#include "global.h" #include "CharacterManager.h" #include "Character.h" #include "GameState.h" #include "Foreach.h" #include "LuaManager.h" #define CHARACTERS_DIR "/Characters/" CharacterManager* CHARMAN = NULL; // global object accessable from anywhere in the program CharacterManager::CharacterManager() { // Register with Lua. { Lua *L = LUA->Get(); lua_pushstring( L, "CHARMAN" ); this->PushSelf( L ); lua_settable( L, LUA_GLOBALSINDEX ); LUA->Release( L ); } for( unsigned i=0; i as; GetDirListing( CHARACTERS_DIR "*", as, true, true ); StripCvsAndSvn( as ); StripMacResourceForks( as ); bool FoundDefault = false; for( unsigned i=0; iLoad( as[i] ) ) m_pCharacters.push_back( pChar ); else delete pChar; } if( !FoundDefault ) RageException::Throw( "'Characters/default' is missing." ); // If FoundDefault, then we're not empty. -Chris // if( m_pCharacters.empty() ) // RageException::Throw( "Couldn't find any character definitions" ); } CharacterManager::~CharacterManager() { for( unsigned i=0; iUnsetGlobal( "CHARMAN" ); } void CharacterManager::GetCharacters( vector &apCharactersOut ) { for( unsigned i=0; iIsDefaultCharacter() ) apCharactersOut.push_back( m_pCharacters[i] ); } Character* CharacterManager::GetRandomCharacter() { vector apCharacters; GetCharacters( apCharacters ); if( apCharacters.size() ) return apCharacters[RandomInt(apCharacters.size())]; else return GetDefaultCharacter(); } Character* CharacterManager::GetDefaultCharacter() { for( unsigned i=0; iIsDefaultCharacter() ) return m_pCharacters[i]; } /* We always have the default character. */ ASSERT(0); return NULL; } void CharacterManager::DemandGraphics() { FOREACH( Character*, m_pCharacters, c ) (*c)->DemandGraphics(); } void CharacterManager::UndemandGraphics() { FOREACH( Character*, m_pCharacters, c ) (*c)->UndemandGraphics(); } Character* CharacterManager::GetCharacterFromID( RString sCharacterID ) { for( unsigned i=0; im_sCharacterID == sCharacterID ) return m_pCharacters[i]; } return NULL; } // lua start #include "LuaBinding.h" /** @brief Allow Lua to have access to the CharacterManager. */ class LunaCharacterManager: public Luna { public: static int GetCharacter( T* p, lua_State *L ) { Character *pCharacter = p->GetCharacterFromID(SArg(1)); if( pCharacter != NULL ) pCharacter->PushSelf( L ); else lua_pushnil( L ); return 1; } static int GetRandomCharacter( T* p, lua_State *L ) { Character *pCharacter = p->GetRandomCharacter(); if( pCharacter != NULL ) pCharacter->PushSelf( L ); else lua_pushnil( L ); return 1; } static int GetAllCharacters( T* p, lua_State *L ) { vector vChars; p->GetCharacters(vChars); LuaHelpers::CreateTableFromArray(vChars, L); return 1; } LunaCharacterManager() { ADD_METHOD( GetCharacter ); // sm-ssc adds: ADD_METHOD( GetRandomCharacter ); ADD_METHOD( GetAllCharacters ); } }; LUA_REGISTER_CLASS( CharacterManager ) // lua end /* * (c) 2001-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */