/** * $Id$ * ***** 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 ***** */ #include "SCA_IActuator.h" #ifdef HAVE_CONFIG_H #include #endif using namespace std; SCA_IActuator::SCA_IActuator(SCA_IObject* gameobj) : SCA_ILogicBrick(gameobj), m_links(0), m_posevent(false), m_negevent(false) { // nothing to do } bool SCA_IActuator::Update(double curtime, bool frame) { if (frame) return Update(); return true; } bool SCA_IActuator::Update() { assert(false && "Actuators should override an Update method."); return false; } void SCA_IActuator::Activate(SG_DList& head) { if (QEmpty()) { InsertActiveQList(m_gameobj->m_activeActuators); head.AddBack(&m_gameobj->m_activeActuators); } } // this function is only used to deactivate actuators outside the logic loop // e.g. when an object is deleted. void SCA_IActuator::Deactivate() { if (QDelink()) { // the actuator was in the active list if (m_gameobj->m_activeActuators.QEmpty()) // the owner object has no more active actuators, remove it from the global list m_gameobj->m_activeActuators.Delink(); } } void SCA_IActuator::ProcessReplica() { SCA_ILogicBrick::ProcessReplica(); RemoveAllEvents(); m_linkedcontrollers.clear(); } 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; } } void SCA_IActuator::LinkToController(SCA_IController* controller) { m_linkedcontrollers.push_back(controller); } void SCA_IActuator::UnlinkController(SCA_IController* controller) { std::vector::iterator contit; for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit) { if ((*contit) == controller) { *contit = m_linkedcontrollers.back(); m_linkedcontrollers.pop_back(); return; } } printf("Missing link from actuator %s:%s to controller %s:%s\n", m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(), controller->GetParent()->GetName().ReadPtr(), controller->GetName().ReadPtr()); } void SCA_IActuator::UnlinkAllControllers() { std::vector::iterator contit; for (contit = m_linkedcontrollers.begin();!(contit==m_linkedcontrollers.end());++contit) { (*contit)->UnlinkActuator(this); } m_linkedcontrollers.clear(); }