SpawnChildren.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 "SpawnChildren.hpp"
00023 #include "sim/schema/SimSchema.hpp"
00024 #include "sim/pos/Pos.hpp"
00025 #include "sim/thing/Actor.hpp"
00026 #include "sim/spawn/SpawnComponent.hpp"
00027 #include "sim/pos/PosComponent.hpp"
00028 #include "sim/physics/PhysicsComponent.hpp"
00029 
00030 using namespace se_core;
00031 
00032 namespace se_basic {
00033     SpawnChildren
00034     ::SpawnChildren()
00035         : se_core::Action("SpawnChildren") 
00036         , PROPERTY_SPAWN(Property::hash("Action.SPAWN_CHILDREN")) 
00037         , PROPERTY_SPAWN_POINT(Property::hash("Action.SPAWN_CHILDREN_POINT")) 
00038     {
00039     }
00040 
00041 
00042     void SpawnChildren
00043     ::perform(long when, ActionComponent& perf, Parameter& parameter) const {
00044         StatComponent::Ptr pStat(perf);
00045         SpawnComponent::Ptr pSpawn(perf);
00046         const Property* prop = pStat->property(PROPERTY_SPAWN);
00047         if(prop) {
00048             PosComponent::Ptr pos(perf);
00049             const Property* propPoint = pStat->property(PROPERTY_SPAWN_POINT);
00050             for(unsigned int i = 0; i < prop->valueCount(); ++i) {
00051                 Composite* s = pSpawn->spawn(prop->string(i), propPoint->shortValue() + i);
00052                 PosComponent::Ptr childPos(s);
00053                 if(!childPos.isNull() && !pos.isNull()) {
00054                     PosComponent::Ptr(*s)->nextPos().setParent(*pos, true);
00055                     CollisionComponent::Ptr cc1(*s);
00056                     CollisionComponent::Ptr cc2(perf);
00057                     if(!cc1.isNull() && !cc2.isNull())
00058                         cc1->setIgnore(*cc2);
00059 
00060                     StatComponent::Ptr(*s)->setShouldSave(false);
00061                 }
00062             }
00063 
00064         }
00065         else {
00066             Param* p = static_cast<Param*>(parameter.data(sizeof(Param)));
00067             pSpawn->spawn(p->thingType_, p->SpawnChildrenPoint_);
00068         }
00069     }
00070 
00071 
00072     const SpawnChildren& SpawnChildren
00073     ::param(const char* thingType, short SpawnChildrenPoint, Parameter& out) const {
00074         Param* p = static_cast<Param*>(out.data(sizeof(Param)));
00075         *p = Param(thingType, SpawnChildrenPoint);
00076         return *this;
00077     }
00078 
00079 
00080     const SpawnChildren actionSpawnChildren;
00081 }
00082 

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