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-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp8
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp15
-rw-r--r--source/gameengine/Converter/KX_ConvertControllers.cpp1
-rw-r--r--source/gameengine/GameLogic/SCA_AlwaysSensor.cpp7
-rw-r--r--source/gameengine/GameLogic/SCA_AlwaysSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_IActuator.cpp10
-rw-r--r--source/gameengine/GameLogic/SCA_IActuator.h7
-rw-r--r--source/gameengine/GameLogic/SCA_IController.cpp97
-rw-r--r--source/gameengine/GameLogic/SCA_IController.h4
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.cpp13
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.h19
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.cpp23
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h10
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.h1
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.cpp11
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp20
-rw-r--r--source/gameengine/GameLogic/SCA_MouseSensor.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_MouseSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.h1
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.cpp16
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.h1
-rw-r--r--source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp7
-rw-r--r--source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h1
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.cpp5
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.h1
-rw-r--r--source/gameengine/Ketsji/KX_RadarSensor.cpp1
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.cpp14
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.h1
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_StateActuator.cpp207
-rw-r--r--source/gameengine/Ketsji/KX_StateActuator.h83
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.cpp14
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.h1
36 files changed, 582 insertions, 43 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 32946267202..21c18634e21 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -2324,6 +2324,14 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
bool isInActiveLayer = (blenderobj->lay & activeLayerBitInfo)!=0;
BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,keydev,executePriority,activeLayerBitInfo,isInActiveLayer,canvas,converter);
}
+ // apply the initial state to controllers
+ for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
+ {
+ KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
+ struct Object* blenderobj = converter->FindBlenderObject(gameobj);
+ gameobj->SetState(blenderobj->state);
+ }
+
#endif //CONVERT_LOGIC
logicbrick_conversionlist->Release();
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index f219c3a1472..c02c2a29595 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -56,6 +56,7 @@
#include "KX_ConstraintActuator.h"
#include "KX_CameraActuator.h"
#include "KX_GameActuator.h"
+#include "KX_StateActuator.h"
#include "KX_VisibilityActuator.h"
#include "KX_SCA_AddObjectActuator.h"
#include "KX_SCA_EndObjectActuator.h"
@@ -857,7 +858,19 @@ void BL_ConvertActuators(char* maggiename,
baseact = tmp_vis_act;
}
break;
-
+
+ case ACT_STATE:
+ {
+ bStateActuator *sta_act = (bStateActuator *) bact->data;
+ KX_StateActuator * tmp_sta_act = NULL;
+
+ tmp_sta_act =
+ new KX_StateActuator(gameobj, sta_act->type, sta_act->mask);
+
+ baseact = tmp_sta_act;
+ }
+ break;
+
case ACT_2DFILTER:
{
bTwoDFilterActuator *_2dfilter = (bTwoDFilterActuator*) bact->data;
diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp
index a26cfa95b6d..179dd9f8478 100644
--- a/source/gameengine/Converter/KX_ConvertControllers.cpp
+++ b/source/gameengine/Converter/KX_ConvertControllers.cpp
@@ -161,6 +161,7 @@ void BL_ConvertControllers(
if (gamecontroller)
{
gamecontroller->SetExecutePriority(executePriority++);
+ gamecontroller->SetState(bcontr->state_mask);
STR_String uniquename = bcontr->name;
uniquename += "#CONTR#";
uniqueint++;
diff --git a/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp b/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
index 67df5d091ab..f9fbf2387c4 100644
--- a/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
@@ -53,10 +53,13 @@ SCA_AlwaysSensor::SCA_AlwaysSensor(class SCA_EventManager* eventmgr,
: SCA_ISensor(gameobj,eventmgr, T)
{
//SetDrawColor(255,0,0);
- m_alwaysresult = true;
+ Init();
}
-
+void SCA_AlwaysSensor::Init()
+{
