#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), void* context ) { CEntityTemplateCollection* this_ = (CEntityTemplateCollection*)context; 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, 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& 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& 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 ); }