Ykkrosh
dd501b2a5a
Support direct access to serializer streams, so serializers can be nested. Make component script "this.template" read-only. Stop globally-subscribed component scripts receiving messages posted to local components, to reduce out-of-sync risks. Move pathfinder data out of entity template directory. Fix GuiInterface deserialization. This was SVN commit r8865.
75 lines
1.7 KiB
C++
75 lines
1.7 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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#include "precompiled.h"
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#include "SimContext.h"
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#include "ComponentManager.h"
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#include "ps/Game.h"
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CSimContext::CSimContext() :
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m_ComponentManager(NULL), m_UnitManager(NULL), m_Terrain(NULL)
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{
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}
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CSimContext::~CSimContext()
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{
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}
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CComponentManager& CSimContext::GetComponentManager() const
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{
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debug_assert(m_ComponentManager);
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return *m_ComponentManager;
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}
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bool CSimContext::HasUnitManager() const
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{
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return m_UnitManager != NULL;
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}
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CUnitManager& CSimContext::GetUnitManager() const
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{
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debug_assert(m_UnitManager);
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return *m_UnitManager;
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}
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CTerrain& CSimContext::GetTerrain() const
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{
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debug_assert(m_Terrain);
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return *m_Terrain;
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}
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void CSimContext::SetComponentManager(CComponentManager* man)
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{
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debug_assert(!m_ComponentManager);
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m_ComponentManager = man;
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}
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ScriptInterface& CSimContext::GetScriptInterface() const
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{
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return GetComponentManager().GetScriptInterface();
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}
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int CSimContext::GetCurrentDisplayedPlayer() const
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{
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if (!g_Game)
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return -1;
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return g_Game->GetPlayerID();
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}
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