+ m_alwaysresult = true;
+}
SCA_AlwaysSensor::~SCA_AlwaysSensor()
{
diff --git a/source/gameengine/GameLogic/SCA_AlwaysSensor.h b/source/gameengine/GameLogic/SCA_AlwaysSensor.h
index 474ed025432..8bf2a8aa98e 100644
--- a/source/gameengine/GameLogic/SCA_AlwaysSensor.h
+++ b/source/gameengine/GameLogic/SCA_AlwaysSensor.h
@@ -45,6 +45,8 @@ public:
virtual CValue* GetReplica();
virtual bool Evaluate(CValue* event);
virtual bool IsPositiveTrigger();
+ virtual void Init();
+
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
diff --git a/source/gameengine/GameLogic/SCA_IActuator.cpp b/source/gameengine/GameLogic/SCA_IActuator.cpp
index 568d0eb4a89..eeca2d7b44c 100644
--- a/source/gameengine/GameLogic/SCA_IActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_IActuator.cpp
@@ -36,6 +36,7 @@ using namespace std;
SCA_IActuator::SCA_IActuator(SCA_IObject* gameobj,
PyTypeObject* T) :
+ m_links(0),
SCA_ILogicBrick(gameobj,T)
{
// nothing to do
@@ -109,3 +110,12 @@ SCA_IActuator::~SCA_IActuator()
RemoveAllEvents();
}
+void SCA_IActuator::DecLink()
+{
+ m_links--;
+ if (m_links < 0)
+ {
+ printf("Warning: actuator %s has negative m_links: %d\n", m_name.Ptr(), m_links);
+ m_links = 0;
+ }
+}
diff --git a/source/gameengine/GameLogic/SCA_IActuator.h b/source/gameengine/GameLogic/SCA_IActuator.h
index b802aa4b298..774b27c5ad4 100644
--- a/source/gameengine/GameLogic/SCA_IActuator.h
+++ b/source/gameengine/GameLogic/SCA_IActuator.h
@@ -34,8 +34,11 @@
class SCA_IActuator : public SCA_ILogicBrick
{
+ friend class SCA_LogicManager;
protected:
std::vector<CValue*> m_events;
+ int m_links; // number of active links to controllers
+ // when 0, the actuator is automatically stopped
void RemoveAllEvents();
public:
@@ -83,6 +86,10 @@ public:
*/
bool IsNegativeEvent() const;
virtual ~SCA_IActuator();
+
+ void IncLink() { m_links++; }
+ void DecLink();
+ bool IsNoLink() const { return !m_links; }
};
#endif //__KX_IACTUATOR
diff --git a/source/gameengine/GameLogic/SCA_IController.cpp b/source/gameengine/GameLogic/SCA_IController.cpp
index 5cb62678c6b..bbe5a51db3c 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 +114,94 @@ 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);
+ m_linkedactuators.erase(actit);
+ if (IsActive())
+ {
+ (*actit)->DecLink();
+ }
}
-
}
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()))
+ {
+ m_linkedsensors.erase(sensit);
+ if (IsActive())
+ {
+ (*sensit)->DecLink();
+ }
+ }
}
+
+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();
+ }
+ 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);
+ }
+}
+
diff --git a/source/gameengine/GameLogic/SCA_IController.h b/source/gameengine/GameLogic/SCA_IController.h
index 79e956dec4e..f67c0942eb4 100644
--- a/source/gameengine/GameLogic/SCA_IController.h
+++ b/source/gameengine/GameLogic/SCA_IController.h
@@ -36,6 +36,7 @@ class SCA_IController : public SCA_ILogicBrick
protected:
std::vector<class SCA_ISensor*> m_linkedsensors;
std::vector<class SCA_IActuator*> m_linkedactuators;
+ unsigned int m_statemask;
public:
SCA_IController(SCA_IObject* gameobj,PyTypeObject* T);
virtual ~SCA_IController();
@@ -47,6 +48,9 @@ public:
void UnlinkAllSensors();
void UnlinkAllActuators();
void UnlinkActuator(class SCA_IActuator* actua);
+ void UnlinkSensor(class SCA_ISensor* sensor);
+ void SetState(unsigned int state) { m_statemask = state; }
+ void ApplyState(unsigned int state);
};
diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp
index 6df9e23f3fa..826e7bbdf0e 100644
--- a/source/gameengine/GameLogic/SCA_IObject.cpp
+++ b/source/gameengine/GameLogic/SCA_IObject.cpp
@@ -40,7 +40,7 @@
MT_Point3 SCA_IObject::m_sDummy=MT_Point3(0,0,0);
-SCA_IObject::SCA_IObject(PyTypeObject* T): CValue(T)
+SCA_IObject::SCA_IObject(PyTypeObject* T): m_state(0), CValue(T)
{
m_suspended = false;
}
@@ -329,6 +329,17 @@ void SCA_IObject::Resume(void)
}
}
+void SCA_IObject::SetState(unsigned int state)
+{
+ m_state = state;
+ // update the status of the controllers
+ SCA_ControllerList::iterator contit;
+ for (contit = m_controllers.begin(); contit != m_controllers.end(); contit++)
+ {
+ (*contit)->ApplyState(m_state);
+ }
+}
+
/* ------------------------------------------------------------------------- */
diff --git a/source/gameengine/GameLogic/SCA_IObject.h b/source/gameengine/GameLogic/SCA_IObject.h
index e8251e0ceaa..07b4310a91e 100644
--- a/source/gameengine/GameLogic/SCA_IObject.h
+++ b/source/gameengine/GameLogic/SCA_IObject.h
@@ -67,7 +67,12 @@ protected:
* Ignore updates?
