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forked from 0ad/0ad
0ad/source/ps/World.cpp
Ykkrosh 397a350e45 svn:ignore auto-generated test .cpp files.
Territories: Fixed memory leaks.
Atlas: New section-toolbar. Fixed colour of brush grid. Moved open/save
into File menu. Added 3D-ish lighting control. Added 'busy'
notifications.

This was SVN commit r4079.
2006-07-12 14:49:10 +00:00

94 lines
2.4 KiB
C++

#include "precompiled.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/MapReader.h"
#include "graphics/MapWriter.h"
#include "graphics/Terrain.h"
#include "graphics/Terrain.h"
#include "graphics/UnitManager.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Errors.h"
#include "ps/Game.h"
#include "ps/GameAttributes.h"
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "simulation/BaseEntityCollection.h"
#include "simulation/EntityManager.h"
#include "simulation/EntityManager.h"
#include "simulation/LOSManager.h"
#include "simulation/TerritoryManager.h"
#include "simulation/Projectile.h"
#define LOG_CATEGORY "world"
// global light settings. this is not a member of CWorld because it is
// passed to the renderer before CWorld exists.
CLightEnv g_LightEnv;
CWorld::CWorld(CGame *pGame):
m_pGame(pGame),
m_Terrain(new CTerrain()),
m_UnitManager(&g_UnitMan),
m_EntityManager(new CEntityManager()),
m_ProjectileManager(new CProjectileManager()),
m_LOSManager(new CLOSManager()),
m_TerritoryManager(new CTerritoryManager())
{}
void CWorld::Initialize(CGameAttributes *pAttribs)
{
// TODO: Find a better way of handling these global things
ONCE(RegMemFun(CBaseEntityCollection::GetSingletonPtr(), &CBaseEntityCollection::loadTemplates, L"LoadTemplates", 15));
// Load the map, if one was specified
if (pAttribs->m_MapFile.Length())
{
CStr mapfilename("maps/scenarios/");
mapfilename += (CStr)pAttribs->m_MapFile;
CMapReader* reader = 0;
try {
reader = new CMapReader;
reader->LoadMap(mapfilename, m_Terrain, m_UnitManager, g_Renderer.GetWaterManager(),
g_Renderer.GetSkyManager(), &g_LightEnv, m_pGame->GetView()->GetCamera());
// fails immediately, or registers for delay loading
} catch (PSERROR_File&) {
delete reader;
LOG(ERROR, LOG_CATEGORY, "Failed to load map %s", mapfilename.c_str());
throw PSERROR_Game_World_MapLoadFailed();
}
}
}
void CWorld::RegisterInit(CGameAttributes *pAttribs)
{
Initialize(pAttribs);
}
CWorld::~CWorld()
{
delete m_Terrain;
delete m_EntityManager;
delete m_ProjectileManager;
delete m_LOSManager;
delete m_TerritoryManager;
}
void CWorld::RewriteMap()
{
CMapWriter::RewriteAllMaps(m_Terrain, m_UnitManager,
g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(),
&g_LightEnv, m_pGame->GetView()->GetCamera());
}