1
0
forked from 0ad/0ad
0ad/source/ps/World.cpp
wraitii fd8f5abd2e [SM52 2/2] Update to Spidermonkey 52 APIs.
No particularly noteworthy changes, as most complex API changes were
already supported in SM45 and done.
The addition of JSStructuredCloneData allows to remove our custom class.

Changes:
- InformalValueTypeName is back in the API, so remove our
implementation.
- Stop using JSRuntime entirely in favour of JSContext*
- JSPropertyDescriptor is renamed.
- CompartmentOptions are tweaked slightly (no functional changes)
- JS::Construct - API update.
- JSClass split - API update.
- A js.msg error message was removed, so we had to use a different one.
- Tests fix: fix comparison of union instances
- Disable warning in spidermonkey Vector.h
- Update error reporting to SM52 (minor API updates)
- Ignore warnings about unused return values (would come from OOM, which
isn't recoverable)

Most of the patching was done by Itms.

Tested by: Stan, Freagarach
Fixes #4893

Differential Revision: https://code.wildfiregames.com/D3095
This was SVN commit r24203.
2020-11-18 14:39:04 +00:00

128 lines
3.8 KiB
C++

/* Copyright (C) 2020 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_MapReader(new CMapReader)
{
}
/**
* Initializes the game world with the attributes provided.
**/
void CWorld::RegisterInit(const CStrW& mapFile, const ScriptContext& cx, JS::HandleValue settings, int playerID)
{
// Load the map, if one was specified
if (mapFile.length())
{
VfsPath mapfilename = VfsPath(mapFile).ChangeExtension(L".pmp");
try
{
CTriggerManager* pTriggerManager = NULL;
m_MapReader->LoadMap(mapfilename, cx, 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, CRenderer::IsInitialised() ? &g_Renderer.GetPostprocManager() : NULL,
m_pGame->GetSimulation2(), &m_pGame->GetSimulation2()->GetSimContext(), playerID, false);
// fails immediately, or registers for delay loading
RegMemFun(this, &CWorld::DeleteMapReader, L"CWorld::DeleteMapReader", 5);
}
catch (PSERROR_File& err)
{
SAFE_DELETE(m_MapReader);
LOGERROR("Failed to load map %s: %s", mapfilename.string8(), err.what());
throw PSERROR_Game_World_MapLoadFailed("Failed to load map.\nCheck application log for details.");
}
}
}
void CWorld::RegisterInitRMS(const CStrW& scriptFile, const ScriptContext& cx, JS::HandleValue settings, int playerID)
{
// If scriptFile is empty, a blank map will be generated using settings (no RMS run)
CTriggerManager* pTriggerManager = NULL;
m_MapReader->LoadRandomMap(scriptFile, cx, 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, CRenderer::IsInitialised() ? &g_Renderer.GetPostprocManager() : NULL,
m_pGame->GetSimulation2(), playerID);
// registers for delay loading
RegMemFun(this, &CWorld::DeleteMapReader, L"CWorld::DeleteMapReader", 5);
}
int CWorld::DeleteMapReader()
{
SAFE_DELETE(m_MapReader);
return 0;
}
/**
* Destructor.
*
**/
CWorld::~CWorld()
{
delete m_Terrain;
delete m_UnitManager;
delete m_MapReader;
}