Ykkrosh
05422ad545
Add CEntityHandle which wraps an entity_id_t and also has a pointer to a per-entity array of IComponents. QueryInterface/CmpPtr on a handle just involve a couple of pointer dereferences instead of a map lookup. This requires sizeof(void*) per registered interface type per entity, which is currently ~0.5KB per entity, which shouldn't be a problem. This was SVN commit r13825.
68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
/* Copyright (C) 2011 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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#ifndef INCLUDED_SIMCONTEXT
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#define INCLUDED_SIMCONTEXT
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#include "Entity.h"
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class CComponentManager;
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class CUnitManager;
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class CTerrain;
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class ScriptInterface;
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/**
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* Contains pointers to various 'global' objects that are needed by the simulation code,
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* to allow easy access without using real (evil) global variables.
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*/
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class CSimContext
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{
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public:
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CSimContext();
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~CSimContext();
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CComponentManager& GetComponentManager() const;
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void SetComponentManager(CComponentManager* man);
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bool HasUnitManager() const;
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CUnitManager& GetUnitManager() const;
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CTerrain& GetTerrain() const;
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ScriptInterface& GetScriptInterface() const;
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void SetSystemEntity(CEntityHandle ent) { m_SystemEntity = ent; }
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CEntityHandle GetSystemEntity() const { ASSERT(m_SystemEntity.GetId() == SYSTEM_ENTITY); return m_SystemEntity; }
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/**
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* Returns the player ID that the current display is being rendered for.
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* Currently relies on g_Game being initialised (evil globals...)
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*/
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int GetCurrentDisplayedPlayer() const;
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private:
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CComponentManager* m_ComponentManager;
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CUnitManager* m_UnitManager;
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CTerrain* m_Terrain;
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CEntityHandle m_SystemEntity;
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friend class CSimulation2Impl;
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};
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#endif // INCLUDED_SIMCONTEXT
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