blender/source/gameengine/GameLogic/SCA_LogicManager.cpp
Benoit Bolsee bc8f002a4c BGE state system improvement: the sensor with Level option enabled will trigger the controller of a newly activated state, even if the sensor is already connected to an active state; new isTriggered() python function to determine which sensor triggered the current controller.
Previously, this behaviour was available only for sensors
that were not connected to any active state, which was
forcing the game designer to duplicate sensors in some 
cases.
For example the Always sensors used to initialize the 
states needed to be duplicated for each state. With this
patch, a single Always sensor with Level option enabled
will suffice to initialize all the states. 
A Python controller can determine which sensor did trigger
with the new SCA_ISensor::isTriggered() function.

Notes:
- When a sensor with level option enabled is connected
  to multiple controllers, only those of newly activated
  states will be triggered. The controllers of already
  activated states will receive no trigger, unless the 
  sensor internal state toggled, in which case all the
  controllers are triggered as always.
- The old isPositive() function returns the internal
  state of the sensor, positive or negative; the new 
  isTriggered() function returns 1 only for sensors
  that generated an event in the current frame.
2008-08-23 11:54:27 +00:00

541 lines
13 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 *****
* Regulates the top-level logic behaviour for one scene.
*/
#include "Value.h"
#include "SCA_LogicManager.h"
#include "SCA_ISensor.h"
#include "SCA_IController.h"
#include "SCA_IActuator.h"
#include "SCA_EventManager.h"
#include "SCA_PythonController.h"
#include <set>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
SCA_LogicManager::SCA_LogicManager()
{
}
SCA_LogicManager::~SCA_LogicManager()
{
/* AddRef() is not used when the objects are added to m_mapStringToGameObjects
so Release() should not be used either. The memory leak big is fixed
in BL_ConvertBlenderObjects()
int numgameobj = m_mapStringToGameObjects.size();
for (int i = 0; i < numgameobj; i++)
{
CValue** gameobjptr = m_mapStringToGameObjects.at(i);
assert(gameobjptr);
if (gameobjptr)
(*gameobjptr)->Release();
}
*/
/*for (int i=0;i<m_sensorcontrollermap.size();i++)
{
vector<SCA_IController*>* controllerarray = *(m_sensorcontrollermap[i]);
delete controllerarray;
}
*/
for (vector<SCA_EventManager*>::iterator it = m_eventmanagers.begin();!(it==m_eventmanagers.end());it++)
{
delete (*it);
}
m_eventmanagers.clear();
m_sensorcontrollermapje.clear();
m_removedActuators.clear();
m_activeActuators.clear();
}
/*
// this kind of fixes bug 398 but breakes games, so better leave it out for now.
// a removed object's gameobject (and logicbricks and stuff) didn't get released
// because it was still in the m_mapStringToGameObjects map.
void SCA_LogicManager::RemoveGameObject(const STR_String& gameobjname)
{
int numgameobj = m_mapStringToGameObjects.size();
for (int i = 0; i < numgameobj; i++)
{
CValue** gameobjptr = m_mapStringToGameObjects.at(i);
assert(gameobjptr);
if (gameobjptr)
{
if ((*gameobjptr)->GetName() == gameobjname)
(*gameobjptr)->Release();
}
}
m_mapStringToGameObjects.remove(gameobjname);
}
*/
void SCA_LogicManager::RegisterEventManager(SCA_EventManager* eventmgr)
{
m_eventmanagers.push_back(eventmgr);
}
void SCA_LogicManager::RegisterGameObjectName(const STR_String& gameobjname,
CValue* gameobj)
{
STR_HashedString mn = gameobjname;
m_mapStringToGameObjects.insert(mn,gameobj);
}
void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj)
{
STR_HashedString mn = gamemeshname;
m_map_gamemeshname_to_blendobj.insert(mn, blendobj);
}
void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj)
{
m_map_blendobj_to_gameobj.insert(CHashedPtr(blendobj), gameobj);
}
void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj)
{
void **obp = m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
if (obp && (CValue*)(*obp) == gameobj)
m_map_blendobj_to_gameobj.remove(CHashedPtr(blendobj));
}
CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
{
STR_HashedString mn = "OB"+gameobjname;
CValue** gameptr = m_mapStringToGameObjects[mn];
if (gameptr)
return *gameptr;
return NULL;
}
CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj)
{
void **obp= m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
return obp?(CValue*)(*obp):NULL;
}
void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname)
{
STR_HashedString mn = gamemeshname;
void **obp= m_map_gamemeshname_to_blendobj[mn];
return obp?*obp:NULL;
}
void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
{
controllerlist contlist = m_sensorcontrollermapje[sensor];
for (controllerlist::const_iterator c= contlist.begin();!(c==contlist.end());c++)
{
(*c)->UnlinkSensor(sensor);
}
m_sensorcontrollermapje.erase(sensor);
sensor->UnregisterToManager();
}
void SCA_LogicManager::RemoveController(SCA_IController* controller)
{
controller->UnlinkAllSensors();
controller->UnlinkAllActuators();
std::map<SCA_ISensor*,controllerlist>::iterator sit;
for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
{
(*sit).second.remove(controller);
}
}
void SCA_LogicManager::RemoveDestroyedActuator(SCA_IActuator* actuator)
{
m_removedActuators.push_back(SmartActuatorPtr(actuator,0));
// take care that no controller can use this actuator again !
