0ad/source/ps/Game.cpp
Ykkrosh f0d9806b3f # Restructured GUI implementation
CGUI now represents a single 'page'. CGUIManager maintains multiple
pages and switches between them.
Split the XML files into pregame, loading, session and messagebox pages.
Added hotloading of GUI pages.
Minor GUI cleanups.
(Merge from hg 81862d33780c)

This was SVN commit r7214.
2009-12-03 20:17:22 +00:00

344 lines
9.1 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* File : Game.cpp
* Project : engine
* Description : Contains the CGame Class implementation.
*
**/
#include "precompiled.h"
#include "Game.h"
#include "graphics/GameView.h"
#include "graphics/UnitManager.h"
#include "lib/timer.h"
#include "network/NetClient.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/GameAttributes.h"
#include "ps/Loader.h"
#include "ps/Profile.h"
#include "ps/World.h"
#include "simulation/Entity.h"
#include "simulation/EntityManager.h"
#include "simulation/Simulation.h"
#include "gui/GUIManager.h"
class CNetServer;
extern CNetServer *g_NetServer;
extern bool g_GameRestarted;
/**
* Globally accessible pointer to the CGame object.
**/
CGame *g_Game=NULL;
// Disable "warning C4355: 'this' : used in base member initializer list".
// "The base-class constructors and class member constructors are called before
// this constructor. In effect, you've passed a pointer to an unconstructed
// object to another constructor. If those other constructors access any
// members or call member functions on this, the result will be undefined."
// In this case, the pointers are simply stored for later use, so there
// should be no problem.
#if MSC_VERSION
# pragma warning (disable: 4355)
#endif
/**
* Constructor
*
**/
CGame::CGame():
m_World(new CWorld(this)),
m_Simulation(new CSimulation(this)),
m_GameView(new CGameView(this)),
m_pLocalPlayer(NULL),
m_GameStarted(false),
m_Paused(false),
m_SimRate(1.0f)
{
// Need to set the CObjectManager references after various objects have
// been initialised, so do it here rather than via the initialisers above.
m_World->GetUnitManager().SetObjectManager(m_GameView->GetObjectManager());
}
#if MSC_VERSION
# pragma warning (default: 4355)
#endif
/**
* Destructor
*
**/
CGame::~CGame()
{
// Again, the in-game call tree is going to be different to the main menu one.
g_Profiler.StructuralReset();
delete m_GameView;
delete m_Simulation;
delete m_World;
}
/**
* Initializes the game with the set of attributes provided.
* Makes calls to initialize the game view, world, and simulation objects.
* Calls are made to facilitate progress reporting of the initialization.
*
* @param CGameAttributes * pAttribs pointer to the game attribute values
* @return PSRETURN 0
**/
PSRETURN CGame::RegisterInit(CGameAttributes* pAttribs)
{
LDR_BeginRegistering();
// RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization
// overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default
// values. At the minute, it's just lighting settings, but could be extended to store camera position.
// Storing lighting settings in the game view seems a little odd, but it's no big deal; maybe move it at
// some point to be stored in the world object?
m_GameView->RegisterInit(pAttribs);
m_World->RegisterInit(pAttribs);
m_Simulation->RegisterInit(pAttribs);
LDR_EndRegistering();
return 0;
}
/**
* Game initialization has been completed. Set game started flag and start the session.
*
* @return PSRETURN 0
**/
PSRETURN CGame::ReallyStartGame()
{
// Call the reallyStartGame GUI function, but only if it exists
jsval fval, rval;
JSBool ok = JS_GetProperty(g_ScriptingHost.getContext(), g_GUI->GetScriptObject(), "reallyStartGame", &fval);
debug_assert(ok);
if (ok && !JSVAL_IS_VOID(fval))
{
ok = JS_CallFunctionValue(g_ScriptingHost.getContext(), g_GUI->GetScriptObject(), fval, 0, NULL, &rval);
}
debug_printf(L"GAME STARTED, ALL INIT COMPLETE\n");
m_GameStarted=true;
// The call tree we've built for pregame probably isn't useful in-game.
g_Profiler.StructuralReset();
// Mark terrain as modified so the minimap can repaint (is there a cleaner way of handling this?)
g_GameRestarted = true;
g_GUI->SendEventToAll("sessionstart");
return 0;
}
/**
* Prepare to start the game.
* Set up the players list then call RegisterInit that initializes the game and is used to report progress.
*
* @param CGameAttributes * pGameAttributes game attributes for initialization.
* @return PSRETURN 0 if successful,
* error information if not.
**/
PSRETURN CGame::StartGame(CGameAttributes *pAttribs)
{
try
{
// JW: this loop is taken from ScEd and fixes lack of player color.
// TODO: determine proper number of players.
