MegaGlest/source/glest_game/types/tech_tree.h

120 lines
4.0 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_TECHTREE_H_
#define _GLEST_GAME_TECHTREE_H_
#ifdef WIN32
#include <winsock2.h>
#include <winsock.h>
#endif
#include <set>
#include "util.h"
#include "resource_type.h"
#include "faction_type.h"
#include "damage_multiplier.h"
#include "leak_dumper.h"
namespace Glest{ namespace Game{
// =====================================================
// class TechTree
//
/// A set of factions and resources
// =====================================================
class TechTree{
private:
typedef vector<ResourceType> ResourceTypes;
typedef vector<FactionType> FactionTypes;
typedef vector<ArmorType> ArmorTypes;
typedef vector<AttackType> AttackTypes;
private:
string name;
//string desc;
string treePath;
vector<string> pathList;
ResourceTypes resourceTypes;
FactionTypes factionTypes;
ArmorTypes armorTypes;
AttackTypes attackTypes;
DamageMultiplierTable damageMultiplierTable;
Checksum checksumValue;
string languageUsedForCache;
std::map<string,string> translatedTechNames;
std::map<string,std::map<string,string> > translatedTechFactionNames;
bool isValidationModeEnabled;
public:
Checksum loadTech(const string &techName,
set<string> &factions, Checksum* checksum,
std::map<string,vector<pair<string, string> > > &loadedFileList,
bool validationMode=false);
void load(const string &dir, set<string> &factions, Checksum* checksum,
Checksum *techtreeChecksum,
std::map<string,vector<pair<string, string> > > &loadedFileList,
bool validationMode=false);
string findPath(const string &techName) const;
static string findPath(const string &techName, const vector<string> &pathTechList);
static bool exists(const string &techName, const vector<string> &pathTechList);
explicit TechTree(const vector<string> pathList);
~TechTree();
Checksum * getChecksumValue() { return &checksumValue; }
//get
int getResourceTypeCount() const {return (int)resourceTypes.size();}
int getTypeCount() const {return (int)factionTypes.size();}
const FactionType *getType(int i) const {return &factionTypes[i];}
const ResourceType *getResourceType(int i) const {return &resourceTypes[i];}
string getName(bool translatedValue=false);
string getNameUntranslated() const;
string getTranslatedName(string techName, bool forceLoad=false, bool forceTechtreeActiveFile=false);
string getTranslatedFactionName(string techName, string factionName);
vector<string> getPathList() const {return pathList;}
//const string &getDesc() const {return desc;}
const string getPath() const {return treePath;}
const FactionType *getType(const string &name) const;
FactionType *getTypeByName(const string &name);
const ResourceType *getResourceType(const string &name) const;
const ResourceType *getTechResourceType(int i) const;
const ResourceType *getFirstTechResourceType() const;
const ArmorType *getArmorType(const string &name) const;
const AttackType *getAttackType(const string &name) const;
int getArmorTypeCount() const { return (int)armorTypes.size(); }
const ArmorType * getArmorTypeByIndex(int index) const { return &armorTypes[index]; }
int getAttackTypeCount() const { return (int)attackTypes.size(); }
const AttackType * getAttackTypeByIndex(int index) const { return &attackTypes[index]; }
double getDamageMultiplier(const AttackType *att, const ArmorType *art) const;
std::vector<std::string> validateFactionTypes();
std::vector<std::string> validateResourceTypes();
void saveGame(XmlNode *rootNode);
};
}} //end namespace
#endif