wraitii
e0d98cd94d
The UnitManager already lists all units, so we do not need to go through
the visual actor of entities to update them. This is faster and
decouples simulation & graphics code slightly.
Further, the simulation does not need to know about texture changes (see
also 410d2e883a
), so remove those calls in Atlas.
Differential Revision: https://code.wildfiregames.com/D4455
This was SVN commit r26270.
108 lines
2.8 KiB
C++
108 lines
2.8 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Container that owns all units
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*/
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#include "precompiled.h"
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#include <float.h>
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#include "Model.h"
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#include "UnitManager.h"
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#include "Unit.h"
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#include "ObjectManager.h"
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#include "ObjectEntry.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include <algorithm>
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager constructor
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CUnitManager::CUnitManager() :
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m_ObjectManager(NULL)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager destructor
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CUnitManager::~CUnitManager()
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{
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DeleteAll();
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}
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///////////////////////////////////////////////////////////////////////////////
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// AddUnit: add given unit to world
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void CUnitManager::AddUnit(CUnit* unit)
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{
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m_Units.push_back(unit);
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}
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///////////////////////////////////////////////////////////////////////////////
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// RemoveUnit: remove given unit from world, but don't delete it
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void CUnitManager::RemoveUnit(CUnit* unit)
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{
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// find entry in list
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typedef std::vector<CUnit*>::iterator Iter;
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Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
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if (i!=m_Units.end()) {
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m_Units.erase(i);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// DeleteUnit: remove given unit from world and delete it
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void CUnitManager::DeleteUnit(CUnit* unit)
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{
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RemoveUnit(unit);
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delete unit;
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}
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///////////////////////////////////////////////////////////////////////////////
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// DeleteAll: remove and delete all units
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void CUnitManager::DeleteAll()
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{
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for (size_t i=0;i<m_Units.size();i++) {
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delete m_Units[i];
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}
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m_Units.clear();
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}
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///////////////////////////////////////////////////////////////////////////////
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// CreateUnit: create a new unit and add it to the world
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CUnit* CUnitManager::CreateUnit(const CStrW& actorName, uint32_t seed)
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{
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if (! m_ObjectManager)
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return NULL;
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CUnit* unit = CUnit::Create(actorName, seed, *m_ObjectManager);
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if (unit)
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AddUnit(unit);
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return unit;
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}
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void CUnitManager::MakeTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags)
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{
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if (!(dirtyFlags & RENDERDATA_UPDATE_VERTICES))
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return;
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for (CUnit* unit : m_Units)
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unit->GetModel().SetTerrainDirty(i0, j0, i1, j1);
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}
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