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0ad/source/ps/World.h

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C++

/* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
/**
* 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/CStrForward.h"
#include "ps/Errors.h"
#include <memory>
#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 CTerrain;
class CMapReader;
class ScriptContext;
/**
* 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
{
public:
CWorld(CGame& game);
~CWorld();
/*
Initialize the World - load the map and all objects
*/
void RegisterInit(const CStrW& mapFile, const ScriptContext& cx, JS::HandleValue settings, int playerID);
/*
Initialize the World - generate and load the random map
*/
void RegisterInitRMS(const CStrW& scriptFile, const ScriptContext& cx, JS::HandleValue settings, int playerID);
/**
* Explicitly delete m_MapReader once the map has finished loading.
**/
int DeleteMapReader();
/**
* Get a reference to the terrain object.
*
* @return CTerrain& dereferenced m_Terrain.
**/
CTerrain& GetTerrain()
{
return *m_Terrain;
}
/**
* Get a reference to the unit manager object.
*
* @return CUnitManager& dereferenced m_UnitManager.
**/
CUnitManager& GetUnitManager()
{
return *m_UnitManager;
}
private:
/**
* Reference to the CGame object representing the game.
*/
CGame& m_Game;
/**
* The CTerrain object represents the height map.
*/
const std::unique_ptr<CTerrain> m_Terrain;
/**
* The CUnitManager that holds all the units in the world.
*/
const std::unique_ptr<CUnitManager> m_UnitManager;
/**
* The map reader gets deleted just after the map is read.
*/
std::unique_ptr<CMapReader> m_MapReader;
};
// rationale: see definition.
class CLightEnv;
extern CLightEnv g_LightEnv;
#endif