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forked from 0ad/0ad
0ad/source/simulation2/system/SimContext.cpp
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

75 lines
1.7 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/>.
*/
#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
{
debug_assert(m_ComponentManager);
return *m_ComponentManager;
}
bool CSimContext::HasUnitManager() const
{
return m_UnitManager != NULL;
}
CUnitManager& CSimContext::GetUnitManager() const
{
debug_assert(m_UnitManager);
return *m_UnitManager;
}
CTerrain& CSimContext::GetTerrain() const
{
debug_assert(m_Terrain);
return *m_Terrain;
}
void CSimContext::SetComponentManager(CComponentManager* man)
{
debug_assert(!m_ComponentManager);
m_ComponentManager = man;
}
ScriptInterface& CSimContext::GetScriptInterface() const
{
return GetComponentManager().GetScriptInterface();
}
int CSimContext::GetCurrentDisplayedPlayer() const
{
if (!g_Game)
return -1;
return g_Game->GetPlayerID();
}