/* Copyright (C) 2013 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 . */ #include "precompiled.h" #include "MessageHandler.h" #include "../GameLoop.h" #include "../CommandProc.h" #include "graphics/GameView.h" #include "graphics/LOSTexture.h" #include "graphics/MapWriter.h" #include "graphics/Patch.h" #include "graphics/Terrain.h" #include "graphics/TerrainTextureEntry.h" #include "graphics/TerrainTextureManager.h" #include "lib/bits.h" #include "lib/file/file.h" #include "lib/tex/tex.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/Game.h" #include "ps/Loader.h" #include "ps/World.h" #include "renderer/Renderer.h" #include "scriptinterface/ScriptInterface.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" #include "simulation2/components/ICmpTerrain.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(JS::MutableHandleValue attrs) { g_Game->StartGame(attrs, ""); // TODO: Non progressive load can fail - need a decent way to handle this LDR_NonprogressiveLoad(); // Disable fog-of-war - this must be done before starting the game, // as visual actors cache their visibility state on first render. CmpPtr cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY); if (cmpRangeManager) cmpRangeManager->SetLosRevealAll(-1, true); PSRETURN ret = g_Game->ReallyStartGame(); ENSURE(ret == PSRETURN_OK); } } namespace AtlasMessage { QUERYHANDLER(GenerateMap) { try { InitGame(); // Random map ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue settings(cx); scriptInterface.ParseJSON(*msg->settings, &settings); scriptInterface.SetProperty(settings, "mapType", std::string("random")); JS::RootedValue attrs(cx); scriptInterface.Eval("({})", &attrs); scriptInterface.SetProperty(attrs, "mapType", std::string("random")); scriptInterface.SetProperty(attrs, "script", std::wstring(*msg->filename)); scriptInterface.SetProperty(attrs, "settings", settings); StartGame(&attrs); msg->status = 0; } catch (PSERROR_Game_World_MapLoadFailed&) { // Cancel loading LDR_Cancel(); // Since map generation failed and we don't know why, use the blank map as a fallback InitGame(); ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue settings(cx); scriptInterface.Eval("({})", &settings); // Set up 8-element array of empty objects to satisfy init JS::RootedValue playerData(cx); scriptInterface.Eval("([])", &playerData); for (int i = 0; i < 8; ++i) { JS::RootedValue player(cx); scriptInterface.Eval("({})", &player); scriptInterface.SetPropertyInt(playerData, i, player); } scriptInterface.SetProperty(settings, "mapType", std::string("scenario")); scriptInterface.SetProperty(settings, "PlayerData", playerData); JS::RootedValue atts(cx); scriptInterface.Eval("({})", &atts); scriptInterface.SetProperty(atts, "mapType", std::string("scenario")); scriptInterface.SetProperty(atts, "map", std::wstring(L"maps/scenarios/_default")); scriptInterface.SetProperty(atts, "settings", settings); StartGame(&atts); msg->status = -1; } } MESSAGEHANDLER(LoadMap) { InitGame(); ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); // Scenario CStrW map = *msg->filename; CStrW mapBase = map.BeforeLast(L".pmp"); // strip the file extension, if any JS::RootedValue attrs(cx); scriptInterface.Eval("({})", &attrs); scriptInterface.SetProperty(attrs, "mapType", std::string("scenario")); scriptInterface.SetProperty(attrs, "map", std::wstring(mapBase)); StartGame(&attrs); } MESSAGEHANDLER(ImportHeightmap) { CStrW src = *msg->filename; size_t fileSize; shared_ptr fileData; // read in image file File file; if (file.Open(src, O_RDONLY) < 0) { LOGERROR("Failed to load heightmap."); return; } fileSize = lseek(file.Descriptor(), 0, SEEK_END); lseek(file.Descriptor(), 0, SEEK_SET); fileData = shared_ptr(new u8[fileSize]); if (read(file.Descriptor(), fileData.get(), fileSize) < 0) { LOGERROR("Failed to read heightmap image."); file.Close(); return; } file.Close(); // decode to a raw pixel format Tex tex; if (tex.decode(fileData, fileSize) < 0) { LOGERROR("Failed to decode heightmap."); return; } // Convert to uncompressed BGRA with no mipmaps if (tex.transform_to((tex.m_Flags | TEX_BGR | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS)) < 