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Diffstat (limited to 'src/game/base')
-rw-r--r--src/game/base/game.cc82
-rw-r--r--src/game/base/game.h4
2 files changed, 63 insertions, 23 deletions
diff --git a/src/game/base/game.cc b/src/game/base/game.cc
index e198d42..315f1fa 100644
--- a/src/game/base/game.cc
+++ b/src/game/base/game.cc
@@ -1947,7 +1947,8 @@ bool Game::load_world()
filesystem::IniFile inifile;
inifile.open(inifilename);
- if (!inifile.is_open()) {
+ if (!inifile.is_open())
+ {
con_error << "Could not open " << inifile.name() << std::endl;
return false;
}
@@ -1958,49 +1959,69 @@ bool Game::load_world()
std::string label;
math::Color color;
- while (inifile.getline()) {
-
- if (inifile.got_section()) {
+ while (inifile.getline())
+ {
+ if (inifile.got_section())
+ {
zone = 0;
- if (inifile.got_section("world")) {
+ if (inifile.got_section("world"))
+ {
continue;
- } else {
+ } else
+ {
inifile.unknown_section();
}
- } else if (inifile.got_key()) {
-
- if (inifile.in_section("world")) {
-
- if (inifile.got_key_label("zone", label)) {
+ } else if (inifile.got_key())
+ {
+ if (inifile.in_section("world"))
+ {
+ if (inifile.got_key_label("zone", label))
+ {
zone = new core::Zone(label);
core::Zone::add(zone);
- } else {
+ } else
+ {
inifile.unknown_key();
- }
+ }
}
}
}
inifile.close();
- if (!core::Zone::registry().size()) {
+ if (!core::Zone::registry().size())
+ {
con_error << "No zones found!" << std::endl;
return false;
}
con_debug << " " << inifile.name() << " " << core::Zone::registry().size() << " zones" << std::endl;
- for (core::Zone::Registry::iterator it = core::Zone::registry().begin(); it != core::Zone::registry().end(); it++) {
- if (!load_zone((*it).second)) {
+ for (core::Zone::Registry::iterator it = core::Zone::registry().begin(); it != core::Zone::registry().end(); it++)
+ {
+ if (!load_zone((*it).second))
+ {
return false;
}
}
- for (core::Zone::Registry::iterator it = core::Zone::registry().begin(); it != core::Zone::registry().end(); it++) {
- if (!validate_zone((*it).second)) {
+ // phase 1 validation
+ for (core::Zone::Registry::iterator it = core::Zone::registry().begin(); it != core::Zone::registry().end(); it++)
+ {
+ if (!validate_zone_phase1((*it).second))
+ {
+ return false;
+ }
+ }
+
+ // phase 2 validation
+ for (core::Zone::Registry::iterator it = core::Zone::registry().begin(); it != core::Zone::registry().end(); it++)
+ {
+ if (!validate_zone_phase2((*it).second))
+ {
return false;
}
}
@@ -2652,7 +2673,7 @@ bool Game::load_zone(core::Zone *zone)
return true;
}
-bool Game::validate_zone(core::Zone *zone)
+bool Game::validate_zone_phase1(core::Zone *zone)
{
con_print << "^BValidating zone " << zone->label() << "..." << std::endl;
@@ -2667,9 +2688,7 @@ bool Game::validate_zone(core::Zone *zone)
JumpGate *jumpgate = static_cast<JumpGate *>(entity);
jumpgate->validate();
} else if (entity->entity_moduletypeid == patrol_enttype) {
- // validate jump gate
- Patrol *patrol = static_cast<Patrol *>(entity);
- patrol->validate();
+ // validating patrols happens in phase 2
} else {
if (entity->has_flag(core::Entity::Dockable)) {
generate_entity_menus(entity);
@@ -2701,6 +2720,25 @@ bool Game::validate_zone(core::Zone *zone)
return true;
}
+bool Game::validate_zone_phase2(core::Zone *zone)
+{
+ con_print << "^BValidating zone " << zone->label() << " patrols..." << std::endl;
+
+ // patrols can reference things like jumpgates) in other zones that have to be validated in the first phas
+ for (core::Zone::Content::iterator it = zone->content().begin(); it != zone->content().end(); it++)
+ {
+ core::Entity *entity = (*it);
+ if (entity->entity_moduletypeid == patrol_enttype)
+ {
+ // validate patrol
+ Patrol *patrol = static_cast<Patrol *>(entity);
+ patrol->validate();
+ }
+ }
+
+ return true;
+}
+
bool Game::generate_entity_menus(core::Entity *entity)
{
using core::MenuDescription;
diff --git a/src/game/base/game.h b/src/game/base/game.h
index 444916c..76d7797 100644
--- a/src/game/base/game.h
+++ b/src/game/base/game.h
@@ -118,7 +118,9 @@ private:
bool load_zone(core::Zone *zone);
- bool validate_zone(core::Zone *zone);
+ bool validate_zone_phase1(core::Zone *zone);
+
+ bool validate_zone_phase2(core::Zone *zone);
bool generate_entity_menus(core::Entity *entity);