#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; } }; #include "Game.h" ERROR_SUBGROUP(Game, World); ERROR_TYPE(Game_World, MapLoadFailed); #endif