0ad/source/simulation/BaseEntityCollection.cpp
Ykkrosh 22dd4dd67b Entities: Removed Tag attribute; it is taken from the filename instead. Made entity XML files be loaded on demand. Probably stopped crash when maps contain non-existent entities. Fixed a few bugs in entity definitions.
Maps: Stored non-entity objects in XML instead of PMP, for easier manual
editing. Updated existing maps to newest format, so that they can still
work. Added undocumented _rewriteMaps() JS function. Also renamed _mem
to vmem, and reclassified its undocumentedness as unintentional, since
it's reasonably useful.
Loader: added NonprogressiveLoad function, for ScEd/_rewriteMaps/etc
which don't care about progressiveness.
main.cpp: re-enabled vfs_display, since it doesn't crash now
Vector3D: stopped warning

This was SVN commit r2078.
2005-03-29 20:50:04 +00:00

95 lines
2.8 KiB
C++
Executable File

#include "precompiled.h"
#include "BaseEntityCollection.h"
#include "ObjectManager.h"
#include "Model.h"
#include "CLogger.h"
#include "VFSUtil.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 vfsDirEnt* ent, void* context )
{
CBaseEntityCollection* this_ = (CBaseEntityCollection*)context;
this_->LoadFile(path);
}
void CBaseEntityCollection::loadTemplates()
{
// Load all files in entities/ and its subdirectories.
THROW_ERR( VFSUtil::EnumDirEnts( "entities/", "*.xml", true, LoadFileThunk, this ) );
}
CBaseEntity* CBaseEntityCollection::getTemplate( CStrW name )
{
// Check whether this template has already been loaded
templateMap::iterator it = m_templates.find( name );
if( it != m_templates.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();
if( !newTemplate->loadXML( path ) )
{
LOG(ERROR, LOG_CATEGORY, "CBaseEntityCollection::loadTemplates(): Couldn't load template \"%s\"", path.c_str());
return( NULL );
}
LOG(NORMAL, LOG_CATEGORY, "CBaseEntityCollection::loadTemplates(): Loaded template \"%s\"", path.c_str());
m_templates[name] = newTemplate;
// Load the entity's parent, if it has one
if( newTemplate->m_Base_Name.Length() )
{
CBaseEntity* base = getTemplate( newTemplate->m_Base_Name );
if( base )
newTemplate->m_base = base;
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::getTemplateNames( std::vector<CStrW>& names )
{
for( templateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
names.push_back( it->first );
}
#ifdef SCED
// TODO: Fix ScEd, so that it works
CBaseEntity* CBaseEntityCollection::getTemplateByID( int n )
{
return m_templates[n];
}
#endif
CBaseEntityCollection::~CBaseEntityCollection()
{
for( templateMap::iterator it = m_templates.begin(); it != m_templates.end(); ++it )
delete( it->second );
}