forked from Mirrors/openclonk
3735 lines
120 KiB
C++
3735 lines
120 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2009-2013, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* Main class to run the game */
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#include <C4Include.h>
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#include <C4Game.h>
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#include <C4AulDebug.h>
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#include <C4DefList.h>
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#include <C4Effect.h>
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#include <C4FileMonitor.h>
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#include <C4GameSave.h>
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#include <C4Record.h>
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#include <C4Application.h>
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#include <C4Object.h>
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#include <C4ObjectInfo.h>
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#include <C4Random.h>
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#include <C4ObjectCom.h>
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#include <C4FullScreen.h>
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#include <C4Startup.h>
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#include <C4Viewport.h>
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#include <C4Command.h>
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#include <C4Stat.h>
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#include <C4League.h>
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#include <C4PlayerInfo.h>
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#include <C4LoaderScreen.h>
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#include <C4Network2Dialogs.h>
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#include <C4Console.h>
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#include <C4Network2Stats.h>
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#include <C4Log.h>
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#include <C4Player.h>
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#include <C4GameOverDlg.h>
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#include <C4GameParameters.h>
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#include <C4ObjectMenu.h>
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#include <C4GameLobby.h>
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#include <C4ChatDlg.h>
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#include <C4PlayerControl.h>
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#include <C4MouseControl.h>
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#include <C4PXS.h>
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#include <C4MessageInput.h>
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#include <C4MassMover.h>
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#include <C4RankSystem.h>
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#include <C4RoundResults.h>
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#include <C4GameMessage.h>
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#include <C4Material.h>
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#include <C4Network2Reference.h>
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#include <C4Weather.h>
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#include <C4GraphicsResource.h>
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#include <C4GraphicsSystem.h>
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#include <C4Texture.h>
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#include <C4Landscape.h>
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#include <C4PlayerList.h>
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#include <C4GameObjects.h>
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#include <C4GameControl.h>
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#include <C4Version.h>
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#include <C4AulExec.h>
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#include <StdFile.h>
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#include <C4MapScript.h>
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#include <C4SolidMask.h>
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#include <C4FoW.h>
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class C4GameSec1Timer : public C4ApplicationSec1Timer
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{
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public:
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C4GameSec1Timer() { Application.Add(this); }
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~C4GameSec1Timer() { Application.Remove(this); }
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void OnSec1Timer();
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};
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static C4GameParameters GameParameters;
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static C4ScenarioParameterDefs GameScenarioParameterDefs;
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static C4ScenarioParameters GameStartupScenarioParameters;
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static C4RoundResults GameRoundResults;
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static C4Value GameGlobalSoundModifier;
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C4Game::C4Game():
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ScenarioParameterDefs(GameScenarioParameterDefs),
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Parameters(GameParameters),
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StartupScenarioParameters(GameStartupScenarioParameters),
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Clients(Parameters.Clients),
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Teams(Parameters.Teams),
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PlayerInfos(Parameters.PlayerInfos),
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RestorePlayerInfos(Parameters.RestorePlayerInfos),
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RoundResults(GameRoundResults),
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Input(Control.Input),
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KeyboardInput(C4KeyboardInput_Init()),
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pFileMonitor(NULL),
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pSec1Timer(new C4GameSec1Timer()),
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fPreinited(false), StartupLogPos(0), QuitLogPos(0),
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fQuitWithError(false),
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GlobalSoundModifier(GameGlobalSoundModifier)
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{
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Default();
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}
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C4Game::~C4Game()
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{
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// remove timer
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delete pSec1Timer; pSec1Timer = NULL;
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// make sure no startup gfx remain loaded
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C4Startup::Unload();
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}
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bool C4Game::InitDefs()
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{
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int32_t iDefs=0;
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Log(LoadResStr("IDS_PRC_INITDEFS"));
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int iDefResCount = 0;
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C4GameRes *pDef;
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for (pDef = Parameters.GameRes.iterRes(NULL, NRT_Definitions); pDef; pDef = Parameters.GameRes.iterRes(pDef, NRT_Definitions))
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++iDefResCount;
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int i = 0;
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// Load specified defs
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for (pDef = Parameters.GameRes.iterRes(NULL, NRT_Definitions); pDef; pDef = Parameters.GameRes.iterRes(pDef, NRT_Definitions))
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{
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int iMinProgress = 25 + (25 * i) / iDefResCount;
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int iMaxProgress = 25 + (25 * (i + 1)) / iDefResCount;
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++i;
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iDefs+=::Definitions.Load(pDef->getFile(),C4D_Load_RX,Config.General.LanguageEx,&Application.SoundSystem,true,iMinProgress,iMaxProgress);
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// Def load failure
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if (::Definitions.LoadFailure) return false;
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}
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// Load for scenario file - ignore sys group here, because it has been loaded already
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iDefs+=::Definitions.Load(ScenarioFile,C4D_Load_RX,Config.General.LanguageEx,&Application.SoundSystem,true,true,35,40, false);
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// Absolutely no defs: we don't like that
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if (!iDefs) { LogFatal(LoadResStr("IDS_PRC_NODEFS")); return false; }
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// Check def engine version (should be done immediately on def load)
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iDefs=::Definitions.CheckEngineVersion(C4XVER1,C4XVER2);
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if (iDefs>0) { LogF(LoadResStr("IDS_PRC_DEFSINVC4X"),iDefs); }
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// Check for unmet requirements
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::Definitions.CheckRequireDef();
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// build quick access table
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::Definitions.BuildTable();
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// handle skeleton appends and includes
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::Definitions.AppendAndIncludeSkeletons();
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// Done
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return true;
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}
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bool C4Game::OpenScenario()
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{
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// Scenario from record stream
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if (RecordStream.getSize())
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{
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StdStrBuf RecordFile;
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if (!C4Playback::StreamToRecord(RecordStream.getData(), &RecordFile))
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{ LogFatal("[!] Could not process record stream data!"); return false; }
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SCopy(RecordFile.getData(), ScenarioFilename, _MAX_PATH);
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}
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// Scenario filename check & log
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if (!ScenarioFilename[0]) { LogFatal(LoadResStr("IDS_PRC_NOC4S")); return false; }
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LogF(LoadResStr("IDS_PRC_LOADC4S"),ScenarioFilename);
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// get parent folder, if it's ocf
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pParentGroup = GroupSet.RegisterParentFolders(ScenarioFilename);
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// open scenario
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if (pParentGroup)
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{
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// open from parent group
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if (!ScenarioFile.OpenAsChild(pParentGroup, GetFilename(ScenarioFilename)))
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{ LogF("%s: %s", LoadResStr("IDS_PRC_FILENOTFOUND"), (const char *)ScenarioFilename); return false; }
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}
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else
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{
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// open directly
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if (!Reloc.Open(ScenarioFile, ScenarioFilename))
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{ LogF("%s: %s", LoadResStr("IDS_PRC_FILENOTFOUND"), (const char *)ScenarioFilename); return false; }
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}
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// Remember full (absolute) path
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SCopy(ScenarioFile.GetFullName().getData(), ScenarioFilename, _MAX_PATH);
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// add scenario to group
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GroupSet.RegisterGroup(ScenarioFile, false, C4GSPrio_Scenario, C4GSCnt_Scenario);
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// Read scenario core
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if (!C4S.Load(ScenarioFile))
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{ LogFatal(LoadResStr("IDS_PRC_FILEINVALID")); return false; }
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// Check minimum engine version
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if (CompareVersion(C4S.Head.C4XVer[0],C4S.Head.C4XVer[1]) > 0)
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{
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LogFatal(FormatString(LoadResStr("IDS_PRC_NOREQC4X"), C4S.Head.C4XVer[0],C4S.Head.C4XVer[1]).getData());
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return false;
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}
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// Add scenario origin to group set
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if (C4S.Head.Origin.getLength() && !ItemIdentical(C4S.Head.Origin.getData(), ScenarioFilename))
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GroupSet.RegisterParentFolders(C4S.Head.Origin.getData());
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// Scenario definition preset
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StdStrBuf sDefinitionFilenames;
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if (!C4S.Definitions.AllowUserChange && C4S.Definitions.GetModules(&sDefinitionFilenames))
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{
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SCopy(sDefinitionFilenames.getData(), DefinitionFilenames, (sizeof DefinitionFilenames)-1);
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if (DefinitionFilenames[0]) Log(LoadResStr("IDS_PRC_SCEOWNDEFS"));
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else Log(LoadResStr("IDS_PRC_LOCALONLY"));
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}
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// Check mission access
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#ifndef USE_CONSOLE
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#ifndef _DEBUG
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if (C4S.Head.MissionAccess[0])
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if (!SIsModule(Config.General.MissionAccess, C4S.Head.MissionAccess))
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{ LogFatal(LoadResStr("IDS_PRC_NOMISSIONACCESS")); return false; }
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#endif
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#endif
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// Title
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C4Language::LoadComponentHost(&Title, ScenarioFile, C4CFN_Title, Config.General.LanguageEx);
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if (!Title.GetLanguageString(Config.General.LanguageEx, ScenarioTitle))
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ScenarioTitle.Copy(C4S.Head.Title);
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// String tables
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C4Language::LoadComponentHost(&ScenarioLangStringTable, ScenarioFile, C4CFN_ScriptStringTbl, Config.General.LanguageEx);
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// Custom scenario parameter definitions. Load even as network client to get localized option names
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ScenarioParameterDefs.Load(ScenarioFile, &ScenarioLangStringTable);
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// Load parameters (not as network client, because then team info has already been sent by host)
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if (!Network.isEnabled() || Network.isHost())
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if (!Parameters.Load(ScenarioFile, &C4S, GameText.GetData(), &ScenarioLangStringTable, DefinitionFilenames, &StartupScenarioParameters))
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return false;
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SetInitProgress(4);
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// If scenario is a directory: Watch for changes
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if (!ScenarioFile.IsPacked() && pFileMonitor)
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Game.pFileMonitor->AddDirectory(ScenarioFile.GetFullName().getData());
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return true;
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}
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void C4Game::CloseScenario()
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{
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// safe scenario file name
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char szSzenarioFile[_MAX_PATH + 1];
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SCopy(ScenarioFile.GetFullName().getData(), szSzenarioFile, _MAX_PATH);
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// close scenario
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ScenarioFile.Close();
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GroupSet.CloseFolders();
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pParentGroup = NULL;
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// remove if temporary
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if (TempScenarioFile)
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{
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EraseItem(szSzenarioFile);
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TempScenarioFile = false;
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}
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// clear scenario section
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// this removes any temp files, which may yet need to be used by any future features
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// so better don't do this too early (like, in C4Game::Clear)
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if (pScenarioSections) { delete pScenarioSections; pScenarioSections=pCurrentScenarioSection=NULL;}
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}
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bool C4Game::PreInit()
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{
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// init extra root group
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// this loads font definitions in this group as well
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// the function may return false, if no extra group is present - that is OK
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Extra.InitGroup();
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RandomSeed = time(NULL);
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// Randomize
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FixRandom(RandomSeed);
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// Timer flags
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GameGo=false;
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// set gamma
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SetDefaultGamma();
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// init message input (default commands)
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MessageInput.Init();
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Game.SetInitProgress(31.0f);
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// init keyboard input (default keys, plus overloads)
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if (!InitKeyboard())
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{ LogFatal(LoadResStr("IDS_ERR_NOKEYBOARD")); return false; }
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// Load string table
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UpdateLanguage();
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// Player keyboard input: Key definitions and default sets
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if (!InitPlayerControlSettings()) return false;
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Game.SetInitProgress(32.0f);
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// Rank system
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::DefaultRanks.Init(Config.GetSubkeyPath("ClonkRanks"), LoadResStr("IDS_GAME_DEFRANKS"), 1000);
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Game.SetInitProgress(33.0f);
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// Graphics system (required for GUI)
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if (!GraphicsSystem.Init())
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{ LogFatal(LoadResStr("IDS_ERR_NOGFXSYS")); return false; }
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// load GUI
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#ifndef USE_CONSOLE
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C4Rect r;
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if (Application.isEditor)
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Console.GetSize(&r);
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else
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FullScreen.GetSize(&r);
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pGUI->Init(0, 0, r.Wdt, r.Hgt);
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#endif
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fPreinited = true;
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return true;
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}
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bool C4Game::Init()
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{
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C4ValueNumbers numbers;
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IsRunning = false;
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InitProgress=0; LastInitProgress=0;
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SetInitProgress(0);
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// reinit keyboard to reflect any config changes that might have been done
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// this is a good time to do it, because no GUI dialogs are opened
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if (!InitKeyboard()) LogFatal(LoadResStr("IDS_ERR_NOKEYBOARD"));
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// start log pos (used by startup)
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StartupLogPos=GetLogPos();
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fQuitWithError = false;
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C4GameLobby::UserAbort = false;
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// Store a start time that identifies this game on this host
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StartTime = time(NULL);
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// Get PlayerFilenames from Config, if ParseCommandLine did not fill some in
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// Must be done here, because InitGame calls PlayerInfos.InitLocal
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if (!*PlayerFilenames)
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{
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SCopy(Config.General.Participants, PlayerFilenames, Min(sizeof(PlayerFilenames), sizeof(Config.General.Participants)) - 1);
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StartupPlayerCount = SModuleCount(PlayerFilenames);
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}
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// Join a game?
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if (pJoinReference || *DirectJoinAddress)
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{
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if (!GraphicsSystem.pLoaderScreen)
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{
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// init extra; needed for loader screen
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Log(LoadResStr("IDS_PRC_INITEXTRA"));
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if (!Extra.Init())
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{ LogFatal(LoadResStr("IDS_PRC_ERREXTRA")); return false; }
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// init loader
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if (!Application.isEditor && !GraphicsSystem.InitLoaderScreen(C4S.Head.Loader))
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{ LogFatal(LoadResStr("IDS_PRC_ERRLOADER")); return false; }
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}
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SetInitProgress(5);
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// Initialize network
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if (pJoinReference)
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{
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// By reference
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bool fSuccess = InitNetworkFromReference(*pJoinReference);
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delete pJoinReference; pJoinReference = NULL;
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if (!fSuccess)
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return false;
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}
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else
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{
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// By address
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if (!InitNetworkFromAddress(DirectJoinAddress))
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return false;
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}
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// check wether console mode is allowed
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if (Application.isEditor && !Parameters.AllowDebug)
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{ LogFatal(LoadResStr("IDS_TEXT_JOININCONSOLEMODENOTALLOW")); return false; }
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// do lobby (if desired)
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if (Network.isLobbyActive())
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if (!Network.DoLobby())
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return false;
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// get scenario
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char szScenario[_MAX_PATH+1];
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SetInitProgress(6);
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if (!Network.RetrieveScenario(szScenario)) return false;
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// open new scenario
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SCopy(szScenario, ScenarioFilename, _MAX_PATH);
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if (!OpenScenario()) return false;
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TempScenarioFile = true;
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// get everything else
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if (!Parameters.GameRes.RetrieveFiles()) return false;
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// Check network game data scenario type (safety)
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if (!C4S.Head.NetworkGame)
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{ LogFatal(LoadResStr("IDS_NET_NONETGAME")); return false; }
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SetInitProgress(7);
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}
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// Local game or host?
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else
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{
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// Open scenario
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if (!OpenScenario())
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{ LogFatal(LoadResStr("IDS_PRC_FAIL")); return false; }
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// init extra; needed for loader screen
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Log(LoadResStr("IDS_PRC_INITEXTRA"));
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if (!Extra.Init())
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{ LogFatal(LoadResStr("IDS_PRC_ERREXTRA")); return false; }
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// init loader
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if (!Application.isEditor && !GraphicsSystem.InitLoaderScreen(C4S.Head.Loader))
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{ LogFatal(LoadResStr("IDS_PRC_ERRLOADER")); return false; }
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// Init network
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if (!InitNetworkHost()) return false;
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SetInitProgress(7);
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}
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// now free all startup gfx to make room for game gfx
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C4Startup::Unload();
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// Init debugmode
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DebugMode = !!Application.isEditor;
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if (Config.General.AlwaysDebug)
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DebugMode = true;
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if (!Parameters.AllowDebug)
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DebugMode = false;
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// Init game
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if (!InitGame(ScenarioFile, false, true, &numbers)) return false;
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// Network final init
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if (Network.isEnabled())
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{
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if (!Network.FinalInit()) return false;
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}
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// non-net may have to synchronize now to keep in sync with replays
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// also needs to synchronize to update transfer zones
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else
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{
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// - would kill DebugRec-sync for runtime debugrec starts
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C4DebugRecOff DBGRECOFF(!!C4S.Head.SaveGame);
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SyncClearance();
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Synchronize(false);
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}
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// Init players
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if (!InitPlayers(&numbers)) return false;
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SetInitProgress(98);
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// Final init
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if (!InitGameFinal()) return false;
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SetInitProgress(99);
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// Gamma
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pDraw->ApplyGamma();
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// Sound modifier from savegames
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if (GlobalSoundModifier) SetGlobalSoundModifier(GlobalSoundModifier._getPropList());
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// Message board and upper board
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if (!Application.isEditor)
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{
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InitFullscreenComponents(true);
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}
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// Default fullscreen menu, in case any old surfaces are left (extra safety)
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FullScreen.CloseMenu();
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// start statistics (always for now. Make this a config?)
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pNetworkStatistics = new C4Network2Stats();
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// clear loader screen
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if (GraphicsSystem.pLoaderScreen)
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{
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delete GraphicsSystem.pLoaderScreen;
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GraphicsSystem.pLoaderScreen=NULL;
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}
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// game running now!
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IsRunning = true;
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// Start message
|
|
Log(LoadResStr(C4S.Head.NetworkGame ? "IDS_PRC_JOIN" : C4S.Head.SaveGame ? "IDS_PRC_RESUME" : "IDS_PRC_START"));
|
|
|
|
// set non-exclusive GUI
|
|
pGUI->SetExclusive(false);
|
|
|
|
// after GUI is made non-exclusive, recheck the scoreboard
|
|
Scoreboard.DoDlgShow(0, false);
|
|
SetInitProgress(100);
|
|
|
|
// and redraw background
|
|
GraphicsSystem.InvalidateBg();
|
|
|
|
// Notify editor
|
|
Console.InitGame();
|
|
|
|
return true;
|
|
}
|
|
|
|
void C4Game::SetScenarioFilename(const char * c4sfile)
|
|
{
|
|
SCopy(c4sfile,ScenarioFilename,_MAX_PATH);
|
|
if (SEqualNoCase(GetFilename(c4sfile),"scenario.txt"))
|
|
{
|
|
if (GetFilename(ScenarioFilename) != ScenarioFilename) *(GetFilename(ScenarioFilename) - 1) = 0;
|
|
}
|
|
}
|
|
|
|
void C4Game::Clear()
|
|
{
|
|
delete pFileMonitor; pFileMonitor = NULL;
|
|
// fade out music
|
|
Application.MusicSystem.FadeOut(2000);
|
|
// Reset colors
|
|
SetDefaultGamma();
|
|
// game no longer running
|
|
IsRunning = false;
|
|
PointersDenumerated = false;
|
|
|
|
C4ST_SHOWSTAT
|
|
// C4ST_RESET
|
|
|
|
// Evaluation
|
|
if (GameOver)
|
|
{
|
|
if (!Evaluated) Evaluate();
|
|
}
|
|
|
|
// stop statistics
|
|
if (pNetworkStatistics) { delete pNetworkStatistics; pNetworkStatistics = NULL; }
|
|
C4AulProfiler::Abort();
|
|
|
|
// exit gui
|
|
pGUI->Clear();
|
|
|
|
// next mission (shoud have been transferred to C4Application now if next mission was desired)
|
|
NextMission.Clear(); NextMissionText.Clear(); NextMissionDesc.Clear();
|
|
|
|
Network.Clear();
|
|
Control.Clear();
|
|
|
|
// Clear
|
|
if (pDraw) { pDraw->ResetGamma(); pDraw->ApplyGamma(); }
|
|
Scoreboard.Clear();
|
|
MouseControl.Clear();
|
|
Players.Clear();
|
|
Parameters.Clear();
|
|
RoundResults.Clear();
|
|
C4S.Clear();
|
|
ScenarioParameterDefs.Clear();
|
|
StartupScenarioParameters.Clear();
|
|
Weather.Clear();
|
|
GraphicsSystem.Clear();
|
|
DeleteObjects(true);
|
|
::Definitions.Clear();
|
|
Landscape.Clear();
|
|
PXS.Clear();
|
|
if (pGlobalEffects) { delete pGlobalEffects; pGlobalEffects=NULL; }
|
|
Particles.Clear();
|
|
::MaterialMap.Clear();
|
|
TextureMap.Clear(); // texture map *MUST* be cleared after the materials, because of the patterns!
