0ad/source/simulation/TechnologyCollection.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +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(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 );
const size_t 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(CLogger::Error, LOG_CATEGORY, "CTechnologyCollection::GetTechnology(): Couldn't load tech \"%s\"", path.c_str());
delete newTemplate;
return( NULL );
}
m_techs[id][name] = newTemplate;
LOG(CLogger::Normal, LOG_CATEGORY, "CTechnologyCollection::GetTechnology(): Loaded tech \"%s\"", path.c_str());
return newTemplate;
}
CTechnologyCollection::~CTechnologyCollection()
{
for( size_t 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 );
}