1
0
forked from 0ad/0ad
0ad/source/ps/World.cpp
janwas dcd192cb60 refactor path interface:
- use wrapper class instead of std::wstring (reduces mixing of
strings/paths; allows safe+easy join via operator/ and convenient
case-insensitive comparison via operator==, avoids NativePathFromString,
similar to boost::filesystem)
- NativePath -> OsPath
- add hash and To/FromJSVal for Path
- add TS_ASSERT_PATH_EQUALS
- replace _wfopen_s with sys_OpenFile
- remove obsolete SortFiles/Directories

This was SVN commit r9107.
2011-03-23 13:36:20 +00:00

132 lines
3.6 KiB
C++

/* 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 <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/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;
}