0) { LOGERROR("Failed to transform heightmap."); return; } // pick smallest side of texture; truncate if not divisible by PATCH_SIZE ssize_t terrainSize = std::min(tex.m_Width, tex.m_Height); terrainSize -= terrainSize % PATCH_SIZE; // resize terrain to heightmap size CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); terrain->Resize(terrainSize / PATCH_SIZE); // copy heightmap data into map u16* heightmap = g_Game->GetWorld()->GetTerrain()->GetHeightMap(); ssize_t hmSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide(); u8* mapdata = tex.get_data(); ssize_t bytesPP = tex.m_Bpp / 8; ssize_t mapLineSkip = tex.m_Width * bytesPP; for (ssize_t y = 0; y < terrainSize; ++y) { for (ssize_t x = 0; x < terrainSize; ++x) { int offset = y * mapLineSkip + x * bytesPP; // pick color channel with highest value u16 value = std::max(mapdata[offset+bytesPP*2], std::max(mapdata[offset], mapdata[offset+bytesPP])); heightmap[(terrainSize-y-1) * hmSize + x] = clamp(value * 256, 0, 65535); } } // update simulation CmpPtr cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY); if (cmpTerrain) cmpTerrain->ReloadTerrain(); g_Game->GetView()->GetLOSTexture().MakeDirty(); } MESSAGEHANDLER(SaveMap) { CMapWriter writer; VfsPath pathname = VfsPath(*msg->filename).ChangeExtension(L".pmp"); writer.SaveMap(pathname, g_Game->GetWorld()->GetTerrain(), g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(), &g_LightEnv, g_Game->GetView()->GetCamera(), g_Game->GetView()->GetCinema(), &g_Renderer.GetPostprocManager(), g_Game->GetSimulation2()); } QUERYHANDLER(GetMapSettings) { msg->settings = g_Game->GetSimulation2()->GetMapSettingsString(); } BEGIN_COMMAND(SetMapSettings) { std::string m_OldSettings, m_NewSettings; void SetSettings(const std::string& settings) { g_Game->GetSimulation2()->SetMapSettings(settings); } void Do() { m_OldSettings = g_Game->GetSimulation2()->GetMapSettingsString(); m_NewSettings = *msg->settings; SetSettings(m_NewSettings); } // TODO: we need some way to notify the Atlas UI when the settings are changed // externally, otherwise this will have no visible effect void Undo() { // SetSettings(m_OldSettings); } void Redo() { // SetSettings(m_NewSettings); } void MergeIntoPrevious(cSetMapSettings* prev) { prev->m_NewSettings = m_NewSettings; } }; END_COMMAND(SetMapSettings) MESSAGEHANDLER(LoadPlayerSettings) { g_Game->GetSimulation2()->LoadPlayerSettings(msg->newplayers); } QUERYHANDLER(GetMapSizes) { msg->sizes = g_Game->GetSimulation2()->GetMapSizes(); } QUERYHANDLER(GetRMSData) { msg->data = g_Game->GetSimulation2()->GetRMSData(); } BEGIN_COMMAND(ResizeMap) { int m_OldTiles, m_NewTiles; cResizeMap() { } void MakeDirty() { CmpPtr cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY); if (cmpTerrain) cmpTerrain->ReloadTerrain(); // The LOS texture won't normally get updated when running Atlas // (since there's no simulation updates), so explicitly dirty it g_Game->GetView()->GetLOSTexture().MakeDirty(); } void ResizeTerrain(int tiles) { CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); terrain->Resize(tiles / PATCH_SIZE); MakeDirty(); } void Do() { CmpPtr cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY); if (!cmpTerrain) { m_OldTiles = m_NewTiles = 0; } else { m_OldTiles = (int)cmpTerrain->GetTilesPerSide(); m_NewTiles = msg->tiles; } ResizeTerrain(m_NewTiles); } void Undo() { ResizeTerrain(m_OldTiles); } void Redo() { ResizeTerrain(m_NewTiles); } }; END_COMMAND(ResizeMap) QUERYHANDLER(VFSFileExists) { msg->exists = VfsFileExists(*msg->path); } static Status AddToFilenames(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData) { std::vector& filenames = *(std::vector*)cbData; filenames.push_back(pathname.string().c_str()); return INFO::OK; } QUERYHANDLER(GetMapList) { std::vector scenarioFilenames; vfs::ForEachFile(g_VFS, L"maps/scenarios/", AddToFilenames, (uintptr_t)&scenarioFilenames, L"*.xml", vfs::DIR_RECURSIVE); msg->scenarioFilenames = scenarioFilenames; std::vector skirmishFilenames; vfs::ForEachFile(g_VFS, L"maps/skirmishes/", AddToFilenames, (uintptr_t)&skirmishFilenames, L"*.xml", vfs::DIR_RECURSIVE); msg->skirmishFilenames = skirmishFilenames; } }