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https://github.com/rwengine/openrw.git
synced 2024-11-25 11:52:40 +01:00
Remove Logger ownership from GameWorld
This commit is contained in:
parent
b280aac859
commit
b672e41acf
@ -2,6 +2,8 @@
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#ifndef _GAMEDATA_HPP_
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#define _GAMEDATA_HPP_
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class Logger;
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#include <engine/RWTypes.hpp>
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#include <loaders/LoaderIMG.hpp>
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#include <loaders/TextureLoader.hpp>
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@ -41,13 +43,15 @@ private:
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std::string datpath;
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std::string splash;
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Logger* logger;
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public:
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/**
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* ctor
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* @param path Path to the root of the game data.
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*/
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GameData(const std::string& path = "");
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GameData(Logger* log, const std::string& path = "");
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~GameData();
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GameWorld* engine;
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@ -273,6 +277,11 @@ public:
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float getWaveHeightAt(const glm::vec3& ws) const;
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GameTexts texts;
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/**
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* Determines whether the given path is a valid game directory.
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*/
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static bool isValidGameDirectory(const std::string& path);
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};
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#endif
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@ -2,7 +2,7 @@
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#ifndef _GAMEWORLD_HPP_
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#define _GAMEWORLD_HPP_
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#include <core/Logger.hpp>
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class Logger;
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#include <engine/GameData.hpp>
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#include <engine/GameState.hpp>
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@ -59,16 +59,11 @@ class GameWorld
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{
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public:
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GameWorld(const std::string& gamepath);
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GameWorld(Logger* log, const std::string& gamepath);
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~GameWorld();
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/**
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* Loads the game data
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*/
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bool load();
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Logger logger;
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Logger* logger;
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/**
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* Loads an IDE into the game
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@ -1,6 +1,8 @@
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#ifndef _GAMERENDERER_HPP_
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#define _GAMERENDERER_HPP_
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class Logger;
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <memory>
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@ -44,6 +46,9 @@ class GameRenderer
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/** Pointer to the world instance */
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GameWorld* engine;
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/** Logger to output messages */
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Logger* logger;
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/** The low-level drawing interface to use */
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Renderer* renderer;
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@ -86,7 +91,7 @@ class GameRenderer
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public:
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GameRenderer(GameWorld*);
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GameRenderer(Logger* log, GameWorld*);
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~GameRenderer();
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/** Number of culling events */
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@ -13,6 +13,7 @@
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#include <loaders/GenericDATLoader.hpp>
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#include <loaders/LoaderGXT.hpp>
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#include <loaders/BackgroundLoader.hpp>
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#include <core/Logger.hpp>
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#include <iostream>
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#include <fstream>
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@ -79,10 +80,9 @@ std::string fixPath(std::string path) {
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}
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GameData::GameData(const std::string& path)
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: datpath(path), engine(nullptr)
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GameData::GameData(Logger* log, const std::string& path)
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: datpath(path), logger(log), engine(nullptr)
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{
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}
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GameData::~GameData()
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@ -124,7 +124,7 @@ void GameData::parseDAT(const std::string& path)
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if(!datfile.is_open())
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{
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engine->logger.error("Data", "Failed to open game file " + path);
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logger->error("Data", "Failed to open game file " + path);
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}
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else
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{
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@ -221,12 +221,12 @@ bool GameData::loadZone(const std::string& path)
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for(auto& z : ipll.zones) {
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zones.insert({z.name, z});
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}
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engine->logger.info("Data", "Loaded " + std::to_string(ipll.zones.size()) + " zones from " + path);
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logger->info("Data", "Loaded " + std::to_string(ipll.zones.size()) + " zones from " + path);
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return true;
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}
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}
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else {
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engine->logger.error("Data", "Failed to load zones from " + path);
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logger->error("Data", "Failed to load zones from " + path);
