/* Copyright (C) 2011 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 . */ /** * 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/Loader.h" #include "ps/LoaderThunks.h" #include "ps/World.h" #include "renderer/Renderer.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 pGame CGame * pGame pointer to the container game object. **/ CWorld::CWorld(CGame *pGame): m_pGame(pGame), m_Terrain(new CTerrain()), m_UnitManager(new CUnitManager()), m_TerritoryManager(NULL) { } /** * Initializes the game world with the attributes provided. **/ void CWorld::RegisterInit(const CStrW& mapFile, int playerID) { // Load the map, if one was specified if (mapFile.length()) { VfsPath mapfilename(VfsPath("maps/scenarios") / (mapFile + L".pmp")); CMapReader* reader = 0; try { reader = new CMapReader; CTriggerManager* pTriggerManager = NULL; reader->LoadMap(mapfilename, m_Terrain, CRenderer::IsInitialised() ? g_Renderer.GetWaterManager() : NULL, CRenderer::IsInitialised() ? g_Renderer.GetSkyManager() : NULL, &g_LightEnv, m_pGame->GetView(), m_pGame->GetView() ? m_pGame->GetView()->GetCinema() : NULL, pTriggerManager, m_pGame->GetSimulation2(), playerID); // fails immediately, or registers for delay loading } catch (PSERROR_File& err) { delete reader; LOGERROR(L"Failed to load map %ls: %hs", mapfilename.string().c_str(), err.what()); throw PSERROR_Game_World_MapLoadFailed(); } } } void CWorld::RegisterInitRMS(const CStrW& scriptFile, const CScriptValRooted& settings, int playerID) { // If scriptFile is empty, a blank map will be generated using settings (no RMS run) CMapReader* reader = 0; try { reader = new CMapReader; CTriggerManager* pTriggerManager = NULL; reader->LoadRandomMap(scriptFile, settings, m_Terrain, CRenderer::IsInitialised() ? g_Renderer.GetWaterManager() : NULL, CRenderer::IsInitialised() ? g_Renderer.GetSkyManager() : NULL, &g_LightEnv, m_pGame->GetView(), m_pGame->GetView() ? m_pGame->GetView()->GetCinema() : NULL, pTriggerManager, m_pGame->GetSimulation2(), playerID); // fails immediately, or registers for delay loading } catch (PSERROR_File& err) { delete reader; LOGERROR(L"Failed to generate random map %ls: %hs", scriptFile.c_str(), err.what()); throw PSERROR_Game_World_MapLoadFailed(); } } /** * Destructor. * **/ CWorld::~CWorld() { delete m_Terrain; delete m_UnitManager; }