/* Copyright (C) 2010 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 . */ #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/TerrainTextureEntry.h" #include "graphics/TerrainTextureManager.h" #include "ps/Game.h" #include "ps/Loader.h" #include "ps/World.h" #include "renderer/Renderer.h" #include "scriptinterface/ScriptInterface.h" #include "simulation/LOSManager.h" #include "simulation/Simulation.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpPlayer.h" #include "simulation2/components/ICmpPlayerManager.h" #include "simulation2/components/ICmpPosition.h" #include "simulation2/components/ICmpRangeManager.h" namespace { void InitGame() { if (g_Game) { delete g_Game; g_Game = NULL; } g_Game = new CGame(); // Default to player 1 for playtesting g_Game->SetPlayerID(1); } void StartGame(const CStrW& map) { CStrW mapBase = map.BeforeLast(L".pmp"); // strip the file extension, if any ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); CScriptValRooted attrs; scriptInterface.Eval("({})", attrs); scriptInterface.SetProperty(attrs.get(), "mapType", std::string("scenario"), false); scriptInterface.SetProperty(attrs.get(), "map", std::wstring(mapBase), false); g_Game->StartGame(attrs); LDR_NonprogressiveLoad(); PSRETURN ret = g_Game->ReallyStartGame(); debug_assert(ret == PSRETURN_OK); // Disable fog-of-war CmpPtr cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY); if (!cmpRangeManager.null()) cmpRangeManager->SetLosRevealAll(true); } } namespace AtlasMessage { MESSAGEHANDLER(GenerateMap) { InitGame(); // Load the empty default map StartGame(L"_default"); // TODO: use msg->size somehow // (e.g. load the map then resize the terrain to match it) UNUSED2(msg); } MESSAGEHANDLER(LoadMap) { InitGame(); StartGame(*msg->filename); } MESSAGEHANDLER(SaveMap) { CMapWriter writer; const VfsPath pathname = VfsPath(L"maps/scenarios/") / *msg->filename; writer.SaveMap(pathname, g_Game->GetWorld()->GetTerrain(), g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(), &g_LightEnv, g_Game->GetView()->GetCamera(), g_Game->GetView()->GetCinema(), g_Game->GetSimulation2()); } }