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}
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return false;
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@ -491,7 +491,7 @@ bool GameData::loadAudioClip(const std::string& name)
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if ( name.find(".mp3") != name.npos )
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{
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engine->logger.error("Data", "MP3 Audio unsupported outside cutscenes");
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logger->error("Data", "MP3 Audio unsupported outside cutscenes");
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return false;
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}
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@ -501,7 +501,7 @@ bool GameData::loadAudioClip(const std::string& name)
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if (! r )
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{
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engine->logger.error("Data", "Error loading audio clip " + fname);
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logger->error("Data", "Error loading audio clip " + fname);
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delete engine->missionAudio;
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engine->missionAudio = nullptr;
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}
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@ -524,7 +524,7 @@ FileHandle GameData::openFile(const std::string &name)
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auto file = index.openFile(name);
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if( file == nullptr )
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{
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engine->logger.error("Data", "Unable to open file: " + name);
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logger->error("Data", "Unable to open file: " + name);
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}
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return file;
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}
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@ -559,3 +559,20 @@ float GameData::getWaveHeightAt(const glm::vec3 &ws) const
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{
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return (1+sin(engine->gameTime + (ws.x + ws.y) * WATER_SCALE)) * WATER_HEIGHT;
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}
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bool GameData::isValidGameDirectory(const std::string& path)
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{
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if(path.empty())
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{
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return false;
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}
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LoaderIMG i;
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if(! i.load(path + "/models/gta3.img") )
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{
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return false;
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}
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return true;
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}
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@ -1,4 +1,7 @@
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#include <engine/GameWorld.hpp>
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#include <core/Logger.hpp>
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#include <loaders/LoaderIPL.hpp>
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#include <loaders/LoaderIDE.hpp>
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#include <ai/DefaultAIController.hpp>
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@ -75,12 +78,22 @@ public:
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}
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};
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GameWorld::GameWorld(const std::string& path)
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: gameTime(0.f), gameData(path), randomEngine(rand()),
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GameWorld::GameWorld(Logger* log, const std::string& path)
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: logger(log), gameTime(0.f), gameData(log, path), randomEngine(rand()),
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_work( new WorkContext( this ) ), script(nullptr), cutsceneAudio(nullptr), missionAudio(nullptr),
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paused(false)
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{
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gameData.engine = this;
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collisionConfig = new btDefaultCollisionConfiguration;
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collisionDispatcher = new WorldCollisionDispatcher(collisionConfig);
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broadphase = new btDbvtBroadphase();
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solver = new btSequentialImpulseConstraintSolver;
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dynamicsWorld = new btDiscreteDynamicsWorld(collisionDispatcher, broadphase, solver, collisionConfig);
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dynamicsWorld->setGravity(btVector3(0.f, 0.f, -9.81f));
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broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
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gContactProcessedCallback = ContactProcessedCallback;
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dynamicsWorld->setInternalTickCallback(PhysicsTickCallback, this);
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}
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GameWorld::~GameWorld()
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@ -100,23 +113,6 @@ GameWorld::~GameWorld()
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/// @todo delete other things.
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}
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bool GameWorld::load()
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{
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collisionConfig = new btDefaultCollisionConfiguration;
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collisionDispatcher = new WorldCollisionDispatcher(collisionConfig);
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broadphase = new btDbvtBroadphase();
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solver = new btSequentialImpulseConstraintSolver;
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dynamicsWorld = new btDiscreteDynamicsWorld(collisionDispatcher, broadphase, solver, collisionConfig);
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dynamicsWorld->setGravity(btVector3(0.f, 0.f, -9.81f));
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broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
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gContactProcessedCallback = ContactProcessedCallback;
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dynamicsWorld->setInternalTickCallback(PhysicsTickCallback, this);
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gameData.load();
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return true;
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}
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bool GameWorld::defineItems(const std::string& name)
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{
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auto i = gameData.ideLocations.find(name);
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@ -142,7 +138,7 @@ bool GameWorld::defineItems(const std::string& name)
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}
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}
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else {
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logger.error("Data", "Failed to load IDE " + path);
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logger->error("Data", "Failed to load IDE " + path);
