/**
 * 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/GameAttributes.h"
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "simulation/EntityTemplateCollection.h"
#include "simulation/EntityManager.h"
#include "simulation/EntityManager.h"
#include "simulation/LOSManager.h"
#include "simulation/TerritoryManager.h"
#include "simulation/Projectile.h"

#define LOG_CATEGORY "world"

/**
 * 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 CGame * pGame pointer to the container game object.
 **/
CWorld::CWorld(CGame *pGame):
    m_pGame(pGame),
    m_Terrain(new CTerrain()),
    m_UnitManager(new CUnitManager()),
    m_EntityManager(new CEntityManager()),
    m_ProjectileManager(new CProjectileManager()),
    m_LOSManager(new CLOSManager()),
    m_TerritoryManager(new CTerritoryManager())
{
}

/**
 * Sets up the game world and loads required world resources.
 *
 * @param CGameAttributes * pGameAttributes pointer to the game attribute values.
 **/
void CWorld::Initialize(CGameAttributes *pAttribs)
{
    // TODO: Find a better way of handling these global things
    ONCE(RegMemFun(CEntityTemplateCollection::GetSingletonPtr(), &CEntityTemplateCollection::LoadTemplates, L"LoadTemplates", 15));

    // Load the map, if one was specified
    if (pAttribs->m_MapFile.length())
    {
        CStr mapfilename("maps/scenarios/");

        mapfilename += (CStr)pAttribs->m_MapFile;

        CMapReader* reader = 0;

        try {
            reader = new CMapReader;
            reader->LoadMap(mapfilename, m_Terrain, m_UnitManager, g_Renderer.GetWaterManager(),
                g_Renderer.GetSkyManager(), &g_LightEnv, m_pGame->GetView()->GetCamera(), m_pGame->GetView()->GetCinema());
                // fails immediately, or registers for delay loading
        } catch (PSERROR_File&) {
            delete reader;
            LOG(ERROR, LOG_CATEGORY, "Failed to load map %s", mapfilename.c_str());
            throw PSERROR_Game_World_MapLoadFailed();
        }
    }
}


/**
 * Initializes the game world with the attributes provided.
 *
 * @param CGameAttributes * pGameAttributes pointer to the game attribute values.
 **/
void CWorld::RegisterInit(CGameAttributes *pAttribs)
{
    Initialize(pAttribs);
}


/**
 * Destructor.
 *
 **/
CWorld::~CWorld()
{
    delete m_Terrain;
    delete m_EntityManager;
    delete m_UnitManager; // must come after deleting EntityManager
    delete m_ProjectileManager;
    delete m_LOSManager;
    delete m_TerritoryManager;
}


/**
 * Redraw the world.
 * Provided for JS _rewritemaps function.
 *
 **/
void CWorld::RewriteMap()
{
    CMapWriter::RewriteAllMaps(m_Terrain, m_UnitManager,
        g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(),
        &g_LightEnv, m_pGame->GetView()->GetCamera(), 
                                m_pGame->GetView()->GetCinema());
}