#include "global.h" #include "CharacterManager.h" #include "Character.h" #include "GameState.h" #include "Foreach.h" #define CHARACTERS_DIR "/Characters/" CharacterManager* CHARMAN = NULL; // global object accessable from anywhere in the program CharacterManager::CharacterManager() { for( unsigned i=0; i as; GetDirListing( CHARACTERS_DIR "*", as, true, true ); StripCvs( 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; i &apCharactersOut ) { for( unsigned i=0; iIsDefaultCharacter() ) apCharactersOut.push_back( m_pCharacters[i] ); } Character* CharacterManager::GetRandomCharacter() { vector apCharacters; GetCharacters( apCharacters ); if( apCharacters.size() ) return apCharacters[rand()%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" class LunaCharacterManager: public Luna { public: LunaCharacterManager() { LUA->Register( Register ); } 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 void Register(lua_State *L) { ADD_METHOD( GetCharacter ); Luna::Register( L ); // Add global singleton if constructed already. If it's not constructed yet, // then we'll register it later when we reinit Lua just before // initializing the display. if( CHARMAN ) { lua_pushstring(L, "CHARMAN"); CHARMAN->PushSelf( L ); lua_settable(L, LUA_GLOBALSINDEX); } } }; 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. */