169 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			169 lines
		
	
	
		
			4.5 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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/** \file SCA_ILogicBrick.h
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 *  \ingroup gamelogic
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 */
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#ifndef __SCA_ILOGICBRICK_H__
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#define __SCA_ILOGICBRICK_H__
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#include "Value.h"
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#include "SCA_IObject.h"
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#include "BoolValue.h"
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#include "CTR_Map.h"
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#include "CTR_HashedPtr.h"
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class NG_NetworkScene;
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class SCA_IScene;
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class SCA_ILogicBrick : public CValue
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{
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	Py_Header
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protected:
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	SCA_IObject*		m_gameobj;
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	int					m_Execute_Priority;
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	int					m_Execute_Ueber_Priority;
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	bool				m_bActive;
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	CValue*				m_eventval;
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	STR_String			m_text;
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	STR_String			m_name;
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	//unsigned long		m_drawcolor;
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	void RegisterEvent(CValue* eventval);
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	void RemoveEvent();
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	CValue* GetEvent();
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public:
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	SCA_ILogicBrick(SCA_IObject* gameobj);
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	virtual ~SCA_ILogicBrick();
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	void SetExecutePriority(int execute_Priority);
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	void SetUeberExecutePriority(int execute_Priority);
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	SCA_IObject*	GetParent() { return m_gameobj; }
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	virtual void	ReParent(SCA_IObject* parent);
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	virtual void	Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
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	virtual void Delete() { Release(); }
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	// act as a BoolValue (with value IsPositiveTrigger)
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	virtual CValue*	Calc(VALUE_OPERATOR op, CValue *val);
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	virtual CValue*	CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
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	virtual const STR_String &	GetText();
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	virtual double		GetNumber();
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	virtual STR_String&	GetName();
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	virtual void		SetName(const char *);
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	bool				IsActive()
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	{
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		return m_bActive;
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	}
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	void				SetActive(bool active)
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	{
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		m_bActive=active;
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	}
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	// insert in a QList at position corresponding to m_Execute_Priority
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	void			    InsertActiveQList(SG_QList& head)
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	{
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		SG_QList::iterator<SCA_ILogicBrick> it(head);
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		for(it.begin(); !it.end() && m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
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		it.add_back(this);
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	}
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	// insert in a QList at position corresponding to m_Execute_Priority
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	// inside a longer list that contains elements of other objects. 
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	// Sorting is done only between the elements of the same object.
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	// head is the head of the combined list
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	// current points to the first element of the object in the list, NULL if none yet
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	void			    InsertSelfActiveQList(SG_QList& head, SG_QList** current)
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	{
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		if (!*current)
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		{
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			// first element can be put anywhere
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			head.QAddBack(this);
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			*current = this;
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			return;
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		}
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		// note: we assume current points actually to one o our element, skip the tests
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		SG_QList::iterator<SCA_ILogicBrick> it(head,*current);
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		if (m_Execute_Priority <= (*it)->m_Execute_Priority)
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		{
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			// this element comes before the first
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			*current = this;
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		}
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		else
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		{
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			for(++it; !it.end() && (*it)->m_gameobj == m_gameobj &&  m_Execute_Priority > (*it)->m_Execute_Priority; ++it);
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		}
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		it.add_back(this);
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	}
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	virtual	bool		LessComparedTo(SCA_ILogicBrick* other);
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	/* runtime variable, set when Triggering the python controller */
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	static class SCA_LogicManager*	m_sCurrentLogicManager;
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	/* for moving logic bricks between scenes */
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	virtual void		Replace_IScene(SCA_IScene *val) {}
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	virtual void		Replace_NetworkScene(NG_NetworkScene *val) {}
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#ifdef WITH_PYTHON
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	// python methods
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	static PyObject*	pyattr_get_owner(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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	// check that attribute is a property
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	static int CheckProperty(void *self, const PyAttributeDef *attrdef);
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	enum KX_BOOL_TYPE {
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		KX_BOOL_NODEF = 0,
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		KX_TRUE,
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		KX_FALSE,
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		KX_BOOL_MAX
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	};
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protected: 
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	/* Some conversions to go with the bool type. */
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	/** Convert a KX_TRUE, KX_FALSE in Python to a c++ value. */
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	bool PyArgToBool(int boolArg);
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	/** Convert a a c++ value to KX_TRUE, KX_FALSE in Python. */
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	PyObject* BoolToPyArg(bool);
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#endif // WITH_PYTHON
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};
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#endif
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