|
|
::Messages.Clear();
|
|
MessageInput.Clear();
|
|
Info.Clear();
|
|
Title.Clear();
|
|
pScenarioObjectsScript = NULL;
|
|
::MapScript.Clear();
|
|
::GameScript.Clear();
|
|
Names.Clear();
|
|
GameText.Clear();
|
|
RecordDumpFile.Clear();
|
|
RecordStream.Clear();
|
|
|
|
PathFinder.Clear();
|
|
TransferZones.Clear();
|
|
#ifndef USE_CONSOLE
|
|
::FontLoader.Clear();
|
|
#endif
|
|
|
|
C4PropListNumbered::ClearShelve(); // may be nonempty if there was a fatal error during section load
|
|
ScriptEngine.Clear();
|
|
// delete any remaining prop lists from circular chains
|
|
C4PropListNumbered::ClearNumberedPropLists();
|
|
C4PropListScript::ClearScriptPropLists();
|
|
MainSysLangStringTable.Clear();
|
|
ScenarioLangStringTable.Clear();
|
|
CloseScenario();
|
|
GroupSet.Clear();
|
|
KeyboardInput.Clear();
|
|
SetMusicLevel(100);
|
|
PlayList.Clear();
|
|
PlayerControlUserAssignmentSets.Clear();
|
|
PlayerControlDefaultAssignmentSets.Clear();
|
|
PlayerControlDefs.Clear();
|
|
::MeshMaterialManager.Clear();
|
|
SetGlobalSoundModifier(NULL);
|
|
Application.SoundSystem.Init(); // clear it up and re-init it for startup menu use
|
|
|
|
// global fullscreen class is not cleared, because it holds the carrier window
|
|
// but the menu must be cleared (maybe move Fullscreen.Menu somewhere else?)
|
|
FullScreen.CloseMenu();
|
|
|
|
// notify editor
|
|
Console.CloseGame();
|
|
|
|
// Message
|
|
// avoid double message by not printing it if no restbl is loaded
|
|
// this would log an "[Undefined]" only, anyway
|
|
// (could abort the whole clear-procedure here, btw?)
|
|
if (::Languages.HasStringTable()) Log(LoadResStr("IDS_CNS_GAMECLOSED"));
|
|
|
|
// clear game starting parameters
|
|
*DefinitionFilenames = *DirectJoinAddress = *ScenarioFilename = *PlayerFilenames = 0;
|
|
|
|
// join reference
|
|
delete pJoinReference; pJoinReference=NULL;
|
|
|
|
// okay, game cleared now. Remember log section
|
|
QuitLogPos = GetLogPos();
|
|
|
|
fPreinited = false;
|
|
C4PropListNumbered::ResetEnumerationIndex();
|
|
|
|
// FIXME: remove this
|
|
Default();
|
|
}
|
|
|
|
bool C4Game::GameOverCheck()
|
|
{
|
|
bool fDoGameOver = false;
|
|
|
|
// Only every 35 ticks
|
|
if (::Game.iTick35) return false;
|
|
|
|
// do not GameOver in replay
|
|
if (Control.isReplay()) return false;
|
|
|
|
// All players eliminated: game over
|
|
if (!Players.GetCountNotEliminated())
|
|
fDoGameOver=true;
|
|
|
|
// Message
|
|
if (fDoGameOver) DoGameOver();
|
|
|
|
return GameOver;
|
|
}
|
|
|
|
C4ST_NEW(ControlRcvStat, "C4Game::Execute ReceiveControl")
|
|
C4ST_NEW(ControlStat, "C4Game::Execute ExecuteControl")
|
|
C4ST_NEW(ExecObjectsStat, "C4Game::Execute ExecObjects")
|
|
C4ST_NEW(GEStats, "C4Game::Execute pGlobalEffects->Execute")
|
|
C4ST_NEW(PXSStat, "C4Game::Execute PXS.Execute")
|
|
C4ST_NEW(DynPartStat, "C4Game::Execute Particles.Execute")
|
|
C4ST_NEW(MassMoverStat, "C4Game::Execute MassMover.Execute")
|
|
C4ST_NEW(WeatherStat, "C4Game::Execute Weather.Execute")
|
|
C4ST_NEW(PlayersStat, "C4Game::Execute Players.Execute")
|
|
C4ST_NEW(LandscapeStat, "C4Game::Execute Landscape.Execute")
|
|
C4ST_NEW(MusicSystemStat, "C4Game::Execute MusicSystem.Execute")
|
|
C4ST_NEW(MessagesStat, "C4Game::Execute Messages.Execute")
|
|
|
|
#define EXEC_S(Expressions, Stat) \
|
|
{ C4ST_START(Stat) Expressions C4ST_STOP(Stat) }
|
|
|
|
#define EXEC_S_DR(Expressions, Stat, DebugRecName) { if (Config.General.DebugRec) AddDbgRec(RCT_Block, DebugRecName, 6); EXEC_S(Expressions, Stat) }
|
|
#define EXEC_DR(Expressions, DebugRecName) { if (Config.General.DebugRec) AddDbgRec(RCT_Block, DebugRecName, 6); Expressions }
|
|
|
|
bool C4Game::Execute() // Returns true if the game is over
|
|
{
|
|
|
|
// Let's go
|
|
GameGo = true;
|
|
|
|
// Network
|
|
Network.Execute();
|
|
|
|
// Prepare control
|
|
bool fControl;
|
|
EXEC_S( fControl = Control.Prepare(); , ControlStat )
|
|
if (!fControl) return false; // not ready yet: wait
|
|
|
|
// Halt
|
|
if (HaltCount) return false;
|
|
|
|
if (Config.General.DebugRec)
|
|
Landscape.DoRelights();
|
|
|
|
// Execute the control
|
|
Control.Execute();
|
|
if (!IsRunning) return false;
|
|
|
|
// Ticks
|
|
EXEC_DR( Ticks(); , "Ticks")
|
|
|
|
if (Config.General.DebugRec)
|
|
// debugrec
|
|
AddDbgRec(RCT_DbgFrame, &FrameCounter, sizeof(int32_t));
|
|
|
|
// allow the particle system to execute the next frame BEFORE the other game stuff is calculated since it will run in parallel to the main thread
|
|
Particles.CalculateNextStep();
|
|
|
|
// Game
|
|
|
|
EXEC_S( ExecObjects(); , ExecObjectsStat )
|
|
if (pGlobalEffects)
|
|
EXEC_S_DR( pGlobalEffects->Execute(NULL); , GEStats , "GEEx\0");
|
|
EXEC_S_DR( PXS.Execute(); , PXSStat , "PXSEx")
|
|
EXEC_S_DR( MassMover.Execute(); , MassMoverStat , "MMvEx")
|
|
EXEC_S_DR( Weather.Execute(); , WeatherStat , "WtrEx")
|
|
EXEC_S_DR( Landscape.Execute(); , LandscapeStat , "LdsEx")
|
|
EXEC_S_DR( Players.Execute(); , PlayersStat , "PlrEx")
|
|
EXEC_S_DR( ::Messages.Execute(); , MessagesStat , "MsgEx")
|
|
|
|
EXEC_DR( MouseControl.Execute(); , "Input")
|
|
|
|
EXEC_DR( GameOverCheck(); , "Misc\0")
|
|
|
|
Control.DoSyncCheck();
|
|
|
|
// Evaluation; Game over dlg
|
|
if (GameOver)
|
|
{
|
|
if (!Evaluated) Evaluate();
|
|
if (!GameOverDlgShown) ShowGameOverDlg();
|
|
}
|
|
|
|
// show stat each 1000 ticks
|
|
if (!(FrameCounter % 1000))
|
|
{
|
|
C4ST_SHOWPARTSTAT(FrameCounter)
|
|
C4ST_RESETPART
|
|
}
|
|
|
|
if (Config.General.DebugRec)
|
|
{
|
|
AddDbgRec(RCT_Block, "eGame", 6);
|
|
Landscape.DoRelights();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void C4Game::InitFullscreenComponents(bool fRunning)
|
|
{
|
|
// It can happen that this is called before graphics are loaded due to
|
|
// an early OnResolutionChanged() call. Ignore it, the message board,
|
|
// upper board and viewports will be initialized within the regular
|
|
// startup sequence then.
|
|
if(!GraphicsResource.IsInitialized()) return;
|
|
|
|
// fullscreen message board
|
|
C4Facet cgo;
|
|
cgo.Set(FullScreen.pSurface, 0, 0, C4GUI::GetScreenWdt(), C4GUI::GetScreenHgt());
|
|
GraphicsSystem.MessageBoard.Init(cgo, !fRunning);
|
|
if (fRunning)
|
|
{
|
|
// running game: Message board upper board and viewports
|
|
C4Facet cgo2;
|
|
cgo2.Set(FullScreen.pSurface, 0, 0, C4GUI::GetScreenWdt(), C4UpperBoardHeight);
|
|
GraphicsSystem.UpperBoard.Init(cgo2);
|
|
::Viewports.RecalculateViewports();
|
|
}
|
|
}
|
|
|
|
bool C4Game::InitMaterialTexture()
|
|
{
|
|
|
|
// Clear old data
|
|
TextureMap.Clear();
|
|
::MaterialMap.Clear();
|
|
|
|
// Check for scenario local materials
|
|
bool fHaveScenMaterials = Game.ScenarioFile.FindEntry(C4CFN_Material);
|
|
|
|
// Load all materials
|
|
C4GameRes *pMatRes = NULL;
|
|
bool fFirst = true, fOverloadMaterials = true, fOverloadTextures = true;
|
|
long tex_count = 0, mat_count = 0;
|
|
while (fOverloadMaterials || fOverloadTextures)
|
|
{
|
|
|
|
// Are there any scenario local materials that need to be looked at firs?
|
|
C4Group Mats;
|
|
if (fHaveScenMaterials)
|
|
{
|
|
if (!Mats.OpenAsChild(&Game.ScenarioFile, C4CFN_Material))
|
|
return false;
|
|
// Once only
|
|
fHaveScenMaterials = false;
|
|
}
|
|
else
|
|
{
|
|
// Find next external material source
|
|
pMatRes = Game.Parameters.GameRes.iterRes(pMatRes, NRT_Material);
|
|
if (!pMatRes) break;
|
|
if (!Reloc.Open(Mats, pMatRes->getFile()))
|
|
return false;
|
|
}
|
|
|
|
// First material file? Load texture map.
|
|
bool fNewOverloadMaterials = false, fNewOverloadTextures = false;
|
|
if (fFirst)
|
|
{
|
|
long tme_count = TextureMap.LoadMap(Mats, C4CFN_TexMap, &fNewOverloadMaterials, &fNewOverloadTextures);
|
|
LogF(LoadResStr("IDS_PRC_TEXMAPENTRIES"),tme_count);
|
|
// Only once
|
|
fFirst = false;
|
|
}
|
|
else
|
|
{
|
|
// Check overload-flags only
|
|
if (!C4TextureMap::LoadFlags(Mats, C4CFN_TexMap, &fNewOverloadMaterials, &fNewOverloadTextures))
|
|
fOverloadMaterials = fOverloadTextures = false;
|
|
}
|
|
|
|
// Load textures
|
|
if (fOverloadTextures)
|
|
{
|
|
int iTexs = TextureMap.LoadTextures(Mats);
|
|
// Automatically continue search if no texture was found
|
|
if (!iTexs) fNewOverloadTextures = true;
|
|
tex_count += iTexs;
|
|
}
|
|
|
|
// Load materials
|
|
if (fOverloadMaterials)
|
|
{
|
|
int iMats = ::MaterialMap.Load(Mats);
|
|
// Automatically continue search if no material was found
|
|
if (!iMats) fNewOverloadMaterials = true;
|
|
mat_count += iMats;
|
|
}
|
|
|
|
// Set flags
|
|
fOverloadTextures = fNewOverloadTextures;
|
|
fOverloadMaterials = fNewOverloadMaterials;
|
|
}
|
|
|
|
// Logs
|
|
LogF(LoadResStr("IDS_PRC_TEXTURES"),tex_count);
|
|
LogF(LoadResStr("IDS_PRC_MATERIALS"),mat_count);
|
|
|
|
// Load material enumeration
|
|
if (!::MaterialMap.LoadEnumeration(ScenarioFile))
|
|
{ LogFatal(LoadResStr("IDS_PRC_NOMATENUM")); return false; }
|
|
|
|
// Initialize texture map
|
|
TextureMap.Init();
|
|
|
|
// Cross map mats (after texture init, because Material-Texture-combinations are used)
|
|
if (!::MaterialMap.CrossMapMaterials(C4S.Landscape.Material)) return false;
|
|
|
|
// get material script funcs
|
|
::MaterialMap.UpdateScriptPointers();
|
|
|
|
return true;
|
|
}
|
|
|
|
void C4Game::ClearObjectPtrs(C4Object *pObj)
|
|
{
|
|
// May not call Objects.ClearPointers() because that would
|
|
// remove pObj from primary list and pObj is to be kept
|
|
// until CheckObjectRemoval().
|
|
for (C4Object *cObj : Objects)
|
|
{
|
|
cObj->ClearPointers(pObj);
|
|
}
|
|
// check in inactive objects as well
|
|
for (C4Object *cObj : Objects)
|
|
{
|
|
cObj->ClearPointers(pObj);
|
|
}
|
|
}
|
|
|
|
void C4Game::ClearPointers(C4Object * pObj)
|
|
{
|
|
::AulExec.ClearPointers(pObj);
|
|
::Objects.ForeObjects.ClearPointers(pObj);
|
|
::Messages.ClearPointers(pObj);
|
|
ClearObjectPtrs(pObj);
|
|
Application.SoundSystem.ClearPointers(pObj);
|
|
::Players.ClearPointers(pObj);
|
|
::Viewports.ClearPointers(pObj);
|
|
::MessageInput.ClearPointers(pObj);
|
|
::Console.ClearPointers(pObj);
|
|
::MouseControl.ClearPointers(pObj);
|
|
TransferZones.ClearPointers(pObj);
|
|
if (pGlobalEffects)
|
|
pGlobalEffects->ClearPointers(pObj);
|
|
if (::Landscape.pFoW) ::Landscape.pFoW->Remove(pObj);
|
|
}
|
|
|
|
bool C4Game::TogglePause()
|
|
{
|
|
// pause toggling disabled during round evaluation
|
|
if (C4GameOverDlg::IsShown()) return false;
|
|
// otherwise, toggle
|
|
if (IsPaused()) return Unpause(); else return Pause();
|
|
}
|
|
|
|
bool C4Game::Pause()
|
|
{
|
|
// already paused?
|
|
if (IsPaused()) return false;
|
|
// pause by net?
|
|
if (::Network.isEnabled())
|
|
{
|
|
// league? Vote...
|
|
if (Parameters.isLeague() && !Game.Evaluated)
|
|
{
|
|
::Network.Vote(VT_Pause, true, true);
|
|
return false;
|
|
}
|
|
// host only
|
|
if (!::Network.isHost()) return true;
|
|
::Network.Pause();
|
|
}
|
|
else
|
|
{
|
|
// pause game directly
|
|
Game.HaltCount = true;
|
|
}
|
|
Console.UpdateHaltCtrls(IsPaused());
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::Unpause()
|
|
{
|
|
// already paused?
|
|
if (!IsPaused()) return false;
|
|
// pause by net?
|
|
if (::Network.isEnabled())
|
|
{
|
|
// league? Vote...
|
|
if (Parameters.isLeague() && !Game.Evaluated)
|
|
{
|
|
::Network.Vote(VT_Pause, true, false);
|
|
return false;
|
|
}
|
|
// host only
|
|
if (!::Network.isHost()) return true;
|
|
::Network.Start();
|
|
}
|
|
else
|
|
{
|
|
// unpause game directly
|
|
Game.HaltCount = false;
|
|
}
|
|
Console.UpdateHaltCtrls(IsPaused());
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::IsPaused()
|
|
{
|
|
// pause state defined either by network or by game halt count
|
|
if (::Network.isEnabled())
|
|
return !::Network.isRunning();
|
|
return !!HaltCount;
|
|
}
|
|
|
|
|
|
C4Object* C4Game::NewObject( C4PropList *pDef, C4Object *pCreator,
|
|
int32_t iOwner, C4ObjectInfo *pInfo,
|
|
int32_t iX, int32_t iY, int32_t iR,
|
|
C4Real xdir, C4Real ydir, C4Real rdir,
|
|
int32_t iCon, int32_t iController, bool grow_from_center)
|
|
{
|
|
// Safety
|
|
if (!pDef) return NULL;
|
|
if (Config.General.DebugRec)
|
|
{
|
|
C4RCCreateObj rc;
|
|
memset(&rc, '\0', sizeof(rc));
|
|
strncpy(rc.id, pDef->GetName(), 32+1);
|
|
rc.oei=C4PropListNumbered::GetEnumerationIndex()+1;
|
|
rc.x=iX; rc.y=iY; rc.ownr=iOwner;
|
|
AddDbgRec(RCT_CrObj, &rc, sizeof(rc));
|
|
}
|
|
// Create object
|
|
C4Object *pObj;
|
|
if (!(pObj=new C4Object)) return NULL;
|
|
// Initialize object
|
|
pObj->Init( pDef,pCreator,iOwner,pInfo,iX,iY,iR,xdir,ydir,rdir, iController );
|
|
// Add to object list
|
|
if (!Objects.Add(pObj)) { delete pObj; return NULL; }
|
|
// ---- From now on, object is ready to be used in scripts!
|
|
// Construction callback
|
|
C4AulParSet pars(C4VObj(pCreator));
|
|
pObj->Call(PSF_Construction, &pars);
|
|
// AssignRemoval called? (Con 0)
|
|
if (!pObj->Status) { return NULL; }
|
|
// Do initial con (grow)
|
|
pObj->DoCon(iCon, grow_from_center);
|
|
// AssignRemoval called? (Con 0)
|
|
if (!pObj->Status) { return NULL; }
|
|
// Success
|
|
return pObj;
|
|
}
|
|
|
|
void C4Game::DeleteObjects(bool fDeleteInactive)
|
|
{
|
|
// del any objects
|
|
::Objects.DeleteObjects(fDeleteInactive);
|
|
// reset resort flag
|
|
fResortAnyObject = false;
|
|
}
|
|
|
|
C4Object* C4Game::CreateObject(C4ID id, C4Object *pCreator, int32_t iOwner,
|
|
int32_t x, int32_t y, int32_t r, bool grow_from_center,
|
|
C4Real xdir, C4Real ydir, C4Real rdir, int32_t iController)
|
|
{
|
|
C4Def *pDef;
|
|
// Get pDef
|
|
if (!(pDef=C4Id2Def(id))) return NULL;
|
|
// Create object
|
|
return NewObject(pDef,pCreator,
|
|
iOwner,NULL,
|
|
x,y,r,
|
|
xdir,ydir,rdir,
|
|
FullCon, iController, grow_from_center);
|
|
}
|
|
|
|
C4Object* C4Game::CreateObject(C4PropList * PropList, C4Object *pCreator, int32_t iOwner,
|
|
int32_t x, int32_t y, int32_t r, bool grow_from_center,
|
|
C4Real xdir, C4Real ydir, C4Real rdir, int32_t iController)
|
|
{
|
|
// check Definition
|
|
if (!PropList || !PropList->GetDef()) return NULL;
|
|
// Create object
|
|
return NewObject(PropList,pCreator,
|
|
iOwner,NULL,
|
|
x,y,r,
|
|
xdir,ydir,rdir,
|
|
FullCon, iController, grow_from_center);
|
|
}
|
|
|
|
C4Object* C4Game::CreateInfoObject(C4ObjectInfo *cinf, int32_t iOwner,
|
|
int32_t tx, int32_t ty)
|
|
{
|
|
C4Def *def;
|
|
// Valid check
|
|
if (!cinf) return NULL;
|
|
// Get def
|
|
if (!(def=C4Id2Def(cinf->id))) return NULL;
|
|
// Create object
|
|
return NewObject( def,NULL,
|
|
iOwner,cinf,
|
|
tx,ty,0,
|
|
Fix0,Fix0,Fix0,
|
|
FullCon, NO_OWNER, false);
|
|
}
|
|
|
|
C4Object* C4Game::CreateObjectConstruction(C4PropList * PropList,
|
|
C4Object *pCreator,
|
|
int32_t iOwner,
|
|
int32_t iX, int32_t iBY,
|
|
int32_t iCon,
|
|
bool fTerrain)
|
|
{
|
|
C4Def *pDef;
|
|
C4Object *pObj;
|
|
|
|
// Get def
|
|
if (!PropList) return NULL;
|
|
if (!(pDef=PropList->GetDef())) return NULL;
|
|
|
|
int32_t dx,dy,dwdt,dhgt;
|
|
dwdt=pDef->Shape.Wdt; dhgt=pDef->Shape.Hgt;
|
|
dx=iX-dwdt/2; dy=iBY-dhgt;
|
|
|
|
// Terrain
|
|
if (fTerrain)
|
|
{
|
|
// Clear site background (ignored for ultra-large structures)
|
|
if (dwdt*dhgt<12000)
|
|
Landscape.DigFreeRect(dx,dy,dwdt,dhgt);
|
|
// Raise Terrain
|
|
Landscape.RaiseTerrain(dx,dy+dhgt,dwdt);
|
|
}
|
|
|
|
// Create object
|
|
if (!(pObj=NewObject(PropList,
|
|
pCreator,
|
|
iOwner,NULL,
|
|
iX,iBY,0,
|
|
Fix0,Fix0,Fix0,
|
|
iCon, pCreator ? pCreator->Controller : NO_OWNER, false))) return NULL;
|
|
|
|
return pObj;
|
|
}
|
|
|
|
C4Object* C4Game::OverlapObject(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, int32_t Plane)
|
|
{
|
|
C4Rect rect1,rect2;
|
|
rect1.x=tx; rect1.y=ty; rect1.Wdt=wdt; rect1.Hgt=hgt;
|
|
C4LArea Area(&::Objects.Sectors, tx, ty, wdt, hgt); C4LSector *pSector;
|
|
for (C4ObjectList *pObjs = Area.FirstObjectShapes(&pSector); pSector; pObjs = Area.NextObjectShapes(pObjs, &pSector))
|
|
for (C4Object *cObj : *pObjs)
|
|
if (cObj->Status && !cObj->Contained)
|
|
if (cObj->GetPlane() == Plane)
|
|
{
|
|
rect2=cObj->Shape; rect2.x+=cObj->GetX(); rect2.y+=cObj->GetY();
|
|
if (rect1.Overlap(rect2)) return cObj;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
C4Object* C4Game::FindObject(C4Def * pDef,
|
|
int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt,
|
|
DWORD ocf,
|
|
C4Object *pFindNext)
|
|
{
|
|
|
|
C4Object *pClosest=NULL;
|
|
int32_t iClosest = 0,iDistance,iFartherThan=-1;
|
|
C4Object *pFindNextCpy=pFindNext;
|
|
|
|
// check the easy case first: no instances at all?
