void CGameView::RegisterInit() { // CGameView init RegMemFun(this, &CGameView::Initialize, L"CGameView init", 1); // previously done by CGameView::InitResources RegMemFun(g_TexMan.GetSingletonPtr(), &CTerrainTextureManager::LoadTerrainTextures, L"LoadTerrainTextures", 60); RegMemFun(g_Renderer.GetSingletonPtr(), &CRenderer::LoadAlphaMaps, L"LoadAlphaMaps", 5); }
// LoadRandomMap: try to load the map data; reinitialise the scene to new data if successful void CMapReader::LoadRandomMap(const CStrW& scriptFile, const CScriptValRooted& settings, CTerrain *pTerrain_, WaterManager* pWaterMan_, SkyManager* pSkyMan_, CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_, CPostprocManager* pPostproc_, CSimulation2 *pSimulation2_, int playerID_) { // latch parameters (held until DelayedLoadFinished) m_ScriptFile = scriptFile; m_ScriptSettings = settings; pTerrain = pTerrain_; pLightEnv = pLightEnv_; pGameView = pGameView_; pWaterMan = pWaterMan_; pSkyMan = pSkyMan_; pCinema = pCinema_; pTrigMan = pTrigMan_; pPostproc = pPostproc_; pSimulation2 = pSimulation2_; pSimContext = pSimulation2 ? &pSimulation2->GetSimContext() : NULL; m_PlayerID = playerID_; m_SkipEntities = false; m_StartingCameraTarget = INVALID_ENTITY; // delete all existing entities if (pSimulation2) pSimulation2->ResetState(); only_xml = false; // copy random map settings (before entity creation) RegMemFun(this, &CMapReader::LoadRMSettings, L"CMapReader::LoadRMSettings", 50); // load player settings script (must be done before reading map) RegMemFun(this, &CMapReader::LoadPlayerSettings, L"CMapReader::LoadPlayerSettings", 50); // load map generator with random map script RegMemFun(this, &CMapReader::GenerateMap, L"CMapReader::GenerateMap", 5000); // parse RMS results into terrain structure RegMemFun(this, &CMapReader::ParseTerrain, L"CMapReader::ParseTerrain", 500); // parse RMS results into environment settings RegMemFun(this, &CMapReader::ParseEnvironment, L"CMapReader::ParseEnvironment", 5); // parse RMS results into camera settings RegMemFun(this, &CMapReader::ParseCamera, L"CMapReader::ParseCamera", 5); // parse RMS results into entities RegMemFun(this, &CMapReader::ParseEntities, L"CMapReader::ParseEntities", 1000); // apply data to the world RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5); // load map settings script (must be done after reading map) RegMemFun(this, &CMapReader::LoadMapSettings, L"CMapReader::LoadMapSettings", 5); RegMemFun(this, &CMapReader::DelayLoadFinished, L"CMapReader::DelayLoadFinished", 5); }
/** * Initializes the game with the set of attributes provided. * Makes calls to initialize the game view, world, and simulation objects. * Calls are made to facilitate progress reporting of the initialization. **/ void CGame::RegisterInit(const CScriptValRooted& attribs, const std::string& savedState) { m_InitialSavedState = savedState; m_IsSavedGame = !savedState.empty(); m_Simulation2->SetInitAttributes(attribs); std::string mapType; m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "mapType", mapType); float speed; if (m_Simulation2->GetScriptInterface().HasProperty(attribs.get(), "gameSpeed") && m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "gameSpeed", speed)) SetSimRate(speed); LDR_BeginRegistering(); RegMemFun(m_Simulation2, &CSimulation2::ProgressiveLoad, L"Simulation init", 1000); // RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization // overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default // values. At the minute, it's just lighting settings, but could be extended to store camera position. // Storing lighting settings in the game view seems a little odd, but it's no big deal; maybe move it at // some point to be stored in the world object? if (m_GameView) m_GameView->RegisterInit(); if (mapType == "scenario") { // Load scenario attributes std::wstring mapFile; m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "map", mapFile); m_World->RegisterInit(mapFile, m_PlayerID); } else if (mapType == "random") { // Load random map attributes std::wstring scriptFile; CScriptValRooted settings; m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "script", scriptFile); m_Simulation2->GetScriptInterface().GetProperty(attribs.get(), "settings", settings); m_World->RegisterInitRMS(scriptFile, settings, m_PlayerID); } if (m_IsSavedGame) RegMemFun(this, &CGame::LoadInitialState, L"Loading game", 1000); LDR_EndRegistering(); }
// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful void CMapReader::LoadMap(const VfsPath& pathname, CTerrain *pTerrain_, WaterManager* pWaterMan_, SkyManager* pSkyMan_, CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_, CSimulation2 *pSimulation2_, const CSimContext* pSimContext_, int playerID_, bool skipEntities) { // latch parameters (held until DelayedLoadFinished) pTerrain = pTerrain_; pLightEnv = pLightEnv_; pGameView = pGameView_; pWaterMan = pWaterMan_; pSkyMan = pSkyMan_; pCinema = pCinema_; pTrigMan = pTrigMan_; pSimulation2 = pSimulation2_; pSimContext = pSimContext_; m_PlayerID = playerID_; m_SkipEntities = skipEntities; m_StartingCameraTarget = INVALID_ENTITY; filename_xml = pathname.ChangeExtension(L".xml"); // In some cases (particularly tests) we don't want to bother storing a large // mostly-empty .pmp file, so we let the XML file specify basic terrain instead. // If there's an .xml file and no .pmp, then we're probably in this XML-only mode only_xml = false; if (!VfsFileExists(pathname) && VfsFileExists(filename_xml)) { only_xml = true; } file_format_version = CMapIO::FILE_VERSION; // default if there's no .pmp if (!only_xml) { // [25ms] unpacker.Read(pathname, "PSMP"); file_format_version = unpacker.GetVersion(); } // check oldest supported version if (file_format_version < FILE_READ_VERSION) throw PSERROR_File_InvalidVersion(); // delete all existing entities if (pSimulation2) pSimulation2->ResetState(); // load map settings script RegMemFun(this, &CMapReader::LoadScriptSettings, L"CMapReader::LoadScriptSettings", 50); // load player settings script (must be done before reading map) RegMemFun(this, &CMapReader::LoadPlayerSettings, L"CMapReader::LoadPlayerSettings", 50); // unpack the data if (!only_xml) RegMemFun(this, &CMapReader::UnpackMap, L"CMapReader::UnpackMap", 1200); // read the corresponding XML file RegMemFun(this, &CMapReader::ReadXML, L"CMapReader::ReadXML", 5800); // apply data to the world RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5); // load map settings script (must be done after reading map) RegMemFun(this, &CMapReader::LoadMapSettings, L"CMapReader::LoadMapSettings", 5); RegMemFun(this, &CMapReader::DelayLoadFinished, L"CMapReader::DelayLoadFinished", 5); }