#include "precompiled.h" #include "EntityTemplateCollection.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 CEntityTemplateCollection::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 ) { CEntityTemplateCollection* this_ = (CEntityTemplateCollection*)context; this_->LoadFile(path); } int CEntityTemplateCollection::loadTemplates() { // Load all files in entities/ and its subdirectories. THROW_ERR( vfs_dir_enum( "entities/", VFS_DIR_RECURSIVE, "*.xml", LoadFileThunk, this ) ); return 0; } CEntityTemplate* CEntityTemplateCollection::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 CEntityTemplate* newTemplate = new CEntityTemplate( player ); if( !newTemplate->loadXML( path ) ) { LOG(ERROR, LOG_CATEGORY, "CEntityTemplateCollection::loadTemplates(): Couldn't load template \"%s\"", path.c_str()); delete newTemplate; return( NULL ); } LOG(NORMAL, LOG_CATEGORY, "CEntityTemplateCollection::loadTemplates(): Loaded template \"%s\"", path.c_str()); m_templates[id][name] = newTemplate; return newTemplate; } void CEntityTemplateCollection::getEntityTemplateNames( std::vector& 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 ); } 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 ); }