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}
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return false;
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@ -162,7 +158,7 @@ void GameWorld::runScript(const std::string &name)
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script = new ScriptMachine(this, f, opcodes);
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}
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else {
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logger.error("World", "Failed to load SCM: " + name);
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logger->error("World", "Failed to load SCM: " + name);
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}
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}
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@ -179,7 +175,7 @@ bool GameWorld::placeItems(const std::string& name)
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for( size_t i = 0; i < ipll.m_instances.size(); ++i) {
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std::shared_ptr<InstanceData> inst = ipll.m_instances[i];
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if(! createInstance(inst->id, inst->pos, inst->rot)) {
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logger.error("World", "No object data for instance " + std::to_string(inst->id) + " in " + path);
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logger->error("World", "No object data for instance " + std::to_string(inst->id) + " in " + path);
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}
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}
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@ -200,7 +196,7 @@ bool GameWorld::placeItems(const std::string& name)
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}
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else
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{
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logger.error("Data", "Failed to load IPL " + path);
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logger->error("Data", "Failed to load IPL " + path);
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return false;
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}
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@ -238,7 +234,7 @@ InstanceObject *GameWorld::createInstance(const uint16_t id, const glm::vec3& po
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}
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if( modelname.empty() ) {
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logger.warning("World", "Instance with missing model: " + std::to_string(id));
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logger->warning("World", "Instance with missing model: " + std::to_string(id));
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}
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auto instance = new InstanceObject(
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@ -306,6 +302,7 @@ uint16_t GameWorld::findModelDefinition(const std::string model)
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}
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#include <ai/PlayerController.hpp>
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#include <core/Logger.hpp>
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CutsceneObject *GameWorld::createCutsceneObject(const uint16_t id, const glm::vec3 &pos, const glm::quat &rot)
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{
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std::string modelname;
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@ -351,7 +348,7 @@ CutsceneObject *GameWorld::createCutsceneObject(const uint16_t id, const glm::ve
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// Ensure the relevant data is loaded.
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if( modelname.empty() ) {
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logger.error("World", "Cutscene object " + std::to_string(id) + " has no model");
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logger->error("World", "Cutscene object " + std::to_string(id) + " has no model");
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return nullptr;
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}
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@ -381,7 +378,7 @@ VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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{
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auto vti = findObjectType<VehicleData>(id);
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if( vti ) {
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logger.info("World", "Creating Vehicle ID " + std::to_string(id) + " (" + vti->gameName + ")");
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logger->info("World", "Creating Vehicle ID " + std::to_string(id) + " (" + vti->gameName + ")");
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if(! vti->modelName.empty()) {
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gameData.loadDFF(vti->modelName + ".dff");
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@ -399,7 +396,7 @@ VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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sec = gameData.vehicleColours[palit->second[set].second];
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}
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else {
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logger.warning("World", "No colour palette for vehicle " + vti->modelName);
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logger->warning("World", "No colour palette for vehicle " + vti->modelName);
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}
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auto wi = findObjectType<ObjectData>(vti->wheelModelID);
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@ -705,7 +702,7 @@ void GameWorld::loadCutscene(const std::string &name)
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if ( !cutsceneAudioLoaded )
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{
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logger.warning("Data", "Failed to load cutscene audio: " + name);
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logger->warning("Data", "Failed to load cutscene audio: " + name);
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}
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@ -714,7 +711,7 @@ void GameWorld::loadCutscene(const std::string &name)
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}
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state.currentCutscene = cutscene;
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state.currentCutscene->meta.name = name;
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logger.info("World", "Loaded cutscene: " + name);
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logger->info("World", "Loaded cutscene: " + name);
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}
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void GameWorld::startCutscene()
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@ -19,6 +19,7 @@
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#include <objects/CutsceneObject.hpp>
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#include <render/GameShaders.hpp>
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#include <core/Logger.hpp>
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#include <deque>
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#include <cmath>
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@ -65,11 +66,11 @@ std::vector<VertexP2> sspaceRect = {
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GeometryBuffer ssRectGeom;
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DrawBuffer ssRectDraw;
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GameRenderer::GameRenderer(GameWorld* engine)
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: engine(engine), renderer(new OpenGLRenderer), _renderAlpha(0.f),
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GameRenderer::GameRenderer(Logger* log, GameWorld* engine)
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: engine(engine), logger(log), renderer(new OpenGLRenderer), _renderAlpha(0.f),
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map(engine, renderer), water(this), text(engine, this)
