janwas
c817566222
replaced all (*) CStr / CStrW by-value params with const reference. hoo boy. please always perform this optimization (actually standard idiom) when writing the code - it takes little work, tells the next guy that the string won't be modified, and makes a large performance difference. (* where possible.. a few require other changes and will follow later) This was SVN commit r4151.
57 lines
1.9 KiB
C++
57 lines
1.9 KiB
C++
// EntityTemplateCollection.h
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//
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// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
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//
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// Keeps tabs on the various types of entity that roam the world.
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//
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// General note: Template, Base Entity, and Entity Class are used more-or-less interchangably.
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//
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// Usage: g_EntityTemplateCollection.loadTemplates(): loads all templates
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// g_EntityTemplateCollection.getTemplate(name): get a template by name
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//
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// EntityTemplateCollection will look at all subdirectiroes of entities/, but each template's
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// name will only be its filename; thus, no two templates should have the same filename,
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// but subdirectories can be created in entities/ to organize the files nicely.
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#ifndef ENTITY_TEMPLATE_COLLECTION_INCLUDED
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#define ENTITY_TEMPLATE_COLLECTION_INCLUDED
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#include <vector>
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#include <map>
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#include "ps/CStr.h"
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#include "ps/Singleton.h"
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#include "graphics/ObjectEntry.h"
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#include "EntityTemplate.h"
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#include "ps/Game.h"
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#define g_EntityTemplateCollection CEntityTemplateCollection::GetSingleton()
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class CPlayer;
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class CEntityTemplateCollection : public Singleton<CEntityTemplateCollection>
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{
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static const uint NULL_PLAYER = (PS_MAX_PLAYERS+1);
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typedef STL_HASH_MAP<CStrW, CEntityTemplate*, CStrW_hash_compare> TemplateMap;
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typedef STL_HASH_MAP<CStrW, CStr, CStrW_hash_compare> TemplateFilenameMap;
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TemplateMap m_templates[PS_MAX_PLAYERS + 2];
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TemplateFilenameMap m_templateFilenames;
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public:
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~CEntityTemplateCollection();
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CEntityTemplate* getTemplate( const CStrW& entityType, CPlayer* player = 0 );
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// Load list of template filenames
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int loadTemplates();
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void LoadFile( const char* path );
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// Create a list of the names of all base entities, excluding template_*,
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// for display in ScEd's entity-selection box.
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void getEntityTemplateNames( std::vector<CStrW>& names );
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// Get all the templates owned by a specific player, which is useful for techs
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void getPlayerTemplates( CPlayer* player, std::vector<CEntityTemplate*>& dest );
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};
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#endif
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