Ykkrosh
6a9de50692
Fixes #470. Make CUnit::GetObject return a reference so it's clear it can never be NULL. This was SVN commit r7463.
81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
/* Copyright (C) 2009 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 CEntity;
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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, CEntity* entity, 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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CUnit* FindByID(size_t id) const;
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size_t GetNewID() { return m_NextID++; }
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void SetNextID(size_t n) { m_NextID = n; }
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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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// next ID number to be assigned to a unit created in the editor
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size_t m_NextID;
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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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