1
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forked from 0ad/0ad
0ad/source/ps/World.h
Ykkrosh c0a7a36f7a Use JSFastNative API in more places, for improved compatibility with future SpiderMonkey versions.
Remove some unnecessary script-exposed functions, and move some more
into the Engine namespace.

This was SVN commit r8428.
2010-10-21 19:54:59 +00:00

106 lines
2.6 KiB
C++

/* Copyright (C) 2009 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/Errors.h"
#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 CTerritoryManager;
class CTerrain;
class CStrW;
/**
* 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
{
NONCOPYABLE(CWorld);
/**
* pointer to the CGame object representing the game.
**/
CGame *m_pGame;
/**
* pointer to the CTerrain object representing the height map.
**/
CTerrain *m_Terrain;
/**
* pointer to the CUnitManager that holds all the units in the world.
**/
CUnitManager *m_UnitManager;
/**
* pointer to the CTerritoryManager that holds territory matrix for the world.
**/
CTerritoryManager *m_TerritoryManager;
public:
CWorld(CGame *pGame);
~CWorld();
/*
Initialize the World - load the map and all objects
*/
void RegisterInit(const CStrW& mapFile, int playerID);
/**
* Get the pointer to the terrain object.
*
* @return CTerrain * the value of m_Terrain.
**/
inline CTerrain *GetTerrain()
{ return m_Terrain; }
/**
* Get a reference to the unit manager object.
*
* @return CUnitManager & dereferenced m_UnitManager.
**/
inline CUnitManager &GetUnitManager()
{ return *m_UnitManager; }
/**
* Get the pointer to the territory manager object.
*
* @return CTerritoryManager * the value of m_TerritoryManager.
**/
inline CTerritoryManager *GetTerritoryManager()
{ return m_TerritoryManager; }
};
// rationale: see definition.
class CLightEnv;
extern CLightEnv g_LightEnv;
#endif