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 "SpawnManager.hpp" 00023 #include "SpawnAreaComponent.hpp" 00024 #include "SpawnComponent.hpp" 00025 #include "sim/sim.hpp" 00026 #include "sim/schema/SimSchema.hpp" 00027 #include "comp/list/CompositeList.hpp" 00028 #include "util/error/Log.hpp" 00029 #include "comp/schema/CompSchema.hpp" 00030 #include "../area/Area.hpp" 00031 00032 00033 00034 namespace se_core { 00035 00036 SpawnAreaComponent 00037 ::SpawnAreaComponent(Composite* owner, const ComponentFactory* factory) 00038 : RootChildComponent(sct_SPAWN, owner, factory), spawnPointCount_(0), spawnPoints_(0) { 00039 } 00040 00041 00042 SpawnAreaComponent 00043 ::~SpawnAreaComponent() { 00044 } 00045 00046 00047 void SpawnAreaComponent 00048 ::setActive(bool state) { 00049 if(state) { 00050 NodeComponent* c = static_cast<NodeComponent*>(CompSchema::activeRoot().component(type_)); 00051 if(c) { 00052 setParent(*c); 00053 } 00054 } 00055 else { 00056 resetParent(); 00057 } 00058 } 00059 00060 00061 void SpawnAreaComponent 00062 ::flipSpawns(void) { 00063 // Flip new spawns into area 00064 CompositeList::Iterator it(newSpawns_); 00065 while(it.hasNext()) { 00066 // Spawned things doesn't have to be actors 00067 Composite& c = it.next(); 00068 00069 // Newly spawned things will change area on first flip. 00070 // This will call Area::addThing, inserting it into 00071 // collisionGrid_ and other structures where it belong 00072 PosComponent::Ptr(c)->flip(); 00073 } 00074 00075 // New spawn are no longer new spawns once they are flipped 00076 newSpawns_.clear(); 00077 } 00078 00079 00080 00081 Composite* SpawnAreaComponent 00082 ::spawn(const char* thingName, const ViewPoint& vp, PosComponent* parent) { 00083 /* 00084 if(deniedTsMask != 0 && (tsMask(terrainStyle(vp.coor_)) & deniedTsMask) != 0) { 00085 // Tried to spawn on denied terrain type 00086 LogDetail((int)(tsMask(terrainStyle(vp.coor_)))); 00087 return 0; 00088 } 00089 */ 00090 00091 // Create the thing 00092 Composite* thing = SimSchema::spawnManager().create(thingName); 00093 PosComponent::Ptr sPos(thing); 00094 Assert(thing && !sPos.isNull()); 00095 00096 // Set position and direction 00097 PosComponent::Ptr aPos(*this); 00098 sPos->nextPos().setArea(*aPos, vp); 00099 00100 if(parent) { 00101 sPos->nextPos().setParent(*parent); 00102 } 00103 00104 // Initial index, if area type is using it 00105 sPos->nextPos().updateWorldViewPoint(); 00106 Area::Ptr area(this); 00107 sPos->nextPos().setIndex( area->index(sPos->nextPos().worldCoor()) ); 00108 00109 // Add the thing to the list of new spawns 00110 newSpawns_.add(*thing); 00111 00112 // Return the newly created thing 00113 return thing; 00114 } 00115 00116 00117 00118 void SpawnAreaComponent 00119 ::setSpawnPoints(int count, const ViewPoint* const* const spawnPoints) { 00120 //AssertDetail(spawnPoints_ == 0, "Spawn points set twice: " << owner()->name()); 00121 00122 spawnPointCount_ = count; 00123 spawnPoints_ = spawnPoints; 00124 } 00125 00126 00127 const ViewPoint* SpawnAreaComponent 00128 ::spawnPoint(short id) const { 00129 AssertFatal(id >= 0 && id < spawnPointCount_, ": Id=" << id << " Count=" << spawnPointCount_); 00130 AssertWarning(spawnPoints_[id] != 0, "Area= " << owner()->name() << " Id=" << id); 00131 return spawnPoints_[id]; 00132 } 00133 00134 } 00135
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