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forked from 0ad/0ad
0ad/source/simulation/EntityTemplateCollection.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

110 lines
3.5 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/Player.h"
#include "ps/Game.h"
#define LOG_CATEGORY "entity"
#include <boost/filesystem.hpp>
void CEntityTemplateCollection::LoadFile( const VfsPath& pathname )
{
// 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.
const CStrW basename(fs::basename(pathname));
m_templateFilenames[basename] = pathname.string();
}
static LibError LoadFileThunk( const VfsPath& path, const FileInfo& UNUSED(fileInfo), uintptr_t cbData )
{
CEntityTemplateCollection* this_ = (CEntityTemplateCollection*)cbData;
this_->LoadFile(path);
return INFO::CB_CONTINUE;
}
int CEntityTemplateCollection::LoadTemplates()
{
// List all files in entities/ and its subdirectories.
THROW_ERR( fs_ForEachFile(g_VFS, "entities/", LoadFileThunk, (uintptr_t)this, "*.xml", DIR_RECURSIVE));
/*// 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( size_t 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
size_t 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(CLogger::Error, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Couldn't load template \"%s\"", path.c_str());
delete newTemplate;
return( NULL );
}
LOG(CLogger::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 )
{
size_t 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 );
}