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https://gitea.wildfiregames.com/0ad/0ad
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Accepted By: @vladislavbelov Differential Revision: https://code.wildfiregames.com/D5173 This was SVN commit r27905.
83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
/* Copyright (C) 2023 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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#include "precompiled.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectEntry.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.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() = default;
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///////////////////////////////////////////////////////////////////////////////
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// AddUnit: add given unit to world
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CUnit* CUnitManager::AddUnit(std::unique_ptr<CUnit> unit)
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{
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return m_Units.emplace_back(std::move(unit)).get();
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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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const auto it = std::find_if(m_Units.begin(), m_Units.end(), [&](const std::unique_ptr<CUnit>& elem)
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{
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return elem.get() == unit;
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});
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if (it != m_Units.end())
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m_Units.erase(it);
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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, const entity_id_t id, const uint32_t seed)
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{
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if (!m_ObjectManager)
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return nullptr;
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std::unique_ptr<CUnit> unit{CUnit::Create(actorName, id, seed, *m_ObjectManager)};
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if (!unit)
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return nullptr;
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return AddUnit(std::move(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 (const std::unique_ptr<CUnit>& unit : m_Units)
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unit->GetModel().SetTerrainDirty(i0, j0, i1, j1);
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}
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