forked from bartvdbraak/blender
345 lines
8.1 KiB
C++
345 lines
8.1 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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* Regulates the top-level logic behaviour for one scene.
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*/
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/** \file gameengine/GameLogic/SCA_LogicManager.cpp
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* \ingroup gamelogic
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*/
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#include "Value.h"
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#include "SCA_LogicManager.h"
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#include "SCA_ISensor.h"
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#include "SCA_IController.h"
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#include "SCA_IActuator.h"
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#include "SCA_EventManager.h"
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#include "SCA_PythonController.h"
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#include <set>
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SCA_LogicManager::SCA_LogicManager()
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{
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}
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SCA_LogicManager::~SCA_LogicManager()
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{
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for (vector<SCA_EventManager*>::iterator it = m_eventmanagers.begin();!(it==m_eventmanagers.end());++it)
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{
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delete (*it);
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}
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m_eventmanagers.clear();
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assert(m_activeActuators.Empty());
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}
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/*
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// this kind of fixes bug 398 but breakes games, so better leave it out for now.
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// a removed object's gameobject (and logicbricks and stuff) didn't get released
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// because it was still in the m_mapStringToGameObjects map.
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void SCA_LogicManager::RemoveGameObject(const STR_String& gameobjname)
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{
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int numgameobj = m_mapStringToGameObjects.size();
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for (int i = 0; i < numgameobj; i++)
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{
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CValue** gameobjptr = m_mapStringToGameObjects.at(i);
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assert(gameobjptr);
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if (gameobjptr)
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{
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if ((*gameobjptr)->GetName() == gameobjname)
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(*gameobjptr)->Release();
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}
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}
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m_mapStringToGameObjects.remove(gameobjname);
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}
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*/
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void SCA_LogicManager::RegisterEventManager(SCA_EventManager* eventmgr)
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{
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m_eventmanagers.push_back(eventmgr);
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}
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void SCA_LogicManager::RegisterGameObjectName(const STR_String& gameobjname,
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CValue* gameobj)
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{
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STR_HashedString mn = gameobjname;
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m_mapStringToGameObjects.insert(mn,gameobj);
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}
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void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj)
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{
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STR_HashedString mn = gamemeshname;
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m_map_gamemeshname_to_blendobj.insert(mn, blendobj);
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}
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void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj)
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{
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m_map_blendobj_to_gameobj.insert(CHashedPtr(blendobj), gameobj);
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}
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void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj)
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{
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void **obp = m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
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if (obp && (CValue*)(*obp) == gameobj)
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m_map_blendobj_to_gameobj.remove(CHashedPtr(blendobj));
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}
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CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
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{
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STR_HashedString mn = gameobjname;
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CValue** gameptr = m_mapStringToGameObjects[mn];
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if (gameptr)
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return *gameptr;
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return NULL;
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}
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CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj)
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{
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void **obp= m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
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return obp?(CValue*)(*obp):NULL;
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}
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void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname)
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{
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STR_HashedString mn = gamemeshname;
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void **obp= m_map_gamemeshname_to_blendobj[mn];
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return obp?*obp:NULL;
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}
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void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
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{
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sensor->UnlinkAllControllers();
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sensor->UnregisterToManager();
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}
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void SCA_LogicManager::RemoveController(SCA_IController* controller)
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{
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controller->UnlinkAllSensors();
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controller->UnlinkAllActuators();
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controller->Deactivate();
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}
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void SCA_LogicManager::RemoveActuator(SCA_IActuator* actuator)
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{
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actuator->UnlinkAllControllers();
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actuator->Deactivate();
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actuator->SetActive(false);
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}
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void SCA_LogicManager::RegisterToSensor(SCA_IController* controller,SCA_ISensor* sensor)
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{
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sensor->LinkToController(controller);
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controller->LinkToSensor(sensor);
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}
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void SCA_LogicManager::RegisterToActuator(SCA_IController* controller,SCA_IActuator* actua)
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{
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actua->LinkToController(controller);
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controller->LinkToActuator(actua);
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}
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void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
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{
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for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
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(*ie)->NextFrame(curtime, fixedtime);
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for(SG_QList* obj = (SG_QList*)m_triggeredControllerSet.Remove();
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obj != NULL;
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obj = (SG_QList*)m_triggeredControllerSet.Remove())
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{
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for(SCA_IController* contr = (SCA_IController*)obj->QRemove();
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contr != NULL;
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contr = (SCA_IController*)obj->QRemove())
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{
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contr->Trigger(this);
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contr->ClrJustActivated();
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}
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}
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}
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void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
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{
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for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
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(*ie)->UpdateFrame();
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SG_DList::iterator<SG_QList> io(m_activeActuators);
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for (io.begin(); !io.end(); )
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{
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SG_QList* ahead = *io;
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// increment now so that we can remove the current element
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++io;
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SG_QList::iterator<SCA_IActuator> ia(*ahead);
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for (ia.begin(); !ia.end(); )
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{
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SCA_IActuator* actua = *ia;
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// increment first to allow removal of inactive actuators.
