# Updates to the tech system, and bug fixes.
Techs: Made a separate list of technologies for every player, rather than array fields in CTechnology. This also involved changing the tech-related JS functions. Bugs: - PS_MAX_PLAYERS should be 8 (the way it's used for array sizes, etc indicates that it's the maximum possible number of players ever, but it used to be 6 while the game had 8 players). - When you changed a CJSSharedProperty that was inherited, m_Inherited was set to false, so it was no longer inherited by subsequent entities you created. They got initialized to garbage values as a result. This was SVN commit r4138.
This commit is contained in:
parent
1828443b02
commit
845b606763
@ -14,7 +14,7 @@ class CGameAttributes;
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// Default player limit (not counting the Gaia player)
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// This may be overridden by system.cfg ("max_players")
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#define PS_MAX_PLAYERS 6
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#define PS_MAX_PLAYERS 8
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class CGame
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{
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@ -44,7 +44,7 @@ CWorld::CWorld(CGame *pGame):
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void CWorld::Initialize(CGameAttributes *pAttribs)
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{
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// TODO: Find a better way of handling these global things
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ONCE(RegMemFun(CEntityTemplateCollection::GetSingletonPtr(), &CEntityTemplateCollection::loadTemplates, L"LoadTemplates", 15));
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ONCE(RegMemFun(CEntityTemplateCollection::GetSingletonPtr(), &CEntityTemplateCollection::loadTemplates, L"loadTemplates", 15));
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// Load the map, if one was specified
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if (pAttribs->m_MapFile.Length())
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@ -345,12 +345,25 @@ JSBool isFormationLocked( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval
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JSBool getTechnology( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
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{
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REQUIRE_MIN_PARAMS(1, getTechnology);
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REQUIRE_MIN_PARAMS(2, getTechnology);
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CStrW name = ToPrimitive<CStrW>( argv[0] );
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CStrW name;
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CPlayer* player;
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try
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{
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name = g_ScriptingHost.ValueToUCString( argv[0] );
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player = ToNative<CPlayer>( argv[1] );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( cx, "Invalid parameters for getTechnology (expected name and player)" );
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return( JS_TRUE );
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}
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*rval = JSVAL_NULL;
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CTechnology* tech = g_TechnologyCollection.getTechnology( name );
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CTechnology* tech = g_TechnologyCollection.getTechnology( name, player );
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if ( tech )
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*rval = ToJSVal( tech );
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else
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@ -521,7 +521,8 @@ public:
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WatchNotify( cx, PropertyName, vp );
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prop->Set( cx, this, *vp );
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prop->m_Inherited = false;
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if(!prop->m_Intrinsic)
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prop->m_Inherited = false;
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// If it's a C++ property, reflect this change in objects that inherit this.
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if( prop->m_AllowsInheritance && prop->m_Intrinsic )
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@ -40,9 +40,13 @@ CEntity::CEntity( CEntityTemplate* base, CVector3D position, float orientation,
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ent_flags = 0;
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m_position = position;
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m_orientation.X = 0;
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m_orientation.Y = orientation;
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m_orientation.Z = 0;
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m_ahead.x = sin( m_orientation.Y );
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m_ahead.y = cos( m_orientation.Y );
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m_position_previous = m_position;
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m_orientation_previous = m_orientation;
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m_player = 0;
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m_productionQueue = new CProductionQueue( this );
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@ -71,9 +75,6 @@ CEntity::CEntity( CEntityTemplate* base, CVector3D position, float orientation,
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if( m_bounds )
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m_bounds->setPosition( m_position.X, m_position.Z );
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m_position_previous = m_position;
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m_orientation_previous = m_orientation;
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m_graphics_position = m_position;
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m_graphics_orientation = m_orientation;
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m_actor_transform_valid = false;
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@ -107,6 +108,8 @@ CEntity::CEntity( CEntityTemplate* base, CVector3D position, float orientation,
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m_associatedTerritory = 0;
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m_player = g_Game->GetPlayer( 0 );
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debug_printf("traits.health.max = %f\n", m_healthMax);
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}
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CEntity::~CEntity()
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@ -46,6 +46,11 @@ CEntityTemplate::CEntityTemplate( CPlayer* player )
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m_bound_type = CBoundingObject::BOUND_NONE;
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m_bound_circle = NULL;
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m_bound_box = NULL;
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// If these aren't set, we can get an infinite loop in CEntity::interpolate, which is nasty; they
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// should be set in template_entity, but do this in case some entity forgets to inherit from that
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m_anchorConformX = 0;
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m_anchorConformZ = 0;
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}
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CEntityTemplate::~CEntityTemplate()
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@ -6,6 +6,7 @@
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#include "ps/CLogger.h"
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#include "ps/VFSUtil.h"
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#include "ps/Player.h"
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#include "ps/Game.h"
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#define LOG_CATEGORY "entity"
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@ -29,9 +30,24 @@ static void LoadFileThunk( const char* path, const DirEnt* UNUSED(ent), void* co
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int CEntityTemplateCollection::loadTemplates()
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{
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// Load all files in entities/ and its subdirectories.
