0ad/source/simulation/EntityTemplateCollection.h
Ykkrosh 35e91718c5 # Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.

This was SVN commit r4261.
2006-08-28 17:36:42 +00:00

59 lines
2.0 KiB
C++

// EntityTemplateCollection.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// Keeps tabs on the various types of entity that roam the world.
//
// General note: Template, Base Entity, and Entity Class are used more-or-less interchangably.
//
// Usage: g_EntityTemplateCollection.loadTemplates(): loads all templates
// g_EntityTemplateCollection.getTemplate(name): get a template by name
//
// EntityTemplateCollection will look at all subdirectiroes of entities/, but each template's
// name will only be its filename; thus, no two templates should have the same filename,
// but subdirectories can be created in entities/ to organize the files nicely.
#ifndef ENTITY_TEMPLATE_COLLECTION_INCLUDED
#define ENTITY_TEMPLATE_COLLECTION_INCLUDED
#include <vector>
#include <map>
#include "ps/CStr.h"
#include "ps/Singleton.h"
#include "ps/Game.h"
#define g_EntityTemplateCollection CEntityTemplateCollection::GetSingleton()
class CPlayer;
class CEntityTemplate;
class CEntityTemplateCollection : public Singleton<CEntityTemplateCollection>
{
// TODO: PS_MAX_PLAYERS doesn't seem to be an upper limit -
// "This may be overridden by system.cfg ("max_players")"
// - so we shouldn't use it here
static const uint NULL_PLAYER = (PS_MAX_PLAYERS+1);
typedef STL_HASH_MAP<CStrW, CEntityTemplate*, CStrW_hash_compare> TemplateMap;
typedef STL_HASH_MAP<CStrW, CStr, CStrW_hash_compare> TemplateFilenameMap;
TemplateMap m_templates[PS_MAX_PLAYERS + 2];
TemplateFilenameMap m_templateFilenames;
public:
~CEntityTemplateCollection();
CEntityTemplate* getTemplate( const CStrW& entityType, CPlayer* player = 0 );
// Load list of template filenames
int loadTemplates();
void LoadFile( const char* path );
// Create a list of the names of all base entities, excluding template_*,
// for display in ScEd's entity-selection box.
void getEntityTemplateNames( std::vector<CStrW>& names );
// Get all the templates owned by a specific player, which is useful for techs
void getPlayerTemplates( CPlayer* player, std::vector<CEntityTemplate*>& dest );
};
#endif