# Updates to the tech system, and bug fixes.

Techs: Made a separate list of technologies for every player, rather
than array fields in CTechnology. This also involved changing the
tech-related JS functions.

Bugs:
- PS_MAX_PLAYERS should be 8 (the way it's used for array sizes, etc
indicates that it's the maximum possible number of players ever, but it
used to be 6 while the game had 8 players).
- When you changed a CJSSharedProperty that was inherited, m_Inherited
was set to false, so it was no longer inherited by subsequent entities
you created. They got initialized to garbage values as a result.

This was SVN commit r4138.
This commit is contained in:
Matei
2006-07-18 04:17:46 +00:00
parent 1828443b02
commit 845b606763
13 changed files with 127 additions and 95 deletions
+31 -5
View File
@@ -6,6 +6,7 @@
#include "ps/CLogger.h"
#include "ps/VFSUtil.h"
#include "ps/Player.h"
#include "ps/Game.h"
#define LOG_CATEGORY "entity"
@@ -29,9 +30,24 @@ static void LoadFileThunk( const char* path, const DirEnt* UNUSED(ent), void* co
int CEntityTemplateCollection::loadTemplates()
{
// Load all files in entities/ and its subdirectories.
// List all files in entities/ and its subdirectories.
THROW_ERR( vfs_dir_enum( "entities/", VFS_DIR_RECURSIVE, "*.xml",
LoadFileThunk, this ) );
/*// Load all the templates; this is necessary so that we can apply techs to them
// (otherwise a tech can't affect the template of a unit that doesn't yet exist)
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 );
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) );
}
}*/
return 0;
}
@@ -41,12 +57,12 @@ CEntityTemplate* CEntityTemplateCollection::getTemplate( CStrW name, CPlayer* pl
int id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() );
// Check whether this template has already been loaded
templateMap::iterator it = m_templates[id].find( name );
TemplateMap::iterator it = m_templates[id].find( name );
if( it != m_templates[id].end() )
return( it->second );
// Find the filename corresponding to this template
templateFilenameMap::iterator filename_it = m_templateFilenames.find( name );
TemplateFilenameMap::iterator filename_it = m_templateFilenames.find( name );
if( filename_it == m_templateFilenames.end() )
return( NULL );
@@ -69,14 +85,24 @@ CEntityTemplate* CEntityTemplateCollection::getTemplate( CStrW name, CPlayer* pl
void CEntityTemplateCollection::getEntityTemplateNames( std::vector<CStrW>& names )
{
for( templateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
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 )
{
int id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() );
for( TemplateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it )
{
dest.push_back( it->second );
}
}
CEntityTemplateCollection::~CEntityTemplateCollection()
{
for( int id = 0; id < PS_MAX_PLAYERS + 2; id++ )
for( templateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it )
for( TemplateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it )
delete( it->second );
}