blender/source/gameengine/GameLogic/SCA_ILogicBrick.h
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

164 lines
4.4 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 *****
*/
#ifndef __KX_ILOGICBRICK
#define __KX_ILOGICBRICK
#include "Value.h"
#include "SCA_IObject.h"
#include "BoolValue.h"
#include "GEN_Map.h"
#include "GEN_HashedPtr.h"
class SCA_ILogicBrick : public CValue
{
Py_Header;
protected:
SCA_IObject* m_gameobj;
int m_Execute_Priority;
int m_Execute_Ueber_Priority;
bool m_bActive;
CValue* m_eventval;
STR_String m_text;
STR_String m_name;
//unsigned long m_drawcolor;
void RegisterEvent(CValue* eventval);
void RemoveEvent();
CValue* GetEvent();
public:
SCA_ILogicBrick(SCA_IObject* gameobj,PyTypeObject* T );
virtual ~SCA_ILogicBrick();
void SetExecutePriority(int execute_Priority);
void SetUeberExecutePriority(int execute_Priority);
SCA_IObject* GetParent() { return m_gameobj; }
virtual void ReParent(SCA_IObject* parent);
virtual void Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
virtual void Delete() { Release(); }
// act as a BoolValue (with value IsPositiveTrigger)
virtual CValue* Calc(VALUE_OPERATOR op, CValue *val);
virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
virtual const STR_String & GetText();
virtual double GetNumber();
virtual STR_String& GetName();
virtual void SetName(const char *);
bool IsActive()
{
return m_bActive;
}
void SetActive(bool active)
{
m_bActive=active;
}
// insert in a QList at position corresponding to m_Execute_Priority
void InsertActiveQList(SG_QList& head)
{
SG_QList::iterator<SCA_ILogicBrick> it(head);
for(it.begin(); !it.end() && m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
it.add_back(this);
}
// insert in a QList at position corresponding to m_Execute_Priority
// inside a longer list that contains elements of other objects.
// Sorting is done only between the elements of the same object.
// head is the head of the combined list
// current points to the first element of the object in the list, NULL if none yet
void InsertSelfActiveQList(SG_QList& head, SG_QList** current)
{
if (!*current)
{
// first element can be put anywhere
head.QAddBack(this);
*current = this;
return;
}
// note: we assume current points actually to one o our element, skip the tests
SG_QList::iterator<SCA_ILogicBrick> it(head,*current);
if (m_Execute_Priority <= (*it)->m_Execute_Priority)
{
// this element comes before the first
*current = this;
}
else
{
for(++it; !it.end() && (*it)->m_gameobj == m_gameobj && m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
}
it.add_back(this);
}
virtual bool LessComparedTo(SCA_ILogicBrick* other);
virtual PyObject* py_getattro(PyObject *attr);
virtual PyObject* py_getattro_dict();
virtual int py_setattro(PyObject *attr, PyObject *value);
static class SCA_LogicManager* m_sCurrentLogicManager;
// python methods
KX_PYMETHOD_NOARGS(SCA_ILogicBrick,GetOwner);
KX_PYMETHOD_VARARGS(SCA_ILogicBrick,SetExecutePriority);
KX_PYMETHOD_NOARGS(SCA_ILogicBrick,GetExecutePriority);
static PyObject* pyattr_get_owner(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
// check that attribute is a property
static int CheckProperty(void *self, const PyAttributeDef *attrdef);
enum KX_BOOL_TYPE {
KX_BOOL_NODEF = 0,
KX_TRUE,
KX_FALSE,
KX_BOOL_MAX
};
protected:
/* Some conversions to go with the bool type. */
/** Convert a KX_TRUE, KX_FALSE in Python to a c++ value. */
bool PyArgToBool(int boolArg);
/** Convert a a c++ value to KX_TRUE, KX_FALSE in Python. */
PyObject* BoolToPyArg(bool);
};
#endif