forked from bartvdbraak/blender
4fe03a8923
So I'm reverting. Kent
191 lines
4.4 KiB
C++
191 lines
4.4 KiB
C++
/**
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* global game stuff
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*
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* $Id$
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*
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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 "SCA_IActuator.h"
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#include "KX_GameActuator.h"
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//#include <iostream>
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#include "KX_Scene.h"
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#include "KX_KetsjiEngine.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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KX_GameActuator::KX_GameActuator(SCA_IObject *gameobj,
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int mode,
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const STR_String& filename,
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const STR_String& loadinganimationname,
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KX_Scene* scene,
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KX_KetsjiEngine* ketsjiengine,
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PyTypeObject* T)
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: SCA_IActuator(gameobj, T)
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{
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m_mode = mode;
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m_filename = filename;
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m_loadinganimationname = loadinganimationname;
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m_scene = scene;
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m_ketsjiengine = ketsjiengine;
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} /* End of constructor */
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KX_GameActuator::~KX_GameActuator()
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{
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// there's nothing to be done here, really....
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} /* end of destructor */
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CValue* KX_GameActuator::GetReplica()
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{
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KX_GameActuator* replica = new KX_GameActuator(*this);
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replica->ProcessReplica();
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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}
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bool KX_GameActuator::Update(double curtime, double deltatime)
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{
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bool result = false;
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bool bNegativeEvent = IsNegativeEvent();
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RemoveAllEvents();
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if (bNegativeEvent)
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return false; // do nothing on negative events
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switch (m_mode)
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{
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case KX_GAME_LOAD:
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case KX_GAME_START:
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{
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if (m_ketsjiengine)
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{
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STR_String exitstring = "start other game";
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m_ketsjiengine->RequestExit(KX_EXIT_REQUEST_START_OTHER_GAME);
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m_ketsjiengine->SetNameNextGame(m_filename);
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m_scene->AddDebugProperty((this)->GetParent(), exitstring);
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}
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break;
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}
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case KX_GAME_RESTART:
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{
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if (m_ketsjiengine)
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{
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STR_String exitstring = "restarting game";
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m_ketsjiengine->RequestExit(KX_EXIT_REQUEST_RESTART_GAME);
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m_scene->AddDebugProperty((this)->GetParent(), exitstring);
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}
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break;
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}
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case KX_GAME_QUIT:
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{
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if (m_ketsjiengine)
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{
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STR_String exitstring = "quiting game";
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m_ketsjiengine->RequestExit(KX_EXIT_REQUEST_QUIT_GAME);
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m_scene->AddDebugProperty((this)->GetParent(), exitstring);
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}
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break;
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}
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default:
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; /* do nothing? this is an internal error !!! */
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}
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return false;
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}
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_GameActuator::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_SceneActuator",
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sizeof(KX_GameActuator),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0
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};
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PyParentObject KX_GameActuator::Parents[] =
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{
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&KX_GameActuator::Type,
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&SCA_IActuator::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef KX_GameActuator::Methods[] =
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{
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{NULL,NULL} //Sentinel
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};
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PyObject* KX_GameActuator::_getattr(char* attr)
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{
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_getattr_up(SCA_IActuator);
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}
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