1
0
forked from 0ad/0ad
0ad/source/graphics/UnitManager.h
Ykkrosh 310f3466a8 # Hotloading of actor XML files.
Stop ignoring actor XML animation speeds.
Add decentralised registration of hotloaders.
Move player ID storage into CModel, to simplify CUnit.
Remove obsolete unit ID allocation code.
Remove some material junk.

This was SVN commit r7605.
2010-06-03 01:29:43 +00:00

73 lines
2.1 KiB
C++

/* Copyright (C) 2010 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 <vector>
#include <set>
class CUnit;
class CVector3D;
class CEntity;
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, CEntity* entity, const std::set<CStr8>& selections);
// return the units
const std::vector<CUnit*>& 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, bool entitiesOnly) const;
void SetObjectManager(CObjectManager& objectManager) { m_ObjectManager = &objectManager; }
private:
// list of all known units
std::vector<CUnit*> m_Units;
// graphical object manager; may be NULL if not set up
CObjectManager* m_ObjectManager;
};
#endif