forked from 0ad/0ad
Ykkrosh
ec69bccb2c
- Made some classes not be singletons, since there's no reason why they should be. - Made them non-global too (because globals have unclear lifetimes, and make it harder to test things, etc). They're now owned by CGameView and CWorld, and mostly accessed via g_Game or arguments (vaguely trying to avoid the graphics code calling into the game code). - Moved CGameView implementation into pimpl, so the header file isn't so heavy. - Changed a few pointers into references, to indicate that they're never NULL. This was SVN commit r4756.
68 lines
1.4 KiB
C++
68 lines
1.4 KiB
C++
#ifndef _ps_World_H
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#define _ps_World_H
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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 CGameAttributes;
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class CUnitManager;
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class CEntityManager;
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class CProjectileManager;
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class CLOSManager;
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class CTerritoryManager;
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class CTerrain;
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class CWorld
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{
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CGame *m_pGame;
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CTerrain *m_Terrain;
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CUnitManager *m_UnitManager;
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CEntityManager *m_EntityManager;
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CProjectileManager *m_ProjectileManager;
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CLOSManager *m_LOSManager;
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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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void RegisterInit(CGameAttributes *pGameAttributes);
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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 Initialize(CGameAttributes *pGameAttributes);
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// provided for JS _rewritemaps function
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void RewriteMap();
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inline CTerrain *GetTerrain()
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{ return m_Terrain; }
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inline CUnitManager &GetUnitManager()
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{ return *m_UnitManager; }
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inline CEntityManager *GetEntityManager()
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{ return m_EntityManager; }
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inline CProjectileManager &GetProjectileManager()
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{ return *m_ProjectileManager; }
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inline CLOSManager *GetLOSManager()
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{ return m_LOSManager; }
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inline CTerritoryManager *GetTerritoryManager()
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{ return m_TerritoryManager; }
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NO_COPY_CTOR(CWorld);
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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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