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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
/* heavily based on CobEngine.cpp */
#include "UnitScriptEngine.h"
#include "CobEngine.h"
#include "UnitScript.h"
#include "System/Util.h"
#include "System/FileSystem/FileHandler.h"
#ifndef _CONSOLE
#include "System/TimeProfiler.h"
#else
#define START_TIME_PROFILE(a) {}
#define END_TIME_PROFILE(a) {}
#define SCOPED_TIMER(a) {}
#endif
CUnitScriptEngine* unitScriptEngine = nullptr;
CR_BIND(CUnitScriptEngine, )
CR_REG_METADATA(CUnitScriptEngine, (
CR_MEMBER(animating),
//always null when saving
CR_IGNORED(currentScript)
))
void CUnitScriptEngine::InitStatic() {
cobEngine = new CCobEngine();
cobFileHandler = new CCobFileHandler();
unitScriptEngine = new CUnitScriptEngine();
}
void CUnitScriptEngine::KillStatic() {
SafeDelete(cobEngine);
SafeDelete(cobFileHandler);
SafeDelete(unitScriptEngine);
}
/******************************************************************************/
/******************************************************************************/
CUnitScriptEngine::CUnitScriptEngine() : currentScript(nullptr)
{
}
CUnitScriptEngine::~CUnitScriptEngine()
{
}
void CUnitScriptEngine::CheckForDuplicates(const char* name, const CUnitScript* instance)
{
int found = 0;
for (const CUnitScript* us: animating) {
if (us == instance)
found++;
}
if (found > 1)
LOG_L(L_WARNING, "%s found duplicates %d", name, found);
}
void CUnitScriptEngine::AddInstance(CUnitScript *instance)
{
if (instance != currentScript)
VectorInsertUnique(animating, instance);
}
void CUnitScriptEngine::RemoveInstance(CUnitScript *instance)
{
// Error checking
#ifdef _DEBUG
CheckForDuplicates(__FUNCTION__, instance);
#endif
//This is slow. would be better if instance was a hashlist perhaps
if (instance != currentScript)
VectorErase(animating, instance);
}
void CUnitScriptEngine::Tick(int deltaTime)
{
SCOPED_TIMER("UnitScriptEngine::Tick");
// Tick all instances that have registered themselves as animating
int i = 0;
while (i < animating.size()) {
currentScript = animating[i];
if (currentScript->Tick(deltaTime)) {
++i;
} else {
animating[i] = animating.back();
animating.pop_back();
}
}
currentScript = nullptr;
}
/******************************************************************************/
/******************************************************************************/
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