120 lines
2.1 KiB
C++
120 lines
2.1 KiB
C++
#include "gameobj.h"
|
|
#include "scriptmgr.h"
|
|
#include "gamemgr.h"
|
|
|
|
using namespace std;
|
|
|
|
CGameObj::CGameObj(char dispChar, int x, int y)
|
|
{
|
|
// The first reference is already counted when the object is created
|
|
refCount = 1;
|
|
|
|
isDead = false;
|
|
displayCharacter = dispChar;
|
|
this->x = x;
|
|
this->y = y;
|
|
controller = 0;
|
|
|
|
weakRefFlag = 0;
|
|
}
|
|
|
|
CGameObj::~CGameObj()
|
|
{
|
|
if( weakRefFlag )
|
|
{
|
|
// Tell the ones that hold weak references that the object is destroyed
|
|
weakRefFlag->Set(true);
|
|
weakRefFlag->Release();
|
|
}
|
|
|
|
if( controller )
|
|
controller->Release();
|
|
}
|
|
|
|
asILockableSharedBool *CGameObj::GetWeakRefFlag()
|
|
{
|
|
if( !weakRefFlag )
|
|
weakRefFlag = asCreateLockableSharedBool();
|
|
|
|
return weakRefFlag;
|
|
}
|
|
|
|
int CGameObj::AddRef()
|
|
{
|
|
return ++refCount;
|
|
}
|
|
|
|
int CGameObj::Release()
|
|
{
|
|
if( --refCount == 0 )
|
|
{
|
|
delete this;
|
|
return 0;
|
|
}
|
|
return refCount;
|
|
}
|
|
|
|
void CGameObj::DestroyAndRelease()
|
|
{
|
|
// Since there might be other object's still referencing this one, we
|
|
// cannot just delete it. Here we will release all other references that
|
|
// this object holds, so it doesn't end up holding circular references.
|
|
if( controller )
|
|
{
|
|
controller->Release();
|
|
controller = 0;
|
|
}
|
|
|
|
Release();
|
|
}
|
|
|
|
void CGameObj::OnThink()
|
|
{
|
|
// Call the script controller's OnThink method
|
|
if( controller )
|
|
scriptMgr->CallOnThink(controller);
|
|
}
|
|
|
|
bool CGameObj::Move(int dx, int dy)
|
|
{
|
|
// Check if it is actually possible to move to the desired position
|
|
int x2 = x + dx;
|
|
if( x2 < 0 || x2 > 9 ) return false;
|
|
|
|
int y2 = y + dy;
|
|
if( y2 < 0 || y2 > 9 ) return false;
|
|
|
|
// Check with the game manager if another object isn't occupying this spot
|
|
CGameObj *obj = gameMgr->GetGameObjAt(x2, y2);
|
|
if( obj ) return false;
|
|
|
|
// Now we can make the move
|
|
x = x2;
|
|
y = y2;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameObj::Send(CScriptHandle msg, CGameObj *other)
|
|
{
|
|
if( other && other->controller )
|
|
scriptMgr->CallOnMessage(other->controller, msg, this);
|
|
}
|
|
|
|
void CGameObj::Kill()
|
|
{
|
|
// Just flag the object as dead. The game manager will
|
|
// do the actual destroying at the end of the frame
|
|
isDead = true;
|
|
}
|
|
|
|
int CGameObj::GetX() const
|
|
{
|
|
return x;
|
|
}
|
|
|
|
int CGameObj::GetY() const
|
|
{
|
|
return y;
|
|
}
|