|
|
if (pDef && !pDef->Count) return NULL;
|
|
|
|
// Finding next closest: find closest but further away than last closest
|
|
if (pFindNext && (iWdt==-1) && (iHgt==-1))
|
|
{
|
|
iFartherThan = (pFindNext->GetX()-iX)*(pFindNext->GetX()-iX)+(pFindNext->GetY()-iY)*(pFindNext->GetY()-iY);
|
|
pFindNext = NULL;
|
|
}
|
|
|
|
// Scan all objects
|
|
for (C4Object *cObj : Objects)
|
|
{
|
|
// Not skipping to find next
|
|
if (!pFindNext)
|
|
// Status
|
|
if (cObj->Status)
|
|
// ID
|
|
if (!pDef || (cObj->Def == pDef))
|
|
// OCF (match any specified)
|
|
if (cObj->OCF & ocf)
|
|
// Area
|
|
{
|
|
// Point
|
|
if ((iWdt==0) && (iHgt==0))
|
|
{
|
|
if (Inside<int32_t>(iX-(cObj->GetX()+cObj->Shape.x),0,cObj->Shape.Wdt-1))
|
|
if (Inside<int32_t>(iY-(cObj->GetY()+cObj->Shape.y),0,cObj->Shape.Hgt-1))
|
|
return cObj;
|
|
continue;
|
|
}
|
|
// Closest
|
|
if ((iWdt==-1) && (iHgt==-1))
|
|
{
|
|
iDistance = (cObj->GetX()-iX)*(cObj->GetX()-iX)+(cObj->GetY()-iY)*(cObj->GetY()-iY);
|
|
// same distance?
|
|
if ((iDistance == iFartherThan) && !pFindNextCpy)
|
|
return cObj;
|
|
// nearer than/first closest?
|
|
if (!pClosest || (iDistance < iClosest))
|
|
if (iDistance > iFartherThan)
|
|
{ pClosest=cObj; iClosest=iDistance; }
|
|
}
|
|
// Range
|
|
else if (Inside<int32_t>(cObj->GetX()-iX,0,iWdt-1) && Inside<int32_t>(cObj->GetY()-iY,0,iHgt-1))
|
|
return cObj;
|
|
}
|
|
|
|
// Find next mark reached
|
|
if (cObj == pFindNextCpy) pFindNext = pFindNextCpy = NULL;
|
|
|
|
}
|
|
|
|
return pClosest;
|
|
|
|
}
|
|
|
|
C4Object *C4Game::FindVisObject(float tx, float ty, int32_t iPlr, const C4Facet &fctViewportGame, const C4Facet &fctViewportGUI,
|
|
float game_x, float game_y, DWORD category, float gui_x, float gui_y)
|
|
{
|
|
// FIXME: Use C4FindObject here for optimization
|
|
// -- can't really do that, since sectors ignore parallaxity, etc.
|
|
// determine layer to search in
|
|
C4Object *layer_object = NULL;
|
|
C4Player *plr = ::Players.Get(iPlr);
|
|
if (plr && plr->Cursor) layer_object = plr->Cursor->Layer;
|
|
// scan all object lists separately
|
|
C4ObjectList *pLst = &::Objects.ForeObjects;
|
|
while (pLst)
|
|
{
|
|
// Scan all objects in list
|
|
for (C4Object *cObj : *pLst)
|
|
{
|
|
// Status
|
|
if (cObj->Status == C4OS_NORMAL)
|
|
// exclude fore-objects from main list
|
|
if ((pLst != &Objects) || (~cObj->Category & C4D_Foreground))
|
|
// exclude MouseIgnore-objects
|
|
if (~cObj->Category & C4D_MouseIgnore)
|
|
// Category (match any specified)
|
|
if (cObj->Category & category)
|
|
// Container
|
|
if (!cObj->Contained)
|
|
// Visibility
|
|
if (cObj->IsVisible(iPlr, false))
|
|
// Layer check: Layered objects are invisible to players whose cursor is in another layer
|
|
// except for GUI: GUI always visible
|
|
{
|
|
if (cObj->Layer != layer_object)
|
|
if (pLst != &::Objects.ForeObjects)
|
|
continue;
|
|
// Area
|
|
// get object position
|
|
float iObjX, iObjY, check_x, check_y;
|
|
if (pLst == &::Objects.ForeObjects)
|
|
{
|
|
// object position for HUD object
|
|
check_x = gui_x; check_y = gui_y;
|
|
cObj->GetViewPos(iObjX, iObjY, -fctViewportGUI.X, -fctViewportGUI.Y, fctViewportGUI);
|
|
}
|
|
else
|
|
{
|
|
// object position for game object
|
|
check_x = game_x; check_y = game_y;
|
|
cObj->GetViewPos(iObjX, iObjY, tx, ty, fctViewportGame);
|
|
}
|
|
// Point search
|
|
if (Inside<float>(check_x-(iObjX+cObj->Shape.x),0,float(cObj->Shape.Wdt)-1))
|
|
if (Inside<float>(check_y-(iObjY+cObj->Shape.y-cObj->addtop()),0,float(cObj->Shape.Hgt+cObj->addtop()-1)))
|
|
return cObj;
|
|
}
|
|
}
|
|
// next list
|
|
if (pLst == &::Objects.ForeObjects) pLst = &Objects;
|
|
else pLst = NULL;
|
|
}
|
|
|
|
// none found
|
|
return NULL;
|
|
}
|
|
|
|
int32_t C4Game::ObjectCount(C4ID id)
|
|
{
|
|
C4Def *pDef;
|
|
// check the easy cases first
|
|
if (id != C4ID::None)
|
|
{
|
|
if (!(pDef=C4Id2Def(id))) return 0; // no valid def
|
|
return pDef->Count;
|
|
}
|
|
int32_t iResult = 0;
|
|
for (C4Object *cObj : Objects)
|
|
// Status
|
|
if (cObj->Status)
|
|
++iResult;
|
|
return iResult;
|
|
}
|
|
|
|
// Deletes removal-assigned data from list.
|
|
// Pointer clearance is done by AssignRemoval.
|
|
|
|
void C4Game::ObjectRemovalCheck() // Every ::Game.iTick255 by ExecObjects
|
|
{
|
|
for (C4Object *cObj : Objects)
|
|
{
|
|
if (!cObj->Status && (cObj->RemovalDelay==0))
|
|
{
|
|
Objects.Remove(cObj);
|
|
delete cObj;
|
|
}
|
|
}
|
|
}
|
|
|
|
void C4Game::ExecObjects() // Every Tick1 by Execute
|
|
{
|
|
if (Config.General.DebugRec)
|
|
AddDbgRec(RCT_Block, "ObjEx", 6);
|
|
|
|
// Execute objects - reverse order to ensure
|
|
for (C4Object *cObj : Objects.reverse())
|
|
{
|
|
if (cObj)
|
|
{
|
|
if (cObj->Status)
|
|
// Execute object
|
|
cObj->Execute();
|
|
else
|
|
// Status reset: process removal delay
|
|
if (cObj->RemovalDelay>0) cObj->RemovalDelay--;
|
|
}
|
|
}
|
|
|
|
if (Config.General.DebugRec)
|
|
AddDbgRec(RCT_Block, "ObjCC", 6);
|
|
|
|
// Cross check objects
|
|
Objects.CrossCheck();
|
|
|
|
if (Config.General.DebugRec)
|
|
AddDbgRec(RCT_Block, "ObjRs", 6);
|
|
|
|
// Resort
|
|
if (fResortAnyObject)
|
|
{
|
|
fResortAnyObject = false;
|
|
Objects.ResortUnsorted();
|
|
}
|
|
|
|
if (Config.General.DebugRec)
|
|
AddDbgRec(RCT_Block, "ObjRm", 6);
|
|
|
|
// Removal
|
|
if (!::Game.iTick255) ObjectRemovalCheck();
|
|
}
|
|
|
|
C4ID DefFileGetID(const char *szFilename)
|
|
{
|
|
C4Group hDef;
|
|
C4Def DefCore;
|
|
if (!hDef.Open(szFilename)) return C4ID::None;
|
|
if (!DefCore.LoadDefCore(hDef)) { hDef.Close(); return C4ID::None; }
|
|
hDef.Close();
|
|
return DefCore.id;
|
|
}
|
|
|
|
bool C4Game::DropFile(const char *szFilename, float iX, float iY)
|
|
{
|
|
C4ID c_id; C4Def *cdef;
|
|
// Drop def to create object
|
|
if (SEqualNoCase(GetExtension(szFilename),"ocd"))
|
|
{
|
|
// Get id from file
|
|
if ((c_id=DefFileGetID(szFilename)))
|
|
// Get loaded def or try to load def from file
|
|
if ( (cdef=C4Id2Def(c_id))
|
|
|| (::Definitions.Load(szFilename,C4D_Load_RX,Config.General.LanguageEx,&Application.SoundSystem) && (cdef=C4Id2Def(c_id))) )
|
|
{
|
|
return DropDef(c_id, iX, iY);
|
|
}
|
|
// Failure
|
|
Console.Out(FormatString(LoadResStr("IDS_CNS_DROPNODEF"),GetFilename(szFilename)).getData());
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool C4Game::DropDef(C4ID id, float X, float Y)
|
|
{
|
|
// Get def
|
|
C4Def *pDef;
|
|
if ((pDef=C4Id2Def(id)))
|
|
{
|
|
::Control.DoInput(CID_EMMoveObj, C4ControlEMMoveObject::CreateObject(id, ftofix(X), ftofix(Y)), CDT_Decide);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Failure
|
|
Console.Out(FormatString(LoadResStr("IDS_CNS_DROPNODEF"),id.ToString()).getData());
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void C4Game::CastObjects(C4ID id, C4Object *pCreator, int32_t num, int32_t level, int32_t tx, int32_t ty, int32_t iOwner, int32_t iController, C4ValueArray *out_objects)
|
|
{
|
|
int32_t cnt, out_obj_size=0;
|
|
if (out_objects)
|
|
{
|
|
out_obj_size = out_objects->GetSize();
|
|
out_objects->SetSize(out_obj_size + num);
|
|
}
|
|
for (cnt=0; cnt<num; cnt++)
|
|
{
|
|
// Must do these calculation steps separately, because the order of
|
|
// invokations of Random() is not defined if they're used as parameters
|
|
int32_t angle = Random(360);
|
|
C4Real xdir = C4REAL10(Random(2*level+1)-level);
|
|
C4Real ydir = C4REAL10(Random(2*level+1)-level);
|
|
C4Real rdir = itofix(Random(3)+1);
|
|
C4Object *obj = CreateObject(id,pCreator,iOwner,
|
|
tx,ty,angle,
|
|
false,
|
|
xdir,
|
|
ydir,
|
|
rdir, iController);
|
|
if (obj && obj->Status && out_objects) (*out_objects)[out_obj_size+cnt] = C4VObj(obj);
|
|
}
|
|
}
|
|
|
|
void C4GameSec1Timer::OnSec1Timer()
|
|
{
|
|
// updates the game clock
|
|
if (Game.TimeGo) { Game.Time++; Game.TimeGo = false; }
|
|
Game.FPS=Game.cFPS; Game.cFPS=0;
|
|
}
|
|
|
|
void C4Game::Default()
|
|
{
|
|
PointersDenumerated = false;
|
|
IsRunning = false;
|
|
FrameCounter=0;
|
|
GameOver=GameOverDlgShown=false;
|
|
ScenarioFilename[0]=0;
|
|
PlayerFilenames[0]=0;
|
|
DefinitionFilenames[0]=0;
|
|
DirectJoinAddress[0]=0;
|
|
pJoinReference=NULL;
|
|
StartupPlayerCount=0;
|
|
ScenarioTitle.Ref("");
|
|
HaltCount=0;
|
|
fReferenceDefinitionOverride=false;
|
|
Evaluated=false;
|
|
TimeGo=false;
|
|
Time=0;
|
|
StartTime=0;
|
|
InitProgress=0; LastInitProgress=0;
|
|
FPS=cFPS=0;
|
|
fScriptCreatedObjects=false;
|
|
fLobby=fObserve=false;
|
|
iLobbyTimeout=0;
|
|
iTick2=iTick3=iTick5=iTick10=iTick35=iTick255=iTick1000=0;
|
|
FullSpeed=false;
|
|
FrameSkip=1; DoSkipFrame=false;
|
|
::Definitions.Default();
|
|
::MaterialMap.Default();
|
|
Objects.Default();
|
|
Players.Default();
|
|
Weather.Default();
|
|
Landscape.Default();
|
|
TextureMap.Default();
|
|
::DefaultRanks.Default();
|
|
MassMover.Default();
|
|
PXS.Default();
|
|
GraphicsSystem.Default();
|
|
C4S.Default();
|
|
::Messages.Default();
|
|
MessageInput.Default();
|
|
MouseControl.Default();
|
|
PathFinder.Default();
|
|
TransferZones.Default();
|
|
GroupSet.Default();
|
|
pParentGroup=NULL;
|
|
pScenarioSections=pCurrentScenarioSection=NULL;
|
|
*CurrentScenarioSection=0;
|
|
pGlobalEffects=NULL;
|
|
fResortAnyObject=false;
|
|
pNetworkStatistics = NULL;
|
|
iMusicLevel = 100;
|
|
PlayList.Clear();
|
|
DebugPort = 0;
|
|
DebugPassword.Clear();
|
|
DebugHost.Clear();
|
|
DebugWait = false;
|
|
}
|
|
|
|
void C4Game::Evaluate()
|
|
{
|
|
|
|
// League game?
|
|
bool fLeague = Network.isEnabled() && Network.isHost() && Parameters.isLeague();
|
|
|
|
// Stop record
|
|
StdStrBuf RecordName; BYTE RecordSHA[SHA_DIGEST_LENGTH];
|
|
if (Control.isRecord())
|
|
Control.StopRecord(&RecordName, fLeague ? RecordSHA : NULL);
|
|
|
|
// Send league result
|
|
if (fLeague)
|
|
Network.LeagueGameEvaluate(RecordName.getData(), RecordSHA);
|
|
|
|
// Players
|
|
// saving local players only, because remote players will probably not rejoin after evaluation anyway)
|
|
Players.Evaluate();
|
|
Players.Save(true);
|
|
|
|
// Round results
|
|
RoundResults.EvaluateGame();
|
|
|
|
// Set game flag
|
|
Log(LoadResStr("IDS_PRC_EVALUATED"));
|
|
Evaluated=true;
|
|
|
|
}
|
|
|
|
void C4Game::DrawCrewOverheadText(C4TargetFacet &cgo, int32_t iPlayer)
|
|
{
|
|
|
|
// All drawing in this function must not be affected by zoom; but remember zoom and reset later.
|
|
ZoomData r;
|
|
pDraw->GetZoom(&r);
|
|
const float zoom = r.Zoom;
|
|
r.Zoom = 1.0;
|
|
pDraw->SetZoom(r);
|
|
// Offset for all text/objects
|
|
const float fixedOffsetX = -cgo.X * cgo.Zoom + cgo.X;
|
|
const float fixedOffsetY = (-cgo.Y - 10.0f) * cgo.Zoom + cgo.Y;
|
|
// Draw cursor mark arrow & cursor object name
|
|
C4Facet &fctCursor = GraphicsResource.fctMouseCursor;
|
|
for (C4Player *pPlr = Players.First; pPlr; pPlr = pPlr->Next)
|
|
{
|
|
// Draw a small selector & name above the cursor? F.e. after switching crew.
|
|
const bool drawCursorInfo = (pPlr->Number == iPlayer || iPlayer == NO_OWNER) // only for the viewport's player..
|
|
&& (pPlr->CursorFlash && pPlr->Cursor); // ..and if the player wants to show their cursor.
|
|
// Otherwise, for allied players we might want to draw player & crew names.
|
|
// Note that these two conditions are generally mutually-exclusive.
|
|
const bool drawPlayerAndCursorNames = (pPlr->Number != iPlayer) // Never for own player..
|
|
&& (Config.Graphics.ShowCrewNames || Config.Graphics.ShowCrewCNames) // ..and if the settings allow it..
|
|
&& !Hostile(iPlayer, pPlr->Number) && !pPlr->IsInvisible(); // ..and of course only if applicable.
|
|
|
|
if (!drawPlayerAndCursorNames && !drawCursorInfo) continue;
|
|
|
|
// Lambda to calculate correct drawing position of object, (re-)adjusted by zoom.
|
|
float drawX, drawY, drawZoom;
|
|
auto calculateObjectTextPosition = [&](C4Object *obj)
|
|
{
|
|
obj->GetDrawPosition(cgo, fixtof(obj->fix_x), fixtof(obj->fix_y), 1.0, drawX, drawY, drawZoom);
|
|
drawX = drawX * cgo.Zoom + fixedOffsetX;
|
|
drawY = drawY * cgo.Zoom - static_cast<float>(obj->Def->Shape.Hgt) / 2.0 + fixedOffsetY;
|
|
};
|
|
|
|
// Actual text output!
|
|
if (drawPlayerAndCursorNames)
|
|
{
|
|
// We need to show crew names for that player, we do so for every crew-member.
