1
0
forked from 0ad/0ad
0ad/source/simulation2/components/CCmpOwnership.cpp

105 lines
2.3 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpOwnership.h"
#include "simulation2/MessageTypes.h"
/**
* Basic ICmpOwnership implementation.
*/
class CCmpOwnership : public ICmpOwnership
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Destroy);
}
DEFAULT_COMPONENT_ALLOCATOR(Ownership)
player_id_t m_Owner;
static std::string GetSchema()
{
return
"<a:example/>"
"<a:help>Allows this entity to be owned by players.</a:help>"
"<empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_Owner = INVALID_PLAYER;
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.NumberI32_Unbounded("owner", m_Owner);
}
virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
{
deserialize.NumberI32_Unbounded("owner", m_Owner);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Destroy:
{
// Reset the owner so this entity is e.g. removed from population counts
SetOwner(INVALID_PLAYER);
break;
}
}
}
virtual player_id_t GetOwner()
{
return m_Owner;
}
virtual void SetOwner(player_id_t playerID)
{
if (playerID == m_Owner)
return;
player_id_t old = m_Owner;
m_Owner = playerID;
CMessageOwnershipChanged msg(GetEntityId(), old, playerID);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
virtual void SetOwnerQuiet(player_id_t playerID)
{
if (playerID != m_Owner)
m_Owner = playerID;
}
};
REGISTER_COMPONENT_TYPE(Ownership)