1 ////////////////////////////////////////////////////////////////////////////////
2 //    Scorched3D (c) 2000-2011
3 //
4 //    This file is part of Scorched3D.
5 //
6 //    Scorched3D is free software; you can redistribute it and/or modify
7 //    it under the terms of the GNU General Public License as published by
8 //    the Free Software Foundation; either version 2 of the License, or
9 //    (at your option) any later version.
10 //
11 //    Scorched3D is distributed in the hope that it will be useful,
12 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //    GNU General Public License for more details.
15 //
16 //    You should have received a copy of the GNU General Public License along
17 //    with this program; if not, write to the Free Software Foundation, Inc.,
18 //    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 ////////////////////////////////////////////////////////////////////////////////
20 
21 #include <server/ServerStateNewGame.h>
22 #include <server/ScorchedServer.h>
23 #include <server/ServerState.h>
24 #include <server/ServerCommon.h>
25 #include <server/ServerSimulator.h>
26 #include <server/ServerConsoleProgressCounter.h>
27 #include <server/ServerChannelManager.h>
28 #include <server/ServerLoadLevel.h>
29 #include <weapons/EconomyStore.h>
30 #include <target/TargetContainer.h>
31 #include <tank/TankState.h>
32 #include <landscapedef/LandscapeDefinitions.h>
33 #include <landscapemap/LandscapeMaps.h>
34 #include <common/OptionsTransient.h>
35 #include <common/StatsLogger.h>
36 
ServerStateNewGame()37 ServerStateNewGame::ServerStateNewGame()
38 {
39 }
40 
~ServerStateNewGame()41 ServerStateNewGame::~ServerStateNewGame()
42 {
43 }
44 
newGame()45 void ServerStateNewGame::newGame()
46 {
47 	newGameState();
48 
49 	// Make sure any remaining actions have been processed before starting a new game
50 	ScorchedServer::instance()->getServerSimulator().processRemaining();
51 
52 	// Make sure tanks are in correct state
53 	std::list<Tank *> playingTanks;
54 	std::set<unsigned int> loadingDestinations;
55 	std::map<unsigned int, Tank *> &tanks =
56 		ScorchedServer::instance()->getTargetContainer().getTanks();
57 	std::map<unsigned int, Tank *>::iterator tankItor;
58 	for (tankItor = tanks.begin();
59 		tankItor != tanks.end();
60 		++tankItor)
61 	{
62 		Tank *tank = tankItor->second;
63 		if (tank->getState().getState() != TankState::sLoading)
64 		{
65 			tank->getState().setState(TankState::sLoading);
66 			if (loadingDestinations.find(tank->getDestinationId()) == loadingDestinations.end())
67 			{
68 				loadingDestinations.insert(tank->getDestinationId());
69 				playingTanks.push_back(tank);
70 			}
71 		}
72 	}
73 
74 	// Inform the stats logger
75 	StatsLogger::instance()->gameStart(playingTanks);
76 
77 	// Store this as the current level
78 	// Do after setting the state so the state of the tanks is consistent when
79 	// the level is saved
80 	ScorchedServer::instance()->getServerSimulator().newLevel();
81 
82 	// Tell all destinations to load
83 	std::set<unsigned int>::iterator destItor;
84 	for (destItor = loadingDestinations.begin();
85 		destItor != loadingDestinations.end();
86 		++destItor)
87 	{
88 		ServerLoadLevel::destinationLoadLevel(*destItor);
89 	}
90 }
91 
newGameState()92 void ServerStateNewGame::newGameState()
93 {
94 	// Make sure options are up to date
95 	if (ScorchedServer::instance()->getOptionsGame().commitChanges())
96 	{
97 		ScorchedServer::instance()->getServerChannelManager().sendText(
98 			ChannelText("info",
99 				"GAME_OPTIONS_CHANGED",
100 				"Game options have been changed!"),
101 			true);
102 	}
103 
104 	// Make any enconomic changes
105 	ScorchedServer::instance()->getEconomyStore().getEconomy()->calculatePrices();
106 	ScorchedServer::instance()->getEconomyStore().getEconomy()->savePrices();
107 
108 	// Get a landscape definition to use
109 	ServerCommon::serverLog("Generating landscape");
110 	LandscapeDefinition defn;
111 	if (ScorchedServer::instance()->getLandscapeMaps().getDefinitions().
112 		getDefinition().getDefinitionNumber() == 0)
113 	{
114 		defn = ScorchedServer::instance()->getLandscapes().getBlankLandscapeDefn();
115 	}
116 	else
117 	{
118 		defn = ScorchedServer::instance()->getLandscapes().getRandomLandscapeDefn(
119 			ScorchedServer::instance()->getContext().getOptionsGame(),
120 			ScorchedServer::instance()->getContext().getTargetContainer());
121 	}
122 
123 	// Load the per level options
124 	ScorchedServer::instance()->getOptionsGame().updateLevelOptions(
125 		ScorchedServer::instance()->getContext(), defn);
126 
127 	// Set all options (wind etc..)
128 	if (ScorchedServer::instance()->getServerState().getState() == ServerState::ServerStartupState)
129 	{
130 		ScorchedServer::instance()->getContext().getOptionsTransient().reset();
131 	}
132 	ScorchedServer::instance()->getContext().getOptionsTransient().newGame();
133 
134 	// Generate the new level
135 	ProgressCounter *progressCounter = 0;
136 #ifdef S3D_SERVER
137 	progressCounter = ServerConsoleProgressCounter::instance()->getProgressCounter();
138 #endif
139 
140 	ScorchedServer::instance()->getLandscapeMaps().generateMaps(
141 		ScorchedServer::instance()->getContext(), defn,
142 		progressCounter);
143 	ServerCommon::serverLog("Finished generating landscape");
144 }
145