|
|
for (C4Object * const & crew : pPlr->Crew)
|
|
{
|
|
if (!crew->Status || !crew->Def) continue;
|
|
if (crew->Contained) continue;
|
|
if ((crew->OCF & OCF_CrewMember) == 0) continue;
|
|
if (!crew->IsVisible(iPlayer, false)) continue;
|
|
|
|
calculateObjectTextPosition(crew);
|
|
drawY -= 5.0f; // aesthetical offset
|
|
|
|
// compose string
|
|
char szText[C4GM_MaxText + 1];
|
|
if (Config.Graphics.ShowCrewNames)
|
|
if (Config.Graphics.ShowCrewCNames)
|
|
sprintf(szText, "%s (%s)", crew->GetName(), pPlr->GetName());
|
|
else
|
|
SCopy(pPlr->GetName(), szText);
|
|
else
|
|
SCopy(crew->GetName(), szText);
|
|
// Word wrap to cgo width
|
|
int32_t iCharWdt, dummy;
|
|
::GraphicsResource.FontRegular.GetTextExtent("m", iCharWdt, dummy, false);
|
|
int32_t iMaxLine = Max<int32_t>(cgo.Wdt / iCharWdt, 20);
|
|
SWordWrap(szText, ' ', '|', iMaxLine);
|
|
// Center text vertically, too
|
|
int textWidth, textHeight;
|
|
::GraphicsResource.FontRegular.GetTextExtent(szText, textWidth, textHeight, true);
|
|
// Draw
|
|
pDraw->TextOut(szText, ::GraphicsResource.FontRegular, 1.0, cgo.Surface, drawX, drawY - static_cast<float>(textHeight) / 2.0,
|
|
pPlr->ColorDw | 0x7f000000, ACenter);
|
|
}
|
|
}
|
|
else if (drawCursorInfo)
|
|
{
|
|
C4Object * const cursor = pPlr->Cursor;
|
|
calculateObjectTextPosition(cursor);
|
|
// Draw a down-arrow above the Clonk's head
|
|
drawY += -fctCursor.Hgt;
|
|
fctCursor.Draw(cgo.Surface, drawX - static_cast<float>(fctCursor.Wdt) / 2.0, drawY, 4);
|
|
// And possibly draw some info text, too
|
|
if (cursor->Info)
|
|
{
|
|
int32_t texthgt = ::GraphicsResource.FontRegular.GetLineHeight();
|
|
StdStrBuf str;
|
|
if (cursor->Info->Rank > 0)
|
|
{
|
|
str.Format("%s|%s", cursor->Info->sRankName.getData(), cursor->GetName());
|
|
texthgt += texthgt;
|
|
}
|
|
else str = cursor->GetName();
|
|
|
|
pDraw->TextOut(str.getData(), ::GraphicsResource.FontRegular, 1.0, cgo.Surface,
|
|
drawX,
|
|
drawY - static_cast<float>(texthgt) / 2.0,
|
|
0xffff0000, ACenter);
|
|
|
|
}
|
|
}
|
|
}
|
|
// Reset zoom
|
|
r.Zoom = zoom;
|
|
pDraw->SetZoom(r);
|
|
}
|
|
|
|
void C4Game::Ticks()
|
|
{
|
|
// Frames
|
|
FrameCounter++; GameGo = FullSpeed;
|
|
// Ticks
|
|
if (++iTick2==2) iTick2=0;
|
|
if (++iTick3==3) iTick3=0;
|
|
if (++iTick5==5) iTick5=0;
|
|
if (++iTick10==10) iTick10=0;
|
|
if (++iTick35==35) iTick35=0;
|
|
if (++iTick255==255) iTick255=0;
|
|
if (++iTick1000==1000) iTick1000=0;
|
|
// FPS / time
|
|
cFPS++; TimeGo = true;
|
|
// Frame skip
|
|
if (FrameCounter % FrameSkip) DoSkipFrame = true;
|
|
// Control
|
|
Control.Ticks();
|
|
// Full speed
|
|
if (GameGo) Application.NextTick(); // short-circuit the timer
|
|
// statistics
|
|
if (pNetworkStatistics) pNetworkStatistics->ExecuteFrame();
|
|
}
|
|
|
|
void C4Game::CompileFunc(StdCompiler *pComp, CompileSettings comp, C4ValueNumbers * numbers)
|
|
{
|
|
if (!comp.fScenarioSection && comp.fExact)
|
|
{
|
|
pComp->Name("Game");
|
|
pComp->Value(mkNamingAdapt(Time, "Time", 0));
|
|
pComp->Value(mkNamingAdapt(FrameCounter, "Frame", 0));
|
|
if (comp.fSync)
|
|
{
|
|
pComp->Value(mkNamingAdapt(Control.ControlTick, "ControlTick", 0));
|
|
pComp->Value(mkNamingAdapt(Control.SyncRate, "SyncRate", C4SyncCheckRate));
|
|
}
|
|
pComp->Value(mkNamingAdapt(iTick2, "Tick2", 0));
|
|
pComp->Value(mkNamingAdapt(iTick3, "Tick3", 0));
|
|
pComp->Value(mkNamingAdapt(iTick5, "Tick5", 0));
|
|
pComp->Value(mkNamingAdapt(iTick10, "Tick10", 0));
|
|
pComp->Value(mkNamingAdapt(iTick35, "Tick35", 0));
|
|
pComp->Value(mkNamingAdapt(iTick255, "Tick255", 0));
|
|
pComp->Value(mkNamingAdapt(iTick1000, "Tick1000", 0));
|
|
pComp->Value(mkNamingAdapt(StartupPlayerCount, "StartupPlayerCount", 0));
|
|
pComp->Value(mkNamingAdapt(C4PropListNumbered::EnumerationIndex,"ObjectEnumerationIndex",0));
|
|
pComp->Value(mkNamingAdapt(PlayList, "PlayList",""));
|
|
pComp->Value(mkNamingAdapt(mkStringAdaptMA(CurrentScenarioSection), "CurrentScenarioSection", ""));
|
|
pComp->Value(mkNamingAdapt(fResortAnyObject, "ResortAnyObj", false));
|
|
pComp->Value(mkNamingAdapt(iMusicLevel, "MusicLevel", 100));
|
|
pComp->Value(mkNamingAdapt(mkParAdapt(GlobalSoundModifier, numbers), "GlobalSoundModifier", C4Value()));
|
|
pComp->Value(mkNamingAdapt(NextMission, "NextMission", StdCopyStrBuf()));
|
|
pComp->Value(mkNamingAdapt(NextMissionText, "NextMissionText", StdCopyStrBuf()));
|
|
pComp->Value(mkNamingAdapt(NextMissionDesc, "NextMissionDesc", StdCopyStrBuf()));
|
|
pComp->NameEnd();
|
|
|
|
// scoreboard compiles into main level [Scoreboard]
|
|
pComp->Value(mkNamingAdapt(Scoreboard, "Scoreboard"));
|
|
// Keyboard status of global keys synchronized for exact (runtime join) only; not for savegames,
|
|
// as keys might be released between a savegame save and its resume
|
|
}
|
|
|
|
if (comp.fExact)
|
|
{
|
|
pComp->Value(mkNamingAdapt(Weather, "Weather"));
|
|
pComp->Value(mkNamingAdapt(Landscape, "Landscape"));
|
|
pComp->Value(mkNamingAdapt(Landscape.Sky, "Sky"));
|
|
}
|
|
|
|
if (comp.fPlayers)
|
|
{
|
|
assert(pComp->isDecompiler());
|
|
// player parsing: Parse all players
|
|
// This doesn't create any players, but just parses existing by their ID
|
|
// Primary player ininitialization (also setting ID) is done by player info list
|
|
// Won't work this way for binary mode!
|
|
for (C4Player *pPlr=Players.First; pPlr; pPlr=pPlr->Next)
|
|
pComp->Value(mkNamingAdapt(mkParAdapt(*pPlr, numbers), FormatString("Player%d", pPlr->ID).getData()));
|
|
}
|
|
|
|
// Section load: Clear existing prop list numbering to make room for the new objects
|
|
// Numbers will be re-acquired in C4GameObjects::PostLoad
|
|
if (comp.fScenarioSection) C4PropListNumbered::ShelveNumberedPropLists();
|
|
|
|
pComp->Value(mkParAdapt(Objects, !comp.fExact, numbers));
|
|
|
|
pComp->Name("Script");
|
|
if (!comp.fScenarioSection)
|
|
{
|
|
pComp->Value(mkParAdapt(ScriptEngine, numbers));
|
|
}
|
|
if (comp.fScenarioSection && pComp->isCompiler())
|
|
{
|
|
// loading scenario section: Merge effects
|
|
// Must keep old effects here even if they're dead, because the LoadScenarioSection call typically came from execution of a global effect
|
|
// and otherwise dead pointers would remain on the stack
|
|
C4Effect *pOldGlobalEffects, *pNextOldGlobalEffects=pGlobalEffects;
|
|
pGlobalEffects = NULL;
|
|
try
|
|
{
|
|
pComp->Value(mkParAdapt(mkNamingPtrAdapt(pGlobalEffects, "Effects"), numbers));
|
|
}
|
|
catch (...)
|
|
{
|
|
delete pNextOldGlobalEffects;
|
|
throw;
|
|
}
|
|
while ((pOldGlobalEffects=pNextOldGlobalEffects))
|
|
{
|
|
pNextOldGlobalEffects = pOldGlobalEffects->pNext;
|
|
pOldGlobalEffects->Register(NULL, Abs(pOldGlobalEffects->iPriority));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, just compile effects
|
|
pComp->Value(mkParAdapt(mkNamingPtrAdapt(pGlobalEffects, "Effects"), numbers));
|
|
}
|
|
pComp->Value(mkNamingAdapt(*numbers, "Values"));
|
|
pComp->NameEnd();
|
|
}
|
|
|
|
bool C4Game::CompileRuntimeData(C4Group &hGroup, bool fLoadSection, bool exact, bool sync, C4ValueNumbers * numbers)
|
|
{
|
|
::Objects.Clear(!fLoadSection);
|
|
GameText.Load(hGroup,C4CFN_Game);
|
|
CompileSettings Settings(fLoadSection, false, exact, sync);
|
|
// C4Game is not defaulted on compilation.
|
|
// Loading of runtime data overrides only certain values.
|
|
// Doesn't compile players; those will be done later
|
|
if (GameText.GetData())
|
|
{
|
|
if (!CompileFromBuf_LogWarn<StdCompilerINIRead>(
|
|
mkParAdapt(*this, Settings, numbers),
|
|
GameText.GetDataBuf(), C4CFN_Game))
|
|
return false;
|
|
// Objects
|
|
int32_t iObjects = Objects.ObjectCount();
|
|
if (iObjects) { LogF(LoadResStr("IDS_PRC_OBJECTSLOADED"),iObjects); }
|
|
}
|
|
// Music System: Set play list
|
|
if (!fLoadSection) Application.MusicSystem.SetPlayList(PlayList.getData());
|
|
// Success
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::SaveData(C4Group &hGroup, bool fSaveSection, bool fSaveExact, bool fSaveSync, C4ValueNumbers * numbers)
|
|
{
|
|
if (fSaveExact)
|
|
{
|
|
StdStrBuf Buf;
|
|
// Decompile (without players for scenario sections)
|
|
DecompileToBuf_Log<StdCompilerINIWrite>(mkParAdapt(*this, CompileSettings(fSaveSection, !fSaveSection && fSaveExact, fSaveExact, fSaveSync), numbers), &Buf, "Game");
|
|
|
|
// Clear alternate saving method
|
|
hGroup.Delete(C4CFN_ScenarioObjectsScript);
|
|
|
|
// Empty? All default; just remove from group then
|
|
if (!Buf.getLength())
|
|
{
|
|
hGroup.Delete(C4CFN_Game);
|
|
return true;
|
|
}
|
|
|
|
// Save
|
|
return hGroup.Add(C4CFN_Game,Buf,false,true);
|
|
}
|
|
else
|
|
{
|
|
// Clear alternate saving method
|
|
hGroup.Delete(C4CFN_Game);
|
|
|
|
// Save objects to file using system scripts
|
|
int32_t objects_file_handle = ::ScriptEngine.CreateUserFile();
|
|
C4AulParSet pars(C4VInt(objects_file_handle));
|
|
C4Value result_c4v(::ScriptEngine.GetPropList()->Call(PSF_SaveScenarioObjects, &pars));
|
|
bool result = !!result_c4v;
|
|
if (result_c4v.GetType() == C4V_Nil)
|
|
{
|
|
// Function returned nil: This usually means there was a script error during object writing.
|
|
// It could also mean the scripter overloaded global func SaveScenarioObjects and returned nil.
|
|
// In either case, objects will not match landscape any more, so better fail and don't save at all.
|
|
LogF("ERROR: No valid result from global func " PSF_SaveScenarioObjects ". Saving objects failed.");
|
|
}
|
|
else
|
|
{
|
|
// Function completed successfully (returning true or false)
|
|
C4AulUserFile *file = ::ScriptEngine.GetUserFile(objects_file_handle);
|
|
if (!result || !file || !file->GetFileLength())
|
|
{
|
|
// Nothing written? Then we don't have objects.
|
|
hGroup.Delete(C4CFN_ScenarioObjectsScript);
|
|
// That's OK; not an error.
|
|
result = true;
|
|
}
|
|
else
|
|
{
|
|
// Write objects script to file!
|
|
StdStrBuf data = file->GrabFileContents();
|
|
result = hGroup.Add(C4CFN_ScenarioObjectsScript, data, false, true);
|
|
}
|
|
}
|
|
::ScriptEngine.CloseUserFile(objects_file_handle);
|
|
return result;
|
|
}
|
|
}
|
|
|
|
bool C4Game::SaveGameTitle(C4Group &hGroup)
|
|
{
|
|
|
|
// Game not running
|
|
if (!FrameCounter)
|
|
{
|
|
char* bpBytes;
|
|
size_t iSize;
|
|
StdStrBuf realFilename;
|
|
|
|
if(ScenarioFile.FindEntry(FormatString("%s.*",C4CFN_ScenarioTitle).getData(),&realFilename,&iSize))
|
|
if (ScenarioFile.LoadEntry(realFilename.getData(),&bpBytes,&iSize))
|
|
hGroup.Add(realFilename.getData(),bpBytes,iSize,false,true);
|
|
}
|
|
|
|
// Fullscreen screenshot
|
|
else if (!Application.isEditor && Application.Active)
|
|
{
|
|
C4Surface * sfcPic; int32_t iSfcWdt=200,iSfcHgt=150;
|
|
if (!(sfcPic = new C4Surface(iSfcWdt,iSfcHgt))) return false;
|
|
|
|
// Fullscreen
|
|
pDraw->Blit(FullScreen.pSurface,
|
|
0.0f,0.0f,float(C4GUI::GetScreenWdt()),float(C4GUI::GetScreenHgt()-::GraphicsResource.FontRegular.GetLineHeight()),
|
|
sfcPic,0,0,iSfcWdt,iSfcHgt);
|
|
|
|
bool fOkay=true;
|
|
fOkay = sfcPic->SavePNG(Config.AtTempPath(C4CFN_TempTitle), false, true, false);
|
|
StdStrBuf destFilename = FormatString("%s.png",C4CFN_ScenarioTitle);
|
|
delete sfcPic; if (!fOkay) return false;
|
|
if (!hGroup.Move(Config.AtTempPath(C4CFN_TempTitle),destFilename.getData())) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::DoKeyboardInput(C4KeyCode vk_code, C4KeyEventType eEventType, bool fAlt, bool fCtrl, bool fShift, bool fRepeated, class C4GUI::Dialog *pForDialog, bool fPlrCtrlOnly, int32_t iStrength)
|
|
{
|
|
#ifdef USE_X11
|
|
static std::map<C4KeyCode, bool> PressedKeys;
|
|
// Keyrepeats are send as down, down, ..., down, up, where all downs are not distinguishable from the first.
|
|
if (eEventType == KEYEV_Down)
|
|
{
|
|
if (PressedKeys[vk_code]) fRepeated = true;
|
|
else PressedKeys[vk_code] = true;
|
|
}
|
|
else if (eEventType == KEYEV_Up)
|
|
{
|
|
PressedKeys[vk_code] = false;
|
|
}
|
|
#endif
|
|
// compose key
|
|
C4KeyCodeEx Key(vk_code, C4KeyShiftState(fAlt*KEYS_Alt + fCtrl*KEYS_Control + fShift*KEYS_Shift), fRepeated);
|
|
// compose keyboard scope
|
|
DWORD InScope = 0;
|
|
if (fPlrCtrlOnly)
|
|
InScope = KEYSCOPE_Control;
|
|
else
|
|
{
|
|
if (IsRunning) InScope = KEYSCOPE_Generic;
|
|
// if GUI has keyfocus, this overrides regular controls
|
|
if (pGUI->HasKeyboardFocus() || pForDialog)
|
|
{
|
|
InScope |= KEYSCOPE_Gui;
|
|
// control to console mode dialog: Make current keyboard target the active dlg,
|
|
// so it can process input
|
|
if (pForDialog) pGUI->ActivateDialog(pForDialog);
|
|
// any keystroke in GUI resets tooltip times
|
|
pGUI->KeyAny();
|
|
}
|
|
else
|
|
{
|
|
if (!Application.isEditor)
|
|
{
|
|
if (FullScreen.pMenu && FullScreen.pMenu->IsActive()) // fullscreen menu
|
|
InScope |= KEYSCOPE_FullSMenu;
|
|
else if (Game.C4S.Head.Replay && C4S.Head.Film) // film view only
|
|
InScope |= KEYSCOPE_FilmView;
|
|
else if (::Viewports.GetViewport(NO_OWNER)) // NO_OWNER-viewport-controls
|
|
InScope |= KEYSCOPE_FreeView;
|
|
else
|
|
{
|
|
// regular player viewport controls
|
|
InScope |= KEYSCOPE_FullSView;
|
|
// player controls disabled during round over dlg
|
|
if (!C4GameOverDlg::IsShown()) InScope |= KEYSCOPE_Control;
|
|
}
|
|
}
|
|
else
|
|
// regular player viewport controls
|
|
InScope |= KEYSCOPE_Control;
|
|
}
|
|
// fullscreen/console (in running game)
|
|
if (IsRunning)
|
|
{
|
|
if (FullScreen.Active) InScope |= KEYSCOPE_Fullscreen;
|
|
if (Console.Active) InScope |= KEYSCOPE_Console;
|
|
}
|
|
}
|
|
// okay; do input
|
|
if (KeyboardInput.DoInput(Key, eEventType, InScope, iStrength))
|
|
return true;
|
|
|
|
// unprocessed key
|
|
return false;
|
|
}
|
|
|
|
bool C4Game::CanQuickSave()
|
|
{
|
|
// Network hosts only
|
|
if (Network.isEnabled() && !Network.isHost())
|
|
{ Log(LoadResStr("IDS_GAME_NOCLIENTSAVE")); return false; }
|
|
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::QuickSave(const char *strFilename, const char *strTitle, bool fForceSave)
|
|
{
|
|
// Check
|
|
if (!fForceSave) if (!CanQuickSave()) return false;
|
|
|
|
// Create savegame folder
|
|
if (!Config.General.CreateSaveFolder(Config.AtUserDataPath(C4CFN_Savegames), LoadResStr("IDS_GAME_SAVEGAMESTITLE")))
|
|
{ Log(LoadResStr("IDS_GAME_FAILSAVEGAME")); return false; }
|
|
|
|
// Create savegame subfolder(s)
|
|
char strSaveFolder[_MAX_PATH + 1];
|
|
for (uint32_t i = 0; i < SCharCount(DirectorySeparator, strFilename); i++)
|
|
{
|
|
SCopy(Config.AtUserDataPath(C4CFN_Savegames), strSaveFolder); AppendBackslash(strSaveFolder);
|
|
SCopyUntil(strFilename, strSaveFolder + SLen(strSaveFolder), DirectorySeparator, _MAX_PATH, i);
|
|
if (!Config.General.CreateSaveFolder(strSaveFolder, strTitle))
|
|
{ Log(LoadResStr("IDS_GAME_FAILSAVEGAME")); return false; }
|
|
}
|
|
|
|
// Compose savegame filename
|
|
StdStrBuf strSavePath;
|
|
strSavePath.Format("%s%c%s", Config.AtUserDataPath(C4CFN_Savegames), DirectorySeparator, strFilename);
|
|
|
|
// Must not be the scenario file that is currently open
|
|
if (ItemIdentical(ScenarioFilename, strSavePath.getData()))
|
|
{
|
|
StartSoundEffect("Error");
|
|
::GraphicsSystem.FlashMessage(LoadResStr("IDS_GAME_NOSAVEONCURR"));
|
|
Log(LoadResStr("IDS_GAME_FAILSAVEGAME"));
|
|
return false;
|
|
}
|
|
|
|
// Wait message
|
|
Log(LoadResStr("IDS_HOLD_SAVINGGAME"));
|
|
GraphicsSystem.MessageBoard.EnsureLastMessage();
|
|
|
|
// Save to target scenario file
|
|
C4GameSave *pGameSave;
|
|
pGameSave = new C4GameSaveSavegame();
|
|
if (!pGameSave->Save(strSavePath.getData()))
|
|
{ Log(LoadResStr("IDS_GAME_FAILSAVEGAME")); delete pGameSave; return false; }
|
|
delete pGameSave;
|
|
|
|
// Success
|
|
Log(LoadResStr("IDS_CNS_GAMESAVED"));
|
|
return true;
|
|
}
|
|
|
|
bool LandscapeFree(int32_t x, int32_t y)
|
|
{
|
|
if (!Inside<int32_t>(x,0,GBackWdt-1) || !Inside<int32_t>(y,0,GBackHgt-1)) return false;
|
|
return !DensitySolid(GBackDensity(x,y));
|
|
}
|
|
|
|
static void FileMonitorCallback(const char * file, const char * extrafile)
|
|
{
|
|
Game.ReloadFile(file);
|
|
}
|
|
|
|
bool C4Game::ReloadFile(const char *szFile)
|
|
{
|
|
// not in network
|
|
if (::Network.isEnabled()) return false;
|
|
const char *szRelativePath = Config.AtRelativePath(szFile);
|
|
// a definition? or part of a definition?
|
|
C4Def *pDef;
|
|
if ((pDef = ::Definitions.GetByPath(szRelativePath)))
|
|
return ReloadDef(pDef->id);
|
|
// script?
|
|
if (ScriptEngine.ReloadScript(szRelativePath, &::Definitions, Config.General.LanguageEx))
|
|
{
|
|
return true;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::ReloadDef(C4ID id)
|
|
{
|
|
bool fSucc;
|
|
// not in network
|
|
if (::Network.isEnabled()) return false;
|
|
// syncronize (close menus with dead surfaces, etc.)
