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forked from 0ad/0ad
0ad/source/simulation/TechnologyCollection.cpp
janwas 8667ea74c8 fixes and improvements
- directoryPosix: replace most methods with boost filesystem (but not
all: the latter cannot efficiently enumerate files AND query their
size/mtime)
- AllocatorChecker: better name for member functions
- file: move the File class here
- trace: bugfix
- io: move UnalignedWriter to write_buffer.cpp (basically the same
thing)
- vfs: remove unnecessary "vfs" warts from variable names
- vfs_tree: VfsFile now stores single Name/Size/MTime fields instead of
the FileInfo record (less clunky)
- vfs_path: use boost filesystem's version of the basename/extension
functions
- lf_alloc: remove (no longer necessary, won't be finished - not worth
the trouble)
- path_util: remove path_foreach_component (replaced by better path
traversal logic) and PathPackage (obsoleted by fs::path)

! resource loading code now receives VfsPath as its filename. there is
also OsPath (native absolute path) and Path (relative to binaries/data)

- tex is now independent of file loading code; it just en/decodes
in-memory buffers
- wdll_ver: clean up, use smart pointer to simplify bailout code
- wsdl: remove nonexistent failure path from calc_gamma (cruised by here
because SDL_SetGamme is failing once after a cold boot at work)
- wsnd: simplify OpenAL DLL search, use boost::filesystem
- wutil: Wow64 redirection is now packaged in a (RAII) class

This was SVN commit r5525.
2007-12-22 18:15:52 +00:00

69 lines
2.1 KiB
C++

#include "precompiled.h"
#include "TechnologyCollection.h"
#include "ps/CLogger.h"
#include "ps/Player.h"
#define LOG_CATEGORY "tech"
void CTechnologyCollection::LoadFile( const VfsPath& pathname )
{
const CStrW basename(fs::basename((const fs::path&)pathname));
m_techFilenames[basename] = pathname.string();
}
static LibError LoadTechThunk( const VfsPath& pathname, const FileInfo& UNUSED(fileInfo), uintptr_t cbData )
{
CTechnologyCollection* this_ = (CTechnologyCollection*)cbData;
this_->LoadFile(pathname);
return INFO::CB_CONTINUE;
}
int CTechnologyCollection::LoadTechnologies()
{
// Load all files in techs/ and subdirectories.
THROW_ERR( fs_ForEachFile(g_VFS, "technologies/", LoadTechThunk, (uintptr_t)this, "*.xml", DIR_RECURSIVE));
return 0;
}
CTechnology* CTechnologyCollection::GetTechnology( const CStrW& name, CPlayer* player )
{
// Find player ID
debug_assert( player != 0 );
int id = player->GetPlayerID();
// Check whether this template has already been loaded.
//If previously loaded, all slots will be found, so any entry works.
TechMap::iterator it = m_techs[id].find( name );
if( it != m_techs[id].end() )
return( it->second );
// Find the filename corresponding to this template
TechFilenameMap::iterator filename_it = m_techFilenames.find( name );
if( filename_it == m_techFilenames.end() )
return( NULL );
CStr path( filename_it->second );
//Try to load to the tech
CTechnology* newTemplate = new CTechnology( name, player );
if( !newTemplate->LoadXml( path ) )
{
LOG(ERROR, LOG_CATEGORY, "CTechnologyCollection::GetTechnology(): Couldn't load tech \"%s\"", path.c_str());
delete newTemplate;
return( NULL );
}
m_techs[id][name] = newTemplate;
LOG(NORMAL, LOG_CATEGORY, "CTechnologyCollection::GetTechnology(): Loaded tech \"%s\"", path.c_str());
return newTemplate;
}
CTechnologyCollection::~CTechnologyCollection()
{
for( uint id=0; id<PS_MAX_PLAYERS+1; id++ )
for( TechMap::iterator it = m_techs[id].begin(); it != m_techs[id].end(); ++it )
delete( it->second );
}