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0ad/source/graphics/UnitManager.h

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/* 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 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<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) 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