*/
bool m_suspended;
-
+
+ /**
+ * current state = bit mask of state that are active
+ */
+ unsigned int m_state;
+
public:
SCA_IObject(PyTypeObject* T=&Type);
@@ -111,7 +116,17 @@ public:
* Resume progress
*/
void Resume(void);
-
+
+ /**
+ * Set the object state
+ */
+ void SetState(unsigned int state);
+
+ /**
+ * Get the object state
+ */
+ unsigned int GetState(void) { return m_state; }
+
// const class MT_Point3& ConvertPythonPylist(PyObject* pylist);
// here come the python forwarded methods
diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp
index 9fdee0c19da..1c29eb27be5 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ISensor.cpp
@@ -52,6 +52,7 @@ SCA_ISensor::SCA_ISensor(SCA_IObject* gameobj,
SCA_ILogicBrick(gameobj,T),
m_triggered(false)
{
+ m_links = 0;
m_suspended = false;
m_invert = false;
m_pos_ticks = 0;
@@ -111,6 +112,25 @@ void SCA_ISensor::Resume() {
m_suspended = false;
}
+void SCA_ISensor::Init() {
+ printf("Sensor %s has no init function, please report this bug to Blender.org\n", m_name);
+}
+
+void SCA_ISensor::DecLink() {
+ m_links--;
+ if (m_links < 0)
+ {
+ printf("Warning: sensor %s has negative m_links: %d\n", m_name.Ptr(), m_links);
+ m_links = 0;
+ }
+ if (!m_links)
+ {
+ // sensor is detached from all controllers, initialize it so that it
+ // is fresh as at startup when it is reattached again.
+ Init();
+ }
+}
+
/* python integration */
PyTypeObject SCA_ISensor::Type = {
@@ -177,7 +197,8 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr, CValue* event)
{
// calculate if a __triggering__ is wanted
- if (!m_suspended) {
+ // don't evaluate a sensor that is not connected to any controller
+ if (m_links && !m_suspended) {
bool result = this->Evaluate(event);
if (result) {
logicmgr->AddActivatedSensor(this);
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index e14fb34241a..292b2d160ae 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -64,6 +64,9 @@ class SCA_ISensor : public SCA_ILogicBrick
/** Sensor must ignore updates? */
bool m_suspended;
+ /** number of connections to controller */
+ int m_links;
+
/** Pass the activation on to the logic manager.*/
void SignalActivation(class SCA_LogicManager* logicmgr);
@@ -81,6 +84,7 @@ public:
void Activate(class SCA_LogicManager* logicmgr,CValue* event);
virtual bool Evaluate(CValue* event) = 0;
virtual bool IsPositiveTrigger();
+ virtual void Init();
virtual PyObject* _getattr(const STR_String& attr);
virtual CValue* GetReplica()=0;
@@ -114,6 +118,12 @@ public:
/** Resume sensing. */
void Resume();
+ void IncLink()
+ { m_links++; }
+ void DecLink();
+ bool IsNoLink() const
+ { return !m_links; }
+
/* Python functions: */
KX_PYMETHOD_DOC(SCA_ISensor,IsPositive);
KX_PYMETHOD_DOC(SCA_ISensor,GetUsePosPulseMode);
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
index b0e7fee130d..81938f05af1 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
@@ -64,9 +64,13 @@ std::cout << " button flag "<< m_buttonf << std::endl;
std::cout << " hat " << m_hat << std::endl;
std::cout << " hat flag " << m_hatf << std::endl;
*/
- m_istrig=0;
+ Init();
}
+void SCA_JoystickSensor::Init()
+{
+ m_istrig=0;
