0ad/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp
historic_bruno 27e5581d27 Fixes Atlas player panel getting out of sync with simulation. Fixes #927.
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.
2011-08-22 21:45:39 +00:00

249 lines
5.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "MessageHandler.h"
#include "../GameLoop.h"
#include "../CommandProc.h"
#include "graphics/GameView.h"
#include "graphics/LOSTexture.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"
#include "simulation2/components/ICmpTerrain.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<ICmpRangeManager> cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (!cmpRangeManager.null())
cmpRangeManager->SetLosRevealAll(-1, 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();
}
BEGIN_COMMAND(SetMapSettings)
{
std::string m_OldSettings, m_NewSettings;
void SetSettings(const std::string& settings)
{
g_Game->GetSimulation2()->SetMapSettings(settings);
}
void Do()
{
m_OldSettings = g_Game->GetSimulation2()->GetMapSettingsString();
m_NewSettings = *msg->settings;
SetSettings(m_NewSettings);
}
// TODO: we need some way to notify the Atlas UI when the settings are changed
// externally, otherwise this will have no visible effect
void Undo()
{
// SetSettings(m_OldSettings);
}
void Redo()
{
// SetSettings(m_NewSettings);
}
void MergeIntoPrevious(cSetMapSettings* prev)
{
prev->m_NewSettings = m_NewSettings;
}
};
END_COMMAND(SetMapSettings)
MESSAGEHANDLER(LoadPlayerSettings)
{
g_Game->GetSimulation2()->LoadPlayerSettings(msg->newplayers);
}
QUERYHANDLER(GetMapSizes)
{
msg->sizes = g_Game->GetSimulation2()->GetMapSizes();
}
QUERYHANDLER(GetRMSData)
{
msg->data = g_Game->GetSimulation2()->GetRMSData();
}
BEGIN_COMMAND(ResizeMap)
{
int m_OldTiles, m_NewTiles;
cResizeMap()
{
}
void MakeDirty()
{
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (!cmpTerrain.null())
cmpTerrain->ReloadTerrain();
// The LOS texture won't normally get updated when running Atlas
// (since there's no simulation updates), so explicitly dirty it
g_Game->GetView()->GetLOSTexture().MakeDirty();
}
void ResizeTerrain(int tiles)
{
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
terrain->Resize(tiles / PATCH_SIZE);
MakeDirty();
}
void Do()
{
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpTerrain.null())
{
m_OldTiles = m_NewTiles = 0;
}
else
{
m_OldTiles = (int)cmpTerrain->GetTilesPerSide();
m_NewTiles = msg->tiles;
}
ResizeTerrain(m_NewTiles);
}
void Undo()
{
ResizeTerrain(m_OldTiles);
}
void Redo()
{
ResizeTerrain(m_NewTiles);
}
};
END_COMMAND(ResizeMap)
}