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{
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engine->logger.info("Renderer", renderer->getIDString());
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logger->info("Renderer", renderer->getIDString());
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worldProg = renderer->createShader(
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GameShaders::WorldObject::VertexShader,
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@ -504,7 +505,7 @@ void GameRenderer::renderVehicle(VehicleObject *vehicle)
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{
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if(!vehicle->model)
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{
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engine->logger.warning("Renderer", "Vehicle model " + vehicle->vehicle->modelName + " not loaded!");
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logger->warning("Renderer", "Vehicle model " + vehicle->vehicle->modelName + " not loaded!");
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}
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glm::mat4 matrixModel = vehicle->getTimeAdjustedTransform( _renderAlpha );
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@ -679,7 +680,7 @@ void GameRenderer::renderPickup(PickupObject *pickup)
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itemModel = weapons->resource->findFrame(odata->modelName + "_l0");
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if ( ! itemModel )
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{
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engine->logger.error("Renderer", "Weapon frame " + odata->modelName + " not in model");
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logger->error("Renderer", "Weapon frame " + odata->modelName + " not in model");
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}
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}
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}
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@ -693,7 +694,7 @@ void GameRenderer::renderPickup(PickupObject *pickup)
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}
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else
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{
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engine->logger.error("Renderer", "Pickup model " + odata->modelName + " not loaded");
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logger->error("Renderer", "Pickup model " + odata->modelName + " not loaded");
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}
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}
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@ -762,11 +763,11 @@ void GameRenderer::renderProjectile(ProjectileObject *projectile)
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renderFrame(weapons->resource, itemModel, modelMatrix * matrix, nullptr, 1.f);
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}
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else {
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engine->logger.error("Renderer", "Weapon frame " + odata->modelName + " not in model");
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logger->error("Renderer", "Weapon frame " + odata->modelName + " not in model");
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}
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}
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else {
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engine->logger.error("Renderer", "Weapon.dff not loaded");
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logger->error("Renderer", "Weapon.dff not loaded");
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}
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}
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@ -806,11 +807,11 @@ void GameRenderer::renderItem(InventoryItem *item, const glm::mat4 &modelMatrix)
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renderFrame(weapons->resource, itemModel, modelMatrix * matrix, nullptr, 1.f);
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}
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else {
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engine->logger.error("Renderer", "Weapon frame " + odata->modelName + " not in model");
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logger->error("Renderer", "Weapon frame " + odata->modelName + " not in model");
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}
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}
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else {
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engine->logger.error("Renderer", "Weapon model not loaded");
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logger->error("Renderer", "Weapon model not loaded");
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}
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}
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@ -841,7 +842,7 @@ void GameRenderer::renderGeometry(Model* model, size_t g, const glm::mat4& model
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tex = engine->gameData.findTexture(tC, tA);
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if( ! tex )
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{
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//engine->logger.warning("Renderer", "Missing texture: " + tC + " " + tA);
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//logger->warning("Renderer", "Missing texture: " + tC + " " + tA);
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}
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mat.textures[0].texture = tex;
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}
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@ -19,6 +19,7 @@
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#include <data/Skeleton.hpp>
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#include <objects/CutsceneObject.hpp>
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#include <objects/PickupObject.hpp>
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#include <core/Logger.hpp>
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#include <glm/gtx/string_cast.hpp>
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@ -91,7 +92,7 @@ void game_create_vehicle_generator(const ScriptArguments& args)
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if(args[4].type == TString)
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{
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args.getVM()->getWorld()->logger.error("SCM", "Model names not supported for vehicle generator");
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args.getVM()->getWorld()->logger->error("SCM", "Model names not supported for vehicle generator");
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return;
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}
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@ -381,7 +382,7 @@ void game_create_garage(const ScriptArguments& args)
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int garageType = args[6].integer;
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auto garageHandle = args[7].handle;
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args.getVM()->getWorld()->logger.warning("SCM", "Garages Unimplemented! " + std::to_string(garageType));
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args.getVM()->getWorld()->logger->warning("SCM", "Garages Unimplemented! " + std::to_string(garageType));
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}
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void game_disable_ped_paths(const ScriptArguments& args)
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@ -438,7 +439,7 @@ bool game_model_loaded(const ScriptArguments& args)
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void game_restart_critical_mission(const ScriptArguments& args)
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{
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args.getVM()->getWorld()->logger.info("SCM", "Restarting Critical Mission");
|
||||
args.getVM()->getWorld()->logger->info("SCM", "Restarting Critical Mission");
|
||||
// Reset player state.
