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forked from 0ad/0ad
0ad/source/simulation/BaseEntityCollection.cpp
pyrolink e4c40841b2 #Configurable game speed, techs, elevation attack bonus
-techs are not operational yet
-set the game speed with setSimRate() in the console or in the config
file under hotkey.speed.increase or hotkey.speed.decrease
-made a few other small fixes

This was SVN commit r3950.
2006-06-06 06:31:17 +00:00

100 lines
3.1 KiB
C++

#include "precompiled.h"
#include "BaseEntityCollection.h"
#include "graphics/ObjectManager.h"
#include "graphics/Model.h"
#include "ps/CLogger.h"
#include "ps/VFSUtil.h"
#include "ps/Player.h"
#define LOG_CATEGORY "entity"
void CBaseEntityCollection::LoadFile( const char* path )
{
// 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.
// Extract the filename out of the path+name+extension.
// Equivalent to /.*\/(.*)\.xml/, but not as pretty.
CStrW tag = CStr(path).AfterLast("/").BeforeLast(".xml");
m_templateFilenames[tag] = path;
}
static void LoadFileThunk( const char* path, const DirEnt* UNUSED(ent), void* context )
{
CBaseEntityCollection* this_ = (CBaseEntityCollection*)context;
this_->LoadFile(path);
}
int CBaseEntityCollection::loadTemplates()
{
// Load all files in entities/ and its subdirectories.
THROW_ERR( vfs_dir_enum( "entities/", VFS_DIR_RECURSIVE, "*.xml",
LoadFileThunk, this ) );
return 0;
}
CBaseEntity* CBaseEntityCollection::getTemplate( CStrW name, CPlayer* player )
{
// Find player ID
int 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
CBaseEntity* newTemplate = new CBaseEntity( player );
if( !newTemplate->loadXML( path ) )
{
LOG(ERROR, LOG_CATEGORY, "CBaseEntityCollection::loadTemplates(): Couldn't load template \"%s\"", path.c_str());
delete newTemplate;
return( NULL );
}
LOG(NORMAL, LOG_CATEGORY, "CBaseEntityCollection::loadTemplates(): Loaded template \"%s\"", path.c_str());
m_templates[id][name] = newTemplate;
// Load the entity's parent, if it has one
if( newTemplate->m_Base_Name.Length() )
{
CBaseEntity* base = getTemplate( newTemplate->m_Base_Name, player );
if( base )
{
newTemplate->m_base = base;
newTemplate->loadBase();
}
else
{
LOG( WARNING, LOG_CATEGORY, "Parent template \"%ls\" does not exist in template \"%ls\"", newTemplate->m_Base_Name.c_str(), newTemplate->m_Tag.c_str() );
// (The requested entity will still be returned, but with no parent.
// Is this a reasonable thing to do?)
}
}
return newTemplate;
}
void CBaseEntityCollection::getBaseEntityNames( 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 );
}
CBaseEntityCollection::~CBaseEntityCollection()
{
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 );
}