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ps
Class CWorld

boost::noncopyable
   |
   +--CWorld

   in World.h
   in World.cpp

class CWorld
extends boost::noncopyable

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.


Field Summary
private CEntityManager* m_EntityManager
          pointer to the CEntityManager that holds all the entities in the world.
private CLOSManager* m_LOSManager
          pointer to the CLOSManager that holds the visibility matrix for the world.
private CGame* m_pGame
          pointer to the CGame object representing the game.
private CProjectileManager* m_ProjectileManager
          pointer to the CProjectileManager that holds all the projectiles in the world.
private CTerrain* m_Terrain
          pointer to the CTerrain object representing the height map.
private CTerritoryManager* m_TerritoryManager
          pointer to the CTerritoryManager that holds territory matrix for the world.
private CUnitManager* m_UnitManager
          pointer to the CUnitManager that holds all the units in the world.
 
Constructor Summary
CWorld( CGame* pGame )
          Constructor.
~CWorld()
          Destructor.
 
Method Summary
 inline CEntityManager& GetEntityManager()
          Get a reference to the entity manager object.
 inline CLOSManager* GetLOSManager()
          Get the pointer to the LOS manager object.
 inline CProjectileManager& GetProjectileManager()
          Get a reference to the projectile manager object.
 inline CTerrain* GetTerrain()
          Get the pointer to the terrain object.
 inline CTerritoryManager* GetTerritoryManager()
          Get the pointer to the territory manager object.
 inline CUnitManager& GetUnitManager()
          Get a reference to the unit manager object.
 void Initialize( CGameAttributes* pGameAttributes )
          Sets up the game world and loads required world resources.
 void RegisterInit( CGameAttributes* pGameAttributes )
          Initializes the game world with the attributes provided.
 void RewriteMap()
          Redraw the world.
 

Field Detail

m_EntityManager

private CEntityManager* m_EntityManager;
pointer to the CEntityManager that holds all the entities in the world.

m_LOSManager

private CLOSManager* m_LOSManager;
pointer to the CLOSManager that holds the visibility matrix for the world.

m_pGame

private CGame* m_pGame;
pointer to the CGame object representing the game.

m_ProjectileManager

private CProjectileManager* m_ProjectileManager;
pointer to the CProjectileManager that holds all the projectiles in the world.

m_Terrain

private CTerrain* m_Terrain;
pointer to the CTerrain object representing the height map.

m_TerritoryManager

private CTerritoryManager* m_TerritoryManager;
pointer to the CTerritoryManager that holds territory matrix for the world.

m_UnitManager

private CUnitManager* m_UnitManager;
pointer to the CUnitManager that holds all the units in the world.


Constructor Detail

CWorld

public CWorld( CGame* pGame );
Constructor.
Parameters:
CGame - * pGame pointer to the container game object.

~CWorld

public ~CWorld();
Destructor.


Method Detail

GetEntityManager

public inline CEntityManager& GetEntityManager();
Get a reference to the entity manager object.
Returns:
CWorld CEntityManager & dereferenced m_EntityManager.

GetLOSManager

public inline CLOSManager* GetLOSManager();
Get the pointer to the LOS manager object.
Returns:
CLOSManager * the value of m_LOSManager.

GetProjectileManager

public inline CProjectileManager& GetProjectileManager();
Get a reference to the projectile manager object.
Returns:
CProjectileManager & dereferenced m_ProjectileManager.

GetTerrain

public inline CTerrain* GetTerrain();
Get the pointer to the terrain object.
Returns:
CTerrain * the value of m_Terrain.

GetTerritoryManager

public inline CTerritoryManager* GetTerritoryManager();
Get the pointer to the territory manager object.
Returns:
CTerritoryManager * the value of m_TerritoryManager.

GetUnitManager

public inline CUnitManager& GetUnitManager();
Get a reference to the unit manager object.
Returns:
CUnitManager & dereferenced m_UnitManager.

Initialize

public void Initialize( CGameAttributes* pGameAttributes );
Sets up the game world and loads required world resources.
Parameters:
CGameAttributes - * pGameAttributes pointer to the game attribute values.

RegisterInit

public void RegisterInit( CGameAttributes* pGameAttributes );
Initializes the game world with the attributes provided.
Parameters:
CGameAttributes - * pGameAttributes pointer to the game attribute values.

RewriteMap

public void RewriteMap();
Redraw the world. Provided for JS _rewritemaps function.

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