mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-07-06 23:15:47 -07:00
the old debug_assert always ran and tested the expression, which slows down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new ASSERT behaves like assert and ENSURE like the old debug_assert. Let's change any time-critical but not-super-important ENSURE to ASSERT to speed up release builds. (already done in bits.h and unique_range.h) This was SVN commit r9362.
149 lines
3.7 KiB
C++
149 lines
3.7 KiB
C++
/* Copyright (C) 2011 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/TerrainTextureEntry.h"
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#include "graphics/TerrainTextureManager.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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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();
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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(const CScriptValRooted& 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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PSRETURN ret = g_Game->ReallyStartGame();
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ENSURE(ret == PSRETURN_OK);
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// Disable fog-of-war
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CmpPtr<ICmpRangeManager> cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (!cmpRangeManager.null())
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cmpRangeManager->SetLosRevealAll(true);
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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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InitGame();
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// Random map
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ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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CScriptValRooted settings = scriptInterface.ParseJSON(*msg->settings);
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CScriptValRooted attrs;
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scriptInterface.Eval("({})", attrs);
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scriptInterface.SetProperty(attrs.get(), "mapType", std::string("random"));
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scriptInterface.SetProperty(attrs.get(), "script", std::wstring(*msg->filename));
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scriptInterface.SetProperty(attrs.get(), "settings", settings, false);
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try
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{
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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 e)
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{
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// Cancel loading
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LDR_Cancel();
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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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// 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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ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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CScriptValRooted attrs;
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scriptInterface.Eval("({})", attrs);
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scriptInterface.SetProperty(attrs.get(), "mapType", std::string("scenario"));
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scriptInterface.SetProperty(attrs.get(), "map", std::wstring(mapBase));
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StartGame(attrs);
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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("maps/scenarios") / *msg->filename;
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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_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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MESSAGEHANDLER(SetMapSettings)
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{
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g_Game->GetSimulation2()->SetMapSettings(*msg->settings);
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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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}
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