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https://gitea.wildfiregames.com/0ad/0ad
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Accepted By: @vladislavbelov Comments By: @sera Differential Revision: https://code.wildfiregames.com/D5143 This was SVN commit r27868.
116 lines
2.7 KiB
C++
116 lines
2.7 KiB
C++
/* Copyright (C) 2023 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/CStrForward.h"
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#include "ps/Errors.h"
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#include <memory>
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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 CTerrain;
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class CMapReader;
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class ScriptContext;
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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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public:
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CWorld(CGame& game);
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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, const ScriptContext& cx, JS::HandleValue settings, int playerID);
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/*
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Initialize the World - generate and load the random map
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*/
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void RegisterInitRMS(const CStrW& scriptFile, const ScriptContext& cx, JS::HandleValue settings, int playerID);
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/**
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* Explicitly delete m_MapReader once the map has finished loading.
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**/
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int DeleteMapReader();
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/**
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* Get a reference to the terrain object.
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*
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* @return CTerrain& dereferenced m_Terrain.
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**/
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CTerrain& GetTerrain()
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{
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return *m_Terrain;
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}
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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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CUnitManager& GetUnitManager()
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{
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return *m_UnitManager;
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}
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private:
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/**
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* Reference to the CGame object representing the game.
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*/
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CGame& m_Game;
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/**
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* The CTerrain object represents the height map.
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*/
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const std::unique_ptr<CTerrain> m_Terrain;
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/**
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* The CUnitManager that holds all the units in the world.
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*/
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const std::unique_ptr<CUnitManager> m_UnitManager;
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/**
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* The map reader gets deleted just after the map is read.
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*/
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std::unique_ptr<CMapReader> m_MapReader;
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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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