Index: ps/trunk/source/ps/World.cpp
===================================================================
--- ps/trunk/source/ps/World.cpp (revision 19930)
+++ ps/trunk/source/ps/World.cpp (revision 19931)
@@ -1,124 +1,123 @@
-/* Copyright (C) 2013 Wildfire Games.
+/* Copyright (C) 2017 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 .
*/
/**
* 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_TerritoryManager(NULL)
+ m_UnitManager(new CUnitManager())
{
}
/**
* Initializes the game world with the attributes provided.
**/
void CWorld::RegisterInit(const CStrW& mapFile, JSRuntime* rt, JS::HandleValue settings, int playerID)
{
// Load the map, if one was specified
if (mapFile.length())
{
VfsPath mapfilename = VfsPath(mapFile).ChangeExtension(L".pmp");
CMapReader* reader = 0;
try
{
reader = new CMapReader;
CTriggerManager* pTriggerManager = NULL;
reader->LoadMap(mapfilename, rt, 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
}
catch (PSERROR_File& err)
{
delete reader;
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, JSRuntime* rt, JS::HandleValue settings, int playerID)
{
// If scriptFile is empty, a blank map will be generated using settings (no RMS run)
CMapReader* reader = 0;
reader = new CMapReader;
CTriggerManager* pTriggerManager = NULL;
reader->LoadRandomMap(scriptFile, rt, 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
}
/**
* Destructor.
*
**/
CWorld::~CWorld()
{
delete m_Terrain;
delete m_UnitManager;
}
Index: ps/trunk/source/ps/World.h
===================================================================
--- ps/trunk/source/ps/World.h (revision 19930)
+++ ps/trunk/source/ps/World.h (revision 19931)
@@ -1,111 +1,99 @@
-/* Copyright (C) 2013 Wildfire Games.
+/* Copyright (C) 2017 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 .
*/
/**
* File : World.h
* Project : engine
* Description : Contains the CWorld Class which contains all the entities and represents them at a specific moment in time.
*
**/
#ifndef INCLUDED_WORLD
#define INCLUDED_WORLD
#include "ps/Errors.h"
#include "scriptinterface/ScriptInterface.h"
#ifndef ERROR_GROUP_GAME_DEFINED
#define ERROR_GROUP_GAME_DEFINED
ERROR_GROUP(Game);
#endif
ERROR_SUBGROUP(Game, World);
ERROR_TYPE(Game_World, MapLoadFailed);
class CGame;
class CUnitManager;
-class CTerritoryManager;
class CTerrain;
class CStrW;
/**
* CWorld is a general data class containing whatever is needed to accurately represent the world.
* This includes the map, entities, influence maps, tiles, heightmap, etc.
**/
class CWorld
{
NONCOPYABLE(CWorld);
/**
* pointer to the CGame object representing the game.
**/
CGame *m_pGame;
/**
* pointer to the CTerrain object representing the height map.
**/
CTerrain *m_Terrain;
/**
* pointer to the CUnitManager that holds all the units in the world.
**/
CUnitManager *m_UnitManager;
- /**
- * pointer to the CTerritoryManager that holds territory matrix for the world.
- **/
- CTerritoryManager *m_TerritoryManager;
public:
CWorld(CGame *pGame);
~CWorld();
/*
Initialize the World - load the map and all objects
*/
void RegisterInit(const CStrW& mapFile, JSRuntime* rt, JS::HandleValue settings, int playerID);
/*
Initialize the World - generate and load the random map
*/
void RegisterInitRMS(const CStrW& scriptFile, JSRuntime* rt, JS::HandleValue settings, int playerID);
/**
* Get the pointer to the terrain object.
*
* @return CTerrain * the value of m_Terrain.
**/
inline CTerrain *GetTerrain()
{ return m_Terrain; }
/**
* Get a reference to the unit manager object.
*
* @return CUnitManager & dereferenced m_UnitManager.
**/
inline CUnitManager &GetUnitManager()
{ return *m_UnitManager; }
- /**
- * Get the pointer to the territory manager object.
- *
- * @return CTerritoryManager * the value of m_TerritoryManager.
- **/
- inline CTerritoryManager *GetTerritoryManager()
- { return m_TerritoryManager; }
};
// rationale: see definition.
class CLightEnv;
extern CLightEnv g_LightEnv;
#endif