+}
SCA_JoystickSensor::~SCA_JoystickSensor()
{
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.h b/source/gameengine/GameLogic/SCA_JoystickSensor.h
index 2fbe1edf1e7..69068da6494 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.h
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.h
@@ -95,6 +95,7 @@ public:
virtual bool Evaluate(CValue* event);
virtual bool IsPositiveTrigger();
+ virtual void Init();
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
index f13b1bcf4c9..c6c06846e3b 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
@@ -62,7 +62,7 @@ SCA_KeyboardSensor::SCA_KeyboardSensor(SCA_KeyboardManager* keybdmgr,
if (hotkey == SCA_IInputDevice::KX_ESCKEY)
keybdmgr->GetInputDevice()->HookEscape();
// SetDrawColor(0xff0000ff);
- m_val=0;
+ Init();
}
@@ -71,7 +71,14 @@ SCA_KeyboardSensor::~SCA_KeyboardSensor()
{
}
-
+void SCA_KeyboardSensor::Init()
+{
+ // this function is used when the sensor is disconnected from all controllers
+ // by the state engine. It reinitializes the sensor as if it was just created.
+ // However, if the target key is pressed when the sensor is reactivated, it
+ // will not generated an event (see remark in Evaluate()).
+ m_val = 0;
+}
CValue* SCA_KeyboardSensor::GetReplica()
{
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.h b/source/gameengine/GameLogic/SCA_KeyboardSensor.h
index e87eddecd32..b86f6931d27 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.h
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.h
@@ -114,6 +114,8 @@ public:
PyTypeObject* T=&Type );
virtual ~SCA_KeyboardSensor();
virtual CValue* GetReplica();
+ virtual void Init();
+
short int GetHotkey();
virtual bool Evaluate(CValue* event);
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index 49f01d643e5..fb1a2c29eb6 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -165,6 +165,11 @@ void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshnam
void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
{
+ controllerlist contlist = m_sensorcontrollermapje[sensor];
+ for (controllerlist::const_iterator c= contlist.begin();!(c==contlist.end());c++)
+ {
+ (*c)->UnlinkSensor(sensor);
+ }
m_sensorcontrollermapje.erase(sensor);
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
@@ -176,6 +181,8 @@ void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
void SCA_LogicManager::RemoveController(SCA_IController* controller)
{
+ controller->UnlinkAllSensors();
+ controller->UnlinkAllActuators();
std::map<SCA_ISensor*,controllerlist>::iterator sit;
for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
{
@@ -236,7 +243,8 @@ void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
!(c==contlist.end());c++)
{
SCA_IController* contr = *c;//controllerarray->at(c);
- triggeredControllerSet.insert(SmartControllerPtr(contr,0));
+ if (contr->IsActive())
+ triggeredControllerSet.insert(SmartControllerPtr(contr,0));
}
//sensor->SetActive(false);
}
@@ -273,6 +281,16 @@ void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
(*ia)->SetActive(false);
//m_activeactuators.pop_back();
+ } else if ((*ia)->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.
