1
0
forked from 0ad/0ad
0ad/source/ps/World.cpp
Ykkrosh 6c7b82130c # Redesigned the camera control system.
Add shift+wheel (and Q/E, and ctrl+arrows, and ctrl+WASD) to rotate the
camera.
Restrict the rotation and zoom to narrow ranges. (Constraints can be
disabled in the dev overlay).
Smooth the movement and rotation.
Fix some stupid whitespace.
Fix some const correctness.

This was SVN commit r7930.
2010-08-13 13:26:29 +00:00

123 lines
3.0 KiB
C++

/* Copyright (C) 2010 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_LOSManager(NULL),
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(L"maps/scenarios/")/(std::wstring)mapFile);
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();
}
}
}
/**
* Destructor.
*
**/
CWorld::~CWorld()
{
delete m_Terrain;
delete m_UnitManager;
}
/**
* Redraw the world.
* Provided for JS _rewritemaps function.
*
**/
void CWorld::RewriteMap()
{
CMapWriter::RewriteAllMaps(m_Terrain,
g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(),
&g_LightEnv, m_pGame->GetView(),
m_pGame->GetView()->GetCinema(), NULL,
m_pGame->GetSimulation2());
}