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/*
* The Mana Server
* Copyright (C) 2006-2010 The Mana World Development Team
* Copyright (C) 2012 The Mana Developers
*
* This file is part of The Mana Server.
*
* The Mana Server 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
* any later version.
*
* The Mana Server 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 The Mana Server. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game-server/triggerareacomponent.h"
#include "game-server/character.h"
#include "game-server/mapcomposite.h"
#include "game-server/actor.h"
#include "game-server/state.h"
#include "utils/logger.h"
#include <cassert>
void WarpAction::process(Entity *obj)
{
if (obj->getType() == OBJECT_CHARACTER)
{
GameState::enqueueWarp(obj, mMap, mTargetPoint);
}
}
ScriptAction::ScriptAction(Script *script, Script::Ref callback, int arg) :
mScript(script),
mCallback(callback),
mArg(arg)
{
assert(mCallback.isValid());
}
void ScriptAction::process(Entity *obj)
{
LOG_DEBUG("Script trigger area activated: "
<< "(" << obj << ", " << mArg << ")");
mScript->prepare(mCallback);
mScript->push(obj);
mScript->push(mArg);
mScript->execute(obj->getMap());
}
void TriggerAreaComponent::update(Entity &entity)
{
MapComposite *map = entity.getMap();
std::set<Entity *> insideNow;
for (BeingIterator i(map->getInsideRectangleIterator(mZone)); i; ++i)
{
// Don't deal with uninitialized actors
if (!(*i) || !(*i)->getComponent<ActorComponent>()->isPublicIdValid())
continue;
// The BeingIterator returns the mapZones in touch with the rectangle
// area. On the other hand, the beings contained in the map zones
// may not be within the rectangle area. Hence, this additional
// contains() condition.
const Point &point =
(*i)->getComponent<ActorComponent>()->getPosition();
if (mZone.contains(point))
{
insideNow.insert(*i);
if (!mOnce || mInside.find(*i) == mInside.end())
{
mAction->process(*i);
}
}
}
mInside.swap(insideNow); //swapping is faster than assigning
}
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