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forked from 0ad/0ad
0ad/source/simulation2/system/SimContext.cpp
elexis 6f744aef88 Simulation context cleanup, refs #3991, #3168.
Save the viewed player in the CGame class.
Add the const keyword back to the SimContext to help find mistakes at
compiletime.

This was SVN commit r18201.
2016-05-19 19:42:07 +00:00

72 lines
1.6 KiB
C++

/* Copyright (C) 2016 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/>.
*/
#include "precompiled.h"
#include "SimContext.h"
#include "ComponentManager.h"
#include "ps/Game.h"
CSimContext::CSimContext() :
m_ComponentManager(NULL), m_UnitManager(NULL), m_Terrain(NULL)
{
}
CSimContext::~CSimContext()
{
}
CComponentManager& CSimContext::GetComponentManager() const
{
return *m_ComponentManager;
}
bool CSimContext::HasUnitManager() const
{
return m_UnitManager != NULL;
}
CUnitManager& CSimContext::GetUnitManager() const
{
ENSURE(m_UnitManager);
return *m_UnitManager;
}
CTerrain& CSimContext::GetTerrain() const
{
ENSURE(m_Terrain);
return *m_Terrain;
}
void CSimContext::SetComponentManager(CComponentManager* man)
{
ENSURE(!m_ComponentManager);
m_ComponentManager = man;
}
ScriptInterface& CSimContext::GetScriptInterface() const
{
return GetComponentManager().GetScriptInterface();
}
int CSimContext::GetCurrentDisplayedPlayer() const
{
return g_Game ? g_Game->GetViewedPlayerID() : -1;
}