Logo Search packages:      
Sourcecode: blender version File versions

KX_GameActuator.cpp

/**
* global game stuff
*
* $Id: KX_GameActuator.cpp,v 1.8 2004/10/16 11:41:48 kester Exp $
*
 * ***** BEGIN GPL/BL DUAL 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. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * 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/BL DUAL LICENSE BLOCK *****
*/

#include "SCA_IActuator.h"
#include "KX_GameActuator.h"
//#include <iostream>
#include "KX_Scene.h"
#include "KX_KetsjiEngine.h"

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

/* ------------------------------------------------------------------------- */
/* Native functions                                                          */
/* ------------------------------------------------------------------------- */

KX_GameActuator::KX_GameActuator(SCA_IObject *gameobj, 
                                                   int mode,
                                                   const STR_String& filename,
                                                   const STR_String& loadinganimationname,
                                                   KX_Scene* scene,
                                                   KX_KetsjiEngine* ketsjiengine,
                                                   PyTypeObject* T)
                                                   : SCA_IActuator(gameobj, T)
{
      m_mode = mode;
      m_filename = filename;
      m_loadinganimationname = loadinganimationname;
      m_scene = scene;
      m_ketsjiengine = ketsjiengine;
} /* End of constructor */



KX_GameActuator::~KX_GameActuator()
{ 
      // there's nothing to be done here, really....
} /* end of destructor */



CValue* KX_GameActuator::GetReplica()
{
      KX_GameActuator* replica = new KX_GameActuator(*this);
      replica->ProcessReplica();
      // this will copy properties and so on...
      CValue::AddDataToReplica(replica);
      
      return replica;
}



bool KX_GameActuator::Update()
{
      bool result = false;    
      bool bNegativeEvent = IsNegativeEvent();
      RemoveAllEvents();

      if (bNegativeEvent)
            return false; // do nothing on negative events

      switch (m_mode)
      {
      case KX_GAME_LOAD:
      case KX_GAME_START:
            {
                  if (m_ketsjiengine)
                  {
                        STR_String exitstring = "start other game";
                        m_ketsjiengine->RequestExit(KX_EXIT_REQUEST_START_OTHER_GAME);
                        m_ketsjiengine->SetNameNextGame(m_filename);
                        m_scene->AddDebugProperty((this)->GetParent(), exitstring);
                  }

                  break;
            }
      case KX_GAME_RESTART:
            {
                  if (m_ketsjiengine)
                  {
                        STR_String exitstring = "restarting game";
                        m_ketsjiengine->RequestExit(KX_EXIT_REQUEST_RESTART_GAME);
                        m_ketsjiengine->SetNameNextGame(m_filename);
                        m_scene->AddDebugProperty((this)->GetParent(), exitstring);
                  }
                  break;
            }
      case KX_GAME_QUIT:
            {
                  if (m_ketsjiengine)
                  {
                        STR_String exitstring = "quiting game";
                        m_ketsjiengine->RequestExit(KX_EXIT_REQUEST_QUIT_GAME);
                        m_scene->AddDebugProperty((this)->GetParent(), exitstring);
                  }
                  break;
            }
      default:
            ; /* do nothing? this is an internal error !!! */
      }
      
      return false;
}





/* ------------------------------------------------------------------------- */
/* Python functions                                                          */
/* ------------------------------------------------------------------------- */

/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_GameActuator::Type = {
      PyObject_HEAD_INIT(&PyType_Type)
            0,
            "KX_GameActuator",
            sizeof(KX_GameActuator),
            0,
            PyDestructor,
            0,
            __getattr,
            __setattr,
            0, //&MyPyCompare,
            __repr,
            0, //&cvalue_as_number,
            0,
            0,
            0,
            0
};



PyParentObject KX_GameActuator::Parents[] =
{
      &KX_GameActuator::Type,
            &SCA_IActuator::Type,
            &SCA_ILogicBrick::Type,
            &CValue::Type,
            NULL
};



PyMethodDef KX_GameActuator::Methods[] =
{
      {"getFile", (PyCFunction) KX_GameActuator::sPyGetFile, METH_VARARGS, GetFile_doc},
      {"setFile", (PyCFunction) KX_GameActuator::sPySetFile, METH_VARARGS, SetFile_doc},
      {NULL,NULL} //Sentinel
};

/* getFile */
char KX_GameActuator::GetFile_doc[] = 
"getFile()\n"
"get the name of the file to start.\n";
PyObject* KX_GameActuator::PyGetFile(PyObject* self, PyObject* args, PyObject* kwds)
{     
      return PyString_FromString(m_filename);
}

/* setFile */
char KX_GameActuator::SetFile_doc[] =
"setFile(name)\n"
"set the name of the file to start.\n";
PyObject* KX_GameActuator::PySetFile(PyObject* self, PyObject* args, PyObject* kwds)
{
      char* new_file;
      
      if (!PyArg_ParseTuple(args, "s", &new_file))
      {
            return NULL;
      }
      
      m_filename = STR_String(new_file);

      Py_Return;

}
      


PyObject* KX_GameActuator::_getattr(const STR_String& attr)
{
      _getattr_up(SCA_IActuator);
}



Generated by  Doxygen 1.6.0   Back to index