forked from mirrors/0ad
051aa70940
Pre-game chat. Fix dynamic updates of focused input controls. Allow scrollable texts to automatically scroll to the bottom. Force usernames to be unique. This was SVN commit r7664.
314 lines
8.0 KiB
C++
314 lines
8.0 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/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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// 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); // 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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}
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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);
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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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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 double deltaTime elapsed time since last beat in seconds.
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* @param bool doInterpolate 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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/**
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* Test player statistics and update game status as required.
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*
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**/
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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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/**
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* End of game console message creation.
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*
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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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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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