mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 05:44:08 -07:00
(Since there are 4 vertices per tile, there is one more vertex per side than there are tiles / pixels per side.) This was SVN commit r21111.
394 lines
10 KiB
C++
394 lines
10 KiB
C++
/* Copyright (C) 2018 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 "lib/bits.h"
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#include "lib/file/file.h"
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#include "lib/tex/tex.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.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(false, false);
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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(JS::MutableHandleValue 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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// Disable fog-of-war - this must be done before starting the game,
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// as visual actors cache their visibility state on first render.
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CmpPtr<ICmpRangeManager> cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (cmpRangeManager)
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cmpRangeManager->SetLosRevealAll(-1, true);
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PSRETURN ret = g_Game->ReallyStartGame();
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ENSURE(ret == PSRETURN_OK);
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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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try
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{
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InitGame();
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// Random map
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const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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JS::RootedValue settings(cx);
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scriptInterface.ParseJSON(*msg->settings, &settings);
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scriptInterface.SetProperty(settings, "mapType", std::string("random"));
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JS::RootedValue attrs(cx);
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scriptInterface.Eval("({})", &attrs);
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scriptInterface.SetProperty(attrs, "mapType", std::string("random"));
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scriptInterface.SetProperty(attrs, "script", std::wstring(*msg->filename));
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scriptInterface.SetProperty(attrs, "settings", settings);
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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&)
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{
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// Cancel loading
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LDR_Cancel();
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// Since map generation failed and we don't know why, use the blank map as a fallback
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InitGame();
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const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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JS::RootedValue settings(cx);
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scriptInterface.Eval("({})", &settings);
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// Set up 8-element array of empty objects to satisfy init
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JS::RootedValue playerData(cx);
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scriptInterface.Eval("([])", &playerData);
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for (int i = 0; i < 8; ++i)
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{
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JS::RootedValue player(cx);
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scriptInterface.Eval("({})", &player);
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scriptInterface.SetPropertyInt(playerData, i, player);
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}
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scriptInterface.SetProperty(settings, "mapType", std::string("scenario"));
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scriptInterface.SetProperty(settings, "PlayerData", playerData);
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JS::RootedValue atts(cx);
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scriptInterface.Eval("({})", &atts);
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scriptInterface.SetProperty(atts, "mapType", std::string("scenario"));
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scriptInterface.SetProperty(atts, "map", std::wstring(L"maps/scenarios/_default"));
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scriptInterface.SetProperty(atts, "settings", settings);
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StartGame(&atts);
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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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const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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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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JS::RootedValue attrs(cx);
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scriptInterface.Eval("({})", &attrs);
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scriptInterface.SetProperty(attrs, "mapType", std::string("scenario"));
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scriptInterface.SetProperty(attrs, "map", std::wstring(mapBase));
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StartGame(&attrs);
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}
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MESSAGEHANDLER(ImportHeightmap)
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{
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CStrW src = *msg->filename;
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size_t fileSize;
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shared_ptr<u8> fileData;
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// read in image file
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File file;
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if (file.Open(src, O_RDONLY) < 0)
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{
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LOGERROR("Failed to load heightmap.");
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return;
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}
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fileSize = lseek(file.Descriptor(), 0, SEEK_END);
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lseek(file.Descriptor(), 0, SEEK_SET);
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fileData = shared_ptr<u8>(new u8[fileSize]);
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if (read(file.Descriptor(), fileData.get(), fileSize) < 0)
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{
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LOGERROR("Failed to read heightmap image.");
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file.Close();
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return;
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}
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file.Close();
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// decode to a raw pixel format
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Tex tex;
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if (tex.decode(fileData, fileSize) < 0)
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{
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LOGERROR("Failed to decode heightmap.");
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return;
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}
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// Convert to uncompressed BGRA with no mipmaps
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if (tex.transform_to((tex.m_Flags | TEX_BGR | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS)) < 0)
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{
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LOGERROR("Failed to transform heightmap.");
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return;
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}
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// pick smallest side of texture; truncate if not divisible by PATCH_SIZE
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ssize_t terrainSize = std::min(tex.m_Width, tex.m_Height);
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terrainSize -= terrainSize % PATCH_SIZE;
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// resize terrain to heightmap size
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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terrain->Resize(terrainSize / PATCH_SIZE);
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ENSURE(terrainSize + 1 == g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide());
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// copy heightmap data into map
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u16* heightmap = g_Game->GetWorld()->GetTerrain()->GetHeightMap();
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u8* mapdata = tex.get_data();
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ssize_t bytesPP = tex.m_Bpp / 8;
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ssize_t mapLineSkip = tex.m_Width * bytesPP;
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for (ssize_t y = 0; y < terrainSize + 1; ++y)
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{
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for (ssize_t x = 0; x < terrainSize + 1; ++x)
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{
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// repeat the last pixel of the image for the last vertex of the heightmap
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int offset = std::min(y, terrainSize - 1) * mapLineSkip + std::min(x, terrainSize - 1) * bytesPP;
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// pick color channel with highest value
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u16 value = std::max(mapdata[offset+bytesPP*2], std::max(mapdata[offset], mapdata[offset+bytesPP]));
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heightmap[(terrainSize - y) * (terrainSize + 1) + x] = clamp(value * 256, 0, 65535);
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}
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}
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// update simulation
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CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (cmpTerrain) cmpTerrain->ReloadTerrain();
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g_Game->GetView()->GetLOSTexture().MakeDirty();
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}
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MESSAGEHANDLER(SaveMap)
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{
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CMapWriter writer;
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VfsPath pathname = VfsPath(*msg->filename).ChangeExtension(L".pmp");
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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_Renderer.GetPostprocManager(),
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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)
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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)
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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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QUERYHANDLER(VFSFileExists)
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{
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msg->exists = VfsFileExists(*msg->path);
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}
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static Status AddToFilenames(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
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{
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std::vector<std::wstring>& filenames = *(std::vector<std::wstring>*)cbData;
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filenames.push_back(pathname.string().c_str());
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return INFO::OK;
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}
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QUERYHANDLER(GetMapList)
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{
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std::vector<std::wstring> scenarioFilenames;
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vfs::ForEachFile(g_VFS, L"maps/scenarios/", AddToFilenames, (uintptr_t)&scenarioFilenames, L"*.xml", vfs::DIR_RECURSIVE);
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msg->scenarioFilenames = scenarioFilenames;
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std::vector<std::wstring> skirmishFilenames;
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vfs::ForEachFile(g_VFS, L"maps/skirmishes/", AddToFilenames, (uintptr_t)&skirmishFilenames, L"*.xml", vfs::DIR_RECURSIVE);
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msg->skirmishFilenames = skirmishFilenames;
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}
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}
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