view engine/core/model/structures/instance.i @ 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 48c38e92e2bd
children 2de93d36ca6d
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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          *
 ***************************************************************************/

%module fife
%{
#include "model/structures/instance.h"
%}

%include "model/metamodel/modelcoords.i"
%include "model/metamodel/abstractvisual.i"
%include "util/structures/utilstructures.i"
%include "location.i"

namespace FIFE {

	class Layer;
	class Action;
	class Object;
	class Instance;

	%feature("director") InstanceActionListener;
	class InstanceActionListener {
	public:
		virtual ~InstanceActionListener() {};
		virtual void onInstanceActionFinished(Instance* instance, Action* action) = 0;
	};

	enum InstanceChangeType {
		ICHANGE_NO_CHANGES = 0x0000,
		ICHANGE_LOC = 0x0001,
		ICHANGE_FACING_LOC = 0x0002,
		ICHANGE_SPEED = 0x0004,
		ICHANGE_ACTION = 0x0008,
		ICHANGE_TIME_MULTIPLIER = 0x0010,
		ICHANGE_SAYTEXT = 0x0020,
		ICHANGE_ROTATION = 0x0040,
	};
	typedef unsigned int InstanceChangeInfo;
	
	%feature("director") InstanceChangeListener;
	class InstanceChangeListener {
	public:
		virtual ~InstanceChangeListener() {};
		virtual void onInstanceChanged(Instance* instance, InstanceChangeInfo info) = 0;
	};

	class Instance : public ResourceClass {
	public:
		Instance(Object* object, const Location& location, const std::string& identifier="");
		virtual ~Instance();
		const std::string& getId();
		void setId(const std::string& identifier="");
		Object* getObject();
		void setLocation(const Location& loc);
		Location getLocation() const;
		Location& getLocationRef();
		Location getTargetLocation() const;
		void setRotation(int);
		int getRotation() const;
		void addActionListener(InstanceActionListener* listener);
		void removeActionListener(InstanceActionListener* listener);
		void addChangeListener(InstanceChangeListener* listener);
		void removeChangeListener(InstanceChangeListener* listener);
		Action* getCurrentAction() const;
		double getMovementSpeed() const;
		void setFacingLocation(const Location& loc);
		Location getFacingLocation();
		Location& getFacingLocationRef();
		unsigned int getActionRuntime();
		void setActionRuntime(unsigned int time_offset);
		void move(const std::string& action_name, const Location& target, const double speed);
		void act(const std::string& action_name, const Location& direction, bool repeating=false);
		void follow(const std::string& action_name, Instance* leader, const double speed);
		void say(const std::string& text, unsigned int duration=0);
		void setTimeMultiplier(float multip);
		float getTimeMultiplier();
		unsigned int getRuntime();
		void refresh();
		InstanceChangeInfo getChangeInfo();
		
		void setVisual(AbstractVisual* visual);
		template<typename T> T* getVisual() const;
	};
}

namespace std {
	%template(InstanceVector) vector<FIFE::Instance*>;
	%template(InstanceList) list<FIFE::Instance*>;	
}