blender/source/gameengine/Ketsji/KX_GameActuator.cpp
Campbell Barton f510057fef [#17600] char* -> const char*
Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
2008-09-20 11:08:35 +00:00

285 lines
6.5 KiB
C++

/**
* global game stuff
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program 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 (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "SCA_IActuator.h"
#include "KX_GameActuator.h"
//#include <iostream>
#include "KX_Scene.h"
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h" /* for config load/saving */
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_GameActuator::KX_GameActuator(SCA_IObject *gameobj,
int mode,
const STR_String& filename,
const STR_String& loadinganimationname,
KX_Scene* scene,
KX_KetsjiEngine* ketsjiengine,
PyTypeObject* T)
: SCA_IActuator(gameobj, T)
{
m_mode = mode;
m_filename = filename;
m_loadinganimationname = loadinganimationname;
m_scene = scene;
m_ketsjiengine = ketsjiengine;
} /* End of constructor */
KX_GameActuator::~KX_GameActuator()
{
// there's nothing to be done here, really....
} /* end of destructor */
CValue* KX_GameActuator::GetReplica()
{
KX_GameActuator* replica = new KX_GameActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
bool KX_GameActuator::Update()
{
// bool result = false; /*unused*/
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent)
return false; // do nothing on negative events
switch (m_mode)
{
case KX_GAME_LOAD:
case KX_GAME_START:
{
if (m_ketsjiengine)
{
STR_String exitstring = "start other game";
m_ketsjiengine->RequestExit(KX_EXIT_REQUEST_START_OTHER_GAME);
m_ketsjiengine->SetNameNextGame(m_filename);
m_scene->AddDebugProperty((this)->GetParent(), exitstring);
}
break;
}
case KX_GAME_RESTART:
{
if (m_ketsjiengine)
{
STR_String exitstring = "restarting game";
m_ketsjiengine->RequestExit(KX_EXIT_REQUEST_RESTART_GAME);
m_ketsjiengine->SetNameNextGame(m_filename);
m_scene->AddDebugProperty((this)->GetParent(), exitstring);
}
break;
}
case KX_GAME_QUIT:
{
if (m_ketsjiengine)
{
STR_String exitstring = "quiting game";
m_ketsjiengine->RequestExit(KX_EXIT_REQUEST_QUIT_GAME);
m_scene->AddDebugProperty((this)->GetParent(), exitstring);
}
break;
}
case KX_GAME_SAVECFG:
{
if (m_ketsjiengine)
{
char mashal_path[512];
char *marshal_buffer = NULL;
int marshal_length;
FILE *fp = NULL;
pathGamePythonConfig(mashal_path);
marshal_length = saveGamePythonConfig(&marshal_buffer);
if (marshal_length && marshal_buffer) {
fp = fopen(mashal_path, "wb");
if (fp) {
if (fwrite(marshal_buffer, 1, marshal_length, fp) != marshal_length) {
printf("Warning: could not write marshal data\n");
}
fclose(fp);
} else {
printf("Warning: could not open marshal file\n");
}
} else {
printf("Warning: could not create marshal buffer\n");
}
}
break;
}
case KX_GAME_LOADCFG:
{
if (m_ketsjiengine)
{
char mashal_path[512];
char *marshal_buffer;
int marshal_length;
FILE *fp = NULL;
int result;
pathGamePythonConfig(mashal_path);
fp = fopen(mashal_path, "rb");
if (fp) {
// obtain file size:
fseek (fp , 0 , SEEK_END);
marshal_length = ftell(fp);
rewind(fp);
marshal_buffer = (char*) malloc (sizeof(char)*marshal_length);
result = fread (marshal_buffer, 1, marshal_length, fp);
if (result == marshal_length) {
loadGamePythonConfig(marshal_buffer, marshal_length);
} else {
printf("warning: could not read all of '%s'\n", mashal_path);
}
free(marshal_buffer);
fclose(fp);
} else {
printf("warning: could not open '%s'\n", mashal_path);
}
}
break;
}
default:
; /* do nothing? this is an internal error !!! */
}
return false;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_GameActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_GameActuator",
sizeof(KX_GameActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject KX_GameActuator::Parents[] =
{
&KX_GameActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_GameActuator::Methods[] =
{
{"getFile", (PyCFunction) KX_GameActuator::sPyGetFile, METH_VARARGS, GetFile_doc},
{"setFile", (PyCFunction) KX_GameActuator::sPySetFile, METH_VARARGS, SetFile_doc},
{NULL,NULL} //Sentinel
};
/* getFile */
const char KX_GameActuator::GetFile_doc[] =
"getFile()\n"
"get the name of the file to start.\n";
PyObject* KX_GameActuator::PyGetFile(PyObject* self, PyObject* args, PyObject* kwds)
{
return PyString_FromString(m_filename);
}
/* setFile */
const char KX_GameActuator::SetFile_doc[] =
"setFile(name)\n"
"set the name of the file to start.\n";
PyObject* KX_GameActuator::PySetFile(PyObject* self, PyObject* args, PyObject* kwds)
{
char* new_file;
if (!PyArg_ParseTuple(args, "s", &new_file))
{
return NULL;
}
m_filename = STR_String(new_file);
Py_Return;
}
PyObject* KX_GameActuator::_getattr(const STR_String& attr)
{
_getattr_up(SCA_IActuator);
}