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Diffstat (limited to 'source/gameengine/GameLogic/SCA_IController.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_IController.cpp99
1 files changed, 94 insertions, 5 deletions
diff --git a/source/gameengine/GameLogic/SCA_IController.cpp b/source/gameengine/GameLogic/SCA_IController.cpp
index 5cb62678c6b..0bd20117f31 100644
--- a/source/gameengine/GameLogic/SCA_IController.cpp
+++ b/source/gameengine/GameLogic/SCA_IController.cpp
@@ -29,6 +29,7 @@
#include "SCA_IController.h"
#include "SCA_LogicManager.h"
#include "SCA_IActuator.h"
+#include "SCA_ISensor.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
@@ -37,6 +38,7 @@
SCA_IController::SCA_IController(SCA_IObject* gameobj,
PyTypeObject* T)
:
+ m_statemask(0),
SCA_ILogicBrick(gameobj,T)
{
}
@@ -45,6 +47,7 @@ SCA_IController::SCA_IController(SCA_IObject* gameobj,
SCA_IController::~SCA_IController()
{
+ UnlinkAllActuators();
}
@@ -65,6 +68,14 @@ const std::vector<class SCA_IActuator*>& SCA_IController::GetLinkedActuators()
void SCA_IController::UnlinkAllSensors()
{
+ if (IsActive())
+ {
+ std::vector<class SCA_ISensor*>::iterator sensit;
+ for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
+ {
+ (*sensit)->DecLink();
+ }
+ }
m_linkedsensors.clear();
}
@@ -72,6 +83,14 @@ void SCA_IController::UnlinkAllSensors()
void SCA_IController::UnlinkAllActuators()
{
+ if (IsActive())
+ {
+ std::vector<class SCA_IActuator*>::iterator actit;
+ for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
+ {
+ (*actit)->DecLink();
+ }
+ }
m_linkedactuators.clear();
}
@@ -95,26 +114,96 @@ void SCA_IController::Trigger(SCA_LogicManager* logicmgr)
void SCA_IController::LinkToActuator(SCA_IActuator* actua)
{
m_linkedactuators.push_back(actua);
+ if (IsActive())
+ {
+ actua->IncLink();
+ }
}
void SCA_IController::UnlinkActuator(class SCA_IActuator* actua)
{
std::vector<class SCA_IActuator*>::iterator actit;
- std::vector<class SCA_IActuator*>::iterator actfound = m_linkedactuators.end();
for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
{
if ((*actit) == actua)
- actfound = actit;
+ {
+ break;
+ }
}
- if (!(actfound==m_linkedactuators.end()))
+ if (!(actit==m_linkedactuators.end()))
{
- m_linkedactuators.erase(actfound);
+ if (IsActive())
+ {
+ (*actit)->DecLink();
+ }
+ m_linkedactuators.erase(actit);
}
-
}
void SCA_IController::LinkToSensor(SCA_ISensor* sensor)
{
m_linkedsensors.push_back(sensor);
+ if (IsActive())
+ {
+ sensor->IncLink();
+ }
+}
+
+void SCA_IController::UnlinkSensor(class SCA_ISensor* sensor)
+{
+ std::vector<class SCA_ISensor*>::iterator sensit;
+ for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
+ {
+ if ((*sensit) == sensor)
+ {
+ break;
+ }
+
+ }
+ if (!(sensit==m_linkedsensors.end()))
+ {
+ if (IsActive())
+ {
+ (*sensit)->DecLink();
+ }
+ m_linkedsensors.erase(sensit);
+ }
}
+
+void SCA_IController::ApplyState(unsigned int state)
+{
+ std::vector<class SCA_IActuator*>::iterator actit;
+ std::vector<class SCA_ISensor*>::iterator sensit;
+
+ if (m_statemask & state)
+ {
+ if (!IsActive())
+ {
+ // reactive the controller, all the links to actuator are valid again
+ for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
+ {
+ (*actit)->IncLink();
+ }
+ for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
+ {
+ (*sensit)->IncLink();
+ // remember that this controller just activated that sensor
+ (*sensit)->AddNewController(this);
+ }
+ SetActive(true);
+ }
+ } else if (IsActive())
+ {
+ for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
+ {
+ (*actit)->DecLink();
+ }
+ for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
+ {
+ (*sensit)->DecLink();
+ }
+ SetActive(false);
+ }
+}
+