+ CValue* event = new CBoolValue(false);
+ (*ia)->RemoveAllEvents();
+ (*ia)->AddEvent(event);
}
}
diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.cpp b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
index 8810b7470ed..11e67eda014 100644
--- a/source/gameengine/GameLogic/SCA_MouseSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
@@ -58,7 +58,6 @@ SCA_MouseSensor::SCA_MouseSensor(SCA_MouseManager* eventmgr,
{
m_mousemode = mousemode;
m_triggermode = true;
- m_val = 0; /* stores the latest attribute */
switch (m_mousemode) {
case KX_MOUSESENSORMODE_LEFTBUTTON:
@@ -79,7 +78,12 @@ SCA_MouseSensor::SCA_MouseSensor(SCA_MouseManager* eventmgr,
default:
; /* ignore, no hotkey */
}
+ Init();
+}
+void SCA_MouseSensor::Init()
+{
+ m_val = 0; /* stores the latest attribute */
}
SCA_MouseSensor::~SCA_MouseSensor()
diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.h b/source/gameengine/GameLogic/SCA_MouseSensor.h
index 86c9d96a800..26a1c5e3fd2 100644
--- a/source/gameengine/GameLogic/SCA_MouseSensor.h
+++ b/source/gameengine/GameLogic/SCA_MouseSensor.h
@@ -96,7 +96,7 @@ class SCA_MouseSensor : public SCA_ISensor
virtual ~SCA_MouseSensor();
virtual CValue* GetReplica();
virtual bool Evaluate(CValue* event);
-
+ virtual void Init();
virtual bool IsPositiveTrigger();
short int GetModeKey();
SCA_IInputDevice::KX_EnumInputs GetHotKey();
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.cpp b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
index f1fcb18d32e..d6eb246ffd2 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
@@ -57,7 +57,6 @@ SCA_PropertySensor::SCA_PropertySensor(SCA_EventManager* eventmgr,
m_lastresult(false),
m_range_expr(NULL)
{
- m_recentresult=false;
//CParser pars;
//pars.SetContext(this->AddRef());
//CValue* resultval = m_rightexpr->Calculate();
@@ -73,7 +72,12 @@ SCA_PropertySensor::SCA_PropertySensor(SCA_EventManager* eventmgr,
{
PrecalculateRangeExpression();
}
+ Init();
+}
+void SCA_PropertySensor::Init()
+{
+ m_recentresult = false;
}
void SCA_PropertySensor::PrecalculateRangeExpression()
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.h b/source/gameengine/GameLogic/SCA_PropertySensor.h
index 81c9b958f25..6871cb3afdc 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.h
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.h
@@ -77,6 +77,7 @@ public:
virtual void Delete();
virtual ~SCA_PropertySensor();
virtual CValue* GetReplica();
+ virtual void Init();
void PrecalculateRangeExpression();
bool CheckPropertyCondition();
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.cpp b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
index 0e856e0d6bb..3626522e49a 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
@@ -50,16 +50,9 @@ SCA_RandomSensor::SCA_RandomSensor(SCA_EventManager* eventmgr,
PyTypeObject* T)
: SCA_ISensor(gameobj,eventmgr, T)
{
- m_iteration = 0;
- m_interval = 0;
- m_lastdraw = false;
-
// m_basegenerator is never deleted => memory leak
m_basegenerator = new SCA_RandomNumberGenerator(startseed);
- m_currentDraw = m_basegenerator->Draw();
- //registration is done globally, don't do it here
- //Note: it was probably done to work around a bug in Evaluate(). It is now fixed
- //RegisterToManager();
+ Init();
}
@@ -69,6 +62,13 @@ SCA_RandomSensor::~SCA_RandomSensor()
/* Nothing to be done here. */
}
+void SCA_RandomSensor::Init()
+{
+ m_iteration = 0;
+ m_interval = 0;
+ m_lastdraw = false;
+ m_currentDraw = m_basegenerator->Draw();
+}
CValue* SCA_RandomSensor::GetReplica()
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.h b/source/gameengine/GameLogic/SCA_RandomSensor.h
index cc54179aa4e..d29bfb6837a 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.h
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.h
@@ -54,6 +54,7 @@ public:
virtual CValue* GetReplica();
virtual bool Evaluate(CValue* event);
virtual bool IsPositiveTrigger();
+ virtual void Init();
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
index e320453b7aa..027cb2a0ffa 100644
--- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
+++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
@@ -58,10 +58,15 @@ KX_NetworkMessageSensor::KX_NetworkMessageSensor(
m_NetworkScene(NetworkScene),
m_subject(subject),
m_frame_message_count (0),
- m_IsUp(false),
m_BodyList(NULL),
