LCOV - code coverage report
Current view: top level - source/graphics - UnitManager.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 1 36 2.8 %
Date: 2023-01-19 00:18:29 Functions: 2 10 20.0 %

          Line data    Source code
       1             : /* Copyright (C) 2022 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : /*
      19             :  * Container that owns all units
      20             :  */
      21             : 
      22             : #include "precompiled.h"
      23             : 
      24             : #include <float.h>
      25             : 
      26             : #include "Model.h"
      27             : #include "UnitManager.h"
      28             : #include "Unit.h"
      29             : #include "ObjectManager.h"
      30             : #include "ObjectEntry.h"
      31             : #include "ps/Game.h"
      32             : #include "ps/World.h"
      33             : 
      34             : #include <algorithm>
      35             : 
      36             : ///////////////////////////////////////////////////////////////////////////////
      37             : // CUnitManager constructor
      38           0 : CUnitManager::CUnitManager() :
      39           0 :     m_ObjectManager(NULL)
      40             : {
      41           0 : }
      42             : 
      43             : ///////////////////////////////////////////////////////////////////////////////
      44             : // CUnitManager destructor
      45           0 : CUnitManager::~CUnitManager()
      46             : {
      47           0 :     DeleteAll();
      48           0 : }
      49             : 
      50             : 
      51             : ///////////////////////////////////////////////////////////////////////////////
      52             : // AddUnit: add given unit to world
      53           0 : void CUnitManager::AddUnit(CUnit* unit)
      54             : {
      55           0 :     m_Units.push_back(unit);
      56           0 : }
      57             : 
      58             : ///////////////////////////////////////////////////////////////////////////////
      59             : // RemoveUnit: remove given unit from world, but don't delete it
      60           0 : void CUnitManager::RemoveUnit(CUnit* unit)
      61             : {
      62             :     // find entry in list
      63             :     typedef std::vector<CUnit*>::iterator Iter;
      64           0 :     Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
      65           0 :     if (i!=m_Units.end()) {
      66           0 :         m_Units.erase(i);
      67             :     }
      68           0 : }
      69             : 
      70             : ///////////////////////////////////////////////////////////////////////////////
      71             : // DeleteUnit: remove given unit from world and delete it
      72           0 : void CUnitManager::DeleteUnit(CUnit* unit)
      73             : {
      74           0 :     RemoveUnit(unit);
      75           0 :     delete unit;
      76           0 : }
      77             : 
      78             : ///////////////////////////////////////////////////////////////////////////////
      79             : // DeleteAll: remove and delete all units
      80           0 : void CUnitManager::DeleteAll()
      81             : {
      82           0 :     for (size_t i=0;i<m_Units.size();i++) {
      83           0 :         delete m_Units[i];
      84             :     }
      85           0 :     m_Units.clear();
      86           0 : }
      87             : 
      88             : ///////////////////////////////////////////////////////////////////////////////
      89             : // CreateUnit: create a new unit and add it to the world
      90           0 : CUnit* CUnitManager::CreateUnit(const CStrW& actorName, uint32_t seed)
      91             : {
      92           0 :     if (! m_ObjectManager)
      93           0 :         return NULL;
      94             : 
      95           0 :     CUnit* unit = CUnit::Create(actorName, seed, *m_ObjectManager);
      96           0 :     if (unit)
      97           0 :         AddUnit(unit);
      98           0 :     return unit;
      99             : }
     100             : 
     101           0 : void CUnitManager::MakeTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags)
     102             : {
     103           0 :     if (!(dirtyFlags & RENDERDATA_UPDATE_VERTICES))
     104           0 :         return;
     105           0 :     for (CUnit* unit : m_Units)
     106           0 :         unit->GetModel().SetTerrainDirty(i0, j0, i1, j1);
     107           3 : }

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