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// List all files in entities/ and its subdirectories.
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THROW_ERR( vfs_dir_enum( "entities/", VFS_DIR_RECURSIVE, "*.xml",
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LoadFileThunk, this ) );
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/*// Load all the templates; this is necessary so that we can apply techs to them
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// (otherwise a tech can't affect the template of a unit that doesn't yet exist)
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for( TemplateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
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{
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// Load the no-player version of this template (used by techs for base values)
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getTemplate( it->first, 0 );
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for( uint i=0; i<=g_Game->GetNumPlayers(); i++ )
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{
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// TODO: Load the template just once and clone it to get these player templates
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getTemplate( it->first, g_Game->GetPlayer(i) );
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}
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}*/
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return 0;
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}
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@ -41,12 +57,12 @@ CEntityTemplate* CEntityTemplateCollection::getTemplate( CStrW name, CPlayer* pl
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int id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() );
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// Check whether this template has already been loaded
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templateMap::iterator it = m_templates[id].find( name );
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TemplateMap::iterator it = m_templates[id].find( name );
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if( it != m_templates[id].end() )
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return( it->second );
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// Find the filename corresponding to this template
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templateFilenameMap::iterator filename_it = m_templateFilenames.find( name );
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TemplateFilenameMap::iterator filename_it = m_templateFilenames.find( name );
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if( filename_it == m_templateFilenames.end() )
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return( NULL );
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@ -69,14 +85,24 @@ CEntityTemplate* CEntityTemplateCollection::getTemplate( CStrW name, CPlayer* pl
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void CEntityTemplateCollection::getEntityTemplateNames( std::vector<CStrW>& names )
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{
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for( templateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
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for( TemplateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
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if( ! (it->first.Length() > 8 && it->first.Left(8) == L"template"))
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names.push_back( it->first );
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}
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void CEntityTemplateCollection::getPlayerTemplates( CPlayer* player, std::vector<CEntityTemplate*>& dest )
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{
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int id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() );
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for( TemplateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it )
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{
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dest.push_back( it->second );
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}
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}
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CEntityTemplateCollection::~CEntityTemplateCollection()
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{
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for( int id = 0; id < PS_MAX_PLAYERS + 2; id++ )
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for( templateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it )
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for( TemplateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it )
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delete( it->second );
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}
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@ -25,26 +25,32 @@
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#include "ps/Game.h"
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#define g_EntityTemplateCollection CEntityTemplateCollection::GetSingleton()
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#define NULL_PLAYER (PS_MAX_PLAYERS+1)
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class CPlayer;
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class CEntityTemplateCollection : public Singleton<CEntityTemplateCollection>
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{
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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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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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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( 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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@ -27,6 +27,7 @@
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#include "simulation/Entity.h"
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#include "simulation/LOSManager.h"
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#include "simulation/TerritoryManager.h"
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#include "simulation/EntityTemplateCollection.h"
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#include "gui/CGUI.h"
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@ -7,22 +7,21 @@
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#include "scripting/ScriptingHost.h"
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#include "ps/XML/Xeromyces.h"
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#include "ps/XML/XeroXMB.h"
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#include "EntityTemplate.h"
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#include "Entity.h"
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#include "EntityTemplate.h"
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#include "EntityTemplateCollection.h"
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#include "ps/Player.h"
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#define LOG_CATEGORY "Techs"
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STL_HASH_SET<CStr, CStr_hash_compare> CTechnology::m_scriptsLoaded;
