- remove unused defines. - quiet some shadow warnings. - bevel, ifdef out some asserts that are too common. - style
		
			
				
	
	
		
			343 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			343 lines
		
	
	
		
			8.1 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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|  * Regulates the top-level logic behavior for one scene.
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|  */
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| 
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| /** \file gameengine/GameLogic/SCA_LogicManager.cpp
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|  *  \ingroup gamelogic
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|  */
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| 
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| #include "Value.h"
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| #include "SCA_LogicManager.h"
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| #include "SCA_ISensor.h"
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| #include "SCA_IController.h"
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| #include "SCA_IActuator.h"
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| #include "SCA_EventManager.h"
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| #include "SCA_PythonController.h"
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| #include <set>
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| 
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| 
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| SCA_LogicManager::SCA_LogicManager()
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| {
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| }
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| 
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| 
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| 
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| SCA_LogicManager::~SCA_LogicManager()
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| {
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| 	for (vector<SCA_EventManager*>::iterator it = m_eventmanagers.begin();!(it==m_eventmanagers.end());++it)
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| 	{
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| 		delete (*it);
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| 	}
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| 	m_eventmanagers.clear();
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| 	assert(m_activeActuators.Empty());
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| }
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| 
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| #if 0
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| // this kind of fixes bug 398 but breakes games, so better leave it out for now.
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| // a removed object's gameobject (and logicbricks and stuff) didn't get released
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| // because it was still in the m_mapStringToGameObjects map.
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| void SCA_LogicManager::RemoveGameObject(const STR_String& gameobjname)
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| {
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| 	int numgameobj = m_mapStringToGameObjects.size();
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| 	for (int i = 0; i < numgameobj; i++)
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| 	{
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| 		CValue** gameobjptr = m_mapStringToGameObjects.at(i);
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| 		assert(gameobjptr);
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| 
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| 		if (gameobjptr)
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| 		{
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| 			if ((*gameobjptr)->GetName() == gameobjname)
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| 				(*gameobjptr)->Release();
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| 		}
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| 	}
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| 
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| 	m_mapStringToGameObjects.remove(gameobjname);
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| }
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| #endif
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| 
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| 
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| void SCA_LogicManager::RegisterEventManager(SCA_EventManager* eventmgr)
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| {
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| 	m_eventmanagers.push_back(eventmgr);
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| }
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| 
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| 
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| 
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| void SCA_LogicManager::RegisterGameObjectName(const STR_String& gameobjname,
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| 											  CValue* gameobj)
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| {
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| 	STR_HashedString mn = gameobjname;
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| 	m_mapStringToGameObjects.insert(mn,gameobj);
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| }
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| 
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| 
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| 
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| void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj)
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| {
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| 	STR_HashedString mn = gamemeshname;
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| 	m_map_gamemeshname_to_blendobj.insert(mn, blendobj);
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| }
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| 
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| 
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| 
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| void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj) 
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| {
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| 	m_map_blendobj_to_gameobj.insert(CHashedPtr(blendobj), gameobj);
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| }
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| 
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| void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj) 
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| {
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| 	void **obp = m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
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| 	if (obp && (CValue*)(*obp) == gameobj)
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| 		m_map_blendobj_to_gameobj.remove(CHashedPtr(blendobj));
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| }
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| 
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| CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
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| {
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| 	STR_HashedString mn = gameobjname;
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| 	CValue** gameptr = m_mapStringToGameObjects[mn];
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| 	
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| 	if (gameptr)
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| 		return *gameptr;
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| 
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| 	return NULL;
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| }
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| 
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| 
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| CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj) 
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| {
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| 	void **obp= m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
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| 	return obp?(CValue*)(*obp):NULL;
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| }
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| 
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| 
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| 
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| void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname) 
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| {
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| 	STR_HashedString mn = gamemeshname;
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| 	void **obp= m_map_gamemeshname_to_blendobj[mn];
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| 	return obp?*obp:NULL;
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| }
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| 
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| 
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| 
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| void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
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| {
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| 	sensor->UnlinkAllControllers();
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| 	sensor->UnregisterToManager();
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| }
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| 
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| void SCA_LogicManager::RemoveController(SCA_IController* controller)
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| {
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| 	controller->UnlinkAllSensors();
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| 	controller->UnlinkAllActuators();
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| 	controller->Deactivate();
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| }
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| 
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| 
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| void SCA_LogicManager::RemoveActuator(SCA_IActuator* actuator)
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| {
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| 	actuator->UnlinkAllControllers();
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| 	actuator->Deactivate();
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| 	actuator->SetActive(false);
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| }
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| 
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| 
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| 
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| void SCA_LogicManager::RegisterToSensor(SCA_IController* controller,SCA_ISensor* sensor)
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| {
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| 	sensor->LinkToController(controller);
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| 	controller->LinkToSensor(sensor);
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| }
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| 
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| 
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| 
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| void SCA_LogicManager::RegisterToActuator(SCA_IController* controller,SCA_IActuator* actua)
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| {
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| 	actua->LinkToController(controller);
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| 	controller->LinkToActuator(actua);
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| }
