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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <algorithm>
#include <cctype>
#include <iostream>
#include <stdexcept>
#include "WeaponDefHandler.h"
#include "Lua/LuaParser.h"
#include "Sim/Misc/DamageArrayHandler.h"
#include "System/Exceptions.h"
#include "System/StringUtil.h"
#include "System/Log/ILog.h"
CWeaponDefHandler* weaponDefHandler = nullptr;
CWeaponDefHandler::CWeaponDefHandler(LuaParser* defsParser)
{
const LuaTable& rootTable = defsParser->GetRoot().SubTable("WeaponDefs");
if (!rootTable.IsValid())
throw content_error("Error loading WeaponDefs");
std::vector<std::string> weaponNames;
rootTable.GetKeys(weaponNames);
weaponDefs.reserve(weaponNames.size());
for (int wid = 0; wid < weaponNames.size(); wid++) {
const std::string& name = weaponNames[wid];
const LuaTable wdTable = rootTable.SubTable(name);
weaponDefs.emplace_back(wdTable, name, wid);
weaponID[name] = wid;
}
}
const WeaponDef* CWeaponDefHandler::GetWeaponDef(std::string weaponname) const
{
StringToLowerInPlace(weaponname);
auto ii = weaponID.find(weaponname);
if (ii == weaponID.end())
return nullptr;
return &weaponDefs[ii->second];
}
const WeaponDef* CWeaponDefHandler::GetWeaponDefByID(int weaponDefId) const
{
if ((weaponDefId < 0) || (weaponDefId >= weaponDefs.size()))
return nullptr;
return &weaponDefs[weaponDefId];
}
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