mirror of
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.
67 lines
2 KiB
C++
67 lines
2 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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/*
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* Container that owns all units
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*/
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#ifndef INCLUDED_UNITMANAGER
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#define INCLUDED_UNITMANAGER
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#include "ps/CStrForward.h"
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#include "simulation2/system/Entity.h"
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#include <memory>
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#include <set>
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#include <vector>
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class CUnit;
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class CObjectManager;
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager: simple container class holding all units within the world
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class CUnitManager
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{
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public:
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// constructor, destructor
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CUnitManager();
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~CUnitManager();
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// add given unit to world
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CUnit* AddUnit(std::unique_ptr<CUnit> unit);
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// remove given unit from world and delete it
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void DeleteUnit(CUnit* unit);
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// creates a new unit and adds it to the world
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CUnit* CreateUnit(const CStrW& actorName, const entity_id_t id, const uint32_t seed);
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void SetObjectManager(CObjectManager& objectManager) { m_ObjectManager = &objectManager; }
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/**
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* Mark a specific region of the terrain as dirty.
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* Coordinates are in terrain tiles, lower inclusive, upper exclusive.
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*/
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void MakeTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags);
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private:
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// list of all known units
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std::vector<std::unique_ptr<CUnit>> m_Units;
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// graphical object manager; may be NULL if not set up
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CObjectManager* m_ObjectManager;
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};
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#endif // INCLUDED_UNITMANAGER
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