24 #include "precompiled.h"
61 m_TerritoryManager(NULL)
79 CTriggerManager* pTriggerManager = NULL;
104 CTriggerManager* pTriggerManager = NULL;
The container that holds the rules, resources and attributes of the game.
const CSimContext & GetSimContext() const
CCinemaManager * GetCinema()
Path VfsPath
VFS path of the form "(dir/)*file?".
CLightEnv g_LightEnv
File : World.cpp Project : engine Description : Contains the CWorld Class implementation.
void RegisterInitRMS(const CStrW &scriptFile, const CScriptValRooted &settings, int playerID)
void RegisterInit(const CStrW &mapFile, const CScriptValRooted &settings, int playerID)
Initializes the game world with the attributes provided.
const String & string() const
virtual const char * what() const
void LoadMap(const VfsPath &pathname, const CScriptValRooted &settings, CTerrain *, WaterManager *, SkyManager *, CLightEnv *, CGameView *, CCinemaManager *, CTriggerManager *, CPostprocManager *pPostproc, CSimulation2 *, const CSimContext *, int playerID, bool skipEntities)
static bool IsInitialised()
CSimulation2 * GetSimulation2()
Get the pointer to the simulation2 object.
void LoadRandomMap(const CStrW &scriptFile, const CScriptValRooted &settings, CTerrain *, WaterManager *, SkyManager *, CLightEnv *, CGameView *, CCinemaManager *, CTriggerManager *, CPostprocManager *pPostproc_, CSimulation2 *, int playerID)
CGameView * GetView()
Get the pointer to the game view object.
Path ChangeExtension(Path extension) const
CWorld(CGame *pGame)
Constructor.
Class CLightEnv: description of a lighting environment - contains all the necessary parameters for re...
CTerrain * m_Terrain
pointer to the CTerrain object representing the height map.
CUnitManager * m_UnitManager
pointer to the CUnitManager that holds all the units in the world.
CGame * m_pGame
pointer to the CGame object representing the game.