forked from 0ad/0ad
355 lines
9.7 KiB
C++
355 lines
9.7 KiB
C++
/* Copyright (C) 2013 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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#include "precompiled.h"
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#include "Game.h"
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#include "graphics/GameView.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/ParticleManager.h"
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#include "graphics/UnitManager.h"
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#include "gui/GUIManager.h"
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#include "lib/config2.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/LoaderThunks.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 "ps/GameSetup/GameSetup.h"
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#include "renderer/Renderer.h"
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#include "renderer/TimeManager.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 "soundmanager/ISoundManager.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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m_IsSavedGame(false)
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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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}
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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, const std::string& savedState)
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{
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m_InitialSavedState = savedState;
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m_IsSavedGame = !savedState.empty();
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m_Simulation2->SetInitAttributes(attribs);
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std::string mapType;
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m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "mapType", mapType);
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float speed;
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if (m_Simulation2->GetScriptInterface().HasProperty(attribs.get(), "gameSpeed") && m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "gameSpeed", speed))
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SetSimRate(speed);
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LDR_BeginRegistering();
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RegMemFun(m_Simulation2, &CSimulation2::ProgressiveLoad, L"Simulation init", 1000);
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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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if (mapType == "scenario")
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{
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// Load scenario attributes
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std::wstring mapFile;
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m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "map", mapFile);
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m_World->RegisterInit(mapFile, m_PlayerID);
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}
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else if (mapType == "random")
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{
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// Load random map attributes
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std::wstring scriptFile;
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CScriptValRooted settings;
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m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "script", scriptFile);
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m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "settings", settings);
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m_World->RegisterInitRMS(scriptFile, settings, m_PlayerID);
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}
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if (m_IsSavedGame)
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RegMemFun(this, &CGame::LoadInitialState, L"Loading game", 1000);
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LDR_EndRegistering();
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}
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int CGame::LoadInitialState()
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{
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ENSURE(m_IsSavedGame);
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ENSURE(!m_InitialSavedState.empty());
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std::string state;
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m_InitialSavedState.swap(state); // deletes the original to save a bit of memory
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std::stringstream stream(state);
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bool ok = m_Simulation2->DeserializeState(stream);
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if (!ok)
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{
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CancelLoad(L"Failed to load saved game state. It might have been\nsaved with an incompatible version of the game.");
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return 0;
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}
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return 0;
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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 script function InitGame only for new games, not saved games
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if (!m_IsSavedGame)
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{
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CScriptVal settings;
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m_Simulation2->GetScriptInterface().GetProperty(m_Simulation2->GetInitAttributes().get(), "settings", settings);
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m_Simulation2->InitGame(settings);
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}
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// We need to do an initial Interpolate call to set up all the models etc,
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// because Update might never interpolate (e.g. if the game starts paused)
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// and we could end up rendering before having set up any models (so they'd
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// all be invisible)
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Interpolate(0, 0);
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m_GameStarted=true;
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// Render a frame to begin loading assets
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if (CRenderer::IsInitialised())
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Render();
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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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ENSURE(ok);
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if (ok && !JSVAL_IS_VOID(fval))
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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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// 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, const std::string& savedState)
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{
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m_ReplayLogger->StartGame(attribs);
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RegisterInit(attribs, savedState);
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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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bool CGame::Update(const double deltaRealTime, 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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const double deltaSimTime = deltaRealTime * m_SimRate;
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bool ok = true;
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if (deltaSimTime)
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{
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// To avoid confusing the profiler, we need to trigger the new turn
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// while we're not nested inside any PROFILE blocks
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if (m_TurnManager->WillUpdate(deltaSimTime))
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g_Profiler.Turn();
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// At the normal sim rate, we currently want to render at least one
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// frame per simulation turn, so let maxTurns be 1. But for fast-forward
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// sim rates we want to allow more, so it's not bounded by framerate,
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// so just use the sim rate itself as the number of turns per frame.
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size_t maxTurns = (size_t)m_SimRate;
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if (m_TurnManager->Update(deltaSimTime, maxTurns))
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{
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{
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PROFILE3("gui sim update");
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g_GUI->SendEventToAll("SimulationUpdate");
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}
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GetView()->GetLOSTexture().MakeDirty();
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}
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if (CRenderer::IsInitialised())
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g_Renderer.GetTimeManager().Update(deltaSimTime);
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}
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if (doInterpolate)
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{
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m_TurnManager->Interpolate(deltaSimTime, deltaRealTime);
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if ( g_SoundManager )
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g_SoundManager->IdleTask();
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}
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return ok;
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}
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void CGame::Interpolate(float simFrameLength, float realFrameLength)
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{
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if (!m_TurnManager)
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return;
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m_TurnManager->Interpolate(simFrameLength, realFrameLength);
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}
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static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
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void CGame::CachePlayerColours()
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{
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m_PlayerColours.clear();
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CmpPtr<ICmpPlayerManager> cmpPlayerManager(*m_Simulation2, SYSTEM_ENTITY);
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if (!cmpPlayerManager)
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return;
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int numPlayers = cmpPlayerManager->GetNumPlayers();
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m_PlayerColours.resize(numPlayers);
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for (int i = 0; i < numPlayers; ++i)
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{
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CmpPtr<ICmpPlayer> cmpPlayer(*m_Simulation2, cmpPlayerManager->GetPlayerByID(i));
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if (!cmpPlayer)
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m_PlayerColours[i] = BrokenColor;
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else
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m_PlayerColours[i] = cmpPlayer->GetColour();
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}
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}
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CColor CGame::GetPlayerColour(int player) const
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{
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if (player < 0 || player >= (int)m_PlayerColours.size())
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return BrokenColor;
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return m_PlayerColours[player];
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}
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