/** * File : World.cpp * Project : engine * Description : Contains the CWorld Class implementation. * **/ #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/EntityTemplateCollection.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. * It is not a member of CWorld because it is passed * to the renderer before CWorld exists. **/ CLightEnv g_LightEnv; /** * Constructor. * * @param CGame * pGame pointer to the container game object. **/ CWorld::CWorld(CGame *pGame): m_pGame(pGame), m_Terrain(new CTerrain()), m_UnitManager(new CUnitManager()), m_EntityManager(new CEntityManager()), m_ProjectileManager(new CProjectileManager()), m_LOSManager(new CLOSManager()), m_TerritoryManager(new CTerritoryManager()) { } /** * Sets up the game world and loads required world resources. * * @param CGameAttributes * pGameAttributes pointer to the game attribute values. **/ void CWorld::Initialize(CGameAttributes *pAttribs) { // TODO: Find a better way of handling these global things ONCE(RegMemFun(CEntityTemplateCollection::GetSingletonPtr(), &CEntityTemplateCollection::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(), m_pGame->GetView()->GetCinema()); // fails immediately, or registers for delay loading } catch (PSERROR_File&) { delete reader; LOG(CLogger::Error, LOG_CATEGORY, "Failed to load map %s", mapfilename.c_str()); throw PSERROR_Game_World_MapLoadFailed(); } } } /** * Initializes the game world with the attributes provided. * * @param CGameAttributes * pGameAttributes pointer to the game attribute values. **/ void CWorld::RegisterInit(CGameAttributes *pAttribs) { Initialize(pAttribs); } /** * Destructor. * **/ CWorld::~CWorld() { delete m_Terrain; delete m_EntityManager; delete m_UnitManager; // must come after deleting EntityManager delete m_ProjectileManager; delete m_LOSManager; delete m_TerritoryManager; } /** * Redraw the world. * Provided for JS _rewritemaps function. * **/ void CWorld::RewriteMap() { CMapWriter::RewriteAllMaps(m_Terrain, m_UnitManager, g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(), &g_LightEnv, m_pGame->GetView()->GetCamera(), m_pGame->GetView()->GetCinema()); }