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source: code/trunk/src/libraries/core/BaseObject.h @ 7043

Last change on this file since 7043 was 6800, checked in by dafrick, 15 years ago

Created a new class of triggers called Multitriggers.
MultiTriggers are triggers which (as opposed to normal triggers) have a state for each object triggering the MultiTrigger, that means, that a MultiTrigger can be triggered for two different Players, