bb
157c6af18e
Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
128 lines
3.9 KiB
C++
128 lines
3.9 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#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/Loader.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/SceneRenderer.h"
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#include "simulation2/Simulation2.h"
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/**
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* Global light settings.
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* It is not a member of CWorld because it is passed
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* to the renderer before CWorld exists.
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**/
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CLightEnv g_LightEnv;
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/**
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* Constructor.
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*
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* @param pGame CGame * pGame pointer to the container game object.
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**/
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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(new CUnitManager()),
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m_MapReader(new CMapReader)
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{
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}
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/**
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* Initializes the game world with the attributes provided.
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**/
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void CWorld::RegisterInit(const CStrW& mapFile, const ScriptContext& cx, JS::HandleValue settings, int playerID)
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{
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// Load the map, if one was specified
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if (mapFile.length())
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{
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VfsPath mapfilename = VfsPath(mapFile).ChangeExtension(L".pmp");
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try
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{
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CTriggerManager* pTriggerManager = NULL;
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m_MapReader->LoadMap(mapfilename, cx, settings, m_Terrain,
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CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetWaterManager() : NULL,
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CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetSkyManager() : NULL,
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&g_LightEnv, m_pGame->GetView(),
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m_pGame->GetView() ? m_pGame->GetView()->GetCinema() : NULL,
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pTriggerManager, CRenderer::IsInitialised() ? &g_Renderer.GetPostprocManager() : NULL,
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m_pGame->GetSimulation2(), &m_pGame->GetSimulation2()->GetSimContext(), playerID, false);
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// fails immediately, or registers for delay loading
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LDR_Register([this](const double)
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{
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return DeleteMapReader();
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}, L"CWorld::DeleteMapReader", 5);
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}
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catch (PSERROR_File& err)
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{
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SAFE_DELETE(m_MapReader);
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LOGERROR("Failed to load map %s: %s", mapfilename.string8(), err.what());
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throw PSERROR_Game_World_MapLoadFailed("Failed to load map.\nCheck application log for details.");
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}
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}
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}
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void CWorld::RegisterInitRMS(const CStrW& scriptFile, const ScriptContext& cx, JS::HandleValue settings, int playerID)
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{
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// If scriptFile is empty, a blank map will be generated using settings (no RMS run)
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CTriggerManager* pTriggerManager = NULL;
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m_MapReader->LoadRandomMap(scriptFile, cx, settings, m_Terrain,
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CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetWaterManager() : NULL,
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CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetSkyManager() : NULL,
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&g_LightEnv, m_pGame->GetView(),
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m_pGame->GetView() ? m_pGame->GetView()->GetCinema() : NULL,
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pTriggerManager, CRenderer::IsInitialised() ? &g_Renderer.GetPostprocManager() : NULL,
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m_pGame->GetSimulation2(), playerID);
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// registers for delay loading
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LDR_Register([this](const double)
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{
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return DeleteMapReader();
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}, L"CWorld::DeleteMapReader", 5);
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}
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int CWorld::DeleteMapReader()
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{
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SAFE_DELETE(m_MapReader);
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return 0;
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}
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/**
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* Destructor.
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*
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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_UnitManager;
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delete m_MapReader;
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}
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