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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;
}
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