141 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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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|  */
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| 
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| /** \file gameengine/GameLogic/SCA_IActuator.cpp
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|  *  \ingroup gamelogic
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|  */
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| 
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| 
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| #include "SCA_IActuator.h"
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| #include <stdio.h>
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| 
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| using namespace std;
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| 
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| SCA_IActuator::SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type) :
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| 	SCA_ILogicBrick(gameobj),
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| 	m_type(type),
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| 	m_links(0),
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| 	m_posevent(false),
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| 	m_negevent(false)
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| {
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| 	// nothing to do
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| }
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| 
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| bool SCA_IActuator::Update(double curtime, bool frame)
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| {
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| 	if (frame)
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| 		return Update();
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| 	
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| 	return true;
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| }
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| 
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| bool SCA_IActuator::Update()
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| {
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| 	assert(false && "Actuators should override an Update method.");
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| 	return false;
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| }
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| 
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| void SCA_IActuator::Activate(SG_DList& head)
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| {
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| 	if (QEmpty())
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| 	{
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| 		InsertActiveQList(m_gameobj->m_activeActuators);
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| 		head.AddBack(&m_gameobj->m_activeActuators);
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| 	}
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| }
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| 
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| // this function is only used to deactivate actuators outside the logic loop
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| // e.g. when an object is deleted.
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| void SCA_IActuator::Deactivate()
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| {
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| 	if (QDelink())
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| 	{
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| 		// the actuator was in the active list
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| 		if (m_gameobj->m_activeActuators.QEmpty())
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| 			// the owner object has no more active actuators, remove it from the global list
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| 			m_gameobj->m_activeActuators.Delink();
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| 	}
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| }
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| 
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| 
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| void SCA_IActuator::ProcessReplica()
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| {
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| 	SCA_ILogicBrick::ProcessReplica();
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| 	RemoveAllEvents();
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| 	m_linkedcontrollers.clear();
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| }
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| 
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| 
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| 
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| SCA_IActuator::~SCA_IActuator()
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| {
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| 	RemoveAllEvents();
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| }
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| 
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| void SCA_IActuator::DecLink()
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| {
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| 	m_links--;
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| 	if (m_links < 0) 
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| 	{
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| 		printf("Warning: actuator %s has negative m_links: %d\n", m_name.Ptr(), m_links);
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| 		m_links = 0;
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| 	}
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| }
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| 
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| void SCA_IActuator::LinkToController(SCA_IController* controller)
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| {
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| 	m_linkedcontrollers.push_back(controller);
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| }
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| 
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| void SCA_IActuator::UnlinkController(SCA_IController* controller)
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| {
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| 	std::vector<class SCA_IController*>::iterator contit;
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| 	for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
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| 	{
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| 		if ((*contit) == controller)
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| 		{
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| 			*contit = m_linkedcontrollers.back();
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| 			m_linkedcontrollers.pop_back();
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| 			return;
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| 		}
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| 	}
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| 	printf("Missing link from actuator %s:%s to controller %s:%s\n", 
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| 		m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(), 
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| 		controller->GetParent()->GetName().ReadPtr(), controller->GetName().ReadPtr());
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| }
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| 
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| void SCA_IActuator::UnlinkAllControllers()
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| {
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| 	std::vector<class SCA_IController*>::iterator contit;
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| 	for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit)
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| 	{
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| 		(*contit)->UnlinkActuator(this);
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| 	}
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| 	m_linkedcontrollers.clear();
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| }
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| 
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