Files
0ad/source/ps/World.h
T
vyordan ec8b420abc Move Script* classes to Script namespace
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
  Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
  ScriptContext.* → Context.*
  ScriptInterface.* → Interface.*
  ScriptRequest.* → Request.*
  ScriptEngine.* → Engine.*
  ScriptConversions.* → Conversions.*
  ScriptExceptions.* → Exceptions.*
  ScriptForward.* → ForwardDeclarations.*
  ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
  Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
  ScriptInterface_impl → Interface_impl
  ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
  macro) by adding them to suppressions-list.txt (these are not caused
  by this refactor)

Fixes #7516
2026-06-20 17:43:00 +02:00

118 lines
2.8 KiB
C++

/* Copyright (C) 2026 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"
#include <js/TypeDecls.h>
#include <memory>
class CGame;
class CMapReader;
class CStrW;
class CTerrain;
class CUnitManager;
namespace Script { class Context; }
#ifndef ERROR_GROUP_GAME_DEFINED
#define ERROR_GROUP_GAME_DEFINED
ERROR_GROUP(Game);
#endif
ERROR_SUBGROUP(Game, World);
ERROR_TYPE(Game_World, MapLoadFailed);
/**
* 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
{
public:
CWorld(CGame& game);
~CWorld();
/*
Initialize the World - load the map and all objects
*/
void RegisterInit(const CStrW& mapFile, const Script::Context& cx, JS::HandleValue settings, int playerID);
/*
Initialize the World - generate and load the random map
*/
void RegisterInitRMS(const CStrW& scriptFile, const Script::Context& cx, JS::HandleValue settings, int playerID);
/**
* Explicitly delete m_MapReader once the map has finished loading.
**/
int DeleteMapReader();
/**
* Get a reference to the terrain object.
*
* @return CTerrain& dereferenced m_Terrain.
**/
CTerrain& GetTerrain()
{
return *m_Terrain;
}
/**
* Get a reference to the unit manager object.
*
* @return CUnitManager& dereferenced m_UnitManager.
**/
CUnitManager& GetUnitManager()
{
return *m_UnitManager;
}
private:
/**
* Reference to the CGame object representing the game.
*/
CGame& m_Game;
/**
* The CTerrain object represents the height map.
*/
const std::unique_ptr<CTerrain> m_Terrain;
/**
* The CUnitManager that holds all the units in the world.
*/
const std::unique_ptr<CUnitManager> m_UnitManager;
/**
* The map reader gets deleted just after the map is read.
*/
std::unique_ptr<CMapReader> m_MapReader;
};
// rationale: see definition.
class CLightEnv;
extern CLightEnv g_LightEnv;
#endif