0ad/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp
janwas dcd192cb60 refactor path interface:
- use wrapper class instead of std::wstring (reduces mixing of
strings/paths; allows safe+easy join via operator/ and convenient
case-insensitive comparison via operator==, avoids NativePathFromString,
similar to boost::filesystem)
- NativePath -> OsPath
- add hash and To/FromJSVal for Path
- add TS_ASSERT_PATH_EQUALS
- replace _wfopen_s with sys_OpenFile
- remove obsolete SortFiles/Directories

This was SVN commit r9107.
2011-03-23 13:36:20 +00:00

111 lines
3 KiB
C++

/* Copyright (C) 2010 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 "graphics/GameView.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 "simulation/LOSManager.h"
#include "simulation/Simulation.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"
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 CStrW& map)
{
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"), false);
scriptInterface.SetProperty(attrs.get(), "map", std::wstring(mapBase), false);
g_Game->StartGame(attrs);
LDR_NonprogressiveLoad();
PSRETURN ret = g_Game->ReallyStartGame();
debug_assert(ret == PSRETURN_OK);
// Disable fog-of-war
CmpPtr<ICmpRangeManager> cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (!cmpRangeManager.null())
cmpRangeManager->SetLosRevealAll(true);
}
}
namespace AtlasMessage {
MESSAGEHANDLER(GenerateMap)
{
InitGame();
// Load the empty default map
StartGame(L"_default");
// TODO: use msg->size somehow
// (e.g. load the map then resize the terrain to match it)
UNUSED2(msg);
}
MESSAGEHANDLER(LoadMap)
{
InitGame();
StartGame(*msg->filename);
}
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());
}
}