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(Replaced CStrW parameters with const CStrW& in CJSObject and CSynchedJSObject). This was SVN commit r4136.
50 lines
1.7 KiB
C++
50 lines
1.7 KiB
C++
// EntityTemplateCollection.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(): loads all templates
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// g_EntityTemplateCollection.getTemplate(name): get a template by name
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//
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// EntityTemplateCollection will look at all subdirectiroes of entities/, but each template's
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// name will only be its filename; thus, no two templates should have the same filename,
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// but subdirectories can be created in entities/ to organize the files nicely.
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#ifndef ENTITY_TEMPLATE_COLLECTION_INCLUDED
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#define ENTITY_TEMPLATE_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 "EntityTemplate.h"
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#include "ps/Game.h"
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#define g_EntityTemplateCollection CEntityTemplateCollection::GetSingleton()
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#define NULL_PLAYER (PS_MAX_PLAYERS+1)
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class CPlayer;
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class CEntityTemplateCollection : public Singleton<CEntityTemplateCollection>
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{
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typedef STL_HASH_MAP<CStrW, CEntityTemplate*, 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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~CEntityTemplateCollection();
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CEntityTemplate* 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 getEntityTemplateNames( std::vector<CStrW>& names );
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};
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#endif
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