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#include "StdAfx.h"
#include "Syncer.h"
#include "Exceptions.h"
#include "FileSystem/FileHandler.h"
#include "Lua/LuaParser.h"
#include "LogOutput.h"
#include <vector>
#include <string>
#include <algorithm>
#include <sstream>
using namespace std;
CSyncer::CSyncer()
{
}
CSyncer::~CSyncer()
{
}
void CSyncer::LoadUnits()
{
LuaParser luaParser("gamedata/defs.lua",
SPRING_VFS_MOD_BASE, SPRING_VFS_ZIP);
if (!luaParser.Execute()) {
throw content_error("luaParser.Execute() failed: " + luaParser.GetErrorLog());
}
LuaTable rootTable = luaParser.GetRoot().SubTable("UnitDefs");
if (!rootTable.IsValid()) {
throw content_error("root unitdef table invalid");
}
vector<string> unitDefNames;
rootTable.GetKeys(unitDefNames);
const int count = (int)unitDefNames.size();
for (int i = 0; i < count; ++i) {
const string& udName = unitDefNames[i];
LuaTable udTable = rootTable.SubTable(udName);
Unit u;
u.fullName = udTable.GetString("name", udName);
units[udName] = u;
}
// map the unitIds
map<string, Unit>::iterator mit;
for (mit = units.begin(); mit != units.end(); ++mit) {
unitIds.push_back(mit->first);
}
}
int CSyncer::ProcessUnits()
{
LoadUnits();
return 0;
}
int CSyncer::GetUnitCount()
{
return units.size();
}
string CSyncer::GetUnitName(int unit)
{
string unitName = unitIds[unit];
return unitName;
}
string CSyncer::GetFullUnitName(int unit)
{
const string& unitName = unitIds[unit];
return units[unitName].fullName;
}
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