/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it 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.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef INCLUDED_ICMPTEMPLATEMANAGER
#define INCLUDED_ICMPTEMPLATEMANAGER
#include "simulation2/system/Interface.h"
#include
/**
* Template manager: Handles the loading of entity template files for the initialisation
* and deserialization of entity components.
*
* Template names are intentionally restricted to ASCII strings for storage/serialization
* efficiency (we have a lot of strings so this is significant);
* they correspond to filenames so they shouldn't contain non-ASCII anyway.
*/
class ICmpTemplateManager : public IComponent
{
public:
/**
* Loads the template XML file identified by 'templateName' (including inheritance
* from parent XML files) for use with a new entity 'ent'.
* The returned CParamNode must not be used for any entities other than 'ent'.
*
* If templateName is of the form "actor|foo" then it will load a default
* stationary entity template that uses actor "foo". (This is a convenience to
* avoid the need for hundreds of tiny decorative-object entity templates.)
*
* If templateName is of the form "preview|foo" then it will load a template
* based on entity template "foo" with the non-graphical components removed.
* (This is for previewing construction/placement of units.)
*
* If templateName is of the form "corpse|foo" then it will load a template
* like "preview|foo" but with corpse-related components included.
*
* If templateName is of the form "foundation|foo" then it will load a template
* based on entity template "foo" with various components removed and a few changed
* and added. (This is for constructing foundations of buildings.)
*
* @return NULL on error
*/
virtual const CParamNode* LoadTemplate(entity_id_t ent, const std::string& templateName, int playerID) = 0;
/**
* Loads the template XML file identified by 'templateName' (including inheritance
* from parent XML files). The templateName syntax is the same as LoadTemplate.
*
* @return NULL on error
*/
virtual const CParamNode* GetTemplate(std::string templateName) = 0;
/**
* Like GetTemplate, except without doing the XML validation (so it's faster but
* may return invalid templates).
*
* @return NULL on error
*/
virtual const CParamNode* GetTemplateWithoutValidation(std::string templateName) = 0;
/**
* Check if the template XML file exists, without trying to load it.
*/
virtual bool TemplateExists(std::string templateName) = 0;
/**
* Returns the template most recently specified for the entity 'ent'.
* Used during deserialization.
*
* @return NULL on error
*/
virtual const CParamNode* LoadLatestTemplate(entity_id_t ent) = 0;
/**
* Returns the name of the template most recently specified for the entity 'ent'.
*/
virtual std::string GetCurrentTemplateName(entity_id_t ent) = 0;
/**
* Returns the list of entities having the specified template.
*/
virtual std::vector GetEntitiesUsingTemplate(std::string templateName) = 0;
/**
* Returns a list of strings that could be validly passed as @c templateName to LoadTemplate.
* (This includes "actor|foo" etc names).
* Intended for use by the map editor. This is likely to be quite slow.
*/
virtual std::vector FindAllTemplates(bool includeActors) = 0;
virtual std::vector FindAllPlaceableTemplates(bool includeActors) = 0;
/**
* Permanently disable XML validation (intended solely for test cases).
*/
virtual void DisableValidation() = 0;
/*
* TODO:
* When an entity changes template (e.g. upgrades) or player ownership, it
* should call some Reload(ent, templateName, playerID) function to load its new template.
* When a file changes on disk, something should call Reload(templateName).
*
* Reloading should happen by sending a message to affected components (containing
* their new CParamNode), then automatically updating this.template of scripted components.
*/
DECLARE_INTERFACE_TYPE(TemplateManager)
};
#endif // INCLUDED_ICMPTEMPLATEMANAGER