1
0
forked from 0ad/0ad
0ad/source/simulation2/system/SimContext.h
Ykkrosh dd501b2a5a # Add initial basic player AI framework.
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.
2011-01-12 12:29:00 +00:00

61 lines
1.6 KiB
C++

/* Copyright (C) 2011 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/>.
*/
#ifndef INCLUDED_SIMCONTEXT
#define INCLUDED_SIMCONTEXT
class CComponentManager;
class CUnitManager;
class CTerrain;
class ScriptInterface;
/**
* Contains pointers to various 'global' objects that are needed by the simulation code,
* to allow easy access without using real (evil) global variables.
*/
class CSimContext
{
public:
CSimContext();
~CSimContext();
CComponentManager& GetComponentManager() const;
void SetComponentManager(CComponentManager* man);
bool HasUnitManager() const;
CUnitManager& GetUnitManager() const;
CTerrain& GetTerrain() const;
ScriptInterface& GetScriptInterface() const;
/**
* Returns the player ID that the current display is being rendered for.
* Currently relies on g_Game being initialised (evil globals...)
*/
int GetCurrentDisplayedPlayer() const;
private:
CComponentManager* m_ComponentManager;
CUnitManager* m_UnitManager;
CTerrain* m_Terrain;
friend class CSimulation2Impl;
};
#endif // INCLUDED_SIMCONTEXT