forked from EasyRPG/Player
/
game_actors.cpp
73 lines (61 loc) · 2.1 KB
/
game_actors.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player 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 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player 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 EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
// Headers
#include "system.h"
#include <vector>
#include "game_actors.h"
#include "main_data.h"
#include "output.h"
namespace {
std::vector<std::shared_ptr<Game_Actor> > data;
}
void Game_Actors::Init() {
data.resize(Data::actors.size());
for (size_t i = 1; i <= data.size(); i++)
GetActor(i)->Init();
}
void Game_Actors::Fixup() {
// Ensure actor save data and LDB actors has correct size
if (Main_Data::game_data.actors.size() != data.size()) {
size_t save_actor_size = Main_Data::game_data.actors.size();
Output::Warning("Actor array size doesn't match Savegame actor array size (%d != %d)",
data.size(), save_actor_size);
Main_Data::game_data.actors.resize(data.size());
// When the save data size is smaller than the LDB size set the additional actors to nullptr.
// GetActor will copy the actor data to the savegame data next time it is invoked.
if (save_actor_size < data.size()) {
std::fill(data.begin() + save_actor_size, data.end(), nullptr);
}
}
for (size_t i = 1; i <= data.size(); ++i) {
GetActor(i)->Fixup();
}
}
void Game_Actors::Dispose() {
data.clear();
}
Game_Actor* Game_Actors::GetActor(int actor_id) {
if (!ActorExists(actor_id)) {
return nullptr;
} else if (!data[actor_id - 1]) {
data[actor_id - 1].reset(new Game_Actor(actor_id));
}
return data[actor_id - 1].get();
}
bool Game_Actors::ActorExists(int actor_id) {
return actor_id > 0 && (size_t)actor_id <= data.size();
}