view engine/core/model/metamodel/object.cpp @ 546:8fee2d2286e9

Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 03 Jun 2010 21:35:06 +0000
parents 6177cdf72489
children
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/***************************************************************************
 *   Copyright (C) 2005-2008 by the FIFE team                              *
 *   http://www.fifengine.de                                               *
 *   This file is part of FIFE.                                            *
 *                                                                         *
 *   FIFE is free software; you can redistribute it and/or                 *
 *   modify it under the terms of the GNU Lesser General Public            *
 *   License as published by the Free Software Foundation; either          *
 *   version 2.1 of the License, or (at your option) any later version.    *
 *                                                                         *
 *   This library is distributed in the hope that it will be useful,       *
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU     *
 *   Lesser General Public License for more details.                       *
 *                                                                         *
 *   You should have received a copy of the GNU Lesser General Public      *
 *   License along with this library; if not, write to the                 *
 *   Free Software Foundation, Inc.,                                       *
 *   51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA          *
 ***************************************************************************/

// Standard C++ library includes

// 3rd party library includes

// FIFE includes
// These includes are split up in two parts, separated by one empty line
// First block: files included from the FIFE root src directory
// Second block: files included from the same folder
#include "util/base/exception.h"

#include "object.h"
#include "action.h"
#include "abstractpather.h"

namespace FIFE {
	Object::Object(const std::string& identifier, const std::string& name_space, Object* inherited):
		m_id(identifier),
		m_namespace(name_space),
		m_inherited(inherited),
		m_actions(NULL),
		m_blocking(false),
		m_static(false),
		m_pather(NULL),
		m_visual(NULL),
		m_defaultaction(NULL) {
	}

	Object::~Object() {
		if (m_actions) {
			std::map<std::string, Action*>::const_iterator i(m_actions->begin());
			while (i != m_actions->end()) {
				delete i->second;
				++i;
			}
			delete m_actions;
		}
		delete m_visual;
	}

	Action* Object::createAction(const std::string& identifier, bool is_default) {
		if (!m_actions) {
			m_actions = new std::map<std::string, Action*>;
		}

		std::map<std::string, Action*>::const_iterator it = m_actions->begin();
		for(; it != m_actions->end(); ++it) {
			if(identifier == it->second->getId()) {
				throw NameClash(identifier);
			}
		}

		Action* a = getAction(identifier);
		if (!a) {
			a = new Action(identifier);
			(*m_actions)[identifier] = a;
			if (is_default || (!m_defaultaction)) {
				m_defaultaction = a;
			}
		}
		return a;
	}

	Action* Object::getAction(const std::string& identifier) const {
		std::map<std::string, Action*>::const_iterator i;
		if (m_actions) {
			i = m_actions->find(identifier);
		}
		if ((!m_actions) || (i == m_actions->end())) {
			if (m_inherited) {
				return m_inherited->getAction(identifier);
			}
			return NULL;
		}
		return i->second;
	}
	
	std::list<std::string> Object::getActionIds() const {
		std::list<std::string> action_ids;
		action_ids.clear();
		if (m_actions) {
			std::map<std::string, Action*>::const_iterator actions_it = m_actions->begin();
			for(; actions_it != m_actions->end(); ++actions_it) {
				action_ids.push_back(actions_it->first);
			}
		}
		return action_ids;
	}

	void Object::setPather(AbstractPather* pather) {
		m_pather = pather;
	}
	
	bool Object::isBlocking() const {
		if (m_blocking) {
			return true;
		}
		if (m_inherited) {
			return m_inherited->isBlocking();
		}
		return false;
	}
	
	bool Object::isStatic() const {
		if (m_static) {
			return true;
		}
		if (m_inherited) {
			return m_inherited->isStatic();
		}
		return false;
	}	

	bool Object::operator==(const Object& obj) const {
		return m_id == obj.getId() && m_namespace == obj.getNamespace();
	}

	bool Object::operator!=(const Object& obj) const {
		return m_id != obj.getId() || m_namespace != obj.getNamespace();
	}

}