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0ad/source/simulation/BaseEntityCollection.h

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C++

// BaseEntityCollection.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// Keeps tabs on the various types of entity that roam the world.
//
// General note: Template, Base Entity, and Entity Class are used more-or-less interchangably.
//
// Usage: g_EntityTemplateCollection.loadTemplates(): initializes the lists from entities/templates
// After that, you can:
// Find an entity class by the actor it uses: g_EntityTemplateCollection.getTemplateByActor()
// Note that this is included solely for loading ScnEd 4,5 and 6 format map files. Don't rely on this
// working all the time.
// Find an entity class by its name: g_EntityTemplateCollection.getTemplate()
// g_EntityManager will also use this class to lookup entity templates when you instantiate an entity with
// a class name string.
#ifndef BASEENT_COLLECTION_INCLUDED
#define BASEENT_COLLECTION_INCLUDED
#include <vector>
#include <map>
#include "ps/CStr.h"
#include "ps/Singleton.h"
#include "graphics/ObjectEntry.h"
#include "BaseEntity.h"
#include "ps/Game.h"
#define g_EntityTemplateCollection CBaseEntityCollection::GetSingleton()
#define NULL_PLAYER (PS_MAX_PLAYERS+1)
class CPlayer;
class CBaseEntityCollection : public Singleton<CBaseEntityCollection>
{
typedef STL_HASH_MAP<CStrW, CBaseEntity*, CStrW_hash_compare> templateMap;
typedef STL_HASH_MAP<CStrW, CStr, CStrW_hash_compare> templateFilenameMap;
templateMap m_templates[PS_MAX_PLAYERS + 2];
templateFilenameMap m_templateFilenames;
public:
~CBaseEntityCollection();
CBaseEntity* getTemplate( CStrW entityType, CPlayer* player = 0 );
int loadTemplates();
void LoadFile( const char* path );
// Create a list of the names of all base entities, excluding template_*,
// for display in ScEd's entity-selection box.
void getBaseEntityNames( std::vector<CStrW>& names );
};
#endif