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bool CTechnology::m_excluded[PS_MAX_PLAYERS+1];
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CTechnology::CTechnology()
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CTechnology::CTechnology( CPlayer* player ) : m_player(player)
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{
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ONCE( ScriptingInit(); );
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m_researched=false;
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for ( PS_uint i=0; i<PS_MAX_PLAYERS; ++i )
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m_excluded[i] = false;
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m_excluded = false;
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m_JSFirst = false;
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}
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bool CTechnology::loadXML( CStr filename )
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@ -303,7 +302,7 @@ bool CTechnology::isTechValid()
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{
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if ( !m_player )
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return false;
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if ( m_excluded[m_player->GetPlayerID()])
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if ( m_excluded )
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return false;
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if ( hasReqEntities() && hasReqTechs() )
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return true;
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@ -332,7 +331,7 @@ bool CTechnology::hasReqTechs()
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bool ret=true;
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for ( std::vector<CStr>::iterator it=m_ReqTechs.begin(); it != m_ReqTechs.end(); it++ )
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{
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if ( !g_TechnologyCollection.getTechnology( (CStrW)*it )->isResearched() )
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if ( !g_TechnologyCollection.getTechnology( (CStrW)*it, m_player )->isResearched() )
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{
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ret=false;
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break;
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@ -357,7 +356,7 @@ void CTechnology::ScriptingInit()
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AddProperty<float>(L"stone", &CTechnology::m_ReqStone);
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AddProperty<float>(L"ore", &CTechnology::m_ReqOre);
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AddMethod<jsval, &CTechnology::ApplyEffects>( "applyEffects", 1 );
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AddMethod<jsval, &CTechnology::ApplyEffects>( "applyEffects", 2 );
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AddMethod<jsval, &CTechnology::IsExcluded>( "isExcluded", 0 );
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AddMethod<jsval, &CTechnology::IsValid>( "isValid", 0 );
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AddMethod<jsval, &CTechnology::IsResearched>( "isResearched", 0 );
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@ -371,47 +370,30 @@ void CTechnology::ScriptingInit()
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jsval CTechnology::ApplyEffects( JSContext* cx, uintN argc, jsval* argv )
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{
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if ( argc < 3 )
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if ( argc < 2 )
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{
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JS_ReportError(cx, "too few parameters for CTechnology::ApplyEffects.");
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return JS_FALSE;
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}
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m_player = g_Game->GetPlayer( ToPrimitive<PS_uint>( argv[0] ) );
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if( !m_player )
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{
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JS_ReportError(cx, "invalid player number for CTechnology::ApplyEffects.");
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return JS_FALSE;
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}
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if ( !isTechValid() )
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return JS_FALSE;
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bool first = ToPrimitive<bool>( argv[1] );
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bool invert = ToPrimitive<bool>( argv[2] );
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//Optional type overriding if some in some special case the script wants to modify non-floats
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CStr varType("float");
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if ( argc == 4 )
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varType = ToPrimitive<CStr>( argv[3] );
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bool first = ToPrimitive<bool>( argv[0] );
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bool invert = ToPrimitive<bool>( argv[1] );
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if ( first )
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{
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m_effectFunction.Run( this->GetScript() );
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}
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//Disable other templates
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// Disable any paired techs
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for ( std::vector<CStr>::iterator it=m_Pairs.begin(); it != m_Pairs.end(); it++ )
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g_TechnologyCollection.getTechnology(*it)->setExclusion(m_player->GetPlayerID(), true);
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setExclusion(m_player->GetPlayerID(), true);
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g_TechnologyCollection.getTechnology(*it, m_player)->setExclusion(true);
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setExclusion(true);
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// Get the entities that should be affected
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std::vector<HEntity>* entities = m_player->GetControlledEntities();
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if ( entities->empty() )
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{
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delete entities;
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return JS_FALSE;
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}
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std::vector<HEntity> entitiesAffected;
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//Find which entities should be affected
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for ( size_t i=0; i<entities->size(); ++i )
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{
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for ( std::vector<CStr>::iterator it = m_Targets.begin(); it != m_Targets.end(); it++ )
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@ -423,15 +405,17 @@ jsval CTechnology::ApplyEffects( JSContext* cx, uintN argc, jsval* argv )
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}
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}
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}
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delete entities;
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std::vector<HEntity>::iterator HEit = entitiesAffected.begin();
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for ( ; HEit != entitiesAffected.end(); HEit++ )
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std::vector<HEntity>::iterator entIt;
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for ( std::vector<Modifier>::iterator mod=m_Modifiers.begin(); mod!=m_Modifiers.end(); mod++ )
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{
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for ( std::vector<Modifier>::iterator mod=m_Modifiers.begin(); mod!=m_Modifiers.end(); mod++ )
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{
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CEntity* ent = *HEit;
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float modValue = (invert ? -mod->value : mod->value);
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float modValue = (invert ? -mod->value : mod->value);
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for ( entIt = entitiesAffected.begin(); entIt != entitiesAffected.end(); entIt++ )
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{
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CEntity* ent = *entIt;
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jsval oldVal;
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if( ent->GetProperty( g_ScriptingHost.getContext(), mod->attribute, &oldVal ) )
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{
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@ -443,11 +427,11 @@ jsval CTechnology::ApplyEffects( JSContext* cx, uintN argc, jsval* argv )
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if( !invert ) // can't invert Set effects, so just ignore them if invert is true
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{
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for ( HEit = entitiesAffected.begin(); HEit != entitiesAffected.end(); HEit++ )
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for ( std::vector<Modifier>::iterator mod=m_Sets.begin(); mod!=m_Sets.end(); mod++ )
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{
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for ( std::vector<Modifier>::iterator mod=m_Sets.begin(); mod!=m_Sets.end(); mod++ )
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for ( entIt = entitiesAffected.begin(); entIt != entitiesAffected.end(); entIt++ )
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{
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CEntity* ent = *HEit;
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CEntity* ent = *entIt;
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jsval newVal = ToJSVal( mod->value );
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ent->SetProperty( g_ScriptingHost.GetContext(), mod->attribute, &newVal );
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}
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@ -458,7 +442,6 @@ jsval CTechnology::ApplyEffects( JSContext* cx, uintN argc, jsval* argv )
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{
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m_effectFunction.Run( this->GetScript() );
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}
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delete entities;
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return JS_TRUE;
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}
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@ -471,7 +454,7 @@ jsval CTechnology::IsValid( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UN
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jsval CTechnology::IsExcluded( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
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{
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if ( m_excluded[m_player->GetPlayerID()] )
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if ( m_excluded )
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return JS_TRUE;
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return JS_FALSE;
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}
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@ -26,7 +26,7 @@ class CTechnology : public CJSObject<CTechnology>
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static STL_HASH_SET<CStr, CStr_hash_compare> m_scriptsLoaded;
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public:
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CTechnology();
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CTechnology(CPlayer* player);
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~CTechnology() {}
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//JS functions
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@ -41,8 +41,7 @@ public:
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bool isTechValid();
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inline bool isResearched() { return m_researched; }
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void setPlayer( CPlayer* player ) { m_player=player; }
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void setExclusion( PS_uint player, bool exclude ) { m_excluded[player]=exclude; }
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void setExclusion( bool exclude ) { m_excluded=exclude; }
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bool loadXML( CStr filename );
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bool loadELID( XMBElement ID, CXeromyces& XeroFile );
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@ -76,7 +75,7 @@ private:
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bool m_JSFirst; //Should JS effect function run before C++
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static bool m_excluded[PS_MAX_PLAYERS+1]; //Gaia is not counted in max_players
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bool m_excluded;
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bool m_researched;
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bool hasReqEntities();
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||||
|
@ -3,6 +3,7 @@
|
||||
#include "TechnologyCollection.h"
|
||||
#include "ps/CLogger.h"
|
||||
#include "ps/VFSUtil.h"
|
||||
#include "ps/Player.h"
|
||||
|
||||
#define LOG_CATEGORY "tech"
|
||||
|
||||
@ -10,7 +11,7 @@ void CTechnologyCollection::LoadFile( const char* path )
|
||||
{
|
||||
//Make tech file reading
|
||||
CStrW tag = CStr(path).AfterLast("/").BeforeLast(".xml");
|
||||
m_templateFilenames[tag] = path;
|
||||
m_techFilenames[tag] = path;
|
||||
}
|
||||
|
||||
static void LoadTechThunk( const char* path, const DirEnt* UNUSED(ent), void* context )
|
||||
@ -27,45 +28,43 @@ int CTechnologyCollection::loadTechnologies()
|
||||
return 0;
|
||||
}
|
||||
|
||||
CTechnology* CTechnologyCollection::getTechnology( CStrW name )
|
||||
CTechnology* CTechnologyCollection::getTechnology( 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.
