namespace blank {
class Player;
+class Entity;
class CLIContext {
public:
- explicit CLIContext(Player *p = nullptr)
- : player(p) { }
+ /// Create context with optional player and entity
+ /// entity defaults to the player's if given
+ /// Associated player or entity can be changed during
+ /// the context's lifetime and will assume the original
+ /// values when reset.
+ explicit CLIContext(Player *p = nullptr, Entity *e = nullptr);
/// check if this context associates a player
- bool HasPlayer() { return player; }
+ bool HasPlayer() { return effective_player; }
/// get the player responsible for all this
/// only valid if HasPlayer() returns true
- Player &GetPlayer() { return *player; }
+ Player &GetPlayer() { return *effective_player; }
+ /// change the effective player of this context
+ /// note that this will *not* change the effective entity
+ void SetPlayer(Player &p) { effective_player = &p; }
+
+ /// check if this context associates an entity
+ bool HasEntity() { return effective_entity; }
+ /// get the entity on which operations should be performed
+ /// only valid if HasPlayer() returns true
+ Entity &GetEntity() { return *effective_entity; }
+ /// change the effective player of this context
+ void SetEntity(Entity &e) { effective_entity = &e; }
+
+ /// reset effective player and entity to their original values
+ void Reset() {
+ effective_player = original_player;
+ effective_player = original_player;
+ }
/// an error has happened and the player should be notified
virtual void Error(const std::string &) = 0;
virtual void Broadcast(const std::string &) = 0;
private:
- Player *player;
+ Player *original_player;
+ Player *effective_player;
+ Entity *original_entity;
+ Entity *effective_entity;
};