Simulation2, SYSTEM_ENTITY);
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if (cmpPlayerManager.null())
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return BrokenColor;
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CmpPtr<ICmpPlayer> cmpPlayer(*m_Simulation2, cmpPlayerManager->GetPlayerByID(player));
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if (cmpPlayer.null())
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return BrokenColor;
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return cmpPlayer->GetColour();
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}
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