Exemplo n.º 1
0
void CDesignCollection::GetEnabledExtensions (TArray<CExtension *> *retExtensionList)

//	GetEnabledExtensions
//
//	Returns the list of enabled extensions

	{
	int i;

	retExtensionList->DeleteAll();

	for (i = 0; i < GetExtensionCount(); i++)
		{
		CExtension *pEntry = GetExtension(i);
		if (pEntry->GetType() == extExtension)
			retExtensionList->Insert(pEntry);
		}
	}
Exemplo n.º 2
0
ALERROR CDesignCollection::BindDesign (const TArray<CExtension *> &BindOrder, bool bNewGame, bool bNoResources, CString *retsError)

//	BindDesign
//
//	Binds the design collection to the set of design types in the given list of
//	extensions.

	{
	DEBUG_TRY

	ALERROR error;
	int i;

	//	Unbind everything

	DEBUG_TRY

	CShipClass::UnbindGlobal();

	for (i = 0; i < m_AllTypes.GetCount(); i++)
		m_AllTypes.GetEntry(i)->UnbindDesign();
	m_AllTypes.DeleteAll();

	DEBUG_CATCH_MSG("Crash unbinding types.");

	//	Reset the bind tables

	for (i = 0; i < designCount; i++)
		m_ByType[i].DeleteAll();

	m_CreatedTypes.DeleteAll(true);
	m_OverrideTypes.DeleteAll();

	//	Reset

	m_pTopology = NULL;
	m_pAdventureExtension = NULL;

	//	Create a design load context

	SDesignLoadCtx Ctx;
	Ctx.bBindAsNewGame = bNewGame;
	Ctx.bNoResources = bNoResources;

	//	Loop over the bind list in order and add appropriate types to m_AllTypes
	//	(The order guarantees that the proper types override)

	for (i = 0; i < BindOrder.GetCount(); i++)
		{
		CExtension *pExtension = BindOrder[i];

		try {

		const CDesignTable &Types = pExtension->GetDesignTypes();

#ifdef DEBUG_BIND
		::OutputDebugString(strPatternSubst(CONSTLIT("EXTENSION %s\n"), pExtension->GetName()));
		for (int j = 0; j < Types.GetCount(); j++)
			{
			::OutputDebugString(strPatternSubst(CONSTLIT("%08x: %s\n"), Types.GetEntry(j)->GetUNID(), Types.GetEntry(j)->GetTypeName()));
			}
#endif

		//	Run globals for the extension

		if (error = pExtension->ExecuteGlobals(Ctx))
			{
			*retsError = Ctx.sError;
			return error;
			}

		//	Add the types

		m_AllTypes.Merge(Types, &m_OverrideTypes);

		//	If this is the adventure, then remember it

		if (pExtension->GetType() == extAdventure)
			{
			m_pAdventureExtension = pExtension;
			m_pAdventureDesc = pExtension->GetAdventureDesc();
			}

		//	If this is an adventure or the base extension then take the 
		//	topology.

		if (pExtension->GetType() == extAdventure || pExtension->GetType() == extBase)
			m_pTopology = &pExtension->GetTopology();

		} catch (...)
			{
			::kernelDebugLogMessage("Crash processing extension:");
			CExtension::DebugDump(pExtension, true);
			throw;
			}
		}

	//	If this is a new game, then create all the Template types

	if (bNewGame)
		{
		DEBUG_TRY

		m_DynamicUNIDs.DeleteAll();
		m_DynamicTypes.DeleteAll();

		if (error = FireOnGlobalTypesInit(Ctx))
			{
			*retsError = Ctx.sError;
			return error;
			}

		if (error = CreateTemplateTypes(Ctx))
			{
			*retsError = Ctx.sError;
			return error;
			}

		DEBUG_CATCH_MSG("Crash defining dynamic types.");
		}

	//	Add all the dynamic types. These came either from the saved game file or
	//	from the Template types above.

	m_AllTypes.Merge(m_DynamicTypes, &m_OverrideTypes);

