blender/source/gameengine/GameLogic/SCA_LogicManager.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

334 lines
7.9 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()
{
for (vector<SCA_EventManager*>::iterator it = m_eventmanagers.begin();!(it==m_eventmanagers.end());++it)
{
delete (*it);
}
m_eventmanagers.clear();
assert(m_activeActuators.Empty());
}
/*
// 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)
{
sensor->UnlinkAllControllers();
sensor->UnregisterToManager();
}
void SCA_LogicManager::RemoveController(SCA_IController* controller)
{
controller->UnlinkAllSensors();
controller->UnlinkAllActuators();
controller->Deactivate();
}
void SCA_LogicManager::RemoveActuator(SCA_IActuator* actuator)
{
actuator->UnlinkAllControllers();
actuator->Deactivate();
actuator->SetActive(false);
}
void SCA_LogicManager::RegisterToSensor(SCA_IController* controller,SCA_ISensor* sensor)
{
sensor->LinkToController(controller);
controller->LinkToSensor(sensor);
}
void SCA_LogicManager::RegisterToActuator(SCA_IController* controller,SCA_IActuator* actua)
{
actua->LinkToController(controller);
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(SG_QList* obj = (SG_QList*)m_triggeredControllerSet.Remove();
obj != NULL;
obj = (SG_QList*)m_triggeredControllerSet.Remove())
{
for(SCA_IController* contr = (SCA_IController*)obj->QRemove();
contr != NULL;
contr = (SCA_IController*)obj->QRemove())
{
contr->Trigger(this);
contr->ClrJustActivated();
}
}
}
void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
{
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
(*ie)->UpdateFrame();
SG_DList::iterator<SG_QList> io(m_activeActuators);
for (io.begin(); !io.end(); )
{
SG_QList* ahead = *io;
// increment now so that we can remove the current element
++io;
SG_QList::iterator<SCA_IActuator> ia(*ahead);
for (ia.begin(); !ia.end(); )
{
SCA_IActuator* actua = *ia;
// increment first to allow removal of inactive actuators.
++ia;
if (!actua->Update(curtime, frame))
{
// this actuator is not active anymore, remove
actua->QDelink();
actua->SetActive(false);
} else if (actua->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.
bool event = false;
actua->RemoveAllEvents();
actua->AddEvent(event);
}
}
if (ahead->QEmpty())
{
// no more active controller, remove from main list
ahead->Delink();
}
}
}
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_EventManager*>::const_iterator ie=m_eventmanagers.begin();
!(ie==m_eventmanagers.end());ie++)
{
(*ie)->EndFrame();
}
}
void SCA_LogicManager::AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor)
{
controller->Activate(m_triggeredControllerSet);
// 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);
}
}
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;
}