|
||||
glm::vec3 position(args[0].real, args[1].real, args[2].real + 1.f);
|
||||
|
||||
@ -553,7 +554,7 @@ void game_create_cutscene_object(const ScriptArguments& args)
|
||||
*args[1].handle = object;
|
||||
|
||||
if( object == nullptr ) {
|
||||
args.getVM()->getWorld()->logger.error("SCM", "Could not create cutscene object " + std::to_string(id));
|
||||
args.getVM()->getWorld()->logger->error("SCM", "Could not create cutscene object " + std::to_string(id));
|
||||
}
|
||||
}
|
||||
void game_set_cutscene_anim(const ScriptArguments& args)
|
||||
@ -566,7 +567,7 @@ void game_set_cutscene_anim(const ScriptArguments& args)
|
||||
object->animator->setAnimation(anim, false);
|
||||
}
|
||||
else {
|
||||
args.getVM()->getWorld()->logger.error("SCM", "Failed to load cutscene anim: " + animName);
|
||||
args.getVM()->getWorld()->logger->error("SCM", "Failed to load cutscene anim: " + animName);
|
||||
}
|
||||
}
|
||||
void game_start_cutscene(const ScriptArguments& args)
|
||||
@ -632,7 +633,7 @@ void game_set_head_animation(const ScriptArguments& args)
|
||||
object->animator->setAnimation(anim, false);
|
||||
}
|
||||
else {
|
||||
args.getVM()->getWorld()->logger.error("SCM", "Failed to load cutscene anim: " + animName);
|
||||
args.getVM()->getWorld()->logger->error("SCM", "Failed to load cutscene anim: " + animName);
|
||||
}
|
||||
}
|
||||
|
||||
@ -721,7 +722,7 @@ void game_load_audio(const ScriptArguments& args)
|
||||
{
|
||||
if(! args.getVM()->getWorld()->gameData.loadAudioClip(name + ".mp3") )
|
||||
{
|
||||
args.getVM()->getWorld()->logger.error("SCM", "Failed to load audio: " + name);
|
||||
args.getVM()->getWorld()->logger->error("SCM", "Failed to load audio: " + name);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -756,7 +757,7 @@ void game_play_music_id(const ScriptArguments& args)
|
||||
// TODO play anything other than Miscom.wav
|
||||
if(! gw->gameData.loadAudioClip( name + ".wav" ) )
|
||||
{
|
||||
args.getVM()->getWorld()->logger.error("SCM", "Error loading audio " + name);
|
||||
args.getVM()->getWorld()->logger->error("SCM", "Error loading audio " + name);
|
||||
return;
|
||||
}
|
||||
else if ( args.getVM()->getWorld()->missionAudio )
|
||||
|
@ -21,6 +21,7 @@
|
||||
#include <objects/CutsceneObject.hpp>
|
||||
#include <objects/PickupObject.hpp>
|
||||
#include <objects/GenericPickup.hpp>
|
||||
#include <core/Logger.hpp>
|
||||
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
|
||||
@ -430,7 +431,7 @@ bool game_vehicle_stopped(const ScriptArguments& args)
|
||||
void game_make_object_important(const ScriptArguments& args)
|
||||
{
|
||||
auto inst = (InstanceObject*)(*args[0].handle);
|
||||
args.getVM()->getWorld()->logger.warning("SCM", "Object pinning unimplemented!");
|
||||
args.getVM()->getWorld()->logger->warning("SCM", "Object pinning unimplemented!");
|
||||
}
|
||||
|
||||
bool game_character_in_area_on_foot(const ScriptArguments& args)
|
||||
@ -777,7 +778,7 @@ void game_create_object_world(const ScriptArguments& args)
|
||||
auto& modelname = args.getVM()->getFile()->getModels()[-id];
|
||||
id = args.getVM()->getWorld()->findModelDefinition(modelname);
|
||||
if( id == (uint16_t)-1 ) {
|
||||
args.getVM()->getWorld()->logger.error("SCM", "Failed to find model " + modelname);
|
||||
args.getVM()->getWorld()->logger->error("SCM", "Failed to find model " + modelname);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -65,24 +65,32 @@ RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
engine = new GameWorld(gamepath);
|
||||
engine->logger.addReciever(&logPrinter);
|
||||
log.addReciever(&logPrinter);
|
||||
log.info("Game", "Game directory: " + gamepath);
|
||||
|
||||
if(! GameData::isValidGameDirectory(gamepath) )
|
||||
{
|
||||
std::string envname(ENV_GAME_PATH_NAME);
|
||||
throw std::runtime_error("Invalid game directory path, is " +envname+ " set?");
|
||||
}
|
||||
|
||||
engine = new GameWorld(&log, gamepath);
|
||||
|
||||
// Initalize all the archives.
