0ad/source/ps/World.h
janwas dc027002c0 host of changes to accommodate Atlas:
- input.cpp allows feeding in events from the outside (will be used by
main.cpp and Atlas msg loop)
- most of main.cpp split into ps/GameSetup.*
- main.cpp is now a "controller" that drives the game via SDL events
(Atlas is another such controller that can override main.cpp). it calls
GameSetup functions to set up and processes messages.
- add functions to import AtlasUI.dll automatically

also, the usual refactoring ;)

This was SVN commit r2622.
2005-08-14 23:34:37 +00:00

66 lines
1.4 KiB
C++
Executable File

#ifndef _ps_World_H
#define _ps_World_H
#include "Terrain.h"
#include "UnitManager.h"
#include "EntityManager.h"
#include "Projectile.h"
class CGame;
class CGameAttributes;
class CWorld
{
CGame *m_pGame;
CTerrain m_Terrain;
// These all point to the respective g_* globals - the plan is to remove
// the globals and move them into CWorld members as soon as all code has
// been converted
CUnitManager &m_UnitManager;
CEntityManager &m_EntityManager;
CProjectileManager &m_ProjectileManager;
public:
inline CWorld(CGame *pGame):
m_pGame(pGame),
m_Terrain(),
m_UnitManager(g_UnitMan),
m_EntityManager(*(new CEntityManager())),
m_ProjectileManager( *(new CProjectileManager()))
{}
~CWorld();
void RegisterInit(CGameAttributes *pGameAttributes);
/*
Initialize the World - load the map and all objects
*/
void Initialize(CGameAttributes *pGameAttributes);
// provided for JS _rewritemaps function
void RewriteMap();
inline CTerrain *GetTerrain()
{ return &m_Terrain; }
inline CUnitManager *GetUnitManager()
{ return &m_UnitManager; }
inline CProjectileManager *GetProjectileManager()
{ return &m_ProjectileManager; }
private:
// squelch "unable to generate" warnings
CWorld(const CWorld& rhs);
const CWorld& operator=(const CWorld& rhs);
};
#include "Game.h"
ERROR_SUBGROUP(Game, World);
ERROR_TYPE(Game_World, MapLoadFailed);
// rationale: see definition.
class CLightEnv;
extern CLightEnv g_LightEnv;
#endif