1
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forked from 0ad/0ad
0ad/source/ps/World.h
janwas a69ac0dee9 - fix w4 warnings
- add convenience macros for config_db(CFG_GET_SYS_VAL)
- VFSUtil::EnumDirEnts now uses flags instead of bool recursive
- UNUSED() for params, UNUSED2 (<- need better name) for variables
- config.h defines must be tested with #if (always defined) -> allows
detecting misspellings thanks to compiler warnings
- replace debug_assert(0) with debug_warn (its sole purpose)
- replace ScriptingHost::ValueToInt et al with ToPrimitive
- use nommgr.h to disable both mmgr and VC debug heap

This was SVN commit r2585.
2005-08-09 15:55:44 +00:00

60 lines
1.3 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);
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);
#endif