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++ia;
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if (!actua->Update(curtime, frame))
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{
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// this actuator is not active anymore, remove
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actua->QDelink();
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actua->SetActive(false);
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} else if (actua->IsNoLink())
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{
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// This actuator has no more links but it still active
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// make sure it will get a negative event on next frame to stop it
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// Do this check after Update() rather than before to make sure
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// that all the actuators that are activated at same time than a state
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// actuator have a chance to execute.
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bool event = false;
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actua->RemoveAllEvents();
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actua->AddEvent(event);
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}
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}
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if (ahead->QEmpty())
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{
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// no more active controller, remove from main list
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ahead->Delink();
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}
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}
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}
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void* SCA_LogicManager::GetActionByName (const STR_String& actname)
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{
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STR_HashedString an = actname;
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void** actptr = m_mapStringToActions[an];
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if (actptr)
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return *actptr;
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return NULL;
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}
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void* SCA_LogicManager::GetMeshByName(const STR_String& meshname)
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{
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STR_HashedString mn = meshname;
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void** meshptr = m_mapStringToMeshes[mn];
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if (meshptr)
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return *meshptr;
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return NULL;
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}
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void SCA_LogicManager::RegisterMeshName(const STR_String& meshname,void* mesh)
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{
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STR_HashedString mn = meshname;
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m_mapStringToMeshes.insert(mn,mesh);
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}
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void SCA_LogicManager::UnregisterMeshName(const STR_String& meshname,void* mesh)
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{
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STR_HashedString mn = meshname;
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m_mapStringToMeshes.remove(mn);
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}
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void SCA_LogicManager::RegisterActionName(const STR_String& actname,void* action)
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{
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STR_HashedString an = actname;
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m_mapStringToActions.insert(an, action);
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}
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void SCA_LogicManager::EndFrame()
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{
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for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
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!(ie==m_eventmanagers.end());ie++)
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{
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(*ie)->EndFrame();
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}
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}
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void SCA_LogicManager::AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor)
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{
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controller->Activate(m_triggeredControllerSet);
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#ifdef WITH_PYTHON
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// so that the controller knows which sensor has activited it
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// only needed for python controller
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// Note that this is safe even if the controller is subclassed.
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if (controller->GetType() == &SCA_PythonController::Type)
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{
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SCA_PythonController* pythonController = (SCA_PythonController*)controller;
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pythonController->AddTriggeredSensor(sensor);
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}
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#endif
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}
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SCA_EventManager* SCA_LogicManager::FindEventManager(int eventmgrtype)
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{
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// find an eventmanager of a certain type
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SCA_EventManager* eventmgr = NULL;
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for (vector<SCA_EventManager*>::const_iterator i=
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m_eventmanagers.begin();!(i==m_eventmanagers.end());i++)
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{
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SCA_EventManager* emgr = *i;
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if (emgr->GetType() == eventmgrtype)
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{
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eventmgr = emgr;
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break;
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}
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}
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return eventmgr;
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}
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