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forked from 0ad/0ad
0ad/source/simulation/EntityTemplateCollection.cpp
janwas 8667ea74c8 fixes and improvements
- directoryPosix: replace most methods with boost filesystem (but not
all: the latter cannot efficiently enumerate files AND query their
size/mtime)
- AllocatorChecker: better name for member functions
- file: move the File class here
- trace: bugfix
- io: move UnalignedWriter to write_buffer.cpp (basically the same
thing)
- vfs: remove unnecessary "vfs" warts from variable names
- vfs_tree: VfsFile now stores single Name/Size/MTime fields instead of
the FileInfo record (less clunky)
- vfs_path: use boost filesystem's version of the basename/extension
functions
- lf_alloc: remove (no longer necessary, won't be finished - not worth
the trouble)
- path_util: remove path_foreach_component (replaced by better path
traversal logic) and PathPackage (obsoleted by fs::path)

! resource loading code now receives VfsPath as its filename. there is
also OsPath (native absolute path) and Path (relative to binaries/data)

- tex is now independent of file loading code; it just en/decodes
in-memory buffers
- wdll_ver: clean up, use smart pointer to simplify bailout code
- wsdl: remove nonexistent failure path from calc_gamma (cruised by here
because SDL_SetGamme is failing once after a cold boot at work)
- wsnd: simplify OpenAL DLL search, use boost::filesystem
- wutil: Wow64 redirection is now packaged in a (RAII) class

This was SVN commit r5525.
2007-12-22 18:15:52 +00:00

110 lines
3.5 KiB
C++

#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 "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((const fs::path&)pathname));
m_templateFilenames[basename] = pathname.string();
}
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_ForEachFile(g_VFS, "entities/", LoadFileThunk, (uintptr_t)this, "*.xml", 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( uint 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
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
CEntityTemplate* newTemplate = new CEntityTemplate( player );
if( !newTemplate->LoadXml( path ) )
{
LOG(ERROR, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Couldn't load template \"%s\"", path.c_str());
delete newTemplate;
return( NULL );
}
LOG(NORMAL, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Loaded template \"%s\"", path.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 )
{
int 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 );
}