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- #pragma once
- //========================================================================
- // Actor.h - Defines the Actor class
- //
- // Part of the GameCode4 Application
- //
- // GameCode4 is the sample application that encapsulates much of the source code
- // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
- // "Rez" Graham, published by Charles River Media.
- // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
- //
- // If this source code has found it's way to you, and you think it has helped you
- // in any way, do the authors a favor and buy a new copy of the book - there are
- // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
- // by clicking here:
- // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
- //
- // There's a companion web site at http://www.mcshaffry.com/GameCode/
- //
- // The source code is managed and maintained through Google Code:
- // http://code.google.com/p/gamecode4/
- //
- // (c) Copyright 2012 Michael L. McShaffry and David Graham
- //
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the GNU Lesser GPL v3
- // as published by the Free Software Foundation.
- //
- // 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
- // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
- //
- // You should have received a copy of the GNU Lesser GPL v3
- // along with this program; if not, write to the Free Software
- // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- //
- //========================================================================
- #include "ActorComponent.h"
- class TiXmlElement;
- typedef std::string ActorType;
- //---------------------------------------------------------------------------------------------------------------------
- // Actor class
- // Chapter 6, page 165
- //---------------------------------------------------------------------------------------------------------------------
- class Actor
- {
- friend class ActorFactory;
-
- public:
- typedef std::map<ComponentId, StrongActorComponentPtr> ActorComponents;
- private:
- ActorId m_id; // unique id for the actor
- ActorComponents m_components; // all components this actor has
- ActorType m_type;
- // [mrmike] - these were added post press as editor helpers, but will also be great for save game files if we ever make them.
- std::string m_resource; // the XML file from which this actor was initialized (considered the "Archetype" file)
- public:
- explicit Actor(ActorId id);
- ~Actor(void);
- bool Init(TiXmlElement* pData);
- void PostInit(void);
- void Destroy(void);
- // accessors
- ActorId GetId(void) const { return m_id; }
- ActorType GetType(void) const { return m_type; }
- // template function for retrieving components
- template <class ComponentType>
- std::weak_ptr<ComponentType> GetComponent(ComponentId id)
- {
- ActorComponents::iterator findIt = m_components.find(id);
- if (findIt != m_components.end())
- {
- StrongActorComponentPtr pBase(findIt->second);
- std::shared_ptr<ComponentType> pSub(std::static_pointer_cast<ComponentType>(pBase)); // cast to subclass version of the pointer
- std::weak_ptr<ComponentType> pWeakSub(pSub); // convert strong pointer to weak pointer
- return pWeakSub; // return the weak pointer
- }
- else
- {
- return std::weak_ptr<ComponentType>();
- }
- }
- template <class ComponentType>
- std::weak_ptr<ComponentType> GetComponent(const char *name)
- {
- ComponentId id = ActorComponent::GetIdFromName(name);
- ActorComponents::iterator findIt = m_components.find(id);
- if (findIt != m_components.end())
- {
- StrongActorComponentPtr pBase(findIt->second);
- std::shared_ptr<ComponentType> pSub(std::static_pointer_cast<ComponentType>(pBase)); // cast to subclass version of the pointer
- std::weak_ptr<ComponentType> pWeakSub(pSub); // convert strong pointer to weak pointer
- return pWeakSub; // return the weak pointer
- }
- else
- {
- return std::weak_ptr<ComponentType>();
- }
- }
- void AddComponent(StrongActorComponentPtr pComponent);
- };
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