m_SubjectList(NULL)
{
+ Init();
+}
+
+void KX_NetworkMessageSensor::Init()
+{
+ m_IsUp = false;
}
KX_NetworkMessageSensor::~KX_NetworkMessageSensor()
diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h
index d051b715aab..6fd92d17be3 100644
--- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h
+++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h
@@ -65,6 +65,7 @@ public:
virtual CValue* GetReplica();
virtual bool Evaluate(CValue* event);
virtual bool IsPositiveTrigger();
+ virtual void Init();
void EndFrame();
/* ------------------------------------------------------------- */
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
index 60b90138abe..f306f0dbfbb 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
@@ -69,11 +69,14 @@ KX_MouseFocusSensor::KX_MouseFocusSensor(SCA_MouseManager* eventmgr,
m_gp_canvas(canvas),
m_kxscene(kxscene)
{
+ Init();
+}
+void KX_MouseFocusSensor::Init()
+{
m_mouse_over_in_previous_frame = false;
m_positive_event = false;
m_hitObject = 0;
-
}
bool KX_MouseFocusSensor::Evaluate(CValue* event)
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.h b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
index 86f32fbf4be..b011ebe1288 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.h
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
@@ -68,6 +68,7 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
* @attention Overrides default evaluate.
*/
virtual bool Evaluate(CValue* event);
+ virtual void Init();
virtual bool IsPositiveTrigger() {
bool result = m_positive_event;
diff --git a/source/gameengine/Ketsji/KX_RadarSensor.cpp b/source/gameengine/Ketsji/KX_RadarSensor.cpp
index 31fffffa3c1..987e0b946b2 100644
--- a/source/gameengine/Ketsji/KX_RadarSensor.cpp
+++ b/source/gameengine/Ketsji/KX_RadarSensor.cpp
@@ -71,7 +71,6 @@ KX_RadarSensor::KX_RadarSensor(SCA_EventManager* eventmgr,
//sumoObj->setClientObject(&m_client_info);
}
-
KX_RadarSensor::~KX_RadarSensor()
{
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp
index a85dc61cac8..02b814105b4 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.cpp
+++ b/source/gameengine/Ketsji/KX_RaySensor.cpp
@@ -60,17 +60,19 @@ KX_RaySensor::KX_RaySensor(class SCA_EventManager* eventmgr,
m_bFindMaterial(bFindMaterial),
m_distance(distance),
m_scene(ketsjiScene),
- m_bTriggered(false),
- m_axis(axis),
- m_rayHit(false),
- m_hitObject(NULL)
+ m_axis(axis)
{
-
+ Init();
}
-
+void KX_RaySensor::Init()
+{
+ m_bTriggered = false;
+ m_rayHit = false;
+ m_hitObject = NULL;
+}
KX_RaySensor::~KX_RaySensor()
{
diff --git a/source/gameengine/Ketsji/KX_RaySensor.h b/source/gameengine/Ketsji/KX_RaySensor.h
index 8a317ffaa07..f4305b053d1 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.h
+++ b/source/gameengine/Ketsji/KX_RaySensor.h
@@ -66,6 +66,7 @@ public:
virtual bool Evaluate(CValue* event);
virtual bool IsPositiveTrigger();
+ virtual void Init();
bool RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index fff33ca82fd..1526709f425 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -754,8 +754,6 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
for (SCA_ControllerList::iterator itc = controllers.begin();
!(itc==controllers.end());itc++)
{
- (*itc)->UnlinkAllSensors();
- (*itc)->UnlinkAllActuators();
m_logicmgr->RemoveController(*itc);
}
diff --git a/source/gameengine/Ketsji/KX_StateActuator.cpp b/source/gameengine/Ketsji/KX_StateActuator.cpp
new file mode 100644
index 00000000000..95a79f0c480
--- /dev/null
+++ b/source/gameengine/Ketsji/KX_StateActuator.cpp
@@ -0,0 +1,207 @@
+/*
+ * $Id$
+ *
+ * ***** 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 *****
+ * Actuator to toggle visibility/invisibility of objects
+ */
+
+#include "KX_StateActuator.h"
+#include "KX_GameObject.h"
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+KX_StateActuator::KX_StateActuator(
+ SCA_IObject* gameobj,
+ int operation,
+ unsigned int mask,
+ PyTypeObject* T
+ )
+ : SCA_IActuator(gameobj,T),
+ m_operation(operation),
+ m_mask(mask)
+{
+ // intentionally empty
+}
+
+KX_StateActuator::~KX_StateActuator(
+ void
+ )
+{
+ // intentionally empty
+}
+
+CValue*
+KX_StateActuator::GetReplica(
+ void
+ )
+{
+ KX_StateActuator* replica = new KX_StateActuator(*this);
+ replica->ProcessReplica();
+ // this will copy properties and so on...
