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# 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.
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@@ -3,6 +3,7 @@
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#include "TechnologyCollection.h"
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#include "ps/CLogger.h"
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#include "ps/VFSUtil.h"
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#include "ps/Player.h"
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#define LOG_CATEGORY "tech"
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@@ -10,7 +11,7 @@ void CTechnologyCollection::LoadFile( const char* path )
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{
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//Make tech file reading
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CStrW tag = CStr(path).AfterLast("/").BeforeLast(".xml");
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m_templateFilenames[tag] = path;
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m_techFilenames[tag] = path;
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}
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static void LoadTechThunk( const char* path, const DirEnt* UNUSED(ent), void* context )
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@@ -27,45 +28,43 @@ int CTechnologyCollection::loadTechnologies()
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return 0;
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}
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CTechnology* CTechnologyCollection::getTechnology( CStrW name )
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CTechnology* CTechnologyCollection::getTechnology( CStrW name, CPlayer* player )
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{
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// Find player ID
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debug_assert( player != 0 );
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int id = player->GetPlayerID();
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// Check whether this template has already been loaded.
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//If previously loaded, all slots will be found, so any entry works.
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templateMap::iterator it = m_templates.find( name );
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if( it != m_templates.end() )
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TechMap::iterator it = m_techs[id].find( name );
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if( it != m_techs[id].end() )
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return( it->second );
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// Find the filename corresponding to this template
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templateFilenameMap::iterator filename_it = m_templateFilenames.find( name );
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if( filename_it == m_templateFilenames.end() )
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TechFilenameMap::iterator filename_it = m_techFilenames.find( name );
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if( filename_it == m_techFilenames.end() )
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return( NULL );
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CStr path( filename_it->second );
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//Try to load to the tech
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CTechnology* newTemplate = new CTechnology();
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CTechnology* newTemplate = new CTechnology( player );
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if( !newTemplate->loadXML( path ) )
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{
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LOG(ERROR, LOG_CATEGORY, "CTechnologyCollection::getTechnology(): Couldn't load template \"%s\"", path.c_str());
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LOG(ERROR, LOG_CATEGORY, "CTechnologyCollection::getTechnology(): Couldn't load tech \"%s\"", path.c_str());
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delete newTemplate;
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return( NULL );
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}
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m_templates[name] = newTemplate;
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m_techs[id][name] = newTemplate;
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LOG(NORMAL, LOG_CATEGORY, "CTechnologyCollection::getTechnology(): Loaded template \"%s\"", path.c_str());
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LOG(NORMAL, LOG_CATEGORY, "CTechnologyCollection::getTechnology(): Loaded tech \"%s\"", path.c_str());
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return newTemplate;
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}
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void CTechnologyCollection::getTechnologyNames( std::vector<CStrW>& names )
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{
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for( templateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
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if( ! (it->first.Length() > 8 && it->first.Left(8) == L"template"))
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names.push_back( it->first );
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}
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CTechnologyCollection::~CTechnologyCollection()
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{
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for( templateMap::iterator it = m_templates.begin(); it != m_templates.end(); ++it )
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delete( it->second );
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for( uint id=0; id<PS_MAX_PLAYERS+1; id++ )
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for( TechMap::iterator it = m_techs[id].begin(); it != m_techs[id].end(); ++it )
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delete( it->second );
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}
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