File: GlobalSynced.cpp

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#include "StdAfx.h"
#include "GlobalSynced.h"

#include <assert.h>
#include <cstring>

#include "Game/GameSetup.h"
#include "Game/PlayerHandler.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "Lua/LuaGaia.h"
#include "Lua/LuaRules.h"
#include "Team.h"
#include "TeamHandler.h"
#include "GlobalConstants.h"
#include "Util.h"


/**
 * @brief global synced
 *
 * Global instance of CGlobalSyncedStuff
 */
CGlobalSyncedStuff* gs;



CR_BIND(CGlobalSyncedStuff,);

CR_REG_METADATA(CGlobalSyncedStuff, (
	CR_MEMBER(frameNum),
	CR_MEMBER(speedFactor),
	CR_MEMBER(userSpeedFactor),
	CR_MEMBER(paused),
	CR_MEMBER(mapx),
	CR_MEMBER(mapy),
	CR_MEMBER(mapSquares),
	CR_MEMBER(hmapx),
	CR_MEMBER(hmapy),
	CR_MEMBER(pwr2mapx),
	CR_MEMBER(pwr2mapy),
	CR_MEMBER(tempNum),
	CR_MEMBER(godMode),
	CR_MEMBER(globalLOS),
	CR_MEMBER(cheatEnabled),
	CR_MEMBER(noHelperAIs),
	CR_MEMBER(editDefsEnabled),
	CR_MEMBER(useLuaGaia),
	CR_MEMBER(randSeed),
	CR_MEMBER(initRandSeed),
	CR_RESERVED(64)
));


/**
 * Initializes variables in CGlobalSyncedStuff
 */
CGlobalSyncedStuff::CGlobalSyncedStuff()
{
	hmapx = 256;
	hmapy = 256;
	randSeed = 18655;
	initRandSeed = randSeed;
	frameNum = 0;
	speedFactor = 1;
	userSpeedFactor = 1;
	paused = false;
	godMode = false;
	globalLOS = false;
	cheatEnabled = false;
	noHelperAIs = false;
	editDefsEnabled = false;
	tempNum = 2;
	useLuaGaia = true;

	// TODO: put this somewhere else (playerHandler is unsynced, even)
	playerHandler = new CPlayerHandler();
	teamHandler = new CTeamHandler();
}


CGlobalSyncedStuff::~CGlobalSyncedStuff()
{
	// TODO: put this somewhere else (playerHandler is unsynced, even)
	SafeDelete(playerHandler);
	SafeDelete(teamHandler);
}


void CGlobalSyncedStuff::LoadFromSetup(const CGameSetup* setup)
{
	noHelperAIs = !!setup->noHelperAIs;

	useLuaGaia  = CLuaGaia::SetConfigString(setup->luaGaiaStr);
	CLuaRules::SetConfigString(setup->luaRulesStr);

	// TODO: this call is unsynced, technically
	playerHandler->LoadFromSetup(setup);

	skirmishAIHandler.LoadFromSetup(*setup);

	teamHandler->LoadFromSetup(setup);
}

/**
 * @return synced random integer
 *
 * returns a synced random integer
 */
int CGlobalSyncedStuff::randInt()
{
	randSeed = (randSeed * 214013L + 2531011L);
	return randSeed & RANDINT_MAX;
}

/**
 * @return synced random float
 *
 * returns a synced random float
 */
float CGlobalSyncedStuff::randFloat()
{
	randSeed = (randSeed * 214013L + 2531011L);
	return float(randSeed & RANDINT_MAX)/RANDINT_MAX;
}

/**
 * @return synced random vector
 *
 * returns a synced random vector
 */
float3 CGlobalSyncedStuff::randVector()
{
	float3 ret;
	do {
		ret.x = randFloat()*2-1;
		ret.y = randFloat()*2-1;
		ret.z = randFloat()*2-1;
	} while(ret.SqLength()>1);

	return ret;
}