|
|
// no need to sync back player files, though
|
|
Synchronize(false);
|
|
// SolidMasks might be updated
|
|
C4SolidMask::RemoveSolidMasks();
|
|
// reload def
|
|
C4Def *pDef = ::Definitions.ID2Def(id);
|
|
if (!pDef) return false;
|
|
// Message
|
|
LogF("Reloading %s from %s",pDef->id.ToString(),GetFilename(pDef->Filename));
|
|
// Reload def
|
|
if (::Definitions.Reload(pDef,C4D_Load_RX,Config.General.LanguageEx,&Application.SoundSystem))
|
|
{
|
|
// Success, update all concerned object faces
|
|
// may have been done by graphics-update already - but not for objects using graphics of another def
|
|
// better update everything :)
|
|
for (C4Object *obj : Objects)
|
|
{
|
|
if (obj->id == id)
|
|
obj->UpdateFace(true);
|
|
}
|
|
fSucc = true;
|
|
}
|
|
else
|
|
{
|
|
// Failure, remove all objects of this type
|
|
for (C4Object *obj : Objects)
|
|
if (obj->id == id)
|
|
obj->AssignRemoval();
|
|
// safety: If a removed def is being profiled, profiling must stop
|
|
C4AulProfiler::Abort();
|
|
// Kill def
|
|
::Definitions.Remove(pDef);
|
|
// Log
|
|
Log("Reloading failure. All objects of this type removed.");
|
|
fSucc = false;
|
|
}
|
|
// update game messages
|
|
::Messages.UpdateDef(id);
|
|
// re-put removed SolidMasks
|
|
C4SolidMask::PutSolidMasks();
|
|
// done
|
|
return fSucc;
|
|
}
|
|
|
|
bool C4Game::ReloadParticle(const char *szName)
|
|
{
|
|
// not in network
|
|
if (::Network.isEnabled()) return false;
|
|
// safety
|
|
if (!szName) return false;
|
|
// get particle def
|
|
C4ParticleDef *pDef = Particles.definitions.GetDef(szName);
|
|
if (!pDef) return false;
|
|
// verbose
|
|
LogF("Reloading particle %s from %s",pDef->Name.getData(),GetFilename(pDef->Filename.getData()));
|
|
// reload it
|
|
if (!pDef->Reload())
|
|
{
|
|
// safer: remove all particles
|
|
::Particles.ClearAllParticles();
|
|
// clear def
|
|
delete pDef;
|
|
// log
|
|
LogF("Reloading failure. All particles removed.");
|
|
// failure
|
|
return false;
|
|
}
|
|
// success
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::InitGame(C4Group &hGroup, bool fLoadSection, bool fLoadSky, C4ValueNumbers * numbers)
|
|
{
|
|
// Activate debugger if requested
|
|
// needs to happen before any scripts are compiled to bytecode so AB_DEBUG chunks will be inserted
|
|
if (DebugPort)
|
|
{
|
|
if (Parameters.isLeague())
|
|
Log("Debugger disabled. Not allowed in league.");
|
|
else
|
|
if (!::C4AulDebug::InitDebug(DebugPassword.getData(), DebugHost.getData()))
|
|
return false;
|
|
}
|
|
|
|
if (!fLoadSection)
|
|
{
|
|
|
|
// file monitor
|
|
if (Config.Developer.AutoFileReload && Application.isEditor && !pFileMonitor)
|
|
pFileMonitor = new C4FileMonitor(FileMonitorCallback);
|
|
|
|
// system scripts
|
|
if (!InitScriptEngine())
|
|
{ LogFatal(LoadResStr("IDS_PRC_FAIL")); return false; }
|
|
SetInitProgress(8);
|
|
|
|
// Scenario components
|
|
if (!LoadScenarioComponents())
|
|
{ LogFatal(LoadResStr("IDS_PRC_FAIL")); return false; }
|
|
SetInitProgress(9);
|
|
|
|
// join local players for regular games
|
|
// should be done before record/replay is initialized, so the players are stored in PlayerInfos.txt
|
|
// for local savegame resumes, players are joined into PlayerInfos and later associated in InitPlayers
|
|
if (!::Network.isEnabled())
|
|
if (!PlayerInfos.InitLocal())
|
|
{ LogFatal(LoadResStr("IDS_PRC_FAIL")); return false; }
|
|
|
|
// for replays, make sure teams are assigned correctly
|
|
if (C4S.Head.Replay)
|
|
{
|
|
PlayerInfos.RecheckAutoGeneratedTeams(); // checks that all teams used in playerinfos exist
|
|
Teams.RecheckPlayers(); // syncs player list of teams with teams set in PlayerInfos
|
|
}
|
|
|
|
// set up control (inits Record/Replay)
|
|
if (!InitControl()) return false;
|
|
|
|
// Graphics and fonts (may reinit main font, too)
|
|
// redundant call in NETWORK2; but it may do scenario local overloads
|
|
Log(LoadResStr("IDS_PRC_GFXRES"));
|
|
if (!GraphicsResource.Init())
|
|
{ LogFatal(LoadResStr("IDS_PRC_FAIL")); return false; }
|
|
SetInitProgress(25);
|
|
|
|
// Definitions
|
|
if (!InitDefs()) return false;
|
|
SetInitProgress(55);
|
|
|
|
// Scenario scripts (and local system.ocg)
|
|
::GameScript.Load(ScenarioFile, C4CFN_Script, Config.General.LanguageEx, &ScenarioLangStringTable);
|
|
// Map scripts
|
|
::MapScript.Load(ScenarioFile, C4CFN_MapScript, Config.General.LanguageEx, &ScenarioLangStringTable);
|
|
// Scenario objects
|
|
pScenarioObjectsScript->Load(ScenarioFile, C4CFN_ScenarioObjectsScript, Config.General.LanguageEx, &ScenarioLangStringTable);
|
|
// After defs to get overloading priority
|
|
if (!LoadAdditionalSystemGroup(ScenarioFile))
|
|
{ LogFatal(LoadResStr("IDS_PRC_FAIL")); return false; }
|
|
SetInitProgress(57);
|
|
|
|
// Final init for loaded player commands. Before linking scripts, so CON_* constants are registered
|
|
PlayerControlDefs.FinalInit();
|
|
|
|
// Register constants for scenario options
|
|
ScenarioParameterDefs.RegisterScriptConstants(Parameters.ScenarioParameters);
|
|
|
|
// Now that all controls and assignments are known, resolve user overloads on control assignments
|
|
if (!InitPlayerControlUserSettings()) return false;
|
|
// Sort assignments by priority. Should be done last, because the user should not see this order in the control config dialog
|
|
PlayerControlUserAssignmentSets.SortAssignments();
|
|
// (Theoretically, PlayerControlDefaultAssignmentSets could be cleared now. However, the amount of memory used is negligible)
|
|
|
|
// Link scripts
|
|
if (!LinkScriptEngine()) return false;
|
|
SetInitProgress(58);
|
|
|
|
// Materials
|
|
if (!InitMaterialTexture())
|
|
{ LogFatal(LoadResStr("IDS_PRC_MATERROR")); return false; }
|
|
SetInitProgress(60);
|
|
}
|
|
|
|
// Load section sounds
|
|
Application.SoundSystem.LoadEffects(hGroup);
|
|
|
|
// determine startup player count
|
|
if (!FrameCounter) StartupPlayerCount = PlayerInfos.GetStartupCount();
|
|
|
|
// The Landscape is the last long chunk of loading time, so it's a good place to start the music fadeout
|
|
if (!fLoadSection) Application.MusicSystem.FadeOut(2000);
|
|
// Landscape
|
|
Log(LoadResStr("IDS_PRC_LANDSCAPE"));
|
|
bool fLandscapeLoaded = false;
|
|
if (!Landscape.Init(hGroup, fLoadSection, fLoadSky, fLandscapeLoaded, !!C4S.Head.SaveGame))
|
|
{ LogFatal(LoadResStr("IDS_ERR_GBACK")); return false; }
|
|
SetInitProgress(88);
|
|
// the savegame flag is set if runtime data is present, in which case this is to be used
|
|
// except for scenario sections
|
|
if (fLandscapeLoaded && (!C4S.Head.SaveGame || fLoadSection))
|
|
Landscape.ScenarioInit();
|
|
// clear old landscape data
|
|
if (fLoadSection && fLandscapeLoaded) { PXS.Clear(); MassMover.Clear(); }
|
|
SetInitProgress(89);
|
|
// Init main object list
|
|
Objects.Init(Landscape.Width, Landscape.Height);
|
|
|
|
// Pathfinder
|
|
if (!fLoadSection) PathFinder.Init( &LandscapeFree, &TransferZones );
|
|
SetInitProgress(90);
|
|
|
|
// PXS
|
|
if (hGroup.FindEntry(C4CFN_PXS))
|
|
if (!PXS.Load(hGroup))
|
|
{ LogFatal(LoadResStr("IDS_ERR_PXS")); return false; }
|
|
SetInitProgress(91);
|
|
|
|
// MassMover
|
|
if (hGroup.FindEntry(C4CFN_MassMover))
|
|
if (!MassMover.Load(hGroup))
|
|
{ LogFatal(LoadResStr("IDS_ERR_MOVER")); return false; }
|
|
SetInitProgress(92);
|
|
|
|
// definition value overloads
|
|
if (!fLoadSection) InitValueOverloads();
|
|
|
|
// runtime data
|
|
if (!CompileRuntimeData(hGroup, fLoadSection, C4S.Head.SaveGame, C4S.Head.NetworkGame, numbers))
|
|
{ LogFatal(LoadResStr("IDS_PRC_FAIL")); return false; }
|
|
|
|
SetInitProgress(93);
|
|
|
|
// Load round results
|
|
if (!fLoadSection)
|
|
{
|
|
if (hGroup.FindEntry(C4CFN_RoundResults))
|
|
{
|
|
if (!RoundResults.Load(hGroup, C4CFN_RoundResults))
|
|
{ LogFatal(LoadResStr("IDS_ERR_ERRORLOADINGROUNDRESULTS")); return false; }
|
|
}
|
|
else
|
|
{
|
|
RoundResults.Init();
|
|
}
|
|
}
|
|
|
|
// Denumerate game data pointers
|
|
if (!fLoadSection) ScriptEngine.Denumerate(numbers);
|
|
if (!fLoadSection && pGlobalEffects) pGlobalEffects->Denumerate(numbers);
|
|
numbers->Denumerate();
|
|
// Object.PostLoad must happen after number->Denumerate(), becuase UpdateFace() will access Action proplist,
|
|
// which might have a non-denumerated prototype otherwise
|
|
Objects.PostLoad(fLoadSection, numbers);
|
|
|
|
// Check object enumeration
|
|
if (!CheckObjectEnumeration()) return false;
|
|
|
|
// Okay; everything in denumerated state from now on
|
|
PointersDenumerated = true;
|
|
|
|
// scenario objects script
|
|
if (!GameText.GetData() && pScenarioObjectsScript && pScenarioObjectsScript->GetPropList())
|
|
pScenarioObjectsScript->GetPropList()->Call(PSF_InitializeObjects);
|
|
|
|
// Environment
|
|
if (!C4S.Head.NoInitialize && fLandscapeLoaded)
|
|
{
|
|
Log(LoadResStr("IDS_PRC_ENVIRONMENT"));
|
|
InitVegetation();
|
|
InitInEarth();
|
|
InitAnimals();
|
|
InitEnvironment();
|
|
InitRules();
|
|
InitGoals();
|
|
Landscape.PostInitMap();
|
|
}
|
|
SetInitProgress(94);
|
|
|
|
// Weather
|
|
if (fLandscapeLoaded) Weather.Init(!C4S.Head.SaveGame);
|
|
SetInitProgress(96);
|
|
|
|
// close any gfx groups, because they are no longer needed (after sky is initialized)
|
|
GraphicsResource.CloseFiles();
|
|
|
|
if (!fLoadSection)
|
|
{
|
|
// Music
|
|
Application.MusicSystem.InitForScenario(ScenarioFile);
|
|
if (Config.Sound.RXMusic)
|
|
{
|
|
// Play something that is not Frontend.mid
|
|
Application.MusicSystem.Play();
|
|
}
|
|
else
|
|
Application.MusicSystem.Stop();
|
|
SetMusicLevel(iMusicLevel);
|
|
SetInitProgress(97);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::InitGameFinal()
|
|
{
|
|
|
|
// Validate object owners & assign loaded info objects
|
|
Objects.ValidateOwners();
|
|
Objects.AssignInfo();
|
|
Objects.AssignLightRange(); // update FoW-repellers
|
|
|
|
// Script constructor call
|
|
int32_t iObjCount = Objects.ObjectCount();
|
|
if (!C4S.Head.SaveGame) ::GameScript.Call(PSF_Initialize);
|
|
if (Objects.ObjectCount()!=iObjCount) fScriptCreatedObjects=true;
|
|
|
|
// Player final init
|
|
C4Player *pPlr;
|
|
for (pPlr=Players.First; pPlr; pPlr=pPlr->Next)
|
|
pPlr->FinalInit(!C4S.Head.SaveGame);
|
|
|
|
// Create viewports
|
|
for (pPlr=Players.First; pPlr; pPlr=pPlr->Next)
|
|
if (pPlr->LocalControl)
|
|
::Viewports.CreateViewport(pPlr->Number);
|
|
// Check fullscreen viewports
|
|
FullScreen.ViewportCheck();
|
|
// update halt state
|
|
Console.UpdateHaltCtrls(!!HaltCount);
|
|
|
|
// Host: players without connected clients: remove via control queue
|
|
if (Network.isEnabled() && Network.isHost())
|
|
for (int32_t cnt = 0; cnt < Players.GetCount(); cnt++)
|
|
if (Players.GetByIndex(cnt)->AtClient < 0)
|
|
Players.Remove(Players.GetByIndex(cnt), true, false);
|
|
|
|
// It should be safe now to reload stuff
|
|
if (pFileMonitor) pFileMonitor->StartMonitoring();
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::InitScriptEngine()
|
|
{
|
|
// engine functions
|
|
InitCoreFunctionMap(&ScriptEngine);
|
|
InitObjectFunctionMap(&ScriptEngine);
|
|
InitGameFunctionMap(&ScriptEngine);
|
|
::MapScript.InitFunctionMap(&ScriptEngine);
|
|
|
|
// system functions: check if system group is open
|
|
if (!Application.OpenSystemGroup())
|
|
{ LogFatal(LoadResStr("IDS_ERR_INVALIDSYSGRP")); return false; }
|
|
C4Group &File = Application.SystemGroup;
|
|
|
|
// get scripts
|
|
char fn[_MAX_FNAME+1] = { 0 };
|
|
File.ResetSearch();
|
|
while (File.FindNextEntry(C4CFN_ScriptFiles, fn, NULL, !!fn[0]))
|
|
{
|
|
// host will be destroyed by script engine, so drop the references
|
|
C4ScriptHost *scr = new C4ExtraScriptHost();
|
|
scr->Reg2List(&ScriptEngine);
|
|
scr->Load(File, fn, Config.General.LanguageEx, &MainSysLangStringTable);
|
|
}
|
|
|
|
// if it's a physical group: watch out for changes
|
|
if (!File.IsPacked() && Game.pFileMonitor)
|
|
Game.pFileMonitor->AddDirectory(File.GetFullName().getData());
|
|
|
|
// Prepare host for Objects.c script
|
|
pScenarioObjectsScript = new C4ScenarioObjectsScriptHost();
|
|
pScenarioObjectsScript->Reg2List(&::ScriptEngine);
|
|
|
|
// load standard clonk names
|
|
Names.Load(File, C4CFN_Names);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::LinkScriptEngine()
|
|
{
|
|
// Link script engine (resolve includes/appends, generate code)
|
|
ScriptEngine.Link(&::Definitions);
|
|
|
|
// Set name list for globals
|
|
ScriptEngine.GlobalNamed.SetNameList(&ScriptEngine.GlobalNamedNames);
|
|
|
|
if (C4AulDebug *pDebug = C4AulDebug::GetDebugger())
|
|
if (!pDebug->Listen(DebugPort, !!DebugWait))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool C4Game::InitPlayers(C4ValueNumbers * numbers)
|
|
{
|
|
int32_t iPlrCnt = 0;
|
|
|
|
if (C4S.Head.NetworkRuntimeJoin)
|
|
{
|
|
// Load players to restore from scenario
|
|
C4PlayerInfoList LocalRestorePlayerInfos;
|
|
LocalRestorePlayerInfos.Load(ScenarioFile, C4CFN_SavePlayerInfos, &ScenarioLangStringTable);
|
|
// -- runtime join player restore
|
|
// all restore functions will be executed on RestorePlayerInfos, because the main playerinfos may be more up-to-date
|
|
// extract all players to temp store and update filenames to point there
|
|
if (!LocalRestorePlayerInfos.RecreatePlayerFiles())
|
|
{ LogFatal(LoadResStr("IDS_ERR_NOPLRFILERECR")); return false; }
|
|
// recreate the files
|
|
if (!LocalRestorePlayerInfos.RecreatePlayers(numbers))
|
|
{ LogFatal(LoadResStr("IDS_ERR_NOPLRNETRECR")); return false; }
|
|
}
|
|
else if (RestorePlayerInfos.GetActivePlayerCount(true))
|
|
{
|
|
// -- savegame player restore
|
|
// for savegames or regular scenarios with restore infos, the player info list should have been loaded from the savegame
|
|
// or got restored from game text in OpenScenario()
|
|
// merge restore player info into main player info list now
|
|
// -for single-host games, this will move all infos
|
|
// -for network games, it will merge according to savegame association done in the lobby
|
|
// for all savegames, script players get restored by adding one new script player for earch savegame script player to the host
|
|
if (!PlayerInfos.RestoreSavegameInfos(RestorePlayerInfos))
|
|
{ LogFatal(LoadResStr("IDS_ERR_NOPLRSAVEINFORECR")); return false; }
|
|
RestorePlayerInfos.Clear();
|
|
// try to associate local filenames (non-net+replay) or resources (net) with all player infos
|
|
if (!PlayerInfos.RecreatePlayerFiles())
|
|
{ LogFatal(LoadResStr("IDS_ERR_NOPLRFILERECR")); return false; }
|
|
// recreate players by joining all players whose joined-flag is already set
|
|
if (!PlayerInfos.RecreatePlayers(numbers))
|
|
{ LogFatal(LoadResStr("IDS_ERR_NOPLRSAVERECR")); return false; }
|
|
}
|
|
|
|
// any regular non-net non-replay game: Do the normal control queue join
|
|
// this includes additional player joins in savegames
|
|
if (!Network.isEnabled() && !Control.NoInput())
|
|
if (!PlayerInfos.LocalJoinUnjoinedPlayersInQueue())
|
|
{
|
|
// error joining local players - either join was done earlier somehow,
|
|
// or the player count check will soon end this round
|
|
}
|
|
|
|
// non-replay player joins will be done by player info list when go tick is reached
|
|
// this is handled by C4Network2Players and needs no further treatment here
|
|
// set iPlrCnt for player count check in host/single games
|
|
iPlrCnt = PlayerInfos.GetJoinIssuedPlayerCount();
|
|
|
|
// Check valid participating player numbers (host/single only)
|
|
if (!Network.isEnabled() || (Network.isHost() && !fLobby))
|
|
{
|
|
#ifndef USE_CONSOLE
|
|
// No players in fullscreen
|
|
if (iPlrCnt==0)
|
|
if (!Application.isEditor && !Control.NoInput())
|
|
{
|
|
LogFatal(LoadResStr("IDS_CNS_NOFULLSCREENPLRS")); return false;
|
|
}
|
|
#endif
|
|
// Too many players
|
|
if (iPlrCnt>Game.Parameters.MaxPlayers)
|
|
{
|
|
if (!Application.isEditor)
|
|
{
|
|
LogFatal(FormatString(LoadResStr("IDS_PRC_TOOMANYPLRS"),Game.Parameters.MaxPlayers).getData());
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
Console.Message(FormatString(LoadResStr("IDS_PRC_TOOMANYPLRS"),Game.Parameters.MaxPlayers).getData());
|
|
}
|
|
}
|
|
}
|
|
// Console and no real players: halt
|
|
if (Console.Active)
|
|
if (!fLobby)
|
|
if (!(PlayerInfos.GetActivePlayerCount(false) - PlayerInfos.GetActiveScriptPlayerCount(true, false)))
|
|
++HaltCount;
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::InitControl()
|
|
{
|
|
// update random seed
|
|
if (C4S.Head.NetworkGame || C4S.Head.Replay)
|
|
{
|
|
RandomSeed = C4S.Head.RandomSeed;
|
|
StartupPlayerCount = C4S.Head.StartupPlayerCount;
|
|
}
|
|
// Randomize
|
|
FixRandom(RandomSeed);
|
|
|
|
// Replay?
|
|
if (C4S.Head.Replay)
|
|
{
|
|
// no joins
|
|
PlayerFilenames[0]=0;
|
|
// start playback
|
|
if (!Control.InitReplay(ScenarioFile))
|
|
return false;
|
|
// no record!
|
|
Record = false;
|
|
}
|
|
else if (Network.isEnabled())
|
|
{
|
|
// set startup player count
|
|
if (!C4S.Head.SaveGame && !C4S.Head.Replay)
|
|
StartupPlayerCount = PlayerInfos.GetPlayerCount();
|
|
// initialize
|
|
if (!Control.InitNetwork(Clients.getLocal()))
|
|
return false;
|
|
// league? always record
|
|
if (Parameters.isLeague())
|
|
Record = true;
|
|
}
|
|
// Otherwise: local game
|
|
else
|
|
{
|
|
// init
|
|
if (!Control.InitLocal(Clients.getLocal()))
|
|
return false;
|
|
}
|
|
|
|
// record?
