/* Copyright (C) 2010 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 . */ #include "precompiled.h" #include "SimContext.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; } 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; }