/* Copyright (C) 2011 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 "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 CScriptValRooted& attrs) { g_Game->StartGame(attrs); // TODO: Non progressive load can fail - need a decent way to handle this LDR_NonprogressiveLoad(); PSRETURN ret = g_Game->ReallyStartGame(); ENSURE(ret == PSRETURN_OK); // Disable fog-of-war CmpPtr cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY); if (!cmpRangeManager.null()) cmpRangeManager->SetLosRevealAll(true); } } namespace AtlasMessage { QUERYHANDLER(GenerateMap) { InitGame(); // Random map ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); CScriptValRooted settings = scriptInterface.ParseJSON(*msg->settings); CScriptValRooted attrs; scriptInterface.Eval("({})", attrs); scriptInterface.SetProperty(attrs.get(), "mapType", std::string("random")); scriptInterface.SetProperty(attrs.get(), "script", std::wstring(*msg->filename)); scriptInterface.SetProperty(attrs.get(), "settings", settings, false); try { StartGame(attrs); msg->status = 0; } catch (PSERROR_Game_World_MapLoadFailed e) { // Cancel loading LDR_Cancel(); msg->status = -1; } } MESSAGEHANDLER(LoadMap) { InitGame(); // Scenario CStrW map = *msg->filename; 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")); scriptInterface.SetProperty(attrs.get(), "map", std::wstring(mapBase)); StartGame(attrs); } MESSAGEHANDLER(SaveMap) { CMapWriter writer; const VfsPath pathname = VfsPath("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()); } QUERYHANDLER(GetMapSettings) { msg->settings = g_Game->GetSimulation2()->GetMapSettingsString(); } MESSAGEHANDLER(SetMapSettings) { g_Game->GetSimulation2()->SetMapSettings(*msg->settings); } QUERYHANDLER(GetRMSData) { msg->data = g_Game->GetSimulation2()->GetRMSData(); } }