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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpOwnership.cpp
Ykkrosh 4fed9b8242 # Added initial support for players and population counters in new simulation system, plus various infrastructure improvements.
Merge from 22b478ffed8d.
Pure scripted interface definitions.
Entity creation from scripts.
Improved messaging system.
Messages on entity deletion.
Basic player entities.
Player ownership.
Bug fixes.

This was SVN commit r7281.
2010-01-22 20:03:14 +00:00

97 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)
const CSimContext* m_Context; // never NULL (after Init/Deserialize)
int32_t m_Owner;
virtual void Init(const CSimContext& context, const CParamNode& UNUSED(paramNode))
{
m_Context = &context;
m_Owner = -1;
}
virtual void Deinit(const CSimContext& UNUSED(context))
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.NumberI32_Unbounded("owner", m_Owner);
}
virtual void Deserialize(const CSimContext& context, const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
{
m_Context = &context;
deserialize.NumberI32_Unbounded(m_Owner);
}
virtual void HandleMessage(const CSimContext& UNUSED(context), 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(-1);
break;
}
}
}
virtual int32_t GetOwner()
{
return m_Owner;
}
virtual void SetOwner(int32_t playerID)
{
if (playerID == m_Owner)
return;
int32_t old = m_Owner;
m_Owner = playerID;
CMessageOwnershipChanged msg(GetEntityId(), old, playerID);
m_Context->GetComponentManager().PostMessage(GetEntityId(), msg);
}
};
REGISTER_COMPONENT_TYPE(Ownership)