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moonfall/ActorPropertyScript.cpp

101 lines
2.5 KiB
C++

/*
Moonfall Copyright (C) 2008 Alex Yatskov
This program 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 3 of the License, or
(at your option) any later version.
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Pch.h"
#include "ActorPropertyScript.h"
#include "ActorScript.h"
#include "Actor.h"
ActorPropertyScript::ActorPropertyScript(Actor* owner) :
ActorPropertyTyped<ACTOR_PROPERTY_TYPE_SCRIPT>(owner),
m_queuedCreate(false)
{
}
ActorPropertyScript::~ActorPropertyScript()
{
SetScript(NULL);
}
void ActorPropertyScript::Update(float elapsed)
{
if (m_script && System::QueryWorldContext() != NULL)
{
if (m_queuedCreate)
{
m_script->OnActorCreate(GetOwner()->GetId());
m_queuedCreate = false;
}
m_script->OnActorUpdate(elapsed);
}
}
void ActorPropertyScript::SetScript(const char* resource)
{
if (m_script)
{
m_script->OnActorDestroy();
}
if (resource == NULL || *resource == '\0')
{
m_script.reset();
}
else
{
m_script = System::LoadActorScript(resource);
}
m_queuedCreate = m_script;
}
bool ActorPropertyScript::SendMessage(const char* message, const ParameterMap& parametersIn, ParameterMap* parametersOut)
{
return m_script->OnActorReceiveMessage(message, parametersIn, parametersOut);
}
void ActorPropertyScript::ResetScriptState()
{
if (m_script)
{
m_script->ResetState();
m_queuedCreate = true;
}
}
void ActorPropertyScript::SetParameter(const char* name, const ScriptParameter& parameter)
{
if (m_script)
{
m_script->SetParameter(name, parameter);
}
}
bool ActorPropertyScript::GetParameter(const char* name, ScriptParameter* parameter) const
{
return m_script ? m_script->GetParameter(name, parameter) : false;
}
void ActorPropertyScript::EnumerateParameters(std::vector<std::string>* names) const
{
if (m_script)
{
m_script->EnumerateParameters(names);
}
}