PlayerComponent.cpp

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00001 /*
00002 SagaEngine library
00003 Copyright (c) 2002-2006 Skalden Studio AS
00004 
00005 This software is provided 'as-is', without any express or implied 
00006 warranty. In no event will the authors be held liable for any 
00007 damages arising from the use of this software.
00008 
00009 Permission is granted to distribute the library under the terms of the 
00010 Q Public License version 1.0. Be sure to read and understand the license
00011 before using the library. It should be included here, or you may read it
00012 at http://www.trolltech.com/products/qt/licenses/licensing/qpl
00013 
00014 The original version of this library can be located at:
00015 http://www.sagaengine.com/
00016 
00017 Rune Myrland
00018 rune@skalden.com
00019 */
00020 
00021 
00022 #include "PlayerComponent.hpp"
00023 #include "sim/sim.hpp"
00024 #include "sim/SimEngine.hpp"
00025 #include "sim/schema/SimSchema.hpp"
00026 #include "sim/action/all.hpp"
00027 #include "sim/thing/Actor.hpp"
00028 #include "util/type/String.hpp"
00029 #include "util/error/Log.hpp"
00030 
00031 using namespace se_core;
00032 
00033 namespace se_client {
00034     PlayerComponent
00035     ::PlayerComponent(Composite* owner)
00036         : Component(sct_PLAYER, owner), deadWhen_(0), didWin_(false), isControlsActive_(true) {
00037         actionComponent_ = static_cast<ActionComponent*>(owner_->component(sct_ACTION));
00038         posComponent_ = static_cast<PosComponent*>(owner_->component(sct_POS));
00039     }
00040 
00041 
00042     PlayerComponent
00043     ::~PlayerComponent() {
00044     }
00045 
00046 
00047     void PlayerComponent
00048     ::setActive(bool state) {
00049     }
00050     
00051 
00052     void PlayerComponent
00053     ::zoneChanged(int zoneType, Composite* newArea, Composite* oldArea) {
00054         if(zoneType != st_AREA)
00055             return;
00056 
00057         if(newArea) {
00058             PosComponent::Ptr pos(*newArea);
00059             lastEntrance_.setViewPoint(pos->nextPos().local_);
00060         }
00061     }
00062 
00063 
00064     bool PlayerComponent
00065     ::die(bool didWin) {
00066         // Only die once
00067         if(deadWhen_)
00068             return false;
00069         deadWhen_ = SimSchema::simEngine.when();
00070         didWin_ = didWin;
00071         return true;
00072     }
00073 
00074 
00075     long PlayerComponent
00076     ::deathAge() {
00077         if(!deadWhen_)
00078             return -1;
00079 
00080         return SimSchema::simEngine.when() - deadWhen_;
00081     }
00082 
00083 }

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