phosit
5ed3100472
Accepted By: @vladislavbelov Comments By: @sera Differential Revision: https://code.wildfiregames.com/D5143 This was SVN commit r27868.
120 lines
3.9 KiB
C++
120 lines
3.9 KiB
C++
/* Copyright (C) 2023 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/>.
|
|
*/
|
|
|
|
#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/World.h"
|
|
#include "renderer/Renderer.h"
|
|
#include "renderer/SceneRenderer.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 game CGame& game reference to the container game object.
|
|
**/
|
|
CWorld::CWorld(CGame& game):
|
|
m_Game{game},
|
|
m_Terrain{std::make_unique<CTerrain>()},
|
|
m_UnitManager{std::make_unique<CUnitManager>()},
|
|
m_MapReader{std::make_unique<CMapReader>()}
|
|
{
|
|
}
|
|
|
|
CWorld::~CWorld() = default;
|
|
|
|
/**
|
|
* 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 = nullptr;
|
|
m_MapReader->LoadMap(mapfilename, cx, settings, m_Terrain.get(),
|
|
CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetWaterManager() :
|
|
nullptr,
|
|
CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetSkyManager() :
|
|
nullptr, &g_LightEnv, m_Game.GetView(),
|
|
m_Game.GetView() ? m_Game.GetView()->GetCinema() : nullptr, pTriggerManager,
|
|
CRenderer::IsInitialised() ? &g_Renderer.GetPostprocManager() : nullptr,
|
|
m_Game.GetSimulation2(), &m_Game.GetSimulation2()->GetSimContext(), playerID,
|
|
false);
|
|
// fails immediately, or registers for delay loading
|
|
LDR_Register([this](const double)
|
|
{
|
|
return DeleteMapReader();
|
|
}, L"CWorld::DeleteMapReader", 5);
|
|
}
|
|
catch (PSERROR_File& err)
|
|
{
|
|
m_MapReader.reset();
|
|
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 = nullptr;
|
|
m_MapReader->LoadRandomMap(scriptFile, cx, settings, m_Terrain.get(),
|
|
CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetWaterManager() : nullptr,
|
|
CRenderer::IsInitialised() ? &g_Renderer.GetSceneRenderer().GetSkyManager() : nullptr,
|
|
&g_LightEnv, m_Game.GetView(), m_Game.GetView() ? m_Game.GetView()->GetCinema() : nullptr,
|
|
pTriggerManager, CRenderer::IsInitialised() ? &g_Renderer.GetPostprocManager() : nullptr,
|
|
m_Game.GetSimulation2(), playerID);
|
|
// registers for delay loading
|
|
LDR_Register([this](const double)
|
|
{
|
|
return DeleteMapReader();
|
|
}, L"CWorld::DeleteMapReader", 5);
|
|
}
|
|
|
|
int CWorld::DeleteMapReader()
|
|
{
|
|
m_MapReader.reset();
|
|
return 0;
|
|
}
|