Esempio n. 1
0
CUnitDefHandler::CUnitDefHandler(void) : noCost(false)
{
	const LuaTable rootTable = game->defsParser->GetRoot().SubTable("UnitDefs");
	if (!rootTable.IsValid()) {
		throw content_error("Error loading UnitDefs");
	}

	vector<string> unitDefNames;
	rootTable.GetKeys(unitDefNames);

	unitDefs.reserve(unitDefNames.size() + 1);
	UnitDef* nullDef = new UnitDef();
	unitDefs.push_back(nullDef);

	for (unsigned int a = 0; a < unitDefNames.size(); ++a) {
		const string unitName = unitDefNames[a];
		LuaTable udTable = rootTable.SubTable(unitName);

		// parse the unitdef data (but don't load buildpics, etc...)
		PushNewUnitDef(unitName, udTable);
	}

	CleanBuildOptions();
	FindStartUnits();
	ProcessDecoys();
	AssignTechLevels();
}
Esempio n. 2
0
CUnitDefHandler::CUnitDefHandler(void) : noCost(false)
{
	weaponDefHandler = new CWeaponDefHandler();

	PrintLoadMsg("Loading unit definitions");

	const LuaTable rootTable = game->defsParser->GetRoot().SubTable("UnitDefs");
	if (!rootTable.IsValid()) {
		throw content_error("Error loading UnitDefs");
	}

	vector<string> unitDefNames;
	rootTable.GetKeys(unitDefNames);

	numUnitDefs = unitDefNames.size();

	/*
	// ?? "restricted" does not automatically mean "cannot be built
	// at all, so we don't need the unitdef for this unit" -- Kloot
	numUnitDefs -= gameSetup->restrictedUnits.size();
	*/

	// This could be wasteful if there is a lot of restricted units, but that is not that likely
	unitDefs = new UnitDef[numUnitDefs + 1];

	// start at unitdef id 1
	unsigned int id = 1;

	for (unsigned int a = 0; a < unitDefNames.size(); ++a) {
		const string unitName = unitDefNames[a];

		/*
		// Restrictions may tell us not to use this unit at all
		// FIXME: causes mod errors when a unit is restricted to
		// 0, since GetUnitByName() will return NULL if its UnitDef
		// has not been loaded -- Kloot
		const std::map<std::string, int>& resUnits = gameSetup->restrictedUnits;

		if ((resUnits.find(unitName) != resUnits.end()) &&
			(resUnits.find(unitName)->second == 0)) {
			continue;
		}
		*/

		// Seems ok, load it
		unitDefs[id].valid = false;
		unitDefs[id].name = unitName;
		unitDefs[id].id = id;
		unitDefs[id].buildangle = 0;
		unitDefs[id].buildPic   = NULL;
		unitDefs[id].decoyDef   = NULL;
		unitDefs[id].techLevel  = -1;
		unitDefs[id].collisionVolume = NULL;
		unitID[unitName] = id;
		for (int ym = 0; ym < 4; ym++) {
			unitDefs[id].yardmaps[ym] = 0;
		}

		// parse the unitdef data (but don't load buildpics, etc...)
		LuaTable udTable = rootTable.SubTable(unitName);
		ParseUnitDef(udTable, unitName, id);

		// Increase index for next unit
		id++;
	}

	// set the real number of unitdefs
	numUnitDefs = (id - 1);

	CleanBuildOptions();
	FindStartUnits();
	ProcessDecoys();
	AssignTechLevels();
}