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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 05:44:08 -07:00
Make that function static, so that it can be used for these functions without slowly having to obtain the ScriptInterface instance using GetScriptInterfaceAndCBData just to get the JSContext again. Remove few redundant conversions for CreateObject arguments. Differential Revision: https://code.wildfiregames.com/D2128 Tested on: gcc 9.1.0, clang 8.0.1, Jenkins Tedious performance testing in: D2128, D2127 This was SVN commit r22894.
368 lines
8.7 KiB
C++
368 lines
8.7 KiB
C++
/* Copyright (C) 2019 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/MapIO.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/vfs/vfs_path.h"
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#include "lib/status.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);
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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", "random");
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JS::RootedValue attrs(cx);
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ScriptInterface::CreateObject(
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cx,
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&attrs,
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"mapType", "random",
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"script", *msg->filename,
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"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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// Set up 8-element array of empty objects to satisfy init
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JS::RootedValue playerData(cx);
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ScriptInterface::CreateArray(cx, &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::CreateObject(cx, &player);
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scriptInterface.SetPropertyInt(playerData, i, player);
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}
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JS::RootedValue settings(cx);
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ScriptInterface::CreateObject(
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cx,
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&settings,
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"mapType", "scenario",
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"PlayerData", playerData);
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JS::RootedValue attrs(cx);
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ScriptInterface::CreateObject(
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cx,
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&attrs,
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"mapType", "scenario",
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"map", "maps/scenarios/_default",
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"settings", settings);
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StartGame(&attrs);
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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::CreateObject(
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cx,
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&attrs,
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"mapType", "scenario",
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"map", 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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std::vector<u16> heightmap_source;
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if (LoadHeightmapImageOs(*msg->filename, heightmap_source) != INFO::OK)
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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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// resize terrain to heightmap size
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// Notice that the number of tiles/pixels per side of the heightmap image is
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// one less than the number of vertices per side of the heightmap.
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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terrain->Resize((sqrt(heightmap_source.size()) - 1) / PATCH_SIZE);
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// copy heightmap data into map
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u16* heightmap = g_Game->GetWorld()->GetTerrain()->GetHeightMap();
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ENSURE(heightmap_source.size() == (std::size_t) SQR(g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()));
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std::copy(heightmap_source.begin(), heightmap_source.end(), heightmap);
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// update simulation
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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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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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QUERYHANDLER(VFSFileRealPath)
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{
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VfsPath pathname(*msg->path);
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if (pathname.empty())
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return;
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OsPath realPathname;
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if (g_VFS->GetRealPath(pathname, realPathname) == INFO::OK)
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msg->realPath = realPathname.string();
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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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#define GET_FILE_LIST(path, list) \
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std::vector<std::wstring> list; \
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vfs::ForEachFile(g_VFS, path, AddToFilenames, (uintptr_t)&list, L"*.xml", vfs::DIR_RECURSIVE); \
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msg->list = list;
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GET_FILE_LIST(L"maps/scenarios/", scenarioFilenames);
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GET_FILE_LIST(L"maps/skirmishes/", skirmishFilenames);
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GET_FILE_LIST(L"maps/tutorials/", tutorialFilenames);
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#undef GET_FILE_LIST
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}
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}
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