|
||||
templateMap::iterator it = m_templates.find( name );
|
||||
if( it != m_templates.end() )
|
||||
TechMap::iterator it = m_techs[id].find( name );
|
||||
if( it != m_techs[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() )
|
||||
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();
|
||||
CTechnology* newTemplate = new CTechnology( player );
|
||||
if( !newTemplate->loadXML( path ) )
|
||||
{
|
||||
LOG(ERROR, LOG_CATEGORY, "CTechnologyCollection::getTechnology(): Couldn't load template \"%s\"", path.c_str());
|
||||
LOG(ERROR, LOG_CATEGORY, "CTechnologyCollection::getTechnology(): Couldn't load tech \"%s\"", path.c_str());
|
||||
delete newTemplate;
|
||||
return( NULL );
|
||||
|
||||
}
|
||||
m_templates[name] = newTemplate;
|
||||
m_techs[id][name] = newTemplate;
|
||||
|
||||
LOG(NORMAL, LOG_CATEGORY, "CTechnologyCollection::getTechnology(): Loaded template \"%s\"", path.c_str());
|
||||
LOG(NORMAL, LOG_CATEGORY, "CTechnologyCollection::getTechnology(): Loaded tech \"%s\"", path.c_str());
|
||||
return newTemplate;
|
||||
}
|
||||
|
||||
void CTechnologyCollection::getTechnologyNames( 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 );
|
||||
}
|
||||
|
||||
CTechnologyCollection::~CTechnologyCollection()
|
||||
{
|
||||
for( templateMap::iterator it = m_templates.begin(); it != m_templates.end(); ++it )
|
||||
delete( it->second );
|
||||
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 );
|
||||
}
|
||||
|
@ -15,20 +15,16 @@
|
||||
|
||||
class CTechnologyCollection : public Singleton<CTechnologyCollection>
|
||||
{
|
||||
|
||||
typedef std::map<CStrW, CTechnology*> templateMap;
|
||||
typedef std::map<CStrW, CStr> templateFilenameMap;
|
||||
templateMap m_templates;
|
||||
templateFilenameMap m_templateFilenames;
|
||||
typedef std::map<CStrW, CTechnology*> TechMap;
|
||||
typedef std::map<CStrW, CStr> TechFilenameMap;
|
||||
|
||||
TechMap m_techs[PS_MAX_PLAYERS+1];
|
||||
TechFilenameMap m_techFilenames;
|
||||
public:
|
||||
~CTechnologyCollection();
|
||||
CTechnology* getTechnology( CStrW techType );
|
||||
CTechnology* getTechnology( CStrW techType, CPlayer* player );
|
||||
int loadTechnologies();
|
||||
void LoadFile( const char* path );
|
||||
|
||||
// Create a list of the names of all base techs, excluding template_*,
|
||||
// for display in ScEd's entity-selection box.
|
||||
void getTechnologyNames( std::vector<CStrW>& names );
|
||||
};
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user