|
|
if (Record)
|
|
if (!Control.StartRecord(true, Parameters.doStreaming()))
|
|
{
|
|
// Special: If this happens for a league host, the game must not start.
|
|
if (Network.isEnabled() && Network.isHost() && Parameters.isLeague())
|
|
{
|
|
LogFatal(LoadResStr("IDS_ERR_NORECORD"));
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
Log(LoadResStr("IDS_ERR_NORECORD"));
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
int32_t ListExpandValids(C4IDList &rlist,
|
|
C4ID *idlist, int32_t maxidlist)
|
|
{
|
|
int32_t cnt,cnt2,ccount,cpos;
|
|
for (cpos=0,cnt=0; rlist.GetID(cnt); cnt++)
|
|
if (C4Id2Def(rlist.GetID(cnt,&ccount)))
|
|
for (cnt2=0; cnt2<ccount; cnt2++)
|
|
if (cpos<maxidlist)
|
|
{ idlist[cpos]=rlist.GetID(cnt); cpos++; }
|
|
return cpos;
|
|
}
|
|
|
|
bool C4Game::PlaceInEarth(C4ID id)
|
|
{
|
|
int32_t cnt,tx,ty;
|
|
for (cnt=0; cnt<35; cnt++) // cheap trys
|
|
{
|
|
tx=Random(GBackWdt); ty=Random(GBackHgt);
|
|
if (GBackMat(tx,ty)==MEarth)
|
|
if (CreateObject(id,NULL,NO_OWNER,tx,ty,Random(360)))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool PlaceVegetation_GetRandomPoint(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, C4PropList * shape_proplist, C4PropList * out_pos_proplist, int32_t *piTx, int32_t *piTy)
|
|
{
|
|
// Helper for C4Game::PlaceVegetation: return random position in rectangle. Use shape_proplist if provided.
|
|
if (shape_proplist && out_pos_proplist)
|
|
{
|
|
C4AulParSet pars(C4VPropList(out_pos_proplist));
|
|
if (!shape_proplist->Call(P_GetRandomPoint, &pars)) return false;
|
|
*piTx = out_pos_proplist->GetPropertyInt(P_x);
|
|
*piTy = out_pos_proplist->GetPropertyInt(P_y);
|
|
}
|
|
else
|
|
{
|
|
*piTx = iX + Random(iWdt);
|
|
*piTy = iY + Random(iHgt);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static bool PlaceVegetation_IsPosInBounds(int32_t iTx, int32_t iTy, int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, C4PropList * shape_proplist)
|
|
{
|
|
if (shape_proplist)
|
|
{
|
|
// check using shape proplist
|
|
C4AulParSet pars(C4VInt(iTx), C4VInt(iTy));
|
|
if (!shape_proplist->Call(P_IsPointContained, &pars)) return false;
|
|
}
|
|
else
|
|
{
|
|
// check using bounds rect
|
|
if (iTy < iY) return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
C4Object* C4Game::PlaceVegetation(C4PropList * PropList, int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, int32_t iGrowth, C4PropList * shape_proplist, C4PropList * out_pos_proplist)
|
|
{
|
|
int32_t cnt,iTx,iTy,iMaterial;
|
|
|
|
// Get definition
|
|
C4Def* pDef;
|
|
if (!PropList || !(pDef = PropList->GetDef())) return NULL;
|
|
|
|
// No growth specified: full growth
|
|
if (iGrowth<=0)
|
|
{
|
|
iGrowth=FullCon;
|
|
}
|
|
|
|
// Place by placement type
|
|
switch (PropList->GetPropertyInt(P_Placement))
|
|
{
|
|
|
|
// Surface soil
|
|
case C4D_Place_Surface:
|
|
for (cnt=0; cnt<20; cnt++)
|
|
{
|
|
// Random hit within target area
|
|
if (!PlaceVegetation_GetRandomPoint(iX, iY, iWdt, iHgt, shape_proplist, out_pos_proplist, &iTx, &iTy)) break;
|
|
// Above tunnel
|
|
while ((iTy>0) && Landscape.GetBackPix(iTx,iTy) == 0) iTy--;
|
|
// Above semi solid
|
|
if (!AboveSemiSolid(iTx,iTy) || !Inside<int32_t>(iTy,50,GBackHgt-50))
|
|
continue;
|
|
// Still inside bounds?
|
|
if (!PlaceVegetation_IsPosInBounds(iTx, iTy, iX, iY, iWdt, iHgt, shape_proplist)) continue;
|
|
// Free above
|
|
if (GBackSemiSolid(iTx,iTy-pDef->Shape.Hgt) || GBackSemiSolid(iTx,iTy-pDef->Shape.Hgt/2))
|
|
continue;
|
|
// Free upleft and upright
|
|
if (GBackSemiSolid(iTx-pDef->Shape.Wdt/2,iTy-pDef->Shape.Hgt*2/3) || GBackSemiSolid(iTx+pDef->Shape.Wdt/2,iTy-pDef->Shape.Hgt*2/3))
|
|
continue;
|
|
// Soil check
|
|
iTy+=3; // two pix into ground
|
|
iMaterial = GBackMat(iTx,iTy);
|
|
if (iMaterial!=MNone) if (::MaterialMap.Map[iMaterial].Soil)
|
|
{
|
|
iTy+=5;
|
|
return CreateObjectConstruction(PropList,NULL,NO_OWNER,iTx,iTy,iGrowth);
|
|
}
|
|
}
|
|
break;
|
|
|
|
// Underwater
|
|
case C4D_Place_Liquid:
|
|
// Random range
|
|
if (!PlaceVegetation_GetRandomPoint(iX, iY, iWdt, iHgt, shape_proplist, out_pos_proplist, &iTx, &iTy)) return NULL;
|
|
// Find liquid
|
|
if (!FindSurfaceLiquid(iTx,iTy,pDef->Shape.Wdt,pDef->Shape.Hgt))
|
|
if (!FindLiquid(iTx,iTy,pDef->Shape.Wdt,pDef->Shape.Hgt))
|
|
return NULL;
|
|
// Liquid bottom
|
|
if (!SemiAboveSolid(iTx,iTy)) return NULL;
|
|
iTy+=3;
|
|
// Still inside bounds?
|
|
if (!PlaceVegetation_IsPosInBounds(iTx, iTy, iX, iY, iWdt, iHgt, shape_proplist)) return NULL;
|
|
// Create object
|
|
return CreateObjectConstruction(PropList,NULL,NO_OWNER,iTx,iTy,iGrowth);
|
|
break;
|
|
|
|
// Underground/Tunnel
|
|
case C4D_Place_Subsurface:
|
|
for (cnt=0; cnt<5; cnt++)
|
|
{
|
|
// Random range
|
|
if (!PlaceVegetation_GetRandomPoint(iX, iY, iWdt, iHgt, shape_proplist, out_pos_proplist, &iTx, &iTy)) break;
|
|
// Find tunnel
|
|
if (!FindTunnel(iTx,iTy,pDef->Shape.Wdt,pDef->Shape.Hgt))
|
|
continue;
|
|
// Tunnel bottom
|
|
if (!AboveSemiSolid(iTx,iTy)) continue;
|
|
// Still inside bounds?
|
|
if (!PlaceVegetation_IsPosInBounds(iTx, iTy, iX, iY, iWdt, iHgt, shape_proplist)) continue;
|
|
// Soil check
|
|
iTy+=3; // two pix into ground
|
|
iMaterial = GBackMat(iTx,iTy);
|
|
if (iMaterial!=MNone) if (::MaterialMap.Map[iMaterial].Soil)
|
|
{
|
|
// Create object
|
|
iTy+=5;
|
|
return CreateObjectConstruction(PropList,NULL,NO_OWNER,iTx,iTy,iGrowth);
|
|
}
|
|
}
|
|
|
|
// Under- or aboveground
|
|
case C4D_Place_BothSurface:
|
|
for (cnt=0; cnt<20; cnt++)
|
|
{
|
|
// Random hit within target area
|
|
if (!PlaceVegetation_GetRandomPoint(iX, iY, iWdt, iHgt, shape_proplist, out_pos_proplist, &iTx, &iTy)) break;
|
|
// Above semi solid
|
|
if (!AboveSemiSolid(iTx,iTy) || !Inside<int32_t>(iTy,50,GBackHgt-50))
|
|
continue;
|
|
// Free above
|
|
if (GBackSemiSolid(iTx,iTy-pDef->Shape.Hgt) || GBackSemiSolid(iTx,iTy-pDef->Shape.Hgt/2))
|
|
continue;
|
|
// Still inside bounds?
|
|
if (!PlaceVegetation_IsPosInBounds(iTx, iTy, iX, iY, iWdt, iHgt, shape_proplist))
|
|
continue;
|
|
// Free upleft and upright
|
|
if (GBackSemiSolid(iTx-pDef->Shape.Wdt/2,iTy-pDef->Shape.Hgt*2/3) || GBackSemiSolid(iTx+pDef->Shape.Wdt/2,iTy-pDef->Shape.Hgt*2/3))
|
|
continue;
|
|
// Soil check
|
|
iTy+=3; // two pix into ground
|
|
iMaterial = GBackMat(iTx,iTy);
|
|
if (iMaterial!=MNone) if (::MaterialMap.Map[iMaterial].Soil)
|
|
{
|
|
iTy+=5;
|
|
return CreateObjectConstruction(PropList,NULL,NO_OWNER,iTx,iTy,iGrowth);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Undefined placement type
|
|
return NULL;
|
|
}
|
|
|
|
C4Object* C4Game::PlaceAnimal(C4PropList* PropList)
|
|
{
|
|
C4Def * pDef;
|
|
if (!PropList || !(pDef = PropList->GetDef())) return NULL;
|
|
int32_t iX,iY;
|
|
// Placement
|
|
switch (PropList->GetPropertyInt(P_Placement))
|
|
{
|
|
// Running free
|
|
case C4D_Place_Surface:
|
|
iX=Random(GBackWdt); iY=Random(GBackHgt);
|
|
if (!FindSolidGround(iX,iY,pDef->Shape.Wdt)) return NULL;
|
|
break;
|
|
// In liquid
|
|
case C4D_Place_Liquid:
|
|
iX=Random(GBackWdt); iY=Random(GBackHgt);
|
|
if (!FindSurfaceLiquid(iX,iY,pDef->Shape.Wdt,pDef->Shape.Hgt))
|
|
if (!FindLiquid(iX,iY,pDef->Shape.Wdt,pDef->Shape.Hgt))
|
|
return NULL;
|
|
iY+=pDef->Shape.Hgt/2;
|
|
break;
|
|
// Floating in air
|
|
case C4D_Place_Air:
|
|
iX=Random(GBackWdt);
|
|
for (iY=0; (iY<GBackHgt) && !GBackSemiSolid(iX,iY); iY++) {}
|
|
if (iY<=0) return NULL;
|
|
iY=Random(iY);
|
|
break;
|
|
default:
|
|
return NULL;
|
|
}
|
|
// Create object
|
|
return CreateObject(PropList,NULL,NO_OWNER,iX,iY);
|
|
}
|
|
|
|
void C4Game::InitInEarth()
|
|
{
|
|
const int32_t maxvid=100;
|
|
int32_t cnt,vidnum;
|
|
C4ID vidlist[maxvid];
|
|
// Amount
|
|
int32_t amt=(GBackWdt*GBackHgt/5000)*C4S.Landscape.InEarthLevel.Evaluate()/100;
|
|
// List all valid IDs from C4S
|
|
vidnum=ListExpandValids(C4S.Landscape.InEarth,vidlist,maxvid);
|
|
// Place
|
|
if (vidnum>0)
|
|
for (cnt=0; cnt<amt; cnt++)
|
|
PlaceInEarth(vidlist[Random(vidnum)]);
|
|
|
|
}
|
|
|
|
void C4Game::InitVegetation()
|
|
{
|
|
const int32_t maxvid=100;
|
|
int32_t cnt,vidnum;
|
|
C4ID vidlist[maxvid];
|
|
// Amount
|
|
int32_t amt=(GBackWdt/50)*C4S.Landscape.VegLevel.Evaluate()/100;
|
|
// Get percentage vidlist from C4S
|
|
vidnum=ListExpandValids(C4S.Landscape.Vegetation,vidlist,maxvid);
|
|
// Place vegetation
|
|
if (vidnum>0)
|
|
for (cnt=0; cnt<amt; cnt++)
|
|
PlaceVegetation(C4Id2Def(vidlist[Random(vidnum)]),0,0,GBackWdt,GBackHgt,-1,NULL,NULL);
|
|
}
|
|
|
|
void C4Game::InitAnimals()
|
|
{
|
|
int32_t cnt,cnt2;
|
|
C4ID idAnimal; int32_t iCount;
|
|
// Place animals
|
|
for (cnt=0; (idAnimal=C4S.Animals.FreeLife.GetID(cnt,&iCount)); cnt++)
|
|
for (cnt2=0; cnt2<iCount; cnt2++)
|
|
PlaceAnimal(C4Id2Def(idAnimal));
|
|
// Place nests
|
|
for (cnt=0; (idAnimal=C4S.Animals.EarthNest.GetID(cnt,&iCount)); cnt++)
|
|
for (cnt2=0; cnt2<iCount; cnt2++)
|
|
PlaceInEarth(idAnimal);
|
|
}
|
|
|
|
|
|
bool C4Game::LoadScenarioComponents()
|
|
{
|
|
// Info
|
|
Info.Load(ScenarioFile,C4CFN_Info);
|
|
// Overload clonk names from scenario file
|
|
if (ScenarioFile.EntryCount(C4CFN_Names))
|
|
Names.Load(ScenarioFile, C4CFN_Names);
|
|
// scenario sections
|
|
char fn[_MAX_FNAME+1] = { 0 };
|
|
ScenarioFile.ResetSearch(); *fn=0;
|
|
while (ScenarioFile.FindNextEntry(C4CFN_ScenarioSections, fn, NULL, !!*fn))
|
|
{
|
|
// get section name
|
|
char SctName[_MAX_FNAME+1];
|
|
int32_t iWildcardPos = SCharPos('*', C4CFN_ScenarioSections);
|
|
SCopy(fn + iWildcardPos, SctName, _MAX_FNAME);
|
|
RemoveExtension(SctName);
|
|
if (std::strlen(SctName)>C4MaxName || !*SctName)
|
|
{
|
|
DebugLog("invalid section name");
|
|
LogFatal(FormatString(LoadResStr("IDS_ERR_SCENSECTION"), fn).getData()); return false;
|
|
}
|
|
// load this section into temp store
|
|
C4ScenarioSection *pSection = new C4ScenarioSection(SctName);
|
|
if (!pSection->ScenarioLoad(ScenarioFile, fn))
|
|
{ LogFatal(FormatString(LoadResStr("IDS_ERR_SCENSECTION"), fn).getData()); return false; }
|
|
|
|
}
|
|
|
|
// Success
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::LoadAdditionalSystemGroup(C4Group &parent_group)
|
|
{
|
|
// called for scenario local and definition local System.ocg groups
|
|
C4Group SysGroup;
|
|
char fn[_MAX_FNAME+1] = { 0 };
|
|
if (SysGroup.OpenAsChild(&parent_group, C4CFN_System))
|
|
{
|
|
C4LangStringTable *pSysGroupString = new C4LangStringTable();
|
|
C4Language::LoadComponentHost(pSysGroupString, SysGroup, C4CFN_ScriptStringTbl, Config.General.LanguageEx);
|
|
// load custom scenario control definitions
|
|
if (SysGroup.FindEntry(C4CFN_PlayerControls))
|
|
{
|
|
Log("[!]Loading local scenario player control definitions...");
|
|
C4PlayerControlFile PlayerControlFile;
|
|
if (!PlayerControlFile.Load(SysGroup, C4CFN_PlayerControls, pSysGroupString))
|
|
{
|
|
// non-fatal error here
|
|
Log("[!]Error loading scenario defined player controls");
|
|
}
|
|
else
|
|
{
|
|
// local definitions loaded successfully - merge into global definitions
|
|
PlayerControlDefs.MergeFrom(PlayerControlFile.GetControlDefs());
|
|
PlayerControlDefaultAssignmentSets.MergeFrom(PlayerControlFile.GetAssignmentSets(), C4PlayerControlAssignmentSet::MM_LowPrio);
|
|
PlayerControlDefaultAssignmentSets.ResolveRefs(&PlayerControlDefs);
|
|
}
|
|
}
|
|
// load all scripts in there
|
|
SysGroup.ResetSearch();
|
|
while (SysGroup.FindNextEntry(C4CFN_ScriptFiles, fn, NULL, !!fn[0]))
|
|
{
|
|
// host will be destroyed by script engine, so drop the references
|
|
C4ScriptHost *scr = new C4ExtraScriptHost();
|
|
scr->Reg2List(&ScriptEngine);
|
|
scr->Load(SysGroup, fn, Config.General.LanguageEx, pSysGroupString);
|
|
}
|
|
// if it's a physical group: watch out for changes
|
|
if (!SysGroup.IsPacked() && Game.pFileMonitor)
|
|
Game.pFileMonitor->AddDirectory(SysGroup.GetFullName().getData());
|
|
SysGroup.Close();
|
|
// release string table if no longer used
|
|
pSysGroupString->DelRef();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::InitKeyboard()
|
|
{
|
|
C4CustomKey::CodeList Keys;
|
|
|
|
// clear previous
|
|
KeyboardInput.Clear();
|
|
|
|
// globals
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F3 ), "MusicToggle", C4KeyScope(KEYSCOPE_Generic | KEYSCOPE_Gui), new C4KeyCB <C4MusicSystem> (Application.MusicSystem, &C4MusicSystem::ToggleOnOff)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F9 ), "Screenshot", C4KeyScope(KEYSCOPE_Fullscreen | KEYSCOPE_Gui), new C4KeyCBEx<C4GraphicsSystem, bool>(GraphicsSystem, false, &C4GraphicsSystem::SaveScreenshotKey)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F9, KEYS_Control), "ScreenshotEx", KEYSCOPE_Fullscreen, new C4KeyCBEx<C4GraphicsSystem, bool>(GraphicsSystem, true, &C4GraphicsSystem::SaveScreenshotKey)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_C, KEYS_Alt), "ToggleChat", C4KeyScope(KEYSCOPE_Generic | KEYSCOPE_Gui), new C4KeyCB <C4Game> (*this, &C4Game::ToggleChat)));
|
|
|
|
// main ingame
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F1 ), "ToggleShowHelp", KEYSCOPE_Generic, new C4KeyCB <C4GraphicsSystem>(GraphicsSystem, &C4GraphicsSystem::ToggleShowHelp)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F4 ), "NetClientListDlgToggle", KEYSCOPE_Generic, new C4KeyCB <C4Network2> (Network, &C4Network2::ToggleClientListDlg)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F5 ), "ZoomIn", KEYSCOPE_Generic, new C4KeyCB <C4ViewportList> (::Viewports, &C4ViewportList::ViewportZoomIn)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F6 ), "ZoomOut", KEYSCOPE_Generic, new C4KeyCB <C4ViewportList> (::Viewports, &C4ViewportList::ViewportZoomOut)));
|
|
|
|
// messageboard
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_UP, KEYS_Shift), "MsgBoardScrollUp", KEYSCOPE_Fullscreen, new C4KeyCB <C4MessageBoard> (GraphicsSystem.MessageBoard, &C4MessageBoard::ControlScrollUp)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_DOWN, KEYS_Shift), "MsgBoardScrollDown", KEYSCOPE_Fullscreen, new C4KeyCB <C4MessageBoard> (GraphicsSystem.MessageBoard, &C4MessageBoard::ControlScrollDown)));
|
|
|
|
// debug mode & debug displays
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F5, KEYS_Control), "DbgModeToggle", KEYSCOPE_Generic, new C4KeyCB <C4Game> (*this, &C4Game::ToggleDebugMode)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F6, KEYS_Control), "DbgShowVtxToggle", KEYSCOPE_Generic, new C4KeyCB <C4GraphicsSystem>(GraphicsSystem, &C4GraphicsSystem::ToggleShowVertices)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F7, KEYS_Control), "DbgShowActionToggle", KEYSCOPE_Generic, new C4KeyCB <C4GraphicsSystem>(GraphicsSystem, &C4GraphicsSystem::ToggleShowAction)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_F8, KEYS_Control), "DbgShow8BitSurface", KEYSCOPE_Generic, new C4KeyCB <C4GraphicsSystem>(GraphicsSystem, &C4GraphicsSystem::ToggleShow8BitSurface)));
|
|
|
|
// video recording - improve...
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_ADD, KEYS_Alt), "VideoEnlarge", KEYSCOPE_Generic, new C4KeyCB <C4Video> (GraphicsSystem.Video, &C4Video::Enlarge)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_SUBTRACT, KEYS_Alt), "VideoReduce", KEYSCOPE_Generic, new C4KeyCB <C4Video> (GraphicsSystem.Video, &C4Video::Reduce)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_MULTIPLY, KEYS_Alt), "VideoToggle", KEYSCOPE_Generic, new C4KeyCB <C4Video> (GraphicsSystem.Video, &C4Video::Toggle)));
|
|
|
|
// playback speed - improve...