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| 
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| 
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| 
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| void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
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| {
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| 	for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
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| 		(*ie)->NextFrame(curtime, fixedtime);
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| 
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| 	for (SG_QList* obj = (SG_QList*)m_triggeredControllerSet.Remove();
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| 		obj != NULL;
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| 		obj = (SG_QList*)m_triggeredControllerSet.Remove())
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| 	{
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| 		for (SCA_IController* contr = (SCA_IController*)obj->QRemove();
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| 			contr != NULL;
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| 			contr = (SCA_IController*)obj->QRemove())
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| 		{
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| 			contr->Trigger(this);
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| 			contr->ClrJustActivated();
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| 		}
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| 	}
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| }
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| 
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| 
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| 
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| void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
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| {
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| 	for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
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| 		(*ie)->UpdateFrame();
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| 
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| 	SG_DList::iterator<SG_QList> io(m_activeActuators);
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| 	for (io.begin(); !io.end(); )
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| 	{
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| 		SG_QList* ahead = *io;
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| 		// increment now so that we can remove the current element
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| 		++io;
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| 		SG_QList::iterator<SCA_IActuator> ia(*ahead);
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| 		for (ia.begin(); !ia.end();  )
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| 		{
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| 			SCA_IActuator* actua = *ia;
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| 			// increment first to allow removal of inactive actuators.
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| 			++ia;
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| 			if (!actua->Update(curtime, frame))
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| 			{
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| 				// this actuator is not active anymore, remove
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| 				actua->QDelink(); 
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| 				actua->SetActive(false); 
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| 			} else if (actua->IsNoLink())
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| 			{
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| 				// This actuator has no more links but it still active
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| 				// make sure it will get a negative event on next frame to stop it
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| 				// Do this check after Update() rather than before to make sure
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| 				// that all the actuators that are activated at same time than a state
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| 				// actuator have a chance to execute. 
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| 				bool event = false;
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| 				actua->RemoveAllEvents();
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| 				actua->AddEvent(event);
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| 			}
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| 		}
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| 		if (ahead->QEmpty())
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| 		{
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| 			// no more active controller, remove from main list
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| 			ahead->Delink();
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| 		}
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| 	}
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| }
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| 
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| 
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| 
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| void *SCA_LogicManager::GetActionByName(const STR_String& actname)
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| {
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| 	STR_HashedString an = actname;
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| 	void** actptr = m_mapStringToActions[an];
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| 
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| 	if (actptr)
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| 		return *actptr;
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| 
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| 	return NULL;
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| }
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| 
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| 
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| 
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| void* SCA_LogicManager::GetMeshByName(const STR_String& meshname)
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| {
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| 	STR_HashedString mn = meshname;
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| 	void** meshptr = m_mapStringToMeshes[mn];
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| 
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| 	if (meshptr)
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| 		return *meshptr;
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| 
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| 	return NULL;
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| }
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| 
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| 
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| 
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| void SCA_LogicManager::RegisterMeshName(const STR_String& meshname,void* mesh)
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| {
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| 	STR_HashedString mn = meshname;
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| 	m_mapStringToMeshes.insert(mn,mesh);
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| }
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| 
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| void SCA_LogicManager::UnregisterMeshName(const STR_String& meshname,void* mesh)
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| {
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| 	STR_HashedString mn = meshname;
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| 	m_mapStringToMeshes.remove(mn);
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| }
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| 
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| 
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| void SCA_LogicManager::RegisterActionName(const STR_String& actname,void* action)
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| {
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| 	STR_HashedString an = actname;
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| 	m_mapStringToActions.insert(an, action);
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| }
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| 
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| 
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| 
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| void SCA_LogicManager::EndFrame()
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| {
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| 	for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
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| 	!(ie==m_eventmanagers.end());ie++)
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| 	{
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| 		(*ie)->EndFrame();
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| 	}
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| }
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| 
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| 
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| void SCA_LogicManager::AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor)
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| {
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| 	controller->Activate(m_triggeredControllerSet);
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| 
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| #ifdef WITH_PYTHON
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| 
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| 	// so that the controller knows which sensor has activited it
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| 	// only needed for python controller
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| 	// Note that this is safe even if the controller is subclassed.
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| 	if (controller->GetType() == &SCA_PythonController::Type)
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| 	{
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| 		SCA_PythonController* pythonController = (SCA_PythonController*)controller;
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| 		pythonController->AddTriggeredSensor(sensor);
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| 	}
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| #endif
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| }
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| 
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| SCA_EventManager* SCA_LogicManager::FindEventManager(int eventmgrtype)
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| {
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| 	// find an eventmanager of a certain type
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| 	SCA_EventManager* eventmgr = NULL;
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| 
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| 	for (vector<SCA_EventManager*>::const_iterator i=
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| 	m_eventmanagers.begin();!(i==m_eventmanagers.end());i++)
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| 	{
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| 		SCA_EventManager* emgr = *i;
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| 		if (emgr->GetType() == eventmgrtype)
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| 		{
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| 			eventmgr = emgr;
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| 			break;
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| 		}
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| 	}
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| 	return eventmgr;
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| }
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