. the massive renaming undertaking: camelCase functions -> PascalCase.
. add some cppdoc.
. minor additional renaming improvements: e.g. GetIsClosed -> IsClosed
. in entity code, replace constructs like "pvec = new vector; return
pvec; use *pvec; delete pvec" with a simple stack variable passed as
output parameter (avoid unnecessary dynamic allocs)
. timer: simpler handling of raw ticks vs normal timer (less #if)

This was SVN commit r5017.
This commit is contained in:
janwas
2007-05-02 12:07:08 +00:00
parent b86ea0a1b5
commit 73683b6109
140 changed files with 2627 additions and 2672 deletions
@@ -29,7 +29,7 @@ static void LoadFileThunk( const char* path, const DirEnt* UNUSED(ent), void* co
this_->LoadFile(path);
}
int CEntityTemplateCollection::loadTemplates()
int CEntityTemplateCollection::LoadTemplates()
{
// List all files in entities/ and its subdirectories.
THROW_ERR( vfs_dir_enum( "entities/", VFS_DIR_RECURSIVE, "*.xml",
@@ -40,19 +40,19 @@ int CEntityTemplateCollection::loadTemplates()
for( TemplateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
{
// Load the no-player version of this template (used by techs for base values)
getTemplate( it->first, 0 );
GetTemplate( it->first, 0 );
for( uint i=0; i<=g_Game->GetNumPlayers(); i++ )
{
// TODO: Load the template just once and clone it to get these player templates
getTemplate( it->first, g_Game->GetPlayer(i) );
GetTemplate( it->first, g_Game->GetPlayer(i) );
}
}*/
return 0;
}
CEntityTemplate* CEntityTemplateCollection::getTemplate( const CStrW& name, CPlayer* player )
CEntityTemplate* CEntityTemplateCollection::GetTemplate( const CStrW& name, CPlayer* player )
{
// Find player ID
int id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() );
@@ -71,27 +71,27 @@ CEntityTemplate* CEntityTemplateCollection::getTemplate( const CStrW& name, CPla
// Try to load to the entity
CEntityTemplate* newTemplate = new CEntityTemplate( player );
if( !newTemplate->loadXML( path ) )
if( !newTemplate->LoadXml( path ) )
{
LOG(ERROR, LOG_CATEGORY, "CEntityTemplateCollection::getTemplate(): Couldn't load template \"%s\"", path.c_str());
LOG(ERROR, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Couldn't load template \"%s\"", path.c_str());
delete newTemplate;
return( NULL );
}
LOG(NORMAL, LOG_CATEGORY, "CEntityTemplateCollection::getTemplate(): Loaded template \"%s\"", path.c_str());
LOG(NORMAL, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Loaded template \"%s\"", path.c_str());
m_templates[id][name] = newTemplate;
return newTemplate;
}
void CEntityTemplateCollection::getEntityTemplateNames( std::vector<CStrW>& names )
void CEntityTemplateCollection::GetEntityTemplateNames( std::vector<CStrW>& 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 );
}
void CEntityTemplateCollection::getPlayerTemplates( CPlayer* player, std::vector<CEntityTemplate*>& dest )
void CEntityTemplateCollection::GetPlayerTemplates( CPlayer* player, std::vector<CEntityTemplate*>& dest )
{
int id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() );