What you can do is loop through all you entities and check that it is not the player, then check if there's a collision.
I guess you are creating you PlayerPlane object somewhere in your Game class, then you should maybe save a pointer to it because it's a special entity in your game.
Then you can just do in your GameLoop :
for (std::<std::string, Entity*>::iterator it = mEntityContainer.begin(); it != mEntityContainer.end(); ++it)
{
if (it->second != pointerToPlayer)
{
checkCollision(it->second, pointerToPlayer);
}
}
Or, more concisely in C++11 (-std=c+11
for gcc and clang, supported by default since VS2012) :
for (const auto& entity : mEntityContainer)
{
if (entity.second != pointerToPlayer)
{
checkCollision(it.second, pointerToPlayer);
}
}
Another idea is to verify in your collision function that the two entities passed as parameters do not have the same address (being different objects).