/////////////////////////////////////////////////////////////////////////////// // // Name: UnitManager.h // Author: Rich Cross // Contact: rich@wildfiregames.com // /////////////////////////////////////////////////////////////////////////////// #ifndef _UNITMANAGER_H #define _UNITMANAGER_H #include #include #include "ps/Singleton.h" class CUnit; class CModel; class CVector3D; class CEntity; class CStr; // access to sole CUnitManager object #define g_UnitMan CUnitManager::GetSingleton() /////////////////////////////////////////////////////////////////////////////// // CUnitManager: simple container class holding all units within the world class CUnitManager : public Singleton { 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 CStr& actorName, CEntity* entity, const std::set& selections); // return the units const std::vector& GetUnits() const { return m_Units; } // iterate through units testing given ray against bounds of each unit; // return the closest unit, or null if everything missed CUnit* PickUnit(const CVector3D& origin, const CVector3D& dir) const; CUnit* FindByID(int id) const; int GetNewID() { return m_NextID++; } void SetNextID(int n) { m_NextID = n; } private: // list of all known units std::vector m_Units; // next ID number to be assigned to a unit created in the editor int m_NextID; }; #endif