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0ad/source/ps/World.h

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#ifndef _ps_World_H
#define _ps_World_H
#include "Terrain.h"
class CGame;
class CGameAttributes;
class CUnitManager;
class CEntityManager;
class CProjectileManager;
class CLOSManager;
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;
CLOSManager &m_LOSManager;
public:
CWorld(CGame *pGame);
~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 CEntityManager *GetEntityManager()
{ return &m_EntityManager; }
inline CProjectileManager *GetProjectileManager()
{ return &m_ProjectileManager; }
inline CLOSManager *GetLOSManager()
{ return &m_LOSManager; }
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