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forked from 0ad/0ad
0ad/source/simulation/EntityTemplateCollection.cpp
janwas 8a52113e60 huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for
wchar_t*

This was SVN commit r7161.
2009-11-03 21:46:35 +00:00

127 lines
4.3 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#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 L"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;
}
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_util::ForEachFile(g_VFS, L"entities/", LoadFileThunk, (uintptr_t)this, L"*.xml", fs_util::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 );
VfsPath path( filename_it->second );
// Try to load to the entity
CEntityTemplate* newTemplate = new CEntityTemplate( player );
if( !newTemplate->LoadXml( path ) )
{
LOG(CLogger::Error, LOG_CATEGORY, L"CEntityTemplateCollection::GetTemplate(): Couldn't load template \"%ls\"", path.string().c_str());
delete newTemplate;
return( NULL );
}
LOG(CLogger::Normal, LOG_CATEGORY, L"CEntityTemplateCollection::GetTemplate(): Loaded template \"%ls\"", path.string().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 );
}