9ed079bf5c
Certain actuators hold a pointer to an objects: Property, SceneCamera, AddObject, Camera, Parent, TractTo. When a group is duplicated, the actuators that point to objects within the group will be relinked to point to the replicated objects and not to the original objects. This helps to setup self-contained group with a camera following a character for example. This feature also works when adding a single object (and all its children) with the AddObject actuator. The second part of the patch extends the protection against object deletion to all the actuators of the above list (previously, only the TrackTo, AddObject and Property actuators were protected). In case the target object of these actuators is deleted, the BGE won't crash.
113 lines
2.9 KiB
C++
113 lines
2.9 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __KX_ILOGICBRICK
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#define __KX_ILOGICBRICK
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#include "Value.h"
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#include "SCA_IObject.h"
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#include "BoolValue.h"
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#include "GEN_Map.h"
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#include "GEN_HashedPtr.h"
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class SCA_ILogicBrick : public CValue
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{
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Py_Header;
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protected:
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SCA_IObject* m_gameobj;
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int m_Execute_Priority;
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int m_Execute_Ueber_Priority;
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bool m_bActive;
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CValue* m_eventval;
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STR_String m_text;
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STR_String m_name;
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//unsigned long m_drawcolor;
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void RegisterEvent(CValue* eventval);
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void RemoveEvent();
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CValue* GetEvent();
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public:
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SCA_ILogicBrick(SCA_IObject* gameobj,PyTypeObject* T );
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virtual ~SCA_ILogicBrick();
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void SetExecutePriority(int execute_Priority);
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void SetUeberExecutePriority(int execute_Priority);
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SCA_IObject* GetParent();
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virtual void ReParent(SCA_IObject* parent);
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virtual void Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
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// act as a BoolValue (with value IsPositiveTrigger)
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virtual CValue* Calc(VALUE_OPERATOR op, CValue *val);
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virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
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virtual const STR_String & GetText();
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virtual float GetNumber();
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virtual STR_String GetName();
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virtual void SetName(STR_String name);
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virtual void ReplicaSetName(STR_String name);
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bool IsActive();
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void SetActive(bool active) ;
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virtual bool LessComparedTo(SCA_ILogicBrick* other);
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virtual PyObject* _getattr(const STR_String& attr);
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static class SCA_LogicManager* m_sCurrentLogicManager;
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// python methods
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KX_PYMETHOD_NOARGS(SCA_ILogicBrick,GetOwner);
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KX_PYMETHOD(SCA_ILogicBrick,SetExecutePriority);
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KX_PYMETHOD_NOARGS(SCA_ILogicBrick,GetExecutePriority);
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enum KX_BOOL_TYPE {
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KX_BOOL_NODEF = 0,
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KX_TRUE,
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KX_FALSE,
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KX_BOOL_MAX
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};
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protected:
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/* Some conversions to go with the bool type. */
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/** Convert a KX_TRUE, KX_FALSE in Python to a c++ value. */
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bool PyArgToBool(int boolArg);
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/** Convert a a c++ value to KX_TRUE, KX_FALSE in Python. */
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PyObject* BoolToPyArg(bool);
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};
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#endif
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