mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 13:53:57 -07:00
170 lines
4.7 KiB
C++
170 lines
4.7 KiB
C++
/* Copyright (C) 2009 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 "graphics/GameView.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/TextureEntry.h"
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#include "graphics/TextureManager.h"
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#include "ps/Game.h"
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#include "ps/GameAttributes.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 "simulation/LOSManager.h"
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#include "simulation/Simulation.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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namespace
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{
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void InitGame(const CStrW& map)
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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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// Set attributes for the game:
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g_GameAttributes.m_MapFile = map;
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// Make all players locally controlled
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for (int i = 1; i < 8; ++i)
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g_GameAttributes.GetSlot(i)->AssignLocal();
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// Make the whole world visible
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g_GameAttributes.m_LOSSetting = LOS_SETTING_ALL_VISIBLE;
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g_GameAttributes.m_FogOfWar = false;
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// Don't use screenshot mode, because we want working AI for the
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// simulation-testing. Outside that simulation-testing, we avoid having
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// the units move into attack mode by never calling CEntity::update.
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g_GameAttributes.m_ScreenshotMode = false;
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// Initialise the game:
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g_Game = new CGame();
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}
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void AddDefaultPlayers()
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{
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CmpPtr<ICmpPlayerManager> cmpPlayerMan(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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debug_assert(!cmpPlayerMan.null());
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// TODO: pick a sensible number, give them names and colours etc
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size_t numPlayers = 4;
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for (size_t i = 0; i < numPlayers; ++i)
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{
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entity_id_t ent = g_Game->GetSimulation2()->AddEntity(L"special/player");
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cmpPlayerMan->AddPlayer(ent);
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}
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// Also TODO: Maybe it'd be sensible to load this from a map XML file via CMapReader,
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// rather than duplicating the creation code here?
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}
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void StartGame()
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{
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PSRETURN ret = g_Game->StartGame(&g_GameAttributes);
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debug_assert(ret == PSRETURN_OK);
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LDR_NonprogressiveLoad();
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ret = g_Game->ReallyStartGame();
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debug_assert(ret == PSRETURN_OK);
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// Make sure entities get rendered in the correct location
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g_Game->GetSimulation()->Interpolate(0.0);
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}
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}
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namespace AtlasMessage {
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MESSAGEHANDLER(GenerateMap)
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{
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InitGame(L"");
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// Convert size in patches to number of vertices
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int vertices = msg->size * PATCH_SIZE + 1;
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// Generate flat heightmap
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u16* heightmap = new u16[vertices*vertices];
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for (int z = 0; z < vertices; ++z)
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for (int x = 0; x < vertices; ++x)
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heightmap[x + z*vertices] = 16384;
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// Initialise terrain using the heightmap
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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terrain->Initialize(msg->size, heightmap);
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delete[] heightmap;
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if (g_UseSimulation2)
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AddDefaultPlayers();
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// Start the game, load data files - this must be done before initialising
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// the terrain texture below, since the terrains must be loaded before being
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// used.
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StartGame();
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// Cover terrain with default texture
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// TODO: split into fCoverWithTexture
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CTextureEntry* texentry = g_TexMan.FindTexture("grass1_spring"); // TODO: make default customisable
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Handle tex = texentry ? texentry->GetHandle() : 0;
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int patchesPerSide = terrain->GetPatchesPerSide();
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for (int pz = 0; pz < patchesPerSide; ++pz)
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{
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for (int px = 0; px < patchesPerSide; ++px)
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{
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CPatch* patch = terrain->GetPatch(px, pz); // can't fail
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for (ssize_t z = 0; z < PATCH_SIZE; ++z)
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{
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for (ssize_t x = 0; x < PATCH_SIZE; ++x)
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{
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patch->m_MiniPatches[z][x].Tex1 = tex;
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patch->m_MiniPatches[z][x].Tex1Priority = 0;
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}
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}
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}
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}
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}
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MESSAGEHANDLER(LoadMap)
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{
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InitGame(*msg->filename);
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StartGame();
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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(L"maps/scenarios/") / *msg->filename;
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writer.SaveMap(pathname,
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g_Game->GetWorld()->GetTerrain(), &g_Game->GetWorld()->GetUnitManager(),
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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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}
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}
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