Ykkrosh
c0a7a36f7a
Remove some unnecessary script-exposed functions, and move some more into the Engine namespace. This was SVN commit r8428.
106 lines
2.6 KiB
C++
106 lines
2.6 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* File : World.h
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* Project : engine
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* Description : Contains the CWorld Class which contains all the entities and represents them at a specific moment in time.
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*
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**/
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#ifndef INCLUDED_WORLD
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#define INCLUDED_WORLD
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#include "ps/Errors.h"
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#ifndef ERROR_GROUP_GAME_DEFINED
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#define ERROR_GROUP_GAME_DEFINED
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ERROR_GROUP(Game);
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#endif
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ERROR_SUBGROUP(Game, World);
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ERROR_TYPE(Game_World, MapLoadFailed);
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class CGame;
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class CUnitManager;
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class CTerritoryManager;
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class CTerrain;
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class CStrW;
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/**
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* CWorld is a general data class containing whatever is needed to accurately represent the world.
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* This includes the map, entities, influence maps, tiles, heightmap, etc.
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**/
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class CWorld
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{
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NONCOPYABLE(CWorld);
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/**
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* pointer to the CGame object representing the game.
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**/
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CGame *m_pGame;
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/**
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* pointer to the CTerrain object representing the height map.
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**/
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CTerrain *m_Terrain;
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/**
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* pointer to the CUnitManager that holds all the units in the world.
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**/
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CUnitManager *m_UnitManager;
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/**
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* pointer to the CTerritoryManager that holds territory matrix for the world.
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**/
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CTerritoryManager *m_TerritoryManager;
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public:
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CWorld(CGame *pGame);
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~CWorld();
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/*
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Initialize the World - load the map and all objects
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*/
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void RegisterInit(const CStrW& mapFile, int playerID);
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/**
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* Get the pointer to the terrain object.
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*
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* @return CTerrain * the value of m_Terrain.
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**/
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inline CTerrain *GetTerrain()
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{ return m_Terrain; }
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/**
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* Get a reference to the unit manager object.
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*
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* @return CUnitManager & dereferenced m_UnitManager.
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**/
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inline CUnitManager &GetUnitManager()
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{ return *m_UnitManager; }
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/**
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* Get the pointer to the territory manager object.
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*
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* @return CTerritoryManager * the value of m_TerritoryManager.
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**/
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inline CTerritoryManager *GetTerritoryManager()
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{ return m_TerritoryManager; }
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};
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// rationale: see definition.
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class CLightEnv;
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extern CLightEnv g_LightEnv;
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#endif
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