blender/source/gameengine/GameLogic/SCA_IActuator.cpp
Benoit Bolsee c0844b7938 BGE logic patch: fix another incompatibility with YF.
Previous patch was not sorting the state actuators. This was causing 
some problems with YoFrankie that relies on the order of actuators
when multiple state actuators are activated at once.

Active state actuators will now be sorted per object. This doesn't
change the fact that state actuators are executed before all other
actuators as before.

Incidently, made the logic loop faster.
2009-05-20 08:45:42 +00:00

140 lines
3.3 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),
m_posevent(false),
m_negevent(false)
{
// nothing to do
}
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::Activate(SG_DList& head)
{
if (QEmpty())
{
InsertActiveQList(m_gameobj->m_activeActuators);
head.AddBack(&m_gameobj->m_activeActuators);
}
}
// this function is only used to deactivate actuators outside the logic loop
// e.g. when an object is deleted.
void SCA_IActuator::Deactivate()
{
if (QDelink())
{
// the actuator was in the active list
if (m_gameobj->m_activeActuators.QEmpty())
// the owner object has no more active actuators, remove it from the global list
m_gameobj->m_activeActuators.Delink();
}
}
void SCA_IActuator::ProcessReplica()
{
SCA_ILogicBrick::ProcessReplica();
RemoveAllEvents();
m_linkedcontrollers.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;
}
}
void SCA_IActuator::LinkToController(SCA_IController* controller)
{
m_linkedcontrollers.push_back(controller);
}
void SCA_IActuator::UnlinkController(SCA_IController* controller)
{
std::vector<class SCA_IController*>::iterator contit;
for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
{
if ((*contit) == controller)
{
*contit = m_linkedcontrollers.back();
m_linkedcontrollers.pop_back();
return;
}
}
printf("Missing link from actuator %s:%s to controller %s:%s\n",
m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
controller->GetParent()->GetName().ReadPtr(), controller->GetName().ReadPtr());
}
void SCA_IActuator::UnlinkAllControllers()
{
std::vector<class SCA_IController*>::iterator contit;
for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
{
(*contit)->UnlinkActuator(this);
}
m_linkedcontrollers.clear();
}