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forked from 0ad/0ad
0ad/source/ps/World.cpp
phosit 5ed3100472 Remove manual memory management in CWorld
Accepted By: @vladislavbelov
Comments By: @sera
Differential Revision: https://code.wildfiregames.com/D5143
This was SVN commit r27868.
2023-10-02 19:47:31 +00:00

120 lines
3.9 KiB
C++

/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#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/Loader.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "simulation2/Simulation2.h"
/**
* 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 game CGame& game reference to the container game object.
**/
CWorld::CWorld(CGame& game):
m_Game{game},
m_Terrain{std::make_unique<CTerrain>()},
m_UnitManager{std::make_unique<CUnitManager>()},
m_MapReader{std::make_unique<CMapReader>()}
{
}
CWorld::~CWorld() = default;
/**
* Initializes the game world with the attributes provided.
**/
void CWorld::RegisterInit(const CStrW& mapFile, const ScriptContext& cx, JS::HandleValue settings, int playerID)
{
// Load the map, if one was specified
if (mapFile.length())
{
VfsPath mapfilename = VfsPath(mapFile).ChangeExtension(L".pmp");
try
{
CTriggerManager* pTriggerManager = nullptr;
m_MapReader->LoadMap(mapfilename, cx, settings, m_Terrain.get(),
CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetWaterManager() :
nullptr,
CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetSkyManager() :
nullptr, &g_LightEnv, m_Game.GetView(),
m_Game.GetView() ? m_Game.GetView()->GetCinema() : nullptr, pTriggerManager,
CRenderer::IsInitialised() ? &g_Renderer.GetPostprocManager() : nullptr,
m_Game.GetSimulation2(), &m_Game.GetSimulation2()->GetSimContext(), playerID,
false);
// fails immediately, or registers for delay loading
LDR_Register([this](const double)
{
return DeleteMapReader();
}, L"CWorld::DeleteMapReader", 5);
}
catch (PSERROR_File& err)
{
m_MapReader.reset();
LOGERROR("Failed to load map %s: %s", mapfilename.string8(), err.what());
throw PSERROR_Game_World_MapLoadFailed("Failed to load map.\nCheck application log for details.");
}
}
}
void CWorld::RegisterInitRMS(const CStrW& scriptFile, const ScriptContext& cx, JS::HandleValue settings, int playerID)
{
// If scriptFile is empty, a blank map will be generated using settings (no RMS run)
CTriggerManager* pTriggerManager = nullptr;
m_MapReader->LoadRandomMap(scriptFile, cx, settings, m_Terrain.get(),
CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetWaterManager() : nullptr,
CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetSkyManager() : nullptr,
&g_LightEnv, m_Game.GetView(), m_Game.GetView() ? m_Game.GetView()->GetCinema() : nullptr,
pTriggerManager, CRenderer::IsInitialised() ? &g_Renderer.GetPostprocManager() : nullptr,
m_Game.GetSimulation2(), playerID);
// registers for delay loading
LDR_Register([this](const double)
{
return DeleteMapReader();
}, L"CWorld::DeleteMapReader", 5);
}
int CWorld::DeleteMapReader()
{
m_MapReader.reset();
return 0;
}