K3dBlockBuild.cpp

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00001 
00013 /***************************************************************************
00014  *   Copyright (C) 2007 by Jan Koci   *
00015  *   honza.koci@email.cz   *
00016  *   http://kengine.sourceforge.net/tutorial/
00017  *                                                                         *
00018  *   This program is free software; you can redistribute it and/or modify  *
00019  *   it under the terms of the GNU General Public License as published by  *
00020  *   the Free Software Foundation; either version 2 of the License, or     *
00021  *   (at your option) any later version.                                   *
00022  *                                                                         *
00023  *   This program is distributed in the hope that it will be useful,       *
00024  *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
00025  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
00026  *   GNU General Public License for more details.                          *
00027  *                                                                         *
00028  *   You should have received a copy of the GNU General Public License     *
00029  *   along with this program; if not, write to the                         *
00030  *   Free Software Foundation, Inc.,                                       *
00031  *   59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.             *
00032  ***************************************************************************/
00033 
00034 #include "K3dBlockBuild.h"
00035 
00039 K3dBlockBuild::K3dBlockBuild(K3dGameData *_pGameData)
00040 {
00041         m_pGameData = _pGameData;
00042 }
00043 
00044 K3dBlockBuild::~K3dBlockBuild(void)
00045 {
00046         DeleteBlocks();
00047 }
00048 
00050 void K3dBlockBuild::LoadBlocks()
00051 {
00052         cout << "void K3dBlockBuild::LoadBlocks()" << endl;
00053         K3dString strFc = "void K3dBlockBuild::LoadBlocks() -- ";
00054         K3dString strOut;
00055 
00056         // Get virtual machine from global data
00057         K3dLua *pLua = m_pGameData->GetLua();
00058         
00059         // Get number of blocs
00060         pLua->LuaGetGlobal(K_STR_NUM_BLOCKS);
00061     if (!pLua->LuaIsNumber(-1))
00062         {
00063         //strOut = strFc + K_STR_NUM_BLOCKS;
00064                 //strOut += " is not a valid number";
00065                 //pLua->LuaError(strOut.GetString().c_str());
00066                 cerr << "Warning :: void K3dBlockBuild::LoadBlocks() -- Doesn`t load " << K_STR_NUM_BLOCKS << " from map file" << endl;
00067     }
00068         
00069         int iNumBlocks = (int) pLua->LuaToNumber(-1);
00070         for(int i=0; i<iNumBlocks; i++)
00071         {
00072                 
00073                 K3dBlockObj *pBlock = m_pGameData->GetBlockObjSP().New();
00074                 
00075                 K3dString kString(K_STR_BLOCK);
00076                 // Add number behind string
00077                 kString.AddNumber(i);
00078                 
00079                 pLua->LuaGetGlobal(kString.GetString().c_str());
00080                 if (!pLua->LuaIsTable(-1))
00081                 {
00082                         strOut = strFc + kString;
00083                         strOut += " is not a valid block table";
00084                         pLua->LuaError(strOut.GetString().c_str());
00085                 }
00086                 pBlock->GetName() = pLua->LuaGetFieldString(K_STR_NAME);
00087                 pBlock->GetId() = m_pGameData->GetBlockObjSP().GetNum();
00088                 pBlock->GetNumFaces() = (int)pLua->LuaGetFieldNumber(K_STR_NUM_FACES);
00089                 pBlock->GetFirstFaceId() = (int)pLua->LuaGetFieldNumber(K_STR_FIRST_FACE);
00090         }
00091 }
00092 
00094 void K3dBlockBuild::DeleteBlocks()
00095 {
00096         std::cout << "void K3dBlockBuild::DeleteBlocks()" << endl;
00097         while(m_pGameData->GetBlockObjSP().GetNum())
00098         {
00099                 K3dBlockObj *p = m_pGameData->GetBlockObjSP().Get(0);
00100                 p = m_pGameData->GetBlockObjSP().Delete(p);
00101         }
00102 }

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