Example #1
0
void CReplayPlayer::Replay()
{
	ENSURE(m_Stream);

	new CProfileViewer;
	new CProfileManager;
	g_ScriptStatsTable = new CScriptStatsTable;
	g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
	g_ScriptRuntime = ScriptInterface::CreateRuntime(128 * 1024 * 1024);

	CGame game(true);
	g_Game = &game;

	// Need some stuff for terrain movement costs:
	// (TODO: this ought to be independent of any graphics code)
	tex_codec_register_all();
	new CTerrainTextureManager;
	g_TexMan.LoadTerrainTextures();

	// Initialise h_mgr so it doesn't crash when emitting sounds
	h_mgr_init();

	std::vector<SimulationCommand> commands;
	u32 turn = 0;
	u32 turnLength = 0;

	std::string type;
	while ((*m_Stream >> type).good())
	{
//		if (turn >= 1400) break;

		if (type == "start")
		{
			std::string line;
			std::getline(*m_Stream, line);
			CScriptValRooted attribs = game.GetSimulation2()->GetScriptInterface().ParseJSON(line);

			game.StartGame(attribs, "");

			// TODO: Non progressive load can fail - need a decent way to handle this
			LDR_NonprogressiveLoad();

			PSRETURN ret = game.ReallyStartGame();
			ENSURE(ret == PSRETURN_OK);
		}
		else if (type == "turn")
		{
			*m_Stream >> turn >> turnLength;
			debug_printf(L"Turn %u (%u)... ", turn, turnLength);
		}
		else if (type == "cmd")
Example #2
0
void InitGraphics(const CmdLineArgs& args, int flags)
{
	const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;

	if(setup_vmode)
	{
		InitSDL();

		if (!g_VideoMode.InitSDL())
			throw PSERROR_System_VmodeFailed(); // abort startup

#if !SDL_VERSION_ATLEAST(2, 0, 0)
		SDL_WM_SetCaption("0 A.D.", "0 A.D.");
#endif
	}

	RunHardwareDetection();

	tex_codec_register_all();

	const int quality = SANE_TEX_QUALITY_DEFAULT;	// TODO: set value from config file
	SetTextureQuality(quality);

	ogl_WarnIfError();

	// Optionally start profiler GPU timings automatically
	// (By default it's only enabled by a hotkey, for performance/compatibility)
	bool profilerGPUEnable = false;
	CFG_GET_VAL("profiler2.gpu.autoenable", Bool, profilerGPUEnable);
	if (profilerGPUEnable)
		g_Profiler2.EnableGPU();

	if(!g_Quickstart)
	{
		WriteSystemInfo();
		// note: no longer vfs_display here. it's dog-slow due to unbuffered
		// file output and very rarely needed.
	}

	if(g_DisableAudio)
	{
		// speed up startup by disabling all sound
		// (OpenAL init will be skipped).
		// must be called before first snd_open.
#if CONFIG2_AUDIO
		CSoundManager::SetEnabled(false);
#endif
	}

	g_GUI = new CGUIManager(g_ScriptingHost.GetScriptInterface());

	// (must come after SetVideoMode, since it calls ogl_Init)
	const char* missing = ogl_HaveExtensions(0,
		"GL_ARB_multitexture",
		"GL_EXT_draw_range_elements",
		"GL_ARB_texture_env_combine",
		"GL_ARB_texture_env_dot3",
		NULL);
	if(missing)
	{
		wchar_t buf[500];
		swprintf_s(buf, ARRAY_SIZE(buf),
			L"The %hs extension doesn't appear to be available on your computer."
			L" The game may still work, though - you are welcome to try at your own risk."
			L" If not or it doesn't look right, upgrade your graphics card.",
			missing
		);
		DEBUG_DISPLAY_ERROR(buf);
		// TODO: i18n
	}

	if (!ogl_HaveExtension("GL_ARB_texture_env_crossbar"))
	{
		DEBUG_DISPLAY_ERROR(
			L"The GL_ARB_texture_env_crossbar extension doesn't appear to be available on your computer."
			L" Shadows are not available and overall graphics quality might suffer."
			L" You are advised to try installing newer drivers and/or upgrade your graphics card.");
		g_Shadows = false;
	}

	ogl_WarnIfError();
	InitRenderer();

	InitInput();

	ogl_WarnIfError();

	try
	{
		if (!Autostart(args))
		{
			const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
			// We only want to display the splash screen at startup
			CScriptValRooted data;
			if (g_GUI)
			{
				ScriptInterface& scriptInterface = g_GUI->GetScriptInterface();
				scriptInterface.Eval("({})", data);
				scriptInterface.SetProperty(data.get(), "isStartup", true);
			}
			InitPs(setup_gui, L"page_pregame.xml", data.get());
		}
	}
	catch (PSERROR_Game_World_MapLoadFailed e)
	{
		// Map Loading failed

		// Start the engine so we have a GUI
		InitPs(true, L"page_pregame.xml", JSVAL_VOID);

		// Call script function to do the actual work
		//	(delete game data, switch GUI page, show error, etc.)
		CancelLoad(CStr(e.what()).FromUTF8());
	}
}