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0ad/source/graphics/UnitManager.h

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