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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
107 lines
2.8 KiB
C++
107 lines
2.8 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Container that owns all units
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*/
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#include "precompiled.h"
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#include <float.h>
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#include "Model.h"
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#include "UnitManager.h"
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#include "Unit.h"
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#include "ObjectManager.h"
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#include "ObjectEntry.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include <algorithm>
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager constructor
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CUnitManager::CUnitManager() :
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m_ObjectManager(NULL)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager destructor
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CUnitManager::~CUnitManager()
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{
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DeleteAll();
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}
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///////////////////////////////////////////////////////////////////////////////
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// AddUnit: add given unit to world
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void CUnitManager::AddUnit(CUnit* unit)
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{
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m_Units.push_back(unit);
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}
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///////////////////////////////////////////////////////////////////////////////
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// RemoveUnit: remove given unit from world, but don't delete it
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void CUnitManager::RemoveUnit(CUnit* unit)
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{
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// find entry in list
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typedef std::vector<CUnit*>::iterator Iter;
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Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
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if (i!=m_Units.end()) {
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m_Units.erase(i);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// DeleteUnit: remove given unit from world and delete it
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void CUnitManager::DeleteUnit(CUnit* unit)
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{
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RemoveUnit(unit);
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delete unit;
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}
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///////////////////////////////////////////////////////////////////////////////
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// DeleteAll: remove and delete all units
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void CUnitManager::DeleteAll()
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{
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for (size_t i=0;i<m_Units.size();i++) {
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delete m_Units[i];
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}
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m_Units.clear();
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}
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///////////////////////////////////////////////////////////////////////////////
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// CreateUnit: create a new unit and add it to the world
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CUnit* CUnitManager::CreateUnit(const CStrW& actorName, uint32_t seed)
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{
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if (! m_ObjectManager)
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return NULL;
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CUnit* unit = CUnit::Create(actorName, seed, *m_ObjectManager);
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if (unit)
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AddUnit(unit);
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return unit;
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}
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void CUnitManager::MakeTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags)
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{
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if (!(dirtyFlags & RENDERDATA_UPDATE_VERTICES))
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return;
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for (CUnit* unit : m_Units)
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unit->GetModel().SetTerrainDirty(i0, j0, i1, j1);
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}
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