/* Crystal Space Entity Layer Copyright (C) 2001 by Jorrit Tyberghein This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "cssysdef.h" #include "plugins/behaviourlayer/test/bl.h" #include "plugins/behaviourlayer/test/behave.h" #include "include/physicallayer/entity.h" //--------------------------------------------------------------------------- CS_IMPLEMENT_PLUGIN SCF_IMPLEMENT_FACTORY (celBlTest) SCF_IMPLEMENT_IBASE (celBlTest) SCF_IMPLEMENTS_INTERFACE (iCelBlLayer) SCF_IMPLEMENTS_EMBEDDED_INTERFACE (iComponent) SCF_IMPLEMENT_IBASE_END SCF_IMPLEMENT_EMBEDDED_IBASE (celBlTest::Component) SCF_IMPLEMENTS_INTERFACE (iComponent) SCF_IMPLEMENT_EMBEDDED_IBASE_END celBlTest::celBlTest (iBase* parent) { SCF_CONSTRUCT_IBASE (parent); SCF_CONSTRUCT_EMBEDDED_IBASE (scfiComponent); } celBlTest::~celBlTest () { SCF_DESTRUCT_EMBEDDED_IBASE (scfiComponent); SCF_DESTRUCT_IBASE (); } bool celBlTest::Initialize (iObjectRegistry* object_reg) { celBlTest::object_reg = object_reg; return true; } iCelBehaviour* celBlTest::CreateBehaviour (iCelEntity* entity, const char* name) { celBehaviourGeneral* ent = 0; if (!strcmp (name, "printer")) ent = new celBehaviourPrinter (entity, object_reg); else if (!strcmp (name, "room")) ent = new celBehaviourRoom (entity, object_reg); else if (!strcmp (name, "quest")) ent = new celBehaviourQuest (entity, object_reg); else if (!strcmp (name, "box")) ent = new celBehaviourBox (entity, object_reg); else if (!strcmp (name, "actor")) ent = new celBehaviourActor (entity, object_reg); else if (!strcmp (name, "dynactor")) ent = new celBehaviourDynActor (entity, object_reg); else if (!strcmp (name, "wheeled")) ent = new celBehaviourWheeled (entity, object_reg); if (ent) { ent->SetName (name); ent->SetBehaviourLayer (this); } entity->SetBehaviour (ent); return ent; }