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Copy pathBattleEngineConfigurations.cpp
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92 lines (68 loc) · 2.05 KB
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#include "Common.h"
#include "BattleEngineConfigurations.h"
#include "Console.h"
SLONG UBattleEngineConfigurations::sConfigurations;
char *UBattleEngineConfigurations::sConfigurationName[kMaxConfigurations];
void UBattleEngineConfigurations::Initialise()
{
sConfigurations=0;
for (int n=0; n<kMaxConfigurations; n++)
sConfigurationName[n]=0L;
}
void UBattleEngineConfigurations::ShutDown()
{
sConfigurations=0;
for (int n=0; n<kMaxConfigurations; n++)
{
if (sConfigurationName[n])
{
delete [] sConfigurationName[n];
sConfigurationName[n]=0L;
}
}
}
void UBattleEngineConfigurations::Load( CMEMBUFFER &inFile )
{
ShutDown();
CONSOLE.Status("Loading battle engine configurations");
inFile.Read(&sConfigurations,sizeof(sConfigurations));
for (SINT n=0; n<sConfigurations; n++)
{
char length;
inFile.Read(&length,sizeof(length));
// Load the configuration name
sConfigurationName[n]=new( MEMTYPE_BATTLEENGINE ) char[length+1];
int c;
for (c=0; c<length; c++)
inFile.Read(&sConfigurationName[n][c],sizeof(sConfigurationName[n][c]));
sConfigurationName[n][c]=0;
}
CONSOLE.StatusDone("Loading battle engine configurations");
}
void UBattleEngineConfigurations::Skip( CMEMBUFFER &inFile )
{
SLONG configurations;
inFile.Read(&configurations,sizeof(configurations));
for (SINT n=0; n<configurations; n++)
{
char length;
inFile.Read(&length,sizeof(length));
// Load the configuration name
char *name=new( MEMTYPE_BATTLEENGINE ) char[length+1];
SINT c;
for (c=0; c<length; c++)
inFile.Read(&name[c],sizeof(name[c]));
name[c]=0;
delete [] name;
}
}
CBattleEngineData* UBattleEngineConfigurations::GetConfiguration(
int inConfigurationId)
{
if ((inConfigurationId<0) || (inConfigurationId>=sConfigurations))
inConfigurationId=0;
CBattleEngineData *data;
if (data=UBattleEngineDataManager::GetConfiguration(sConfigurationName[inConfigurationId]))
return data;
return UBattleEngineDataManager::GetConfiguration(0);
}