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/*
* GameInstance.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "GameInstance.h"
#include "CPlayerInterface.h"
#include "CMT.h"
#include "CServerHandler.h"
#include "mapView/mapHandler.h"
#include "globalLobby/GlobalLobbyClient.h"
#include "mainmenu/CMainMenu.h"
#include "windows/InfoWindows.h"
#include "../lib/CConfigHandler.h"
#include "../lib/GameLibrary.h"
#include "../lib/callback/CCallback.h"
#include "../lib/texts/CGeneralTextHandler.h"
std::unique_ptr<GameInstance> GAME = nullptr;
GameInstance::GameInstance()
: serverInstance(std::make_unique<CServerHandler>())
, interfaceInstance(nullptr)
{
}
GameInstance::~GameInstance() = default;
CServerHandler & GameInstance::server()
{
if (!serverInstance)
throw std::runtime_error("Invalid access to GameInstance::server");
return *serverInstance;
}
CMapHandler & GameInstance::map()
{
if (!mapInstance)
throw std::runtime_error("Invalid access to GameInstance::map");
return *mapInstance;
}
std::shared_ptr<CMainMenu> GameInstance::mainmenu()
{
if(settings["session"]["headless"].Bool())
return nullptr;
if (!mainMenuInstance)
mainMenuInstance = std::make_shared<CMainMenu>();
return mainMenuInstance;
}
CPlayerInterface * GameInstance::interface()
{
return interfaceInstance;
}
void GameInstance::setServerInstance(std::unique_ptr<CServerHandler> ptr)
{
serverInstance = std::move(ptr);
}
void GameInstance::setMapInstance(std::unique_ptr<CMapHandler> ptr)
{
mapInstance = std::move(ptr);
}
void GameInstance::setInterfaceInstance(CPlayerInterface * ptr)
{
interfaceInstance = ptr;
}
void GameInstance::onGlobalLobbyInterfaceActivated()
{
server().getGlobalLobby().activateInterface();
}
void GameInstance::onUpdate()
{
if (interfaceInstance)
interfaceInstance->update();
}
bool GameInstance::capturedAllEvents()
{
if (interfaceInstance)
return interfaceInstance->capturedAllEvents();
else
return false;
}
void GameInstance::onShutdownRequested(bool ask)
{
auto doQuit = [](){ throw GameShutdownException(); };
if(!ask)
doQuit();
else
{
if (interface())
interface()->showYesNoDialog(LIBRARY->generaltexth->allTexts[69], doQuit, nullptr);
else
CInfoWindow::showYesNoDialog(LIBRARY->generaltexth->allTexts[69], {}, doQuit, {}, PlayerColor(1));
}
}
void GameInstance::onAppPaused()
{
pauseAutoSave();
}
void GameInstance::pauseAutoSave()
{
const std::string autoSaveName = "Saves/PauseAutosave";
logGlobal->info("Received pause save game request");
if(!GAME->interface() || !GAME->interface()->cb)
{
logGlobal->info("... but no active player interface found!");
return;
}
if (!GAME->server().logicConnection)
{
logGlobal->info("... but no active connection found!");
return;
}
if(!GAME->interface()->cb->getActiveBattles().empty())
{
logGlobal->info("... but player is in battle, skipping autosave!");
return;
}
GAME->interface()->cb->save(autoSaveName, false);
}
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