1
0
forked from 0ad/0ad
0ad/source/simulation/TechnologyCollection.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

71 lines
2.0 KiB
C++

#include "precompiled.h"
#include "TechnologyCollection.h"
#include "ps/CLogger.h"
#include "ps/VFSUtil.h"
#include "ps/Player.h"
#define LOG_CATEGORY "tech"
void CTechnologyCollection::LoadFile( const char* path )
{
//Make tech file reading
CStrW tag = CStr(path).AfterLast("/").BeforeLast(".xml");
m_techFilenames[tag] = path;
}
static void LoadTechThunk( const char* path, const DirEnt* UNUSED(ent), uintptr_t cbData )
{
CTechnologyCollection* this_ = (CTechnologyCollection*)cbData;
this_->LoadFile(path);
}
int CTechnologyCollection::LoadTechnologies()
{
// Load all files in techs/ and subdirectories.
THROW_ERR( vfs_dir_enum( "technologies/", VFS_DIR_RECURSIVE, "*.xml",
LoadTechThunk, (uintptr_t)this ) );
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 );
}