forked from 0ad/0ad
Itms
f7e591c9f2
To achieve this, mirage entities are created per player, to replace the
real entities when these ones fall into the fog-of-war. These mirage
entities are created on-the-fly, and destroyed when they get back in
sight.
This depends heavily on the VisibilityChanged message added in
2174eaaeee
.
As a temporary adjustment, territories do not explore the map anymore
when their borders change. See #2709.
Fixes #599
This was SVN commit r15612.
115 lines
4.0 KiB
C++
115 lines
4.0 KiB
C++
/* Copyright (C) 2014 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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#ifndef INCLUDED_TEMPLATELOADER
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#define INCLUDED_TEMPLATELOADER
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#include "simulation2/system/ParamNode.h"
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#include "scriptinterface/ScriptInterface.h"
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enum ETemplatesType
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{
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ALL_TEMPLATES,
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ACTOR_TEMPLATES,
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SIMULATION_TEMPLATES
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};
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/**
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* Template loader: Handles the loading of entity template files for:
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* - the initialisation and deserialization of entity components in the
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* simulation (CmpTemplateManager).
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* - access to actor templates, obstruction data, etc. in RMS/RMGEN
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*
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* Template names are intentionally restricted to ASCII strings for storage/serialization
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* efficiency (we have a lot of strings so this is significant);
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* they correspond to filenames so they shouldn't contain non-ASCII anyway.
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*/
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class CTemplateLoader
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{
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public:
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CTemplateLoader()
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{
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}
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/**
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* Provides the file data for requested template.
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*/
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const CParamNode &GetTemplateFileData(const std::string& templateName);
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/**
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* Returns a list of strings that could be validly passed as @c templateName to LoadTemplateFile.
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* (This includes "actor|foo" etc names).
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*/
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std::vector<std::string> FindTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType);
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std::vector<std::string> FindPlaceableTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType, ScriptInterface& scriptInterface);
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private:
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/**
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* (Re)loads the given template, regardless of whether it exists already,
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* and saves into m_TemplateFileData. Also loads any parents that are not yet
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* loaded. Returns false on error.
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* @param templateName XML filename to load (not a |-separated string)
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*/
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bool LoadTemplateFile(const std::string& templateName, int depth);
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/**
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* Constructs a standard static-decorative-object template for the given actor
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*/
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void ConstructTemplateActor(const std::string& actorName, CParamNode& out);
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/**
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* Copy the non-interactive components of an entity template (position, actor, etc) into
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* a new entity template
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*/
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void CopyPreviewSubset(CParamNode& out, const CParamNode& in, bool corpse);
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/**
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* Copy the components of an entity template necessary for a fogged "mirage"
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* entity (position, actor) into a new entity template
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*/
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void CopyMirageSubset(CParamNode& out, const CParamNode& in);
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/**
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* Copy the components of an entity template necessary for a construction foundation
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* (position, actor, armour, health, etc) into a new entity template
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*/
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void CopyFoundationSubset(CParamNode& out, const CParamNode& in);
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/**
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* Copy the components of an entity template necessary for a non-foundation construction entity
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* into a new entity template
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*/
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void CopyConstructionSubset(CParamNode& out, const CParamNode& in);
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/**
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* Copy the components of an entity template necessary for a gatherable resource
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* into a new entity template
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*/
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void CopyResourceSubset(CParamNode& out, const CParamNode& in);
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/**
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* Map from template name (XML filename or special |-separated string) to the most recently
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* loaded non-broken template data. This includes files that will fail schema validation.
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* (Failed loads won't remove existing entries under the same name, so we behave more nicely
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* when hotloading broken files)
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*/
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std::map<std::string, CParamNode> m_TemplateFileData;
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};
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#endif // INCLUDED_TEMPLATELOADER
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