0ad/source/graphics/UnitManager.cpp
2023-08-28 18:01:44 +00:00

102 lines
2.9 KiB
C++

/* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "graphics/Model.h"
#include "graphics/ObjectEntry.h"
#include "graphics/ObjectManager.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "ps/Game.h"
#include "ps/World.h"
#include <algorithm>
///////////////////////////////////////////////////////////////////////////////
// CUnitManager constructor
CUnitManager::CUnitManager() :
m_ObjectManager(NULL)
{
}
///////////////////////////////////////////////////////////////////////////////
// CUnitManager destructor
CUnitManager::~CUnitManager()
{
DeleteAll();
}
///////////////////////////////////////////////////////////////////////////////
// AddUnit: add given unit to world
void CUnitManager::AddUnit(CUnit* unit)
{
m_Units.push_back(unit);
}
///////////////////////////////////////////////////////////////////////////////
// RemoveUnit: remove given unit from world, but don't delete it
void CUnitManager::RemoveUnit(CUnit* unit)
{
// find entry in list
typedef std::vector<CUnit*>::iterator Iter;
Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
if (i!=m_Units.end()) {
m_Units.erase(i);
}
}
///////////////////////////////////////////////////////////////////////////////
// DeleteUnit: remove given unit from world and delete it
void CUnitManager::DeleteUnit(CUnit* unit)
{
RemoveUnit(unit);
delete unit;
}
///////////////////////////////////////////////////////////////////////////////
// DeleteAll: remove and delete all units
void CUnitManager::DeleteAll()
{
for (size_t i=0;i<m_Units.size();i++) {
delete m_Units[i];
}
m_Units.clear();
}
///////////////////////////////////////////////////////////////////////////////
// CreateUnit: create a new unit and add it to the world
CUnit* CUnitManager::CreateUnit(const CStrW& actorName, const entity_id_t id, const uint32_t seed)
{
if (! m_ObjectManager)
return NULL;
CUnit* unit = CUnit::Create(actorName, id, seed, *m_ObjectManager);
if (unit)
AddUnit(unit);
return unit;
}
void CUnitManager::MakeTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags)
{
if (!(dirtyFlags & RENDERDATA_UPDATE_VERTICES))
return;
for (CUnit* unit : m_Units)
unit->GetModel().SetTerrainDirty(i0, j0, i1, j1);
}