+ CValue::AddDataToReplica(replica);
+ return replica;
+}
+
+bool
+KX_StateActuator::Update()
+{
+ bool bNegativeEvent = IsNegativeEvent();
+ unsigned int objMask;
+
+ RemoveAllEvents();
+ if (bNegativeEvent) return false;
+
+ KX_GameObject *obj = (KX_GameObject*) GetParent();
+
+ objMask = obj->GetState();
+ switch (m_operation)
+ {
+ case OP_CPY:
+ objMask = m_mask;
+ break;
+ case OP_SET:
+ objMask |= m_mask;
+ break;
+ case OP_CLR:
+ objMask &= ~m_mask;
+ break;
+ case OP_NEG:
+ objMask ^= m_mask;
+ break;
+ default:
+ // unsupported operation, no nothing
+ return false;
+ }
+ obj->SetState(objMask);
+ return false;
+}
+
+/* ------------------------------------------------------------------------- */
+/* Python functions */
+/* ------------------------------------------------------------------------- */
+
+
+
+/* Integration hooks ------------------------------------------------------- */
+PyTypeObject
+KX_StateActuator::Type = {
+ PyObject_HEAD_INIT(&PyType_Type)
+ 0,
+ "KX_StateActuator",
+ sizeof(KX_StateActuator),
+ 0,
+ PyDestructor,
+ 0,
+ __getattr,
+ __setattr,
+ 0, //&MyPyCompare,
+ __repr,
+ 0, //&cvalue_as_number,
+ 0,
+ 0,
+ 0,
+ 0
+};
+
+PyParentObject
+KX_StateActuator::Parents[] = {
+ &KX_StateActuator::Type,
+ &SCA_IActuator::Type,
+ &SCA_ILogicBrick::Type,
+ &CValue::Type,
+ NULL
+};
+
+PyMethodDef
+KX_StateActuator::Methods[] = {
+ {"setOperation", (PyCFunction) KX_StateActuator::sPySetOperation,
+ METH_VARARGS, SetOperation_doc},
+ {"setMask", (PyCFunction) KX_StateActuator::sPySetMask,
+ METH_VARARGS, SetMask_doc},
+ {NULL,NULL} //Sentinel
+};
+
+PyObject*
+KX_StateActuator::_getattr(
+ const STR_String& attr
+ )
+{
+ _getattr_up(SCA_IActuator);
+};
+
+
+
+/* set operation ---------------------------------------------------------- */
+char
+KX_StateActuator::SetOperation_doc[] =
+"setOperation(op)\n"
+"\t - op : bit operation (0=Copy, 1=Set, 2=Clear, 3=Negate)"
+"\tSet the type of bit operation to be applied on object state mask.\n"
+"\tUse setMask() to specify the bits that will be modified.\n";
+PyObject*
+
+KX_StateActuator::PySetOperation(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ int oper;
+
+ if(!PyArg_ParseTuple(args, "i", &oper)) {
+ return NULL;
+ }
+
+ m_operation = oper;
+
+ Py_Return;
+}
+
+/* set mask ---------------------------------------------------------- */
+char
+KX_StateActuator::SetMask_doc[] =
+"setMask(mask)\n"
+"\t - mask : bits that will be modified"
+"\tSet the value that defines the bits that will be modified by the operation.\n"
+"\tThe bits that are 1 in the value will be updated in the object state,\n"
+"\tthe bits that are 0 are will be left unmodified expect for the Copy operation\n"
+"\twhich copies the value to the object state.\n";
+PyObject*
+
+KX_StateActuator::PySetMask(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ int mask;
+
+ if(!PyArg_ParseTuple(args, "i", &mask)) {
+ return NULL;
+ }
+
+ m_mask = mask;
+
+ Py_Return;
+}
+
+
