blender/source/gameengine/GameLogic/SCA_LogicManager.cpp
2012-06-30 22:49:33 +00:00

343 lines
8.1 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
* Regulates the top-level logic behavior for one scene.
*/
/** \file gameengine/GameLogic/SCA_LogicManager.cpp
* \ingroup gamelogic
*/
#include "Value.h"
#include "SCA_LogicManager.h"
#include "SCA_ISensor.h"
#include "SCA_IController.h"
#include "SCA_IActuator.h"
#include "SCA_EventManager.h"
#include "SCA_PythonController.h"
#include <set>
SCA_LogicManager::SCA_LogicManager()
{
}
SCA_LogicManager::~SCA_LogicManager()
{
for (vector<SCA_EventManager*>::iterator it = m_eventmanagers.begin();!(it==m_eventmanagers.end());++it)
{
delete (*it);
}
m_eventmanagers.clear();
assert(m_activeActuators.Empty());
}
#if 0
// this kind of fixes bug 398 but breakes games, so better leave it out for now.
// a removed object's gameobject (and logicbricks and stuff) didn't get released
// because it was still in the m_mapStringToGameObjects map.
void SCA_LogicManager::RemoveGameObject(const STR_String& gameobjname)
{
int numgameobj = m_mapStringToGameObjects.size();
for (int i = 0; i < numgameobj; i++)
{
CValue** gameobjptr = m_mapStringToGameObjects.at(i);
assert(gameobjptr);
if (gameobjptr)
{
if ((*gameobjptr)->GetName() == gameobjname)
(*gameobjptr)->Release();
}
}
m_mapStringToGameObjects.remove(gameobjname);
}
#endif
void SCA_LogicManager::RegisterEventManager(SCA_EventManager* eventmgr)
{
m_eventmanagers.push_back(eventmgr);
}
void SCA_LogicManager::RegisterGameObjectName(const STR_String& gameobjname,
CValue* gameobj)
{
STR_HashedString mn = gameobjname;
m_mapStringToGameObjects.insert(mn,gameobj);
}
void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj)
{
STR_HashedString mn = gamemeshname;
m_map_gamemeshname_to_blendobj.insert(mn, blendobj);
}
void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj)
{
m_map_blendobj_to_gameobj.insert(CHashedPtr(blendobj), gameobj);
}
void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj)
{
void **obp = m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
if (obp && (CValue*)(*obp) == gameobj)
m_map_blendobj_to_gameobj.remove(CHashedPtr(blendobj));
}
CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
{
STR_HashedString mn = gameobjname;
CValue** gameptr = m_mapStringToGameObjects[mn];
if (gameptr)
return *gameptr;
return NULL;
}
CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj)
{
void **obp= m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
return obp?(CValue*)(*obp):NULL;
}
void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname)
{
STR_HashedString mn = gamemeshname;
void **obp= m_map_gamemeshname_to_blendobj[mn];
return obp?*obp:NULL;
}
void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
{
sensor->UnlinkAllControllers();
sensor->UnregisterToManager();
}
void SCA_LogicManager::RemoveController(SCA_IController* controller)
{
controller->UnlinkAllSensors();
controller->UnlinkAllActuators();
controller->Deactivate();
}
void SCA_LogicManager::RemoveActuator(SCA_IActuator* actuator)
{
actuator->UnlinkAllControllers();
actuator->Deactivate();
actuator->SetActive(false);
}
void SCA_LogicManager::RegisterToSensor(SCA_IController* controller,SCA_ISensor* sensor)
{
sensor->LinkToController(controller);
controller->LinkToSensor(sensor);
}
void SCA_LogicManager::RegisterToActuator(SCA_IController* controller,SCA_IActuator* actua)
{
actua->LinkToController(controller);
controller->LinkToActuator(actua);
}
void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
{
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
(*ie)->NextFrame(curtime, fixedtime);
for (SG_QList* obj = (SG_QList*)m_triggeredControllerSet.Remove();
obj != NULL;
obj = (SG_QList*)m_triggeredControllerSet.Remove())
{
for (SCA_IController* contr = (SCA_IController*)obj->QRemove();
contr != NULL;
contr = (SCA_IController*)obj->QRemove())
{
contr->Trigger(this);
contr->ClrJustActivated();
}
}
}
void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
{
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
(*ie)->UpdateFrame();
SG_DList::iterator<SG_QList> io(m_activeActuators);
for (io.begin(); !io.end(); )
{
SG_QList* ahead = *io;
// increment now so that we can remove the current element
++io;
SG_QList::iterator<SCA_IActuator> ia(*ahead);
for (ia.begin(); !ia.end(); )
{
SCA_IActuator* actua = *ia;
// increment first to allow removal of inactive actuators.
++ia;
if (!actua->Update(curtime, frame))
{
// this actuator is not active anymore, remove
actua->QDelink();
actua->SetActive(false);
} else if (actua->IsNoLink())
{
// This actuator has no more links but it still active
// make sure it will get a negative event on next frame to stop it
// Do this check after Update() rather than before to make sure
// that all the actuators that are activated at same time than a state
// actuator have a chance to execute.
bool event = false;
actua->RemoveAllEvents();
actua->AddEvent(event);
}
}
if (ahead->QEmpty())
{
// no more active controller, remove from main list
ahead->Delink();
}
}
}
void* SCA_LogicManager::GetActionByName (const STR_String& actname)
{
STR_HashedString an = actname;
void** actptr = m_mapStringToActions[an];
if (actptr)
return *actptr;
return NULL;
}
void* SCA_LogicManager::GetMeshByName(const STR_String& meshname)
{
STR_HashedString mn = meshname;
void** meshptr = m_mapStringToMeshes[mn];
if (meshptr)
return *meshptr;
return NULL;
}
void SCA_LogicManager::RegisterMeshName(const STR_String& meshname,void* mesh)
{
STR_HashedString mn = meshname;
m_mapStringToMeshes.insert(mn,mesh);
}
void SCA_LogicManager::UnregisterMeshName(const STR_String& meshname,void* mesh)
{
STR_HashedString mn = meshname;
m_mapStringToMeshes.remove(mn);
}
void SCA_LogicManager::RegisterActionName(const STR_String& actname,void* action)
{
STR_HashedString an = actname;
m_mapStringToActions.insert(an, action);
}
void SCA_LogicManager::EndFrame()
{
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
!(ie==m_eventmanagers.end());ie++)
{
(*ie)->EndFrame();
}
}
void SCA_LogicManager::AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor)
{
controller->Activate(m_triggeredControllerSet);
#ifdef WITH_PYTHON
// so that the controller knows which sensor has activited it
// only needed for python controller
// Note that this is safe even if the controller is subclassed.
if (controller->GetType() == &SCA_PythonController::Type)
{
SCA_PythonController* pythonController = (SCA_PythonController*)controller;
pythonController->AddTriggeredSensor(sensor);
}
#endif
}
SCA_EventManager* SCA_LogicManager::FindEventManager(int eventmgrtype)
{
// find an eventmanager of a certain type
SCA_EventManager* eventmgr = NULL;
for (vector<SCA_EventManager*>::const_iterator i=
m_eventmanagers.begin();!(i==m_eventmanagers.end());i++)
{
SCA_EventManager* emgr = *i;
if (emgr->GetType() == eventmgrtype)
{
eventmgr = emgr;
break;
}
}
return eventmgr;
}