Ykkrosh
d3048906cb
Animate props much more sensibly. Move ammo code out of CUnit. Move animation logic out of CModel. Launch projectiles from the correct location. Use entity's speeds and sounds in actor viewer. Add -nosound option to disable audio, and allow audio by default in Atlas. Remove some obsolete options. This was SVN commit r7609.
72 lines
2.1 KiB
C++
72 lines
2.1 KiB
C++
/* Copyright (C) 2010 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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#ifndef INCLUDED_UNITMANAGER
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#define INCLUDED_UNITMANAGER
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#include <vector>
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#include <set>
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class CUnit;
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class CVector3D;
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class CObjectManager;
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class CStr8;
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class CStrW;
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager: simple container class holding all units within the world
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class CUnitManager
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{
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public:
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// constructor, destructor
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CUnitManager();
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~CUnitManager();
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// add given unit to world
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void AddUnit(CUnit* unit);
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// remove given unit from world, but don't delete it
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void RemoveUnit(CUnit* unit);
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// remove given unit from world and delete it
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void DeleteUnit(CUnit* unit);
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// remove and delete all units
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void DeleteAll();
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// creates a new unit and adds it to the world
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CUnit* CreateUnit(const CStrW& actorName, const std::set<CStr8>& selections);
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// return the units
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const std::vector<CUnit*>& GetUnits() const { return m_Units; }
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// iterate through units testing given ray against bounds of each unit;
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// return the closest unit, or null if everything missed
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CUnit* PickUnit(const CVector3D& origin, const CVector3D& dir, bool entitiesOnly) const;
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void SetObjectManager(CObjectManager& objectManager) { m_ObjectManager = &objectManager; }
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private:
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// list of all known units
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std::vector<CUnit*> m_Units;
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// graphical object manager; may be NULL if not set up
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CObjectManager* m_ObjectManager;
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};
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#endif
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