diff --git a/source/gameengine/Ketsji/KX_StateActuator.h b/source/gameengine/Ketsji/KX_StateActuator.h
new file mode 100644
index 00000000000..8698e51b2c1
--- /dev/null
+++ b/source/gameengine/Ketsji/KX_StateActuator.h
@@ -0,0 +1,83 @@
+/*
+ * $Id$
+ *
+ * ***** 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 *****
+ * Actuator to toggle visibility/invisibility of objects
+ */
+
+#ifndef __KX_STATEACTUATOR
+#define __KX_STATEACTUATOR
+
+#include "SCA_IActuator.h"
+
+class KX_StateActuator : public SCA_IActuator
+{
+ Py_Header;
+
+ /** Make visible? */
+ enum {
+ OP_CPY = 0,
+ OP_SET,
+ OP_CLR,
+ OP_NEG
+ };
+ int m_operation;
+ unsigned int m_mask;
+
+ public:
+
+ KX_StateActuator(
+ SCA_IObject* gameobj,
+ int operation,
+ unsigned int mask,
+ PyTypeObject* T=&Type
+ );
+
+ virtual
+ ~KX_StateActuator(
+ void
+ );
+
+ virtual CValue*
+ GetReplica(
+ void
+ );
+
+ virtual bool
+ Update();
+
+ /* --------------------------------------------------------------------- */
+ /* Python interface ---------------------------------------------------- */
+ /* --------------------------------------------------------------------- */
+
+ virtual PyObject* _getattr(const STR_String& attr);
+ //KX_PYMETHOD_DOC
+ KX_PYMETHOD_DOC(KX_StateActuator,SetOperation);
+ KX_PYMETHOD_DOC(KX_StateActuator,SetMask);
+};
+
+#endif
+
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.cpp b/source/gameengine/Ketsji/KX_TouchSensor.cpp
index 3f185359de0..56c2780871b 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.cpp
+++ b/source/gameengine/Ketsji/KX_TouchSensor.cpp
@@ -77,18 +77,14 @@ KX_TouchSensor::KX_TouchSensor(SCA_EventManager* eventmgr,KX_GameObject* gameobj
:SCA_ISensor(gameobj,eventmgr,T),
m_touchedpropname(touchedpropname),
m_bFindMaterial(bFindMaterial),
-m_eventmgr(eventmgr),
+m_eventmgr(eventmgr)
/*m_sumoObj(sumoObj),*/
-m_bCollision(false),
-m_bTriggered(false),
-m_bLastTriggered(false)
{
// KX_TouchEventManager* touchmgr = (KX_TouchEventManager*) eventmgr;
// m_resptable = touchmgr->GetResponseTable();
// m_solidHandle = m_sumoObj->getObjectHandle();
- m_hitObject = NULL;
m_colliders = new CListValue();
KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
@@ -98,8 +94,16 @@ m_bLastTriggered(false)
m_physCtrl = dynamic_cast<PHY_IPhysicsController*>(gameobj->GetPhysicsController());
MT_assert( !gameobj->GetPhysicsController() || m_physCtrl );
+ Init();
}
+void KX_TouchSensor::Init()
+{
+ m_bCollision = false;
+ m_bTriggered = false;
+ m_bLastTriggered = false;
+ m_hitObject = NULL;
+}
KX_TouchSensor::~KX_TouchSensor()
{
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.h b/source/gameengine/Ketsji/KX_TouchSensor.h
index f594196628a..056440ccd6c 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.h
+++ b/source/gameengine/Ketsji/KX_TouchSensor.h
@@ -72,6 +72,7 @@ public:
virtual CValue* GetReplica();
virtual void SynchronizeTransform();
virtual bool Evaluate(CValue* event);
+ virtual void Init();
virtual void ReParent(SCA_IObject* parent);
virtual void RegisterSumo(KX_TouchEventManager* touchman);