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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    The complete roster of all known persistent entities
    for all combatants in the game.
*/

#include "CombatRoster.h"
#include "CombatGroup.h"

#include "Game.h"
#include "DataLoader.h"
#include "Text.h"

// +--------------------------------------------------------------------+

static CombatRoster* roster = 0;

// +--------------------------------------------------------------------+

CombatRoster::CombatRoster()
{
    DataLoader* loader = DataLoader::GetLoader();
    loader->SetDataPath("Campaigns/");

    List<Text> files;
    loader->ListFiles("*.def", files);

    for (int i = 0; i < files.size(); i++) {
        Text filename = *files[i];

        if (!filename.contains("/") && !filename.contains("\\")) {
            loader->SetDataPath("Campaigns/");
            CombatGroup* g = CombatGroup::LoadOrderOfBattle(filename, -1, 0);
            forces.append(g);
        }
    }

    files.destroy();
}

// +--------------------------------------------------------------------+

CombatRoster::~CombatRoster()
{
    forces.destroy();
}

// +--------------------------------------------------------------------+

CombatGroup*
CombatRoster::GetForce(const char* name)
{
    ListIter<CombatGroup> iter = forces;
    while (++iter) {
        CombatGroup* f = iter.value();

        if (f->Name() == name)
        return f;
    }

    return 0;
}

// +--------------------------------------------------------------------+

void
CombatRoster::Initialize()
{
    roster = new CombatRoster();
}

void
CombatRoster::Close()
{
    delete roster;
    roster = 0;
}

CombatRoster*
CombatRoster::GetInstance()
{
    return roster;
}