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