1
0
forked from 0ad/0ad
0ad/source/simulation/BaseEntityCollection.cpp
2004-06-03 13:27:01 +00:00

62 lines
1.5 KiB
C++
Executable File

// Last modified: May 15 2004, Mark Thompson (mark@wildfiregames.com)
#include "BaseEntityCollection.h"
#include "ObjectManager.h"
#include "Model.h"
#include "CLogger.h"
void CBaseEntityCollection::loadTemplates()
{
Handle handle;
vfsDirEnt dent;
CStr pathname = "entities/templates/";
handle=vfs_open_dir(pathname.c_str());
if (handle > 0)
{
while (vfs_next_dirent(handle, &dent, ".xml") == 0)
{
CBaseEntity newTemplate;
if( newTemplate.loadXML( pathname + dent.name ) )
{
addTemplate( newTemplate );
LOG(NORMAL, "CBaseEntityCollection::loadTemplates(): Loaded template \"%s%s\"", pathname.c_str(), dent.name);
}
else
LOG(ERROR, "CBaseEntityCollection::loadTemplates(): Couldn't load template \"%s%s\"", pathname.c_str(), dent.name);
}
vfs_close_dir(handle);
}
else
{
LOG(ERROR, "CBaseEntityCollection::loadTemplates(): Failed to enumerate entity template directory\n");
return;
}
// He's so annoyingly slow...
CBaseEntity* dude = getTemplate( "Prometheus Dude" );
dude->m_speed *= 10.0f;
}
void CBaseEntityCollection::addTemplate( CBaseEntity& temp )
{
m_templates.push_back( temp );
}
CBaseEntity* CBaseEntityCollection::getTemplate( CStr name )
{
for( u16 t = 0; t < m_templates.size(); t++ )
if( m_templates[t].m_name == name ) return( &( m_templates[t] ) );
return( NULL );
}
CBaseEntity* CBaseEntityCollection::getTemplateByActor( CObjectEntry* actor )
{
for( u16 t = 0; t < m_templates.size(); t++ )
if( m_templates[t].m_actorObject == actor ) return( &( m_templates[t] ) );
return( NULL );
}