/* Copyright (C) 2009 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 SIMSTATE_INCLUDED #define SIMSTATE_INCLUDED #include #include #include #include "ps/CStr.h" #include "maths/Vector3D.h" class CUnit; class CEntity; class SimState { public: class Entity { public: static Entity Freeze(CUnit* unit); CEntity* Thaw(); private: CStrW templateName; size_t unitID; std::set selections; size_t playerID; CVector3D position; float angle; }; class Nonentity { public: static Nonentity Freeze(CUnit* unit); CUnit* Thaw(); private: CStrW actorName; size_t unitID; std::set selections; CVector3D position; float angle; }; static SimState* Freeze(bool onlyEntities); void Thaw(); private: // For old simulation: bool onlyEntities; std::vector entities; std::vector nonentities; // For simulation2: std::stringstream stream; }; #endif // SIMSTATE_INCLUDED