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_ADD, KEYS_Shift), "GameSpeedUp", KEYSCOPE_Generic, new C4KeyCB <C4Game> (*this, &C4Game::SpeedUp)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_SUBTRACT, KEYS_Shift), "GameSlowDown", KEYSCOPE_Generic, new C4KeyCB <C4Game> (*this, &C4Game::SlowDown)));
|
|
|
|
// fullscreen menu
|
|
Keys.clear(); Keys.push_back(C4KeyCodeEx(K_LEFT));
|
|
if (Config.Controls.GamepadGuiControl) Keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_Left)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(Keys, "FullscreenMenuLeft", KEYSCOPE_FullSMenu, new C4KeyCBEx<C4FullScreen, BYTE> (FullScreen, COM_MenuLeft, &C4FullScreen::MenuKeyControl)));
|
|
Keys.clear(); Keys.push_back(C4KeyCodeEx(K_RIGHT));
|
|
if (Config.Controls.GamepadGuiControl) Keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_Right)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(Keys, "FullscreenMenuRight", KEYSCOPE_FullSMenu, new C4KeyCBEx<C4FullScreen, BYTE> (FullScreen, COM_MenuRight, &C4FullScreen::MenuKeyControl)));
|
|
Keys.clear(); Keys.push_back(C4KeyCodeEx(K_UP));
|
|
if (Config.Controls.GamepadGuiControl) Keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_Up)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(Keys, "FullscreenMenuUp", KEYSCOPE_FullSMenu, new C4KeyCBEx<C4FullScreen, BYTE> (FullScreen, COM_MenuUp, &C4FullScreen::MenuKeyControl)));
|
|
Keys.clear(); Keys.push_back(C4KeyCodeEx(K_DOWN));
|
|
if (Config.Controls.GamepadGuiControl) Keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_Down)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(Keys, "FullscreenMenuDown", KEYSCOPE_FullSMenu, new C4KeyCBEx<C4FullScreen, BYTE> (FullScreen, COM_MenuDown, &C4FullScreen::MenuKeyControl)));
|
|
Keys.clear(); Keys.push_back(C4KeyCodeEx(K_SPACE)); Keys.push_back(C4KeyCodeEx(K_RETURN));
|
|
if (Config.Controls.GamepadGuiControl) Keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_AnyLowButton)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(Keys, "FullscreenMenuOK", KEYSCOPE_FullSMenu, new C4KeyCBEx<C4FullScreen, BYTE> (FullScreen, COM_MenuEnter, &C4FullScreen::MenuKeyControl))); // name used by PlrControlKeyName
|
|
Keys.clear(); Keys.push_back(C4KeyCodeEx(K_ESCAPE));
|
|
if (Config.Controls.GamepadGuiControl) Keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_AnyHighButton)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(Keys, "FullscreenMenuCancel", KEYSCOPE_FullSMenu, new C4KeyCBEx<C4FullScreen, BYTE> (FullScreen, COM_MenuClose, &C4FullScreen::MenuKeyControl))); // name used by PlrControlKeyName
|
|
Keys.clear(); Keys.push_back(C4KeyCodeEx(K_SPACE));
|
|
if (Config.Controls.GamepadGuiControl) Keys.push_back(C4KeyCodeEx(KEY_Gamepad(0, KEY_JOY_AnyButton)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(Keys, "FullscreenMenuOpen", KEYSCOPE_FreeView, new C4KeyCB <C4FullScreen> (FullScreen, &C4FullScreen::ActivateMenuMain))); // name used by C4MainMenu!
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_RIGHT ), "FilmNextPlayer", KEYSCOPE_FilmView, new C4KeyCB <C4ViewportList>(::Viewports, &C4ViewportList::ViewportNextPlayer)));
|
|
|
|
// chat
|
|
Keys.clear();
|
|
Keys.push_back(C4KeyCodeEx(K_RETURN));
|
|
Keys.push_back(C4KeyCodeEx(K_F2)); // alternate chat key, if RETURN is blocked by player control
|
|
KeyboardInput.RegisterKey(new C4CustomKey(Keys, "ChatOpen", KEYSCOPE_Generic, new C4KeyCBEx<C4MessageInput, bool>(MessageInput, false, &C4MessageInput::KeyStartTypeIn)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_RETURN, KEYS_Shift), "ChatOpen2Allies", KEYSCOPE_Generic, new C4KeyCBEx<C4MessageInput, bool>(MessageInput, true, &C4MessageInput::KeyStartTypeIn)));
|
|
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_LEFT ), "FreeViewScrollLeft", KEYSCOPE_FreeView, new C4KeyCBEx<C4ViewportList, C4Vec2D>(::Viewports, C4Vec2D(-5, 0), &C4ViewportList::FreeScroll)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_RIGHT ), "FreeViewScrollRight", KEYSCOPE_FreeView, new C4KeyCBEx<C4ViewportList, C4Vec2D>(::Viewports, C4Vec2D(+5, 0), &C4ViewportList::FreeScroll)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_UP ), "FreeViewScrollUp", KEYSCOPE_FreeView, new C4KeyCBEx<C4ViewportList, C4Vec2D>(::Viewports, C4Vec2D(0, -5), &C4ViewportList::FreeScroll)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_DOWN ), "FreeViewScrollDown", KEYSCOPE_FreeView, new C4KeyCBEx<C4ViewportList, C4Vec2D>(::Viewports, C4Vec2D(0, +5), &C4ViewportList::FreeScroll)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_TAB ), "ScoreboardToggle", KEYSCOPE_Generic, new C4KeyCB <C4Scoreboard>(Scoreboard, &C4Scoreboard::KeyUserShow)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_ESCAPE ), "GameAbort", KEYSCOPE_Fullscreen, new C4KeyCB <C4FullScreen>(FullScreen, &C4FullScreen::ShowAbortDlg)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_PAUSE ), "FullscreenPauseToggle", KEYSCOPE_Fullscreen, new C4KeyCB <C4Game>(Game, &C4Game::TogglePause)));
|
|
|
|
// console keys
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_PAUSE ), "ConsolePauseToggle", KEYSCOPE_Console, new C4KeyCB <C4Console>(Console, &C4Console::TogglePause)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_ADD ), "ToolsDlgGradeUp", KEYSCOPE_Console, new C4KeyCBEx<C4ToolsDlg, int32_t>(Console.ToolsDlg, +5, &C4ToolsDlg::ChangeGrade)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_SUBTRACT ), "ToolsDlgGradeDown", KEYSCOPE_Console, new C4KeyCBEx<C4ToolsDlg, int32_t>(Console.ToolsDlg, -5, &C4ToolsDlg::ChangeGrade)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_M, KEYS_Control), "ToolsDlgPopMaterial", KEYSCOPE_Console, new C4KeyCB <C4ToolsDlg>(Console.ToolsDlg, &C4ToolsDlg::PopMaterial)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_T, KEYS_Control), "ToolsDlgPopTextures", KEYSCOPE_Console, new C4KeyCB <C4ToolsDlg>(Console.ToolsDlg, &C4ToolsDlg::PopTextures)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_I, KEYS_Control), "ToolsDlgIFTToggle", KEYSCOPE_Console, new C4KeyCB <C4ToolsDlg>(Console.ToolsDlg, &C4ToolsDlg::ToggleIFT)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_W, KEYS_Control), "ToolsDlgToolToggle", KEYSCOPE_Console, new C4KeyCB <C4ToolsDlg>(Console.ToolsDlg, &C4ToolsDlg::ToggleTool)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(K_DELETE ), "EditCursorDelete", KEYSCOPE_Console, new C4KeyCB <C4EditCursor>(Console.EditCursor, &C4EditCursor::Delete)));
|
|
|
|
// no default keys assigned
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(KEY_Default ), "EditCursorModeToggle", KEYSCOPE_Console, new C4KeyCB <C4EditCursor>(Console.EditCursor, &C4EditCursor::ToggleMode)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(KEY_Default ), "ChartToggle", C4KeyScope(KEYSCOPE_Generic | KEYSCOPE_Gui), new C4KeyCB <C4Game> (*this, &C4Game::ToggleChart)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(KEY_Default ), "NetObsNextPlayer", KEYSCOPE_FreeView, new C4KeyCB <C4ViewportList>(::Viewports, &C4ViewportList::ViewportNextPlayer)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(KEY_Default ), "CtrlRateDown", KEYSCOPE_Generic, new C4KeyCBEx<C4GameControl, int32_t>(Control, -1, &C4GameControl::KeyAdjustControlRate)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(KEY_Default ), "CtrlRateUp", KEYSCOPE_Generic, new C4KeyCBEx<C4GameControl, int32_t>(Control, +1, &C4GameControl::KeyAdjustControlRate)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(KEY_Default ), "NetAllowJoinToggle", KEYSCOPE_Generic, new C4KeyCB <C4Network2> (Network, &C4Network2::ToggleAllowJoin)));
|
|
KeyboardInput.RegisterKey(new C4CustomKey(C4KeyCodeEx(KEY_Default ), "NetStatsToggle", KEYSCOPE_Generic, new C4KeyCB <C4GraphicsSystem>(GraphicsSystem, &C4GraphicsSystem::ToggleShowNetStatus)));
|
|
|
|
// load any custom keysboard overloads
|
|
KeyboardInput.LoadCustomConfig();
|
|
|
|
// done, success
|
|
return true;
|
|
}
|
|
|
|
void C4Game::UpdateLanguage()
|
|
{
|
|
// Reload System.ocg string table
|
|
C4Language::LoadComponentHost(&MainSysLangStringTable, Application.SystemGroup, C4CFN_ScriptStringTbl, Config.General.LanguageEx);
|
|
}
|
|
|
|
bool C4Game::InitPlayerControlSettings()
|
|
{
|
|
// Load controls and default control sets
|
|
C4PlayerControlFile PlayerControlFile;
|
|
if (!PlayerControlFile.Load(Application.SystemGroup, C4CFN_PlayerControls, &MainSysLangStringTable)) { LogFatal("[!]Error loading player controls"); return false; }
|
|
PlayerControlDefs = PlayerControlFile.GetControlDefs();
|
|
PlayerControlDefaultAssignmentSets.Clear();
|
|
PlayerControlDefaultAssignmentSets.MergeFrom(PlayerControlFile.GetAssignmentSets(), C4PlayerControlAssignmentSet::MM_Normal);
|
|
PlayerControlDefaultAssignmentSets.ResolveRefs(&PlayerControlDefs);
|
|
// Merge w/ config settings into user control sets
|
|
// User settings will be cleared and re-merged again later after scenario/definition control overloads, but initialization
|
|
// is needed already for config dialogs
|
|
if (!InitPlayerControlUserSettings()) return false;
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::InitPlayerControlUserSettings()
|
|
{
|
|
// Merge config control settings with user settings
|
|
PlayerControlUserAssignmentSets.Clear();
|
|
PlayerControlUserAssignmentSets.MergeFrom(PlayerControlDefaultAssignmentSets, C4PlayerControlAssignmentSet::MM_Inherit);
|
|
PlayerControlUserAssignmentSets.MergeFrom(Config.Controls.UserSets, C4PlayerControlAssignmentSet::MM_ConfigOverload);
|
|
PlayerControlUserAssignmentSets.ResolveRefs(&PlayerControlDefs);
|
|
return true;
|
|
}
|
|
|
|
C4Player *C4Game::JoinPlayer(const char *szFilename, int32_t iAtClient, const char *szAtClientName, C4PlayerInfo *pInfo)
|
|
{
|
|
assert(pInfo);
|
|
C4Player *pPlr;
|
|
// Join
|
|
if (!( pPlr = Players.Join(szFilename,true,iAtClient,szAtClientName, pInfo, NULL) )) return NULL;
|
|
// Player final init
|
|
pPlr->FinalInit(true);
|
|
// Create player viewport
|
|
if (pPlr->LocalControl) ::Viewports.CreateViewport(pPlr->Number);
|
|
// Check fullscreen viewports
|
|
FullScreen.ViewportCheck();
|
|
// Update menus
|
|
Console.UpdateMenus();
|
|
// Append player name to list of session player names (no duplicates)
|
|
if (!SIsModule(PlayerNames.getData(), pPlr->GetName()))
|
|
{
|
|
if (PlayerNames) PlayerNames += ";";
|
|
PlayerNames += pPlr->GetName();
|
|
}
|
|
// Success
|
|
return pPlr;
|
|
}
|
|
|
|
void C4Game::FixRandom(int32_t iSeed)
|
|
{
|
|
FixedRandom(iSeed);
|
|
}
|
|
|
|
bool C4Game::DoGameOver()
|
|
{
|
|
// Duplication safety
|
|
if (GameOver) return false;
|
|
// Flag, log, call
|
|
GameOver=true;
|
|
Log(LoadResStr("IDS_PRC_GAMEOVER"));
|
|
::GameScript.GRBroadcast(PSF_OnGameOver);
|
|
// Flag all surviving players as winners
|
|
for (C4Player *pPlayer = Players.First; pPlayer; pPlayer = pPlayer->Next)
|
|
if (!pPlayer->Eliminated)
|
|
pPlayer->EvaluateLeague(false, true);
|
|
// Immediately save config so mission access gained by this round is stored if the game crashes during shutdown
|
|
// or in a following round
|
|
Config.Save();
|
|
return true;
|
|
}
|
|
|
|
void C4Game::ShowGameOverDlg()
|
|
{
|
|
// safety
|
|
if (GameOverDlgShown) return;
|
|
// flag, show
|
|
GameOverDlgShown = true;
|
|
#ifdef USE_CONSOLE
|
|
// console engine quits here directly
|
|
Application.QuitGame();
|
|
#else
|
|
if (!Application.isEditor)
|
|
{
|
|
C4GameOverDlg *pDlg = new C4GameOverDlg();
|
|
pDlg->SetDelOnClose();
|
|
if (!pDlg->Show(pGUI, true)) { delete pDlg; Application.QuitGame(); }
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void C4Game::SyncClearance()
|
|
{
|
|
PXS.SyncClearance();
|
|
Objects.SyncClearance();
|
|
}
|
|
|
|
void C4Game::Synchronize(bool fSavePlayerFiles)
|
|
{
|
|
// Log
|
|
LogSilentF("Network: Synchronization (Frame %i) [PlrSave: %d]",FrameCounter, fSavePlayerFiles);
|
|
// callback to control (to start record)
|
|
Control.OnGameSynchronizing();
|
|
// Fix random
|
|
FixRandom(RandomSeed);
|
|
// Synchronize members
|
|
::Definitions.Synchronize();
|
|
Landscape.Synchronize();
|
|
MassMover.Synchronize();
|
|
PXS.Synchronize();
|
|
Objects.Synchronize();
|
|
// synchronize local player files if desired
|
|
// this will reset any InActionTimes!
|
|
// (not in replay mode)
|
|
if (fSavePlayerFiles && !Control.isReplay()) Players.SynchronizeLocalFiles();
|
|
// callback to network
|
|
if (Network.isEnabled()) Network.OnGameSynchronized();
|
|
// TransferZone synchronization: Must do this after dynamic creation to avoid synchronization loss
|
|
// if OnSynchronized-callbacks do sync-relevant changes
|
|
TransferZones.Synchronize();
|
|
}
|
|
|
|
bool C4Game::InitNetworkFromAddress(const char *szAddress)
|
|
{
|
|
StdCopyStrBuf strRefQueryFailed(LoadResStr("IDS_NET_REFQUERY_FAILED"));
|
|
// Query reference
|
|
C4Network2RefClient RefClient;
|
|
if (!RefClient.Init() ||
|
|
!RefClient.SetServer(szAddress) ||
|
|
!RefClient.QueryReferences())
|
|
{ LogFatal(FormatString(strRefQueryFailed.getData(), RefClient.GetError()).getData()); return false; }
|
|
// We have to wait for the answer
|
|
StdStrBuf Message = FormatString(LoadResStr("IDS_NET_REFQUERY_QUERYMSG"), szAddress);
|
|
Log(Message.getData());
|
|
// Set up wait dialog
|
|
C4GUI::MessageDialog *pDlg = NULL;
|
|
if (!Application.isEditor)
|
|
{
|
|
// create & show
|
|
pDlg = new C4GUI::MessageDialog(Message.getData(), LoadResStr("IDS_NET_REFQUERY_QUERYTITLE"),
|
|
C4GUI::MessageDialog::btnAbort, C4GUI::Ico_NetWait, C4GUI::MessageDialog::dsMedium);
|
|
if (!pDlg || !pDlg->Show(::pGUI, true)) return false;
|
|
}
|
|
// Wait for response
|
|
while (RefClient.isBusy())
|
|
{
|
|
// Execute GUI
|
|
if (!Application.ScheduleProcs(100) ||
|
|
(pDlg && pDlg->IsAborted()))
|
|
{
|
|
delete pDlg;
|
|
return false;
|
|
}
|
|
// Check if reference is received
|
|
if (!RefClient.Execute(0))
|
|
break;
|
|
}
|
|
// Close dialog
|
|
delete pDlg;
|
|
// Error?
|
|
if (!RefClient.isSuccess())
|
|
{ LogFatal(FormatString(strRefQueryFailed.getData(), RefClient.GetError()).getData()); return false; }
|
|
// Get references
|
|
C4Network2Reference **ppRefs = NULL; int32_t iRefCount;
|
|
if (!RefClient.GetReferences(ppRefs, iRefCount) || iRefCount <= 0)
|
|
{ LogFatal(FormatString(strRefQueryFailed.getData(), LoadResStr("IDS_NET_REFQUERY_NOREF")).getData()); return false; }
|
|
// Connect to first reference
|
|
bool fSuccess = InitNetworkFromReference(*ppRefs[0]);
|
|
// Remove references
|
|
for (int i = 0; i < iRefCount; i++)
|
|
delete ppRefs[i];
|
|
delete[] ppRefs;
|
|
return fSuccess;
|
|
}
|
|
|
|
bool C4Game::InitNetworkFromReference(const C4Network2Reference &Reference)
|
|
{
|
|
// Find host data
|
|
C4Client *pHostData = Reference.Parameters.Clients.getClientByID(C4ClientIDHost);
|
|
if (!pHostData) { LogFatal(LoadResStr("IDS_NET_INVALIDREF")); return false; }
|
|
// Save scenario title
|
|
ScenarioTitle = Reference.getTitle();
|
|
// Log
|
|
LogF(LoadResStr("IDS_NET_JOINGAMEBY"), pHostData->getName());
|
|
// Init clients
|
|
if (!Clients.Init())
|
|
return false;
|
|
// Connect
|
|
if (Network.InitClient(Reference, false) != C4Network2::IR_Success)
|
|
{
|
|
LogFatal(FormatString(LoadResStr("IDS_NET_NOHOSTCON"), pHostData->getName()).getData());
|
|
return false;
|
|
}
|
|
// init control
|
|
if (!Control.InitNetwork(Clients.getLocal())) return false;
|
|
// init local player info list
|
|
Network.Players.Init();
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::InitNetworkHost()
|
|
{
|
|
// Network not active?
|
|
if (!NetworkActive)
|
|
{
|
|
// Clear client list
|
|
if (!C4S.Head.Replay)
|
|
Clients.Init();
|
|
return true;
|
|
}
|
|
// network not active?
|
|
if (C4S.Head.NetworkGame)
|
|
{ LogFatal(LoadResStr("IDS_NET_NODIRECTSTART")); return Clients.Init(); }
|
|
// replay?
