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0ad/source/ps/World.cpp

88 lines
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C++
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#include "precompiled.h"
#include "CStr.h"
#include "CLogger.h"
#include "ps/Errors.h"
#include "World.h"
#include "graphics/MapReader.h"
#include "Game.h"
#include "GameAttributes.h"
#include "graphics/Terrain.h"
#include "graphics/LightEnv.h"
#include "simulation/BaseEntityCollection.h"
#include "simulation/EntityManager.h"
#include "lib/timer.h"
#include "Loader.h"
#include "LoaderThunks.h"
#include "graphics/MapWriter.h"
#include "graphics/UnitManager.h"
#include "simulation/EntityManager.h"
#include "simulation/Projectile.h"
#include "simulation/LOSManager.h"
#include "graphics/GameView.h"
#include "graphics/Terrain.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())
{}
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_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;
}
void CWorld::RewriteMap()
{
CMapWriter::RewriteAllMaps(m_Terrain, m_UnitManager, &g_LightEnv, m_pGame->GetView()->GetCamera());
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}