/* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "graphics/Model.h" #include "graphics/ObjectEntry.h" #include "graphics/ObjectManager.h" #include "graphics/Unit.h" #include "graphics/UnitManager.h" #include "ps/Game.h" #include "ps/World.h" #include /////////////////////////////////////////////////////////////////////////////// // CUnitManager constructor CUnitManager::CUnitManager() : m_ObjectManager(NULL) { } /////////////////////////////////////////////////////////////////////////////// // CUnitManager destructor CUnitManager::~CUnitManager() = default; /////////////////////////////////////////////////////////////////////////////// // AddUnit: add given unit to world CUnit* CUnitManager::AddUnit(std::unique_ptr unit) { return m_Units.emplace_back(std::move(unit)).get(); } /////////////////////////////////////////////////////////////////////////////// // DeleteUnit: remove given unit from world and delete it void CUnitManager::DeleteUnit(CUnit* unit) { const auto it = std::find_if(m_Units.begin(), m_Units.end(), [&](const std::unique_ptr& elem) { return elem.get() == unit; }); if (it != m_Units.end()) m_Units.erase(it); } /////////////////////////////////////////////////////////////////////////////// // CreateUnit: create a new unit and add it to the world CUnit* CUnitManager::CreateUnit(const CStrW& actorName, const entity_id_t id, const uint32_t seed) { if (!m_ObjectManager) return nullptr; std::unique_ptr unit{CUnit::Create(actorName, id, seed, *m_ObjectManager)}; if (!unit) return nullptr; return AddUnit(std::move(unit)); } void CUnitManager::MakeTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags) { if (!(dirtyFlags & RENDERDATA_UPDATE_VERTICES)) return; for (const std::unique_ptr& unit : m_Units) unit->GetModel().SetTerrainDirty(i0, j0, i1, j1); }