/* -*-c++-*- * testGameActorLibrary - This source file (.h & .cpp) - Using 'The MIT License' * Copyright (C) 2006-2008, Alion Science and Technology Corporation * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * * This software was developed by Alion Science and Technology Corporation under * circumstances in which the U. S. Government may have rights in the software. * * William E. Johnson II */ #include "testgameactor2.h" #include #include #include #include ///////////////////////////////////////////////////// // Actor Proxy code ///////////////////////////////////////////////////// TestGameActorProxy2::TestGameActorProxy2() { SetClassName("TestGameActor2"); } TestGameActorProxy2::~TestGameActorProxy2() { } void TestGameActorProxy2::BuildInvokables() { GameActorProxy::BuildInvokables(); AddInvokable(*new dtGame::Invokable("Test Message Listener", dtDAL::MakeFunctor(static_cast(GetGameActor()), &TestGameActor2::LogMessage))); } void TestGameActorProxy2::BuildPropertyMap() { dtGame::GameActorProxy::BuildPropertyMap(); AddProperty(new dtDAL::IntActorProperty("Actor Deleted Count", "The number of Actor Deleted message received", dtDAL::MakeFunctor(static_cast(GetGameActor()), &TestGameActor2::SetActorDeletedCount), dtDAL::MakeFunctorRet(static_cast(GetGameActor()), &TestGameActor2::GetActorDeletedCount), "A property marking the number of actor deleted message received.", "")); AddProperty(new dtDAL::IntActorProperty("Actor Published Count", "The number of Actor Published message received", dtDAL::MakeFunctor(static_cast(GetGameActor()), &TestGameActor2::SetActorPublishedCount), dtDAL::MakeFunctorRet(static_cast(GetGameActor()), &TestGameActor2::GetActorPublishedCount), "A property marking the number of actor published message received.", "")); AddProperty(new dtDAL::IntActorProperty("Map Loaded Count", "The number of Map Loaded message received", dtDAL::MakeFunctor(static_cast(GetGameActor()), &TestGameActor2::SetMapLoadedCount), dtDAL::MakeFunctorRet(static_cast(GetGameActor()), &TestGameActor2::GetMapLoadedCount), "A property marking the number of Map Loaded message received.", "")); } void TestGameActorProxy2::CreateActor() { SetActor(*new TestGameActor2(*this)); } ///////////////////////////////////////////////////// // Actor code ///////////////////////////////////////////////////// TestGameActor2::TestGameActor2(dtGame::GameActorProxy& proxy): dtGame::GameActor(proxy), mActorDeletedCount(0), mActorPublishedCount(0), mMapLoadedCount(0) { } TestGameActor2::~TestGameActor2() { } ///////////////////////////////////////////////////// void TestGameActor2::ProcessMessage(const dtGame::Message& message) { if (message.GetMessageType() == dtGame::MessageType::INFO_ACTOR_PUBLISHED) { mActorPublishedCount+=2; } else if (message.GetMessageType() == dtGame::MessageType::INFO_MAP_LOADED) { mMapLoadedCount+=2; } else if (message.GetMessageType() == dtGame::MessageType::INFO_ACTOR_DELETED) { mActorDeletedCount+=2; } } ///////////////////////////////////////////////////// void TestGameActor2::LogMessage(const dtGame::Message& message) { if (message.GetMessageType() == dtGame::MessageType::INFO_ACTOR_PUBLISHED) { mActorPublishedCount++; } else if (message.GetMessageType() == dtGame::MessageType::INFO_MAP_LOADED) { mMapLoadedCount++; } else if (message.GetMessageType() == dtGame::MessageType::INFO_ACTOR_DELETED) { mActorDeletedCount++; } }