75 lines
2.7 KiB
C++
75 lines
2.7 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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// EntityTemplateCollection.h
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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 INCLUDED_ENTITYTEMPLATECOLLECTION
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#define INCLUDED_ENTITYTEMPLATECOLLECTION
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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 "ps/Game.h"
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#include "ps/Filesystem.h"
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#define g_EntityTemplateCollection CEntityTemplateCollection::GetSingleton()
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class CPlayer;
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class CEntityTemplate;
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class CEntityTemplateCollection : public Singleton<CEntityTemplateCollection>
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{
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// TODO: PS_MAX_PLAYERS doesn't seem to be an upper limit -
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// "This may be overridden by system.cfg ("max_players")"
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// - so we shouldn't use it here
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static const size_t 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 VfsPath& 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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