/* Copyright (C) 2012 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 . */ /* * Container that owns all units */ #ifndef INCLUDED_UNITMANAGER #define INCLUDED_UNITMANAGER #include #include class CUnit; class CVector3D; class CObjectManager; class CStr8; class CStrW; /////////////////////////////////////////////////////////////////////////////// // CUnitManager: simple container class holding all units within the world class CUnitManager { public: // constructor, destructor CUnitManager(); ~CUnitManager(); // add given unit to world void AddUnit(CUnit* unit); // remove given unit from world, but don't delete it void RemoveUnit(CUnit* unit); // remove given unit from world and delete it void DeleteUnit(CUnit* unit); // remove and delete all units void DeleteAll(); // creates a new unit and adds it to the world CUnit* CreateUnit(const CStrW& actorName, uint32_t seed, const std::set& selections); // return the units const std::vector& GetUnits() const { return m_Units; } void SetObjectManager(CObjectManager& objectManager) { m_ObjectManager = &objectManager; } private: // list of all known units std::vector m_Units; // graphical object manager; may be NULL if not set up CObjectManager* m_ObjectManager; }; #endif