/* 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 . */ #ifndef INCLUDED_SIMCONTEXT #define INCLUDED_SIMCONTEXT #include "Entity.h" 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; void SetSystemEntity(CEntityHandle ent) { m_SystemEntity = ent; } CEntityHandle GetSystemEntity() const { ASSERT(m_SystemEntity.GetId() == SYSTEM_ENTITY); return m_SystemEntity; } /** * 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; CEntityHandle m_SystemEntity; friend class CSimulation2Impl; }; #endif // INCLUDED_SIMCONTEXT