	//	Now resolve all overrides and inheritance

	if (error = ResolveOverrides(Ctx))
		{
		*retsError = Ctx.sError;
		return error;
		}

	//	Initialize the byType lists

	DEBUG_TRY
	for (i = 0; i < m_AllTypes.GetCount(); i++)
		{
		CDesignType *pEntry = m_AllTypes.GetEntry(i);
		m_ByType[pEntry->GetType()].AddEntry(pEntry);
		}
	DEBUG_CATCH_MSG("Crash initializing byType lists.");

	//	Set our adventure desc as current; since adventure descs are always 
	//	loaded this is the only thing that we can use to tell if we should
	//	call global events.
	//
	//	This must happen after Unbind (because that clears it) and before
	//	PrepareBindDesign.
	//
	//	NOTE: m_pAdventureDesc can be NULL (e.g., in the intro screen).

	DEBUG_TRY
	if (m_pAdventureDesc)
		m_pAdventureDesc->SetCurrentAdventure();
	DEBUG_CATCH_MSG("Crash setting current adventure.");

	//	Cache a map between currency name and economy type
	//	We need to do this before Bind because some types will lookup
	//	a currency name during Bind.

	DEBUG_TRY
	m_EconomyIndex.DeleteAll();
	for (i = 0; i < GetCount(designEconomyType); i++)
		{
		CEconomyType *pEcon = CEconomyType::AsType(GetEntry(designEconomyType, i));
		const CString &sName = pEcon->GetSID();

		bool bUnique;
		CEconomyType **ppDest = m_EconomyIndex.SetAt(sName, &bUnique);
		if (!bUnique)
			{
			pEcon->ComposeLoadError(Ctx, CONSTLIT("Currency ID must be unique"));
			*retsError = Ctx.sError;
			return ERR_FAIL;
			}

		*ppDest = pEcon;
		}
	DEBUG_CATCH_MSG("Crash initializing economies.");

	//	Prepare to bind. This is used by design elements that need two passes
	//	to bind. We also use it to set up the inheritence hierarchy, which means
	//	that we rely on the map from UNID to valid design type (m_AllTypes)

	m_DisplayAttribs.DeleteAll();

	DEBUG_TRY
	for (i = 0; i < m_AllTypes.GetCount(); i++)
		{
		CDesignType *pEntry = m_AllTypes.GetEntry(i);
		if (error = pEntry->PrepareBindDesign(Ctx))
			{
			*retsError = Ctx.sError;
			return error;
			}

		//	We take this opportunity to build a list of display attributes
		//	defined by each type.

		const CDisplayAttributeDefinitions &Attribs = pEntry->GetDisplayAttributes();
		if (!Attribs.IsEmpty())
			m_DisplayAttribs.Append(Attribs);
		}
	DEBUG_CATCH_MSG("Crash in PrepareBind.");

	//	Now call Bind on all active design entries

	for (i = 0; i < evtCount; i++)
		m_EventsCache[i]->DeleteAll();

	DEBUG_TRY
	for (i = 0; i < m_AllTypes.GetCount(); i++)
		{
		CDesignType *pEntry = m_AllTypes.GetEntry(i);
		if (error = pEntry->BindDesign(Ctx))
			{
			*retsError = Ctx.sError;
			return error;
			}

		//	Cache some global events. We keep track of the global events for
		//	all types so that we can access them faster.

		CacheGlobalEvents(pEntry);
		}
	DEBUG_CATCH_MSG("Crash in BindDesign.");

	//	Finish binding. This pass is used by design elements
	//	that need to do stuff after all designs are bound.

	DEBUG_TRY
	for (i = 0; i < m_AllTypes.GetCount(); i++)
		{
		CDesignType *pEntry = m_AllTypes.GetEntry(i);
		if (error = pEntry->FinishBindDesign(Ctx))
			{
			*retsError = Ctx.sError;
			return error;
			}
		}
	DEBUG_CATCH_MSG("Crash in FinishBind.");

	//	Remember what we bound

	m_BoundExtensions = BindOrder;

	return NOERROR;

	DEBUG_CATCH
	}