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0ad/source/ps/World.cpp

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/* Copyright (C) 2009 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/>.
*/
/**
* 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/TriggerManager.h"
#include "simulation/Projectile.h"
#define LOG_CATEGORY L"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())
{
VfsPath mapfilename(VfsPath(L"maps/scenarios/")/(std::wstring)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(),
&g_TriggerManager, m_pGame->GetSimulation2(), m_EntityManager);
// fails immediately, or registers for delay loading
} catch (PSERROR_File&) {
delete reader;
LOG(CLogger::Error, LOG_CATEGORY, L"Failed to load map %ls", mapfilename.string().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(), &g_TriggerManager,
m_pGame->GetSimulation2(), m_EntityManager);
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}