0ad/source/simulation/EntityTemplateCollection.cpp
janwas f4adce44bf cleanup:
- callbacks now have a uintptr_t "cbData" parameter (instead of
haphazard void*/uintptr_t, cb/ctx/data)
- resource loading code now more uniformly deals with u8* pointers
instead of void*

allocators: add support for page_aligned_alloc via boost::shared_ptr.
add evil hack to avoid the need for default ctor and ensure alignment in
SingleAllocator
archive: improve Decompressor
compression:
. near complete rewrite (previous code was a poorly factored mess)
. fix bug related to buffer allocation
. no longer provide get_output API (prone to abuse)
. add call to get max. size of output buffer (for preallocation)

This was SVN commit r5370.
2007-09-25 09:39:20 +00:00

110 lines
3.6 KiB
C++

#include "precompiled.h"
#include "EntityTemplateCollection.h"
#include "EntityTemplate.h"
#include "graphics/ObjectManager.h"
#include "graphics/Model.h"
#include "ps/CLogger.h"
#include "ps/VFSUtil.h"
#include "ps/Player.h"
#include "ps/Game.h"
#define LOG_CATEGORY "entity"
void CEntityTemplateCollection::LoadFile( const char* path )
{
// Build the entity name -> filename mapping. This is done so that
// the entity 'x' can be in units/x.xml, structures/x.xml, etc, and
// we don't have to search every directory for x.xml.
// Extract the filename out of the path+name+extension.
// Equivalent to /.*\/(.*)\.xml/, but not as pretty.
CStrW tag = CStr(path).AfterLast("/").BeforeLast(".xml");
m_templateFilenames[tag] = path;
}
static void LoadFileThunk( const char* path, const DirEnt* UNUSED(ent), uintptr_t cbData )
{
CEntityTemplateCollection* this_ = (CEntityTemplateCollection*)cbData;
this_->LoadFile(path);
}
int CEntityTemplateCollection::LoadTemplates()
{
// List all files in entities/ and its subdirectories.
THROW_ERR( vfs_dir_enum( "entities/", VFS_DIR_RECURSIVE, "*.xml",
LoadFileThunk, (uintptr_t)this ) );
/*// Load all the templates; this is necessary so that we can apply techs to them
// (otherwise a tech can't affect the template of a unit that doesn't yet exist)
for( TemplateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
{
// Load the no-player version of this template (used by techs for base values)
GetTemplate( it->first, 0 );
for( uint i=0; i<=g_Game->GetNumPlayers(); i++ )
{
// TODO: Load the template just once and clone it to get these player templates
GetTemplate( it->first, g_Game->GetPlayer(i) );
}
}*/
return 0;
}
CEntityTemplate* CEntityTemplateCollection::GetTemplate( const CStrW& name, CPlayer* player )
{
// Find player ID
int id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() );
// Check whether this template has already been loaded
TemplateMap::iterator it = m_templates[id].find( name );
if( it != m_templates[id].end() )
return( it->second );
// Find the filename corresponding to this template
TemplateFilenameMap::iterator filename_it = m_templateFilenames.find( name );
if( filename_it == m_templateFilenames.end() )
return( NULL );
CStr path( filename_it->second );
// Try to load to the entity
CEntityTemplate* newTemplate = new CEntityTemplate( player );
if( !newTemplate->LoadXml( path ) )
{
LOG(ERROR, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Couldn't load template \"%s\"", path.c_str());
delete newTemplate;
return( NULL );
}
LOG(NORMAL, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Loaded template \"%s\"", path.c_str());
m_templates[id][name] = newTemplate;
return newTemplate;
}
void CEntityTemplateCollection::GetEntityTemplateNames( std::vector<CStrW>& names )
{
for( TemplateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
if( ! (it->first.length() > 8 && it->first.Left(8) == L"template"))
names.push_back( it->first );
}
void CEntityTemplateCollection::GetPlayerTemplates( CPlayer* player, std::vector<CEntityTemplate*>& dest )
{
int id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() );
for( TemplateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it )
{
dest.push_back( it->second );
}
}
CEntityTemplateCollection::~CEntityTemplateCollection()
{
for( int id = 0; id < PS_MAX_PLAYERS + 2; id++ )
for( TemplateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it )
delete( it->second );
}