// SB: Only do this for non-network games
if (!g_NetClient && !g_NetServer)
{
for (int i=1; i<8; ++i)
pAttribs->GetSlot(i)->AssignLocal();
}
pAttribs->FinalizeSlots();
m_NumPlayers=pAttribs->GetSlotCount();
// Player 0 = Gaia - allocate one extra
m_Players.resize(m_NumPlayers + 1);
for (size_t i=0;i <= m_NumPlayers;i++)
m_Players[i]=pAttribs->GetPlayer(i);
if (g_NetClient)
{
// TODO
m_pLocalPlayer = g_NetClient->GetLocalPlayer();
debug_assert(m_pLocalPlayer && "Darn it! We weren't assigned to a slot!");
}
else
{
m_pLocalPlayer=m_Players[1];
}
RegisterInit(pAttribs);
}
catch (PSERROR_Game& e)
{
return e.getCode();
}
return 0;
}
// TODO: doInterpolate is optional because Atlas interpolates explicitly,
// so that it has more control over the update rate. The game might want to
// do the same, and then doInterpolate should be redundant and removed.
/**
* Periodic heartbeat that controls the process.
* Simulation update is called and game status update is called.
*
* @param double deltaTime elapsed time since last beat in seconds.
* @param bool doInterpolate perform interpolation if true.
* @return bool false if it can't keep up with the desired simulation rate
* indicating that you might want to render less frequently.
**/
bool CGame::Update(double deltaTime, bool doInterpolate)
{
if (m_Paused)
return true;
deltaTime *= m_SimRate;
bool ok = m_Simulation->Update(deltaTime);
if (doInterpolate)
m_Simulation->Interpolate(deltaTime);
// TODO Detect game over and bring up the summary screen or something
// ^ Quick game over hack is implemented, no summary screen however
/*if (m_World->GetEntityManager().GetDeath())
{
UpdateGameStatus();
if (GameStatus != 0)
EndGame();
}
//reset death event flag
m_World->GetEntityManager().SetDeath(false);*/
return ok;
}
/**
* Test player statistics and update game status as required.
*
**/
/*
void CGame::UpdateGameStatus()
{
bool EOG_lose = true;
bool EOG_win = true;
CPlayer *local = GetLocalPlayer();
for (int i=0; i<MAX_HANDLES; i++)
{
CHandle *handle = m_World->GetEntityManager().GetHandle(i);
if ( !handle )
continue;
CPlayer *tmpPlayer = handle->m_entity->GetPlayer();
//Are we still alive?
if ( local == tmpPlayer && handle->m_entity->m_extant )
{
EOG_lose = false;
if (EOG_win == false)
break;
}
//Are they still alive?
else if ( handle->m_entity->m_extant )
{
EOG_win = false;
if (EOG_lose == false)
break;
}
}
if (EOG_lose && EOG_win)
GameStatus = EOG_SPECIAL_DRAW;
else if (EOG_win)
GameStatus = EOG_WIN;
else if (EOG_lose)
GameStatus = EOG_LOSE;
else
GameStatus = EOG_NEUTRAL;
}*/
/**
* End of game console message creation.
*
**/
void CGame::EndGame()
{
g_Console->InsertMessage( L"It's the end of the game as we know it!");
switch (GameStatus)
{
case EOG_DRAW:
g_Console->InsertMessage( L"A diplomatic draw ain't so bad, eh?");
break;
case EOG_SPECIAL_DRAW:
g_Console->InsertMessage( L"Amazingly, you managed to draw from dieing at the same time as your opponent...you have my respect.");
break;
case EOG_LOSE:
g_Console->InsertMessage( L"My condolences on your loss.");
break;
case EOG_WIN:
g_Console->InsertMessage( L"Thou art victorious!");
break;
default:
break;
}
}
/**
* Get the player object from the players list at the provided index.
*
* @param idx sequential position in the list.
* @return CPlayer * pointer to player requested.
**/
CPlayer *CGame::GetPlayer(size_t idx)
{
if (idx > m_NumPlayers)
{
// debug_warn(L"Invalid player ID");
// LOG(CLogger::Error, "", "Invalid player ID %d (outside 0..%d)", idx, m_NumPlayers);
return m_Players[0];
}
// Be a bit more paranoid - maybe m_Players hasn't been set large enough
else if (idx >= m_Players.size())
{
debug_warn(L"Invalid player ID");
LOG(CLogger::Error, L"", L"Invalid player ID %lu (not <=%lu - internal error?)", (unsigned long)idx, (unsigned long)m_Players.size());
if (m_Players.size() != 0)
return m_Players[0];
else
return NULL; // the caller will probably crash because of this,
// but at least we've reported the error
}
else
return m_Players[idx];
}