|
|
if (C4S.Head.Replay)
|
|
{ LogFatal(LoadResStr("IDS_PRC_NONETREPLAY")); return true; }
|
|
// clear client list
|
|
if (!Clients.Init())
|
|
return false;
|
|
// init network as host
|
|
if (!Network.InitHost(fLobby)) return false;
|
|
// init control
|
|
if (!Control.InitNetwork(Clients.getLocal())) return false;
|
|
// init local player info list
|
|
Network.Players.Init();
|
|
// allow connect
|
|
Network.AllowJoin(true);
|
|
// do lobby (if desired)
|
|
if (fLobby)
|
|
{
|
|
if (!Network.DoLobby()) return false;
|
|
}
|
|
else
|
|
{
|
|
// otherwise: start manually
|
|
if (!Network.Start()) return false;
|
|
}
|
|
// ok
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::CheckObjectEnumeration()
|
|
{
|
|
|
|
struct Check
|
|
{
|
|
int32_t maxNumber;
|
|
Check() : maxNumber(0) {}
|
|
// Check valid & maximum number & duplicate numbers
|
|
bool that(C4Object* cObj)
|
|
{
|
|
// Invalid number
|
|
if (cObj->Number<1)
|
|
{
|
|
LogFatal(FormatString("Invalid object enumeration number (%d) of object %s (x=%d)", cObj->Number, cObj->id.ToString(), cObj->GetX()).getData()); return false;
|
|
}
|
|
// Max
|
|
if (cObj->Number>maxNumber) maxNumber=cObj->Number;
|
|
// Duplicate
|
|
for (C4Object *cObj2 : Objects)
|
|
if (cObj2!=cObj)
|
|
if (cObj->Number==cObj2->Number)
|
|
{ LogFatal(FormatString("Duplicate object enumeration number %d (%s and %s)",cObj2->Number,cObj->GetName(),cObj2->GetName()).getData()); return false; }
|
|
for (C4Object *cObj2 : Objects.InactiveObjects)
|
|
if (cObj2!=cObj)
|
|
if (cObj->Number==cObj2->Number)
|
|
{ LogFatal(FormatString("Duplicate object enumeration number %d (%s and %s(i))",cObj2->Number,cObj->GetName(),cObj2->GetName()).getData()); return false; }
|
|
return true;
|
|
}
|
|
};
|
|
|
|
Check check;
|
|
for (C4Object *cObj : Objects)
|
|
{
|
|
if (!check.that(cObj))
|
|
return false;
|
|
}
|
|
|
|
for (C4Object *cObj : Objects.InactiveObjects)
|
|
{
|
|
if (!check.that(cObj))
|
|
return false;
|
|
}
|
|
|
|
// Adjust enumeration index
|
|
C4PropListNumbered::SetEnumerationIndex(check.maxNumber);
|
|
// Done
|
|
return true;
|
|
}
|
|
|
|
void C4Game::InitValueOverloads()
|
|
{
|
|
C4ID idOvrl; C4Def *pDef;
|
|
// set new values
|
|
for (int32_t cnt=0; (idOvrl=C4S.Game.Realism.ValueOverloads.GetID(cnt)); cnt++)
|
|
if ((pDef=::Definitions.ID2Def(idOvrl)))
|
|
pDef->Value=C4S.Game.Realism.ValueOverloads.GetIDCount(idOvrl);
|
|
}
|
|
|
|
void C4Game::InitEnvironment()
|
|
{
|
|
// Place environment objects
|
|
int32_t cnt,cnt2;
|
|
C4ID idType; int32_t iCount;
|
|
for (cnt=0; (idType=C4S.Environment.Objects.GetID(cnt,&iCount)); cnt++)
|
|
for (cnt2=0; cnt2<iCount; cnt2++)
|
|
CreateObject(idType,NULL);
|
|
}
|
|
|
|
void C4Game::InitRules()
|
|
{
|
|
// Place rule objects
|
|
int32_t cnt,cnt2;
|
|
C4ID idType; int32_t iCount;
|
|
for (cnt=0; (idType=Parameters.Rules.GetID(cnt,&iCount)); cnt++)
|
|
for (cnt2=0; cnt2<Max<int32_t>(iCount,1); cnt2++)
|
|
CreateObject(idType,NULL);
|
|
}
|
|
|
|
void C4Game::InitGoals()
|
|
{
|
|
// Place goal objects
|
|
int32_t cnt,cnt2;
|
|
C4ID idType; int32_t iCount;
|
|
for (cnt=0; (idType=Parameters.Goals.GetID(cnt,&iCount)); cnt++)
|
|
for (cnt2=0; cnt2<iCount; cnt2++)
|
|
CreateObject(idType,NULL);
|
|
}
|
|
|
|
void C4Game::SetInitProgress(float fToProgress)
|
|
{
|
|
// set new progress
|
|
InitProgress=int32_t(fToProgress);
|
|
// if progress is more than one percent, display it
|
|
if (InitProgress > LastInitProgress)
|
|
{
|
|
LastInitProgress=InitProgress;
|
|
GraphicsSystem.MessageBoard.LogNotify();
|
|
}
|
|
// Cheap hack to get the Console window updated while loading
|
|
Application.FlushMessages();
|
|
}
|
|
|
|
void C4Game::OnResolutionChanged(unsigned int iXRes, unsigned int iYRes)
|
|
{
|
|
// update anything that's dependant on screen resolution
|
|
pGUI->SetBounds(C4Rect(0,0,iXRes,iYRes));
|
|
if (FullScreen.Active)
|
|
InitFullscreenComponents(!!IsRunning);
|
|
// note that this may fail if the gfx groups are closed already (runtime resolution change)
|
|
// doesn't matter; old gfx are kept in this case
|
|
GraphicsResource.ReloadResolutionDependantFiles();
|
|
::Viewports.RecalculateViewports();
|
|
}
|
|
|
|
void C4Game::OnKeyboardLayoutChanged()
|
|
{
|
|
// Layout changed: Re-resolve keys
|
|
PlayerControlDefaultAssignmentSets.ResolveRefs(&PlayerControlDefs);
|
|
PlayerControlUserAssignmentSets.ResolveRefs(&PlayerControlDefs);
|
|
}
|
|
|
|
bool C4Game::LoadScenarioSection(const char *szSection, DWORD dwFlags)
|
|
{
|
|
// note on scenario section saving:
|
|
// if a scenario section overwrites a value that had used the default values in the main scenario section,
|
|
// returning to the main section with an unsaved landscape (and thus an unsaved scenario core),
|
|
// would leave those values in the altered state of the previous section
|
|
// scenario designers should regard this and always define any values, that are defined in subsections as well
|
|
C4Group hGroup, *pGrp;
|
|
// find section to load
|
|
C4ScenarioSection *pLoadSect = pScenarioSections;
|
|
while (pLoadSect) if (SEqualNoCase(pLoadSect->szName, szSection)) break; else pLoadSect = pLoadSect->pNext;
|
|
if (!pLoadSect)
|
|
{
|
|
DebugLogF("LoadScenarioSection: scenario section %s not found!", szSection);
|
|
return false;
|
|
}
|
|
// don't load if it's current
|
|
if (pLoadSect == pCurrentScenarioSection)
|
|
{
|
|
DebugLogF("LoadScenarioSection: section %s is already current", szSection);
|
|
return false;
|
|
}
|
|
// if current section was the loaded section (maybe main, but need not for resumed savegames)
|
|
if (!pCurrentScenarioSection)
|
|
{
|
|
pCurrentScenarioSection = new C4ScenarioSection(CurrentScenarioSection);
|
|
pCurrentScenarioSection->pObjectScripts = Game.pScenarioObjectsScript;
|
|
if (!*CurrentScenarioSection) SCopy(C4ScenSect_Main, CurrentScenarioSection, C4MaxName);
|
|
}
|
|
// save current section state
|
|
if (dwFlags & (C4S_SAVE_LANDSCAPE | C4S_SAVE_OBJECTS))
|
|
{
|
|
// ensure that the section file does point to temp store
|
|
if (!pCurrentScenarioSection->EnsureTempStore(!(dwFlags & C4S_SAVE_LANDSCAPE), !(dwFlags & C4S_SAVE_OBJECTS)))
|
|
{
|
|
DebugLogF("LoadScenarioSection(%s): could not extract section files of current section %s", szSection, pCurrentScenarioSection->szName);
|
|
return false;
|
|
}
|
|
// open current group
|
|
if (!(pGrp = pCurrentScenarioSection->GetGroupfile(hGroup)))
|
|
{
|
|
DebugLog("LoadScenarioSection: error opening current group file");
|
|
return false;
|
|
}
|
|
// store landscape, if desired (w/o material enumeration - that's assumed to stay consistent during the game)
|
|
if (dwFlags & C4S_SAVE_LANDSCAPE)
|
|
{
|
|
// storing the landscape implies storing the scenario core
|
|
// otherwise, the ExactLandscape-flag would be lost
|
|
// maybe imply exact landscapes by the existance of Landscape.png-files?
|
|
C4Scenario rC4S = C4S;
|
|
rC4S.SetExactLandscape();
|
|
if (!rC4S.Save(*pGrp, true))
|
|
{
|
|
DebugLog("LoadScenarioSection: Error saving C4S");
|
|
return false;
|
|
}
|
|
// landscape
|
|
{
|
|
C4DebugRecOff DBGRECOFF;
|
|
if (!Landscape.Save(*pGrp))
|
|
{
|
|
DebugLog("LoadScenarioSection: Error saving Landscape");
|
|
return false;
|
|
}
|
|
}
|
|
// PXS
|
|
if (!PXS.Save(*pGrp))
|
|
{
|
|
DebugLog("LoadScenarioSection: Error saving PXS");
|
|
return false;
|
|
}
|
|
// MassMover (create copy, may not modify running data)
|
|
C4MassMoverSet MassMoverSet;
|
|
MassMoverSet.Copy(MassMover);
|
|
if (!MassMoverSet.Save(*pGrp))
|
|
{
|
|
DebugLog("LoadScenarioSection: Error saving MassMover");
|
|
return false;
|
|
}
|
|
}
|
|
// store objects
|
|
if (dwFlags & C4S_SAVE_OBJECTS)
|
|
{
|
|
C4ValueNumbers numbers;
|
|
// objects: do not save info objects or inactive objects
|
|
if (!SaveData(*pGrp,true,false, false, &numbers))
|
|
{
|
|
DebugLog("LoadScenarioSection: Error saving objects");
|
|
return false;
|
|
}
|
|
}
|
|
// close current group
|
|
if (hGroup.IsOpen()) hGroup.Close();
|
|
// mark modified
|
|
pCurrentScenarioSection->fModified = true;
|
|
}
|
|
// open section group
|
|
if (!(pGrp=pLoadSect->GetGroupfile(hGroup)))
|
|
{
|
|
DebugLog("LoadScenarioSection: error opening group file");
|
|
return false;
|
|
}
|
|
// remove all objects (except inactive)
|
|
// do correct removal calls, because this will stop fire sounds, etc.
|
|
for (C4Object *obj : Objects)
|
|
obj->AssignRemoval();
|
|
for (C4Object *obj : Objects)
|
|
if (obj->Status)
|
|
{
|
|
DebugLogF("LoadScenarioSection: WARNING: Object %d created in destruction process!", (int) obj->Number);
|
|
ClearPointers(obj);
|
|
}
|
|
DeleteObjects(false);
|
|
// remove global effects
|
|
if (pGlobalEffects) if (!(dwFlags & C4S_KEEP_EFFECTS))
|
|
{
|
|
pGlobalEffects->ClearAll(NULL, C4FxCall_RemoveClear);
|
|
// scenario section call might have been done from a global effect
|
|
// rely on dead effect removal for actually removing the effects; do not clear the array here!
|
|
}
|
|
// del particles as well
|
|
Particles.ClearAllParticles();
|
|
// clear transfer zones
|
|
TransferZones.Clear();
|
|
// backup old sky
|
|
char szOldSky[C4MaxDefString+1];
|
|
SCopy(C4S.Landscape.SkyDef, szOldSky, C4MaxDefString);
|
|
// overload scenario values (fails if no scenario core is present; that's OK)
|
|
C4S.Load(*pGrp, true);
|
|
// determine whether a new sky has to be loaded
|
|
bool fLoadNewSky = !SEqualNoCase(szOldSky, C4S.Landscape.SkyDef) || pGrp->FindEntry(C4CFN_Sky ".*");
|
|
// set new Objects.c source
|
|
Game.pScenarioObjectsScript = pLoadSect->pObjectScripts;
|
|
// remove reference to FoW from viewports, so that we can safely
|
|
// reload the landscape and its FoW.
|
|
Viewports.DisableFoW();
|
|
// re-init game in new section
|
|
C4ValueNumbers numbers;
|
|
if (!InitGame(*pGrp, true, fLoadNewSky, &numbers))
|
|
{
|
|
DebugLog("LoadScenarioSection: Error reiniting game");
|
|
::Viewports.EnableFoW();
|
|
return false;
|
|
}
|
|
// restore shelved proplists in case loading failed
|
|
C4PropListNumbered::UnshelveNumberedPropLists();
|
|
// set new current section
|
|
pCurrentScenarioSection = pLoadSect;
|
|
SCopy(pCurrentScenarioSection->szName, CurrentScenarioSection);
|
|
// resize viewports, and enable lighting again
|
|
::Viewports.RecalculateViewports();
|
|
::Viewports.EnableFoW();
|
|
// done, success
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::ToggleDebugMode()
|
|
{
|
|
// debug mode not allowed
|
|
if (!Parameters.AllowDebug && !DebugMode) { GraphicsSystem.FlashMessage(LoadResStr("IDS_MSG_DEBUGMODENOTALLOWED")); return false; }
|
|
Toggle(DebugMode);
|
|
if (!DebugMode) GraphicsSystem.DeactivateDebugOutput();
|
|
GraphicsSystem.FlashMessageOnOff(LoadResStr("IDS_CTL_DEBUGMODE"), DebugMode);
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::ActivateMenu(const char *szCommand)
|
|
{
|
|
// no new menu during round evaluation
|
|
if (C4GameOverDlg::IsShown()) return false;
|
|
// forward to primary player
|
|
C4Player *pPlr=::Players.GetLocalByIndex(0);
|
|
if (!pPlr) return false;
|
|
pPlr->Menu.ActivateCommand(pPlr->Number, szCommand);
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::ToggleChart()
|
|
{
|
|
C4ChartDialog::Toggle();
|
|
return true;
|
|
}
|
|
|
|
void C4Game::Abort(bool fApproved)
|
|
{
|
|
// league needs approval
|
|
if (Network.isEnabled() && Parameters.isLeague() && !fApproved)
|
|
{
|
|
if (Control.isCtrlHost() && !Game.GameOver)
|
|
{
|
|
Network.Vote(VT_Cancel);
|
|
return;
|
|
}
|
|
if (!Control.isCtrlHost() && !Game.GameOver && ::Players.GetLocalByIndex(0))
|
|
{
|
|
Network.Vote(VT_Kick, true, Control.ClientID());
|
|
return;
|
|
}
|
|
}
|
|
// hard-abort: eval league and quit
|
|
// manually evaluate league
|
|
Players.RemoveLocal(true, true);
|
|
Players.RemoveAtRemoteClient(true, true);
|
|
// normal quit
|
|
Application.QuitGame();
|
|
}
|
|
|
|
bool GetTextSpecFacet(const char* szSpec, C4Facet& fct)
|
|
{
|
|
// safety
|
|
assert(szSpec && *szSpec);
|
|
if (!szSpec) return false;
|
|
// Special icon?
|
|
if (SEqual2(szSpec, "@Ico:"))
|
|
{
|
|
szSpec += 5;
|
|
if (SEqual2(szSpec, "Locked"))
|
|
fct = C4GUI::Icon::GetIconFacet(C4GUI::Ico_Ex_LockedFrontal);
|
|
else if (SEqual2(szSpec, "League"))
|
|
fct = C4GUI::Icon::GetIconFacet(C4GUI::Ico_Ex_League);
|
|
else if (SEqual2(szSpec, "GameRunning"))
|
|
fct = C4GUI::Icon::GetIconFacet(C4GUI::Ico_GameRunning);
|
|
else if (SEqual2(szSpec, "Lobby"))
|
|
fct = C4GUI::Icon::GetIconFacet(C4GUI::Ico_Lobby);
|
|
else if (SEqual2(szSpec, "RuntimeJoin"))
|
|
fct = C4GUI::Icon::GetIconFacet(C4GUI::Ico_RuntimeJoin);
|
|
else
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool C4Game::DrawTextSpecImage(C4Facet &fctTarget, const char *szSpec, C4DrawTransform* pTransform, uint32_t dwClr)
|
|
{
|
|
// safety
|
|
assert(szSpec && *szSpec);
|
|
if (!szSpec) return false;
|
|
|
|
C4Facet fctSource;
|
|
if(GetTextSpecFacet(szSpec, fctSource))
|
|
{
|
|
fctSource.DrawXT(fctTarget.Surface, fctTarget.X, fctTarget.Y, fctTarget.Wdt, fctTarget.Hgt, 0, 0, pTransform);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
C4Def *pDef = C4Id2Def(C4ID(szSpec));
|
|
if (!pDef) return false;
|
|
|
|
pDef->Draw(fctTarget, false, dwClr, NULL, 0, 0, pTransform);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
float C4Game::GetTextSpecImageAspect(const char* szSpec)
|
|
{
|
|
// safety
|
|
assert(szSpec && *szSpec);
|
|
if (!szSpec) return -1.0f;
|
|
|
|
C4Facet fctSource;
|
|
if(GetTextSpecFacet(szSpec, fctSource))
|
|
{
|
|
return static_cast<float>(fctSource.Wdt) / static_cast<float>(fctSource.Hgt);
|
|
}
|
|
else
|
|
{
|
|
C4Def *pDef = C4Id2Def(C4ID(szSpec));
|
|
if (!pDef) return -1.0f;
|
|
|
|
C4DefGraphics* pGfx = &pDef->Graphics;
|
|
if(pGfx->Type == C4DefGraphics::TYPE_Bitmap)
|
|
{
|
|
return static_cast<float>(pDef->PictureRect.Wdt) / static_cast<float>(pDef->PictureRect.Hgt);
|
|
}
|
|
else if (pGfx->Type == C4DefGraphics::TYPE_Mesh)
|
|
{
|
|
const StdMesh& mesh = *pGfx->Mesh;
|
|
const StdMeshBox& box = mesh.GetBoundingBox();
|
|
|
|
// Note the bounding box is in OGRE frame of reference
|
|
return (box.y2 - box.y1) / (box.z2 - box.z1);
|
|
}
|
|
|
|
return -1.0f;
|
|
}
|
|
}
|
|
|
|
bool C4Game::DrawPropListSpecImage(C4Facet &fctTarget, C4PropList *pSpec)
|
|
{
|
|
// safety
|
|
assert(pSpec);
|
|
if (!pSpec) return false;
|
|
|
|
// get source definition
|
|
C4PropList *source_def_proplist = pSpec->GetPropertyPropList(P_Source);
|
|
if (!source_def_proplist) return false;
|
|
C4Def *source_def = source_def_proplist->GetDef();
|
|
if (!source_def) return false;
|
|
|
|
// get custom color
|
|
uint32_t color = (uint32_t)pSpec->GetPropertyInt(P_Color);
|
|
|
|
C4String *source_name = pSpec->GetPropertyStr(P_Name);
|
|
if (!source_name)
|
|
{
|
|
// Base graphics
|
|
source_def->Draw(fctTarget, false, color);
|
|
}
|
|
else
|
|
{
|
|
// Alternative named graphics
|
|
C4DefGraphics *source_graphics = source_def->Graphics.Get(source_name->GetCStr());
|
|
if (!source_graphics) return false;
|
|
source_graphics->Draw(fctTarget, color, NULL, 0,0, NULL);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::SpeedUp()
|
|
{
|
|
// As these functions work stepwise, there's the old maximum speed of 50.
|
|
// Use /fast to set to even higher speeds.
|
|
FrameSkip = Clamp<int32_t>(FrameSkip + 1, 1, 50);
|
|
FullSpeed = true;
|
|
GraphicsSystem.FlashMessage(FormatString(LoadResStr("IDS_MSG_SPEED"), FrameSkip).getData());
|
|
return true;
|
|
}
|
|
|
|
bool C4Game::SlowDown()
|
|
{
|
|
FrameSkip = Clamp<int32_t>(FrameSkip - 1, 1, 50);
|
|
if (FrameSkip == 1)
|
|
FullSpeed = false;
|
|
GraphicsSystem.FlashMessage(FormatString(LoadResStr("IDS_MSG_SPEED"), FrameSkip).getData());
|
|
return true;
|
|
}
|
|
|
|
void C4Game::SetMusicLevel(int32_t iToLvl)
|
|
{
|
|
// change game music volume; multiplied by config volume for real volume
|
|
iMusicLevel = Clamp<int32_t>(iToLvl, 0, 100);
|
|
Application.MusicSystem.SetVolume(Config.Sound.MusicVolume * iMusicLevel / 100);
|
|
}
|
|
|
|
bool C4Game::ToggleChat()
|
|
{
|
|
return C4ChatDlg::ToggleChat();
|
|
}
|
|
|
|
void C4Game::SetDefaultGamma()
|
|
{
|
|
// Skip this if graphics haven't been initialized yet (happens when
|
|
// we bail during initialization)
|
|
if (!pDraw) return;
|
|
// Default gamma ramps
|
|
for (int32_t iRamp=0; iRamp<C4MaxGammaRamps; ++iRamp)
|
|
{
|
|
if (iRamp == C4GRI_USER)
|
|
pDraw->SetGamma(Config.Graphics.Gamma1, Config.Graphics.Gamma2, Config.Graphics.Gamma3, iRamp);
|
|
else
|
|
pDraw->SetGamma(0x000000, 0x808080, 0xffffff, iRamp);
|
|
}
|
|
}
|
|
|
|
void C4Game::SetGlobalSoundModifier(C4PropList *new_modifier)
|
|
{
|
|
// set in prop list (for savegames) and in sound system::
|
|
C4SoundModifier *mod;
|
|
if (new_modifier)
|
|
{
|
|
GlobalSoundModifier.SetPropList(new_modifier);
|
|
mod = ::Application.SoundSystem.Modifiers.Get(new_modifier, true);
|
|
}
|
|
else
|
|
{
|
|
GlobalSoundModifier.Set0();
|
|
mod = NULL;
|
|
}
|
|
::Application.SoundSystem.Modifiers.SetGlobalModifier(mod, NO_OWNER);
|
|
}
|