File: UnitManager.cpp

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/* Copyright (C) 2012 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 <http://www.gnu.org/licenses/>.
 */

/*
 * Container that owns all units
 */

#include "precompiled.h"

#include <float.h>

#include "Model.h"
#include "UnitManager.h"
#include "Unit.h"
#include "ObjectManager.h"
#include "ObjectEntry.h"
#include "ps/Game.h"
#include "ps/World.h"

#include <algorithm>

///////////////////////////////////////////////////////////////////////////////
// CUnitManager constructor
CUnitManager::CUnitManager() :
	m_ObjectManager(NULL)
{
}

///////////////////////////////////////////////////////////////////////////////
// CUnitManager destructor
CUnitManager::~CUnitManager()
{
	DeleteAll();
}


///////////////////////////////////////////////////////////////////////////////
// AddUnit: add given unit to world
void CUnitManager::AddUnit(CUnit* unit)
{
	m_Units.push_back(unit);
}

///////////////////////////////////////////////////////////////////////////////
// RemoveUnit: remove given unit from world, but don't delete it
void CUnitManager::RemoveUnit(CUnit* unit)
{
	// find entry in list
	typedef std::vector<CUnit*>::iterator Iter;
	Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
	if (i!=m_Units.end()) {
		m_Units.erase(i);
	}
}

///////////////////////////////////////////////////////////////////////////////
// DeleteUnit: remove given unit from world and delete it
void CUnitManager::DeleteUnit(CUnit* unit)
{
	RemoveUnit(unit);
	delete unit;
}

///////////////////////////////////////////////////////////////////////////////
// DeleteAll: remove and delete all units
void CUnitManager::DeleteAll()
{
	for (size_t i=0;i<m_Units.size();i++) {
		delete m_Units[i];
	}
	m_Units.clear();
}

///////////////////////////////////////////////////////////////////////////////
// CreateUnit: create a new unit and add it to the world
CUnit* CUnitManager::CreateUnit(const CStrW& actorName, uint32_t seed, const std::set<CStr8>& selections)
{
	if (! m_ObjectManager)
		return NULL;

	CUnit* unit = CUnit::Create(actorName, seed, selections, *m_ObjectManager);
	if (unit)
		AddUnit(unit);
	return unit;
}