|
||||
engine->gameData.loadIMG("/models/gta3");
|
||||
//engine->gameData.loadIMG("/models/txd");
|
||||
engine->gameData.loadIMG("/anim/cuts");
|
||||
|
||||
engine->gameData.load();
|
||||
|
||||
// Initialize renderer
|
||||
renderer = new GameRenderer(engine);
|
||||
renderer = new GameRenderer(&log, engine);
|
||||
|
||||
// Set up text renderer
|
||||
renderer->text.setFontTexture(0, "pager");
|
||||
renderer->text.setFontTexture(1, "font1");
|
||||
renderer->text.setFontTexture(2, "font2");
|
||||
|
||||
/// @TODO expand this here.
|
||||
engine->load();
|
||||
debug = new DebugDraw;
|
||||
debug->setDebugMode(btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawConstraints | btIDebugDraw::DBG_DrawConstraintLimits);
|
||||
engine->dynamicsWorld->setDebugDrawer(debug);
|
||||
@ -113,7 +121,7 @@ RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
|
||||
|
||||
StateManager::get().enter(loading);
|
||||
|
||||
engine->logger.info("Game", "Started");
|
||||
log.info("Game", "Started");
|
||||
}
|
||||
|
||||
RWGame::~RWGame()
|
||||
@ -244,7 +252,7 @@ void RWGame::tick(float dt)
|
||||
}
|
||||
catch( SCMException& ex ) {
|
||||
std::cerr << ex.what() << std::endl;
|
||||
engine->logger.error( "Script", ex.what() );
|
||||
log.error( "Script", ex.what() );
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
@ -1,5 +1,7 @@
|
||||
#ifndef _RWGAME_HPP_
|
||||
#define _RWGAME_HPP_
|
||||
|
||||
#include <core/Logger.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <render/GameRenderer.hpp>
|
||||
#include "game.hpp"
|
||||
@ -8,6 +10,7 @@
|
||||
|
||||
class RWGame
|
||||
{
|
||||
Logger log;
|
||||
GameWorld* engine;
|
||||
// must be allocated after Logger setup.
|
||||
GameRenderer* renderer;
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
#include <SFML/Window.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <core/Logger.hpp>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
|
||||
#define ENV_GAME_PATH_NAME ("OPENRW_GAME_PATH")
|
||||
@ -39,11 +40,12 @@ public:
|
||||
wnd.create(sf::VideoMode(640, 360), "Testing");
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
e = new GameWorld(getGamePath());
|
||||
Logger log;
|
||||
e = new GameWorld(&log, getGamePath());
|
||||
|
||||
e->gameData.loadIMG("/models/gta3");
|
||||
e->gameData.loadIMG("/anim/cuts");
|
||||
e->load();
|
||||
e->gameData.load();
|
||||
for(std::map<std::string, std::string>::iterator it = e->gameData.ideLocations.begin();
|
||||
it != e->gameData.ideLocations.end();
|
||||
++it) {
|
||||
|
Loading…
Reference in New Issue
Block a user