forked from 0ad/0ad
124 lines
3.1 KiB
C++
124 lines
3.1 KiB
C++
/* Copyright (C) 2010 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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/**
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* File : World.cpp
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* Project : engine
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* Description : Contains the CWorld Class implementation.
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*
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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/LoaderThunks.h"
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#include "ps/World.h"
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#include "renderer/Renderer.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 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_LOSManager(NULL),
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m_TerritoryManager(NULL)
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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, 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(L"maps/scenarios/")/(std::wstring)mapFile);
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CMapReader* reader = 0;
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try
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{
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reader = new CMapReader;
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CTriggerManager* pTriggerManager = NULL;
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reader->LoadMap(mapfilename, m_Terrain,
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CRenderer::IsInitialised() ? g_Renderer.GetWaterManager() : NULL,
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CRenderer::IsInitialised() ? g_Renderer.GetSkyManager() : NULL,
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&g_LightEnv,
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m_pGame->GetView() ? m_pGame->GetView()->GetCamera() : NULL,
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m_pGame->GetView() ? m_pGame->GetView()->GetCinema() : NULL,
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pTriggerManager, m_pGame->GetSimulation2(), playerID);
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// fails immediately, or registers for delay loading
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}
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catch (PSERROR_File& err)
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{
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delete reader;
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LOGERROR(L"Failed to load map %ls: %hs", mapfilename.string().c_str(), err.what());
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throw PSERROR_Game_World_MapLoadFailed();
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}
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}
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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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}
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/**
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* Redraw the world.
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* Provided for JS _rewritemaps function.
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*
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**/
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void CWorld::RewriteMap()
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{
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CMapWriter::RewriteAllMaps(m_Terrain, m_UnitManager,
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g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(),
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&g_LightEnv, m_pGame->GetView()->GetCamera(),
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m_pGame->GetView()->GetCinema(), NULL,
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m_pGame->GetSimulation2(), NULL);
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}
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