0ad/source/ps/scripting/JSInterface_Game.cpp
wraitii 37729586dc Don't pause music when pausing the game / Fix victory music in SP.
Victory music doesn't work in A24 SP. That's because the modal pauses
the game, and pausing the game pauses music.
This has been the case since c9a5d5cee5.

Auto-pausing the game (structree, ...) didn't really happen in the past,
but A24 makes it relatively common, and I think pausing the music is a
bit jarring then, so this simply removes that.

Reported by: Langbart
Fixes #5941

Differential Revision: https://code.wildfiregames.com/D3433
This was SVN commit r24744.
2021-01-21 09:34:20 +00:00

188 lines
5.6 KiB
C++

/* Copyright (C) 2020 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 "JSInterface_Game.h"
#include "graphics/Terrain.h"
#include "network/NetClient.h"
#include "network/NetServer.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/Replay.h"
#include "ps/World.h"
#include "ps/GameSetup/GameSetup.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/system/TurnManager.h"
#include "simulation2/Simulation2.h"
#include "soundmanager/SoundManager.h"
bool JSI_Game::IsGameStarted(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
return g_Game;
}
void JSI_Game::StartGame(ScriptInterface::CmptPrivate* pCmptPrivate, JS::HandleValue attribs, int playerID)
{
ENSURE(!g_NetServer);
ENSURE(!g_NetClient);
ENSURE(!g_Game);
g_Game = new CGame(true);
// Convert from GUI script context to sim script context
CSimulation2* sim = g_Game->GetSimulation2();
ScriptRequest rqSim(sim->GetScriptInterface());
JS::RootedValue gameAttribs(rqSim.cx,
sim->GetScriptInterface().CloneValueFromOtherCompartment(*(pCmptPrivate->pScriptInterface), attribs));
g_Game->SetPlayerID(playerID);
g_Game->StartGame(&gameAttribs, "");
}
void JSI_Game::Script_EndGame(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
EndGame();
}
int JSI_Game::GetPlayerID(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
if (!g_Game)
return -1;
return g_Game->GetPlayerID();
}
void JSI_Game::SetPlayerID(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), int id)
{
if (!g_Game)
return;
g_Game->SetPlayerID(id);
}
void JSI_Game::SetViewedPlayer(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), int id)
{
if (!g_Game)
return;
g_Game->SetViewedPlayerID(id);
}
float JSI_Game::GetSimRate(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
return g_Game->GetSimRate();
}
void JSI_Game::SetSimRate(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), float rate)
{
g_Game->SetSimRate(rate);
}
bool JSI_Game::IsPaused(ScriptInterface::CmptPrivate* pCmptPrivate)
{
if (!g_Game)
{
ScriptRequest rq(pCmptPrivate->pScriptInterface);
ScriptException::Raise(rq, "Game is not started");
return false;
}
return g_Game->m_Paused;
}
void JSI_Game::SetPaused(ScriptInterface::CmptPrivate* pCmptPrivate, bool pause, bool sendMessage)
{
if (!g_Game)
{
ScriptRequest rq(pCmptPrivate->pScriptInterface);
ScriptException::Raise(rq, "Game is not started");
return;
}
g_Game->m_Paused = pause;
#if CONFIG2_AUDIO
if (g_SoundManager)
{
g_SoundManager->PauseAmbient(pause);
g_SoundManager->PauseAction(pause);
}
#endif
if (g_NetClient && sendMessage)
g_NetClient->SendPausedMessage(pause);
}
bool JSI_Game::IsVisualReplay(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
if (!g_Game)
return false;
return g_Game->IsVisualReplay();
}
std::wstring JSI_Game::GetCurrentReplayDirectory(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
if (!g_Game)
return std::wstring();
if (g_Game->IsVisualReplay())
return g_Game->GetReplayPath().Parent().Filename().string();
return g_Game->GetReplayLogger().GetDirectory().Filename().string();
}
void JSI_Game::EnableTimeWarpRecording(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), unsigned int numTurns)
{
g_Game->GetTurnManager()->EnableTimeWarpRecording(numTurns);
}
void JSI_Game::RewindTimeWarp(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
g_Game->GetTurnManager()->RewindTimeWarp();
}
void JSI_Game::DumpTerrainMipmap(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
VfsPath filename(L"screenshots/terrainmipmap.png");
g_Game->GetWorld()->GetTerrain()->GetHeightMipmap().DumpToDisk(filename);
OsPath realPath;
g_VFS->GetRealPath(filename, realPath);
LOGMESSAGERENDER("Terrain mipmap written to '%s'", realPath.string8());
}
void JSI_Game::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
{
scriptInterface.RegisterFunction<bool, &IsGameStarted>("IsGameStarted");
scriptInterface.RegisterFunction<void, JS::HandleValue, int, &StartGame>("StartGame");
scriptInterface.RegisterFunction<void, &Script_EndGame>("EndGame");
scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
scriptInterface.RegisterFunction<void, int, &SetPlayerID>("SetPlayerID");
scriptInterface.RegisterFunction<void, int, &SetViewedPlayer>("SetViewedPlayer");
scriptInterface.RegisterFunction<float, &GetSimRate>("GetSimRate");
scriptInterface.RegisterFunction<void, float, &SetSimRate>("SetSimRate");
scriptInterface.RegisterFunction<bool, &IsPaused>("IsPaused");
scriptInterface.RegisterFunction<void, bool, bool, &SetPaused>("SetPaused");
scriptInterface.RegisterFunction<bool, &IsVisualReplay>("IsVisualReplay");
scriptInterface.RegisterFunction<std::wstring, &GetCurrentReplayDirectory>("GetCurrentReplayDirectory");
scriptInterface.RegisterFunction<void, unsigned int, &EnableTimeWarpRecording>("EnableTimeWarpRecording");
scriptInterface.RegisterFunction<void, &RewindTimeWarp>("RewindTimeWarp");
scriptInterface.RegisterFunction<void, &DumpTerrainMipmap>("DumpTerrainMipmap");
}