blender/source/gameengine/GameLogic/SCA_IActuator.cpp
Campbell Barton 5553d2c014 BGE C++ API
PyObjectPlus::ProcessReplica() is now called when any of its subclasses are replicated.

This is important because PyObjectPlus::ProcessReplica() NULL's the 'm_proxy' python pointer I added recently.
Without this a replicated subclass of PyObjectPlus could have an invalid pointer (crashing the BGE).

This change also means CValue::AddDataToReplica() can be moved into CValue::ProcessReplica() since ProcessReplica is always called.
2009-04-22 14:42:00 +00:00

123 lines
2.4 KiB
C++

/**
* $Id$
* ***** 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"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
using namespace std;
SCA_IActuator::SCA_IActuator(SCA_IObject* gameobj,
PyTypeObject* T) :
SCA_ILogicBrick(gameobj,T),
m_links(0)
{
// nothing to do
}
void SCA_IActuator::AddEvent(CValue* event)
{
m_events.push_back(event);
}
void SCA_IActuator::RemoveAllEvents()
{ // remove event queue!
for (vector<CValue*>::iterator i=m_events.begin(); !(i==m_events.end());i++)
{
(*i)->Release();
}
m_events.clear();
}
bool SCA_IActuator::IsNegativeEvent() const
{
bool bPositiveEvent(false);
bool bNegativeEvent(false);
for (vector<CValue*>::const_iterator i=m_events.begin(); i!=m_events.end();++i)
{
if ((*i)->GetNumber() == 0.0f)
{
bNegativeEvent = true;
} else {
bPositiveEvent = true;
}
}
// if at least 1 positive event, return false
return !bPositiveEvent && bNegativeEvent;
}
bool SCA_IActuator::Update(double curtime, bool frame)
{
if (frame)
return Update();
return true;
}
bool SCA_IActuator::Update()
{
assert(false && "Actuators should override an Update method.");
return false;
}
void SCA_IActuator::ProcessReplica()
{
SCA_ILogicBrick::ProcessReplica();
m_events.clear();
}
SCA_IActuator::~SCA_IActuator()
{
RemoveAllEvents();
}
void SCA_IActuator::DecLink()
{
m_links--;
if (m_links < 0)
{
printf("Warning: actuator %s has negative m_links: %d\n", m_name.Ptr(), m_links);
m_links = 0;
}
}