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#include "StdAfx.h"
#include <algorithm>
#include <locale>
#include <cctype>
#include "mmgr.h"
#include "DamageArrayHandler.h"
#include "DamageArray.h"
#include "LogOutput.h"
#include "Game/Game.h"
#include "Lua/LuaParser.h"
#include "creg/STL_Map.h"
#include "Util.h"
#include "Exceptions.h"
using namespace std;
CR_BIND(CDamageArrayHandler, );
CR_REG_METADATA(CDamageArrayHandler, (
CR_MEMBER(numTypes),
CR_MEMBER(name2type),
CR_MEMBER(typeList),
CR_RESERVED(16)
));
CDamageArrayHandler* damageArrayHandler;
CDamageArrayHandler::CDamageArrayHandler(void)
{
try {
const LuaTable rootTable = game->defsParser->GetRoot().SubTable("ArmorDefs");
if (!rootTable.IsValid()) {
throw content_error("Error loading ArmorDefs");
}
rootTable.GetKeys(typeList);
numTypes = typeList.size() + 1;
typeList.insert(typeList.begin(), "default");
name2type["default"] = 0;
logOutput.Print("Number of damage types: %d", numTypes);
for (int armorID = 1; armorID < (int)typeList.size(); armorID++) {
const string armorName = StringToLower(typeList[armorID]);
if (armorName == "default") {
throw content_error("Tried to define the \"default\" armor type\n");
}
name2type[armorName] = armorID;
LuaTable armorTable = rootTable.SubTable(typeList[armorID]);
vector<string> units; // the values are not used (afaict)
armorTable.GetKeys(units);
vector<string>::const_iterator ui;
for (ui = units.begin(); ui != units.end(); ++ui) {
const string unitName = StringToLower(*ui); // NOTE: not required
name2type[unitName] = armorID;
}
}
}
catch (content_error) {
numTypes = 1;
name2type.clear();
name2type["default"] = 0;
typeList.clear();
typeList.push_back("default");
}
}
CDamageArrayHandler::~CDamageArrayHandler(void)
{
}
int CDamageArrayHandler::GetTypeFromName(string name)
{
StringToLowerInPlace(name);
if (name2type.find(name) != name2type.end()) {
return name2type[name];
}
return 0; // 'default' armor index
}
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