mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-07-06 23:15:47 -07:00
Fixes object panel not being notified of map loading. Fixes bug where opening a new map before using the player panel prevented default player data being displayed for new players. Fixes wxGTK 2.8 bug: wxChoicebook control doesn't update the choice control when adding/removing pages. Notifies player that deleting player in Atlas will delete all their objects (and gives them the option). Changes DeleteObject to DeleteObjects to support multiple selections. Implements undo for map resize (experimental). Removes annoying debug message from attempted undo of map settings. Tweaks a few Atlas UI controls. This was SVN commit r10064.
249 lines
5.6 KiB
C++
249 lines
5.6 KiB
C++
/* Copyright (C) 2011 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 "MessageHandler.h"
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#include "../GameLoop.h"
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#include "../CommandProc.h"
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#include "graphics/GameView.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/MapWriter.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "graphics/TerrainTextureEntry.h"
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#include "graphics/TerrainTextureManager.h"
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#include "ps/Game.h"
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#include "ps/Loader.h"
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#include "ps/World.h"
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#include "renderer/Renderer.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 "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpTerrain.h"
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namespace
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{
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void InitGame()
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{
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if (g_Game)
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{
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delete g_Game;
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g_Game = NULL;
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}
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g_Game = new CGame();
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// Default to player 1 for playtesting
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g_Game->SetPlayerID(1);
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}
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void StartGame(const CScriptValRooted& attrs)
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{
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g_Game->StartGame(attrs);
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// TODO: Non progressive load can fail - need a decent way to handle this
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LDR_NonprogressiveLoad();
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PSRETURN ret = g_Game->ReallyStartGame();
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ENSURE(ret == PSRETURN_OK);
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// Disable fog-of-war
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CmpPtr<ICmpRangeManager> cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (!cmpRangeManager.null())
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cmpRangeManager->SetLosRevealAll(-1, true);
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}
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}
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namespace AtlasMessage {
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QUERYHANDLER(GenerateMap)
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{
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InitGame();
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// Random map
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ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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CScriptValRooted settings = scriptInterface.ParseJSON(*msg->settings);
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CScriptValRooted attrs;
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scriptInterface.Eval("({})", attrs);
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scriptInterface.SetProperty(attrs.get(), "mapType", std::string("random"));
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scriptInterface.SetProperty(attrs.get(), "script", std::wstring(*msg->filename));
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scriptInterface.SetProperty(attrs.get(), "settings", settings, false);
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try
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{
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StartGame(attrs);
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msg->status = 0;
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}
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catch (PSERROR_Game_World_MapLoadFailed e)
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{
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// Cancel loading
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LDR_Cancel();
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msg->status = -1;
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}
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}
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MESSAGEHANDLER(LoadMap)
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{
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InitGame();
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// Scenario
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CStrW map = *msg->filename;
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CStrW mapBase = map.BeforeLast(L".pmp"); // strip the file extension, if any
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ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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CScriptValRooted attrs;
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scriptInterface.Eval("({})", attrs);
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scriptInterface.SetProperty(attrs.get(), "mapType", std::string("scenario"));
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scriptInterface.SetProperty(attrs.get(), "map", std::wstring(mapBase));
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StartGame(attrs);
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}
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MESSAGEHANDLER(SaveMap)
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{
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CMapWriter writer;
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const VfsPath pathname = VfsPath("maps/scenarios") / *msg->filename;
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writer.SaveMap(pathname,
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g_Game->GetWorld()->GetTerrain(),
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g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(),
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&g_LightEnv, g_Game->GetView()->GetCamera(), g_Game->GetView()->GetCinema(),
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g_Game->GetSimulation2());
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}
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QUERYHANDLER(GetMapSettings)
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{
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msg->settings = g_Game->GetSimulation2()->GetMapSettingsString();
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}
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BEGIN_COMMAND(SetMapSettings)
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{
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std::string m_OldSettings, m_NewSettings;
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void SetSettings(const std::string& settings)
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{
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g_Game->GetSimulation2()->SetMapSettings(settings);
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}
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void Do()
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{
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m_OldSettings = g_Game->GetSimulation2()->GetMapSettingsString();
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m_NewSettings = *msg->settings;
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SetSettings(m_NewSettings);
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}
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// TODO: we need some way to notify the Atlas UI when the settings are changed
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// externally, otherwise this will have no visible effect
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void Undo()
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{
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// SetSettings(m_OldSettings);
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}
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void Redo()
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{
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// SetSettings(m_NewSettings);
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}
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void MergeIntoPrevious(cSetMapSettings* prev)
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{
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prev->m_NewSettings = m_NewSettings;
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}
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};
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END_COMMAND(SetMapSettings)
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MESSAGEHANDLER(LoadPlayerSettings)
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{
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g_Game->GetSimulation2()->LoadPlayerSettings(msg->newplayers);
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}
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QUERYHANDLER(GetMapSizes)
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{
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msg->sizes = g_Game->GetSimulation2()->GetMapSizes();
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}
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QUERYHANDLER(GetRMSData)
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{
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msg->data = g_Game->GetSimulation2()->GetRMSData();
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}
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BEGIN_COMMAND(ResizeMap)
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{
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int m_OldTiles, m_NewTiles;
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cResizeMap()
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{
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}
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void MakeDirty()
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{
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CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (!cmpTerrain.null())
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cmpTerrain->ReloadTerrain();
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// The LOS texture won't normally get updated when running Atlas
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// (since there's no simulation updates), so explicitly dirty it
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g_Game->GetView()->GetLOSTexture().MakeDirty();
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}
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void ResizeTerrain(int tiles)
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{
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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terrain->Resize(tiles / PATCH_SIZE);
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MakeDirty();
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}
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void Do()
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{
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CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (cmpTerrain.null())
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{
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m_OldTiles = m_NewTiles = 0;
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}
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else
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{
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m_OldTiles = (int)cmpTerrain->GetTilesPerSide();
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m_NewTiles = msg->tiles;
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}
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ResizeTerrain(m_NewTiles);
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}
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void Undo()
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{
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ResizeTerrain(m_OldTiles);
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}
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void Redo()
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{
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ResizeTerrain(m_NewTiles);
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}
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};
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END_COMMAND(ResizeMap)
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}
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