2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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*/
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#include "MEM_guardedalloc.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_ConvertControllers.h"
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#include "KX_Python.h"
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// Controller
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#include "SCA_ANDController.h"
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#include "SCA_ORController.h"
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#include "SCA_PythonController.h"
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#include "SCA_ExpressionController.h"
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#include "SCA_LogicManager.h"
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#include "KX_GameObject.h"
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#include "IntValue.h"
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2002-11-25 15:29:57 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2002-10-12 11:37:38 +00:00
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/* This little block needed for linking to Blender... */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include "DNA_object_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_text_types.h"
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#include "BKE_text.h"
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#include "BLI_blenlib.h"
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/* end of blender include block */
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static void
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LinkControllerToActuators(
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SCA_IController *game_controller,
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bController* bcontr,
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SCA_LogicManager* logicmgr,
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KX_BlenderSceneConverter* converter
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) {
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// Iterate through the actuators of the game blender
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// controller and find the corresponding ketsji actuator.
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for (int i=0;i<bcontr->totlinks;i++)
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{
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bActuator* bact = (bActuator*) bcontr->links[i];
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SCA_IActuator *game_actuator = converter->FindGameActuator(bact);
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if (game_actuator) {
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logicmgr->RegisterToActuator(game_controller, game_actuator);
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}
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}
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}
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void BL_ConvertControllers(
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struct Object* blenderobject,
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class KX_GameObject* gameobj,
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SCA_LogicManager* logicmgr,
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PyObject* pythondictionary,
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int &executePriority,
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int activeLayerBitInfo,
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bool isInActiveLayer,
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KX_BlenderSceneConverter* converter
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) {
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int uniqueint=0;
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bController* bcontr = (bController*)blenderobject->controllers.first;
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while (bcontr)
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{
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SCA_IController* gamecontroller = NULL;
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switch(bcontr->type)
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{
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case CONT_LOGIC_AND:
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{
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gamecontroller = new SCA_ANDController(gameobj);
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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case CONT_LOGIC_OR:
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{
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gamecontroller = new SCA_ORController(gameobj);
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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case CONT_EXPRESSION:
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{
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bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
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STR_String expressiontext = STR_String(bexpcont->str);
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if (expressiontext.Length() > 0)
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{
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gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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}
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break;
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}
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case CONT_PYTHON:
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{
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// we should create a Python controller here
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SCA_PythonController* pyctrl = new SCA_PythonController(gameobj);
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gamecontroller = pyctrl;
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bPythonCont* pycont = (bPythonCont*) bcontr->data;
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pyctrl->SetDictionary(pythondictionary);
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if (pycont->text)
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{
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char *buf;
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// this is some blender specific code
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buf= txt_to_buf(pycont->text);
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if (buf)
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{
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pyctrl->SetScriptText(STR_String(buf));
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pyctrl->SetScriptName(pycont->text->id.name+2);
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MEM_freeN(buf);
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}
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}
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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default:
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{
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}
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}
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if (gamecontroller)
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{
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gamecontroller->SetExecutePriority(executePriority++);
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STR_String uniquename = bcontr->name;
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uniquename += "#CONTR#";
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uniqueint++;
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CIntValue* uniqueval = new CIntValue(uniqueint);
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uniquename += uniqueval->GetText();
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uniqueval->Release();
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gamecontroller->SetName(uniquename);
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gameobj->AddController(gamecontroller);
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converter->RegisterGameController(gamecontroller, bcontr);
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}
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bcontr = bcontr->next;
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}
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}
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