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 : #ifndef INCLUDED_UNITMANAGER
23 : #define INCLUDED_UNITMANAGER
24 :
25 : #include "ps/CStrForward.h"
26 :
27 : #include <vector>
28 : #include <set>
29 :
30 : class CUnit;
31 : class CObjectManager;
32 :
33 : ///////////////////////////////////////////////////////////////////////////////
34 : // CUnitManager: simple container class holding all units within the world
35 : class CUnitManager
36 : {
37 : public:
38 : // constructor, destructor
39 : CUnitManager();
40 : ~CUnitManager();
41 :
42 : // add given unit to world
43 : void AddUnit(CUnit* unit);
44 : // remove given unit from world, but don't delete it
45 : void RemoveUnit(CUnit* unit);
46 : // remove given unit from world and delete it
47 : void DeleteUnit(CUnit* unit);
48 : // remove and delete all units
49 : void DeleteAll();
50 :
51 : // creates a new unit and adds it to the world
52 : CUnit* CreateUnit(const CStrW& actorName, uint32_t seed);
53 :
54 : // return the units
55 : const std::vector<CUnit*>& GetUnits() const { return m_Units; }
56 :
57 0 : void SetObjectManager(CObjectManager& objectManager) { m_ObjectManager = &objectManager; }
58 :
59 : /**
60 : * Mark a specific region of the terrain as dirty.
61 : * Coordinates are in terrain tiles, lower inclusive, upper exclusive.
62 : */
63 : void MakeTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags);
64 :
65 : private:
66 : // list of all known units
67 : std::vector<CUnit*> m_Units;
68 : // graphical object manager; may be NULL if not set up
69 : CObjectManager* m_ObjectManager;
70 : };
71 :
72 : #endif
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