示例#1
0
文件: entity.cpp 项目: wdgrusse/Aspen
void Entity::Deserialize(TiXmlElement* root)
{
    TiXmlElement* contents = NULL;
    TiXmlNode* node = NULL;
    TiXmlElement* obj = NULL;
    World* world = World::GetPtr();
    int loc;

//contents
    node = root->FirstChild("contents");
    if (node)
        {
            contents = node->ToElement();
            for (node = contents->FirstChild(); node; node = node->NextSibling())
                {
                    obj = node->ToElement();
                    Entity* object = new Entity();
                    object->Deserialize(obj);
                    object->SetLocation(this);
                    _contents.push_back(object);
                }
        }

    root->Attribute("location", &loc);
    Uuid::Deserialize(root);
    if (!loc)
        {
            _location=NULL;
        }
    else
        {
            _location=world->GetRoom(loc);
        }

//and now we notify everything that an object was loaded:
    world->events.CallEvent("ObjectLoaded", NULL, this);
    BaseObject::Deserialize(root->FirstChild("BaseObject")->ToElement());
#ifdef MODULE_SCRIPTING
    /*
        Script* script = (Script*)world->GetProperty("script");
        script->Execute(this, GetScript());
    */
#endif
}
示例#2
0
/*
    Decode and create entity from input stream.
    Used, when a sector is loaded.
*/
Result SceneManager::DeserializeEntity(Common::InputStream* pStream, const Vector& offset,
                                       Entity** ppEntity)
{
    Entity* pEntity = new Entity();
    if (pEntity == nullptr) return Result::AllocationError;

    pEntity->mScene = this;

    // Desrialize
    if (pEntity->Deserialize(pStream, offset) != Result::OK)
    {
        delete pEntity; //free, the object won't be used anymore
        return Result::Error;
    }

    mEntities.insert(pEntity);


    *ppEntity = pEntity;
    return Result::OK;
}