forked from 0ad/0ad
53 lines
1.8 KiB
C++
53 lines
1.8 KiB
C++
// BaseEntityCollection.h
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//
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// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
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//
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// Keeps tabs on the various types of entity that roam the world.
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//
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// General note: Template, Base Entity, and Entity Class are used more-or-less interchangably.
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//
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// Usage: g_EntityTemplateCollection.loadTemplates(): initializes the lists from entities/templates
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// After that, you can:
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// Find an entity class by the actor it uses: g_EntityTemplateCollection.getTemplateByActor()
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// Note that this is included solely for loading ScnEd 4,5 and 6 format map files. Don't rely on this
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// working all the time.
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// Find an entity class by its name: g_EntityTemplateCollection.getTemplate()
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// g_EntityManager will also use this class to lookup entity templates when you instantiate an entity with
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// a class name string.
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#ifndef BASEENT_COLLECTION_INCLUDED
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#define BASEENT_COLLECTION_INCLUDED
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#include <vector>
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#include <map>
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#include "ps/CStr.h"
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#include "ps/Singleton.h"
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#include "graphics/ObjectEntry.h"
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#include "BaseEntity.h"
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#include "ps/Game.h"
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#define g_EntityTemplateCollection CBaseEntityCollection::GetSingleton()
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#define NULL_PLAYER (PS_MAX_PLAYERS+1)
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class CPlayer;
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class CBaseEntityCollection : public Singleton<CBaseEntityCollection>
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{
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typedef STL_HASH_MAP<CStrW, CBaseEntity*, CStrW_hash_compare> templateMap;
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typedef STL_HASH_MAP<CStrW, CStr, CStrW_hash_compare> templateFilenameMap;
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templateMap m_templates[PS_MAX_PLAYERS + 2];
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templateFilenameMap m_templateFilenames;
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public:
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~CBaseEntityCollection();
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CBaseEntity* getTemplate( CStrW entityType, CPlayer* player = 0 );
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int loadTemplates();
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void LoadFile( const char* path );
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// Create a list of the names of all base entities, excluding template_*,
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// for display in ScEd's entity-selection box.
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void getBaseEntityNames( std::vector<CStrW>& names );
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};
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#endif
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