--- /dev/null
+// Copyright (C) 2007, 2008, 2009 Ben Asselstine
+//
+// This program 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 3 of the License, or
+// (at your option) any later version.
+//
+// This program 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 Library General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
+// 02110-1301, USA.
+
+#ifndef VECTOREDUNIT_H
+#define VECTOREDUNIT_H
+
+#include <string>
+#include <sigc++/trackable.h>
+#include "armyprodbase.h"
+#include "Ownable.h"
+#include "LocationBox.h"
+
+//! An Army that is being vectored to another city.
+/**
+ * When Army objects are "vectored" to another city, they disappear for two
+ * turns. While an Army is "in the air", it is represented in one of these
+ * objects.
+ */
+class VectoredUnit: public Ownable, public LocationBox, public sigc::trackable
+{
+ public:
+ //! The xml tag of this object in a saved-game file.
+ static std::string d_tag;
+
+ //! Default constructor.
+ /**
+ * Make a new vectored unit.
+ *
+ * @param pos The position of the source of the vectored unit.
+ * @param dest The destination location for the unit.
+ * @param army The Army prototype that is being vectored.
+ * @param duration How many turns it takes for the armytype to
+ * show up at dest.
+ * @param player The player that owns the vectored Army unit.
+ */
+ VectoredUnit(Vector<int> pos, Vector<int> dest, ArmyProdBase *army,
+ int duration, Player *player);
+
+ //! Copy constructor.
+ /**
+ * Make a new vectored unit by copying it from another one.
+ */
+ VectoredUnit(const VectoredUnit&);
+
+ //! Loading constructor.
+ /**
+ * Make a new vectored unit by loading from an opened saved-game file.
+ * This method loads the lordsawar.vectoredunitlist.vectoredunit XML
+ * entities in the saved-game file.
+ *
+ * @param helper The opened-saved game file to load the vectored unit
+ * from.
+ */
+ VectoredUnit(XML_Helper* helper);
+
+ //! Destructor.
+ ~VectoredUnit();
+
+ // Get Methods
+
+ //! Return the position of the destination for this vectored unit.
+ /**
+ * @return The position of a tile on the game map where the vectored
+ * unit will show up (eventually).
+ */
+ Vector<int>getDestination() const {return d_destination;};
+
+ //! Return how long it will take for the vectored unit to arrive.
+ /**
+ * Returns the number of turns that it takes for this vectored unit
+ * to show up at the destination position on the game map.
+ */
+ int getDuration () const { return d_duration; };
+
+ //! Return a pointer to the Army prototype that is being vectored.
+ /**
+ * @return A pointer to an Army in an Armyset.
+ */
+ ArmyProdBase *getArmy() const { return d_army; };
+
+
+ // Set Methods
+
+ //! Set the position of the destination target for this vectored unit.
+ /**
+ * @param dest The position of a tile on the game map to have the
+ * vectored unit show up at.
+ */
+ void setDestination(Vector<int>dest) {d_destination = dest;};
+
+ //! Sets how long it will take for the vectored unit to arrive.
+ /**
+ * @param duration The number of turns to take before showing up at
+ * the destination posititon on the game map.
+ */
+ void setDuration(int duration) {d_duration = duration;};
+
+ //! Set the Army prototype that is being vectored.
+ void setArmy(ArmyProdBase *army) {d_army = army;}
+
+
+ // Methods that operate on class data but do not modify the class
+
+ //! Saves the vectored unit data to an opened saved-game file.
+ bool save(XML_Helper* helper) const;
+
+ //! Called when a vectored unit arrives at the destination.
+ Army *armyArrives() const;
+
+
+ // Methods that operate on class data and modify the class.
+
+ //! Process the vectored unit at the start of a new turn.
+ /**
+ * @return True when this vectored unit has shown up at the destination
+ * position on the game map. Otherwise false.
+ */
+ bool nextTurn();
+
+ private:
+
+ // DATA
+
+ //! The position on the game map that this vectored unit is going to.
+ Vector<int> d_destination;
+
+ //! A pointer to the Army prototype to vector.
+ ArmyProdBase *d_army;
+
+ //! The number of turns remaining until the Army shows up.
+ int d_duration;
+};
+
+#endif // VECTOREDUNIT_H
+