forked from 0ad/0ad
90 lines
2.2 KiB
C++
Executable File
90 lines
2.2 KiB
C++
Executable File
#include "precompiled.h"
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#include "CStr.h"
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#include "CLogger.h"
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#include "ps/Errors.h"
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#include "World.h"
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#include "MapReader.h"
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#include "Game.h"
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#include "GameAttributes.h"
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#include "Terrain.h"
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#include "LightEnv.h"
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#include "BaseEntityCollection.h"
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#include "EntityManager.h"
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#include "timer.h"
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#include "Loader.h"
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#include "LoaderThunks.h"
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#include "graphics/MapWriter.h"
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#include "UnitManager.h"
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#include "EntityManager.h"
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#include "Projectile.h"
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#include "LOSManager.h"
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#define LOG_CATEGORY "world"
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// global light settings. this is not a member of CWorld because it is
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// passed to the renderer before CWorld exists.
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CLightEnv g_LightEnv;
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CWorld::CWorld(CGame *pGame):
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m_pGame(pGame),
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m_Terrain(),
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m_UnitManager(g_UnitMan),
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m_EntityManager(*(new CEntityManager())),
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m_ProjectileManager(*(new CProjectileManager())),
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m_LOSManager(*(new CLOSManager()))
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{}
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void CWorld::Initialize(CGameAttributes *pAttribs)
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{
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// TODO: Find a better way of handling these global things
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ONCE(RegMemFun(CBaseEntityCollection::GetSingletonPtr(), &CBaseEntityCollection::loadTemplates, L"LoadTemplates", 6));
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// Load the map, if one was specified
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if (pAttribs->m_MapFile.Length())
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{
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CStr mapfilename("maps/scenarios/");
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mapfilename += (CStr)pAttribs->m_MapFile;
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CMapReader* reader = 0;
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try {
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reader = new CMapReader;
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reader->LoadMap(mapfilename, &m_Terrain, &m_UnitManager, &g_LightEnv);
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// fails immediately, or registers for delay loading
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} catch (...) {
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delete reader;
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LOG(ERROR, LOG_CATEGORY, "Failed to load map %s", mapfilename.c_str());
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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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void CWorld::RegisterInit(CGameAttributes *pAttribs)
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{
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Initialize(pAttribs);
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}
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CWorld::~CWorld()
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{
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// The Entity Manager should perhaps be converted into a CWorld member..
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// But for now, we'll just create and delete the global singleton instance
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// following the creation and deletion of CWorld.
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// The reason for not keeping the instance around is that we require a
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// clean slate for each game start.
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delete &m_EntityManager;
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delete &m_ProjectileManager;
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delete &m_LOSManager;
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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, &g_LightEnv);
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}
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