/* 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 . */ #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 { if (!g_Game) return -1; return g_Game->GetPlayerID(); }