SpawnManager.hpp

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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 #ifndef SpawnManager_hpp
00023 #define SpawnManager_hpp
00024 
00025 #include "sim/sim.hpp"
00026 #include "sim/config/sim_config.hpp"
00027 #include "comp/node/RootComponent.hpp"
00028 
00029 
00030 namespace se_core {
00031 
00035     class _SeCoreExport SpawnManager : public RootComponent {
00036     public:
00040         SpawnManager();
00041 
00042 
00046         virtual ~SpawnManager();
00047 
00048         const char* name() const { return "SpawnManager"; }
00049         
00050 
00051         void step(long when);
00052 
00053         void initGame();
00054         void cleanupGame();
00055 
00056         static SpawnManager& singleton();
00057 
00058 
00059         void addFactory(CompositeFactory* factory);
00060         CompositeFactory* factory(const char* name);
00061         Composite* create(const char* name);
00062         void scheduleForDestruction(Composite& thing);
00063         void neutraliseDestructions();
00064         void performDestructions();
00065         void reset();
00066         void resetAll();
00067 
00068     private:
00069         int factoryCount_;
00070         int destructionCount_;
00071         int nextDestructionCount_;
00072         static const int MAX_FACTORIES = MAX_GAME_TYPES;
00073         static const int MAX_THINGS_FOR_DESTRUCTION = MAX_GAME_OBJECTS;
00074         CompositeFactory** factories_;
00075         Composite** thingsScheduledForDestruction_;
00076     };
00077 
00078 }
00079 
00080 #endif

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