std::map<SCA_ISensor*,controllerlist>::const_iterator sit;
for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
{
controllerlist contlist = (*sit).second;
for (list<SCA_IController*>::const_iterator c= contlist.begin();!(c==contlist.end());c++)
{
(*c)->UnlinkActuator(actuator);
}
}
}
void SCA_LogicManager::RegisterToSensor(SCA_IController* controller,SCA_ISensor* sensor)
{
m_sensorcontrollermapje[sensor].push_back(controller);
controller->LinkToSensor(sensor);
}
void SCA_LogicManager::RegisterToActuator(SCA_IController* controller,SCA_IActuator* actua)
{
controller->LinkToActuator(actua);
}
void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
{
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
(*ie)->NextFrame(curtime, fixedtime);
// for this frame, look up for activated sensors, and build the collection of triggered controllers
// int numsensors = this->m_activatedsensors.size(); /*unused*/
for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin();
!(is==m_activatedsensors.end());is++)
{
SCA_ISensor* sensor = *is;
controllerlist contlist = m_sensorcontrollermapje[sensor];
for (list<SCA_IController*>::const_iterator c= contlist.begin();
!(c==contlist.end());c++)
{
SCA_IController* contr = *c;//controllerarray->at(c);
if (contr->IsActive())
{
m_triggeredControllerSet.insert(SmartControllerPtr(contr,0));
// So that the controller knows which sensor has activited it.
// Only needed for the python controller though.
if (contr->GetType() == &SCA_PythonController::Type)
{
SCA_PythonController* pythonController = (SCA_PythonController*)contr;
pythonController->AddTriggeredSensor(sensor);
}
}
}
//sensor->SetActive(false);
}
// int numtriggered = triggeredControllerSet.size(); /*unused*/
for (set<SmartControllerPtr>::iterator tit=m_triggeredControllerSet.begin();
!(tit==m_triggeredControllerSet.end());tit++)
{
(*tit)->Trigger(this);
}
m_triggeredControllerSet.clear();
}
void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
{
vector<SmartActuatorPtr>::iterator ra;
for (ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++)
{
m_activeActuators.erase(*ra);
(*ra)->SetActive(false);
}
m_removedActuators.clear();
// About to run actuators, but before update the sensors for those which depends on actuators
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
(*ie)->UpdateFrame();
for (set<SmartActuatorPtr>::iterator ia = m_activeActuators.begin();!(ia==m_activeActuators.end());ia++)
{
//SCA_IActuator* actua = *ia;
if (!(*ia)->Update(curtime, frame))
{
//*ia = m_activeactuators.back();
m_removedActuators.push_back(*ia);
(*ia)->SetActive(false);
//m_activeactuators.pop_back();
} else if ((*ia)->IsNoLink())
{
// This actuator has no more links but it still active
// make sure it will get a negative event on next frame to stop it
// Do this check after Update() rather than before to make sure
// that all the actuators that are activated at same time than a state
// actuator have a chance to execute.
CValue* event = new CBoolValue(false);
(*ia)->RemoveAllEvents();
(*ia)->AddEvent(event);
}
}
for ( ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++)
{
m_activeActuators.erase(*ra);
(*ra)->SetActive(false);
}
m_removedActuators.clear();
}
void* SCA_LogicManager::GetActionByName (const STR_String& actname)
{
STR_HashedString an = "AC"+actname;
void** actptr = m_mapStringToActions[an];
if (actptr)
return *actptr;
return NULL;
}
void* SCA_LogicManager::GetMeshByName(const STR_String& meshname)
{
STR_HashedString mn = "ME"+meshname;
void** meshptr = m_mapStringToMeshes[mn];
if (meshptr)
return *meshptr;
return NULL;
}
void SCA_LogicManager::RegisterMeshName(const STR_String& meshname,void* mesh)
{
STR_HashedString mn = meshname;
m_mapStringToMeshes.insert(mn,mesh);
}
void SCA_LogicManager::RegisterActionName(const STR_String& actname,void* action)
{
STR_HashedString an = actname;
m_mapStringToActions.insert(an, action);
}
void SCA_LogicManager::EndFrame()
{
for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin();
!(is==m_activatedsensors.end());is++)
{
SCA_ISensor* sensor = *is;
sensor->SetActive(false);
}
m_activatedsensors.clear();
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
!(ie==m_eventmanagers.end());ie++)
{
(*ie)->EndFrame();
}
}
void SCA_LogicManager::AddActivatedSensor(SCA_ISensor* sensor)
{
// each frame, only add sensor once, and to avoid a seek, or bloated container
// hold a flag in each sensor, with the 'framenr'
if (!sensor->IsActive())
{
sensor->SetActive(true);
m_activatedsensors.push_back(sensor);
}
}
void SCA_LogicManager::AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor)
{
m_triggeredControllerSet.insert(SmartControllerPtr(controller,0));
// so that the controller knows which sensor has activited it
// only needed for python controller
if (controller->GetType() == &SCA_PythonController::Type)
{
SCA_PythonController* pythonController = (SCA_PythonController*)controller;
pythonController->AddTriggeredSensor(sensor);
}
}
void SCA_LogicManager::AddActiveActuator(SCA_IActuator* actua,CValue* event)
{
if (!actua->IsActive())
{
actua->SetActive(true);
m_activeActuators.insert(SmartActuatorPtr(actua,0));
}
actua->AddEvent(event->AddRef());
}
SCA_EventManager* SCA_LogicManager::FindEventManager(int eventmgrtype)
{
// find an eventmanager of a certain type
SCA_EventManager* eventmgr = NULL;
for (vector<SCA_EventManager*>::const_iterator i=
m_eventmanagers.begin();!(i==m_eventmanagers.end());i++)
{
SCA_EventManager* emgr = *i;
if (emgr->GetType() == eventmgrtype)
{
eventmgr = emgr;
break;
}
}
return eventmgr;
}
SmartActuatorPtr::SmartActuatorPtr(const SmartActuatorPtr& other)
{
this->m_actuator = other.m_actuator;
this->m_actuator->AddRef();
}
SmartActuatorPtr::SmartActuatorPtr(SCA_IActuator* actua,int dummy)
: m_actuator(actua)
{
actua->AddRef();
}
SmartActuatorPtr::~SmartActuatorPtr()
{
m_actuator->Release();
}
bool SmartActuatorPtr::operator <(const SmartActuatorPtr& other) const
{
return m_actuator->LessComparedTo(*other);
}
bool SmartActuatorPtr::operator ==(const SmartActuatorPtr& other) const
{
bool result2 = other->LessComparedTo(m_actuator);
return (m_actuator->LessComparedTo(*other) && result2);
}
SCA_IActuator* SmartActuatorPtr::operator->() const
{
return m_actuator;
}
SCA_IActuator* SmartActuatorPtr::operator*() const
{
return m_actuator;
}
SmartControllerPtr::SmartControllerPtr(const SmartControllerPtr& copy)
{
this->m_controller = copy.m_controller;
this->m_controller->AddRef();
}
SmartControllerPtr::SmartControllerPtr(SCA_IController* contr,int dummy)
: m_controller(contr)
{
m_controller->AddRef();
}
SmartControllerPtr::~SmartControllerPtr()
{
m_controller->Release();
}
bool SmartControllerPtr::operator <(const SmartControllerPtr& other) const
{
return m_controller->LessComparedTo(*other);
}
bool SmartControllerPtr::operator ==(const SmartControllerPtr& other) const
{
return (m_controller->LessComparedTo(*other) && other->LessComparedTo(m_controller));
}
SCA_IController* SmartControllerPtr::operator->() const
{
return m_controller;
}
SCA_IController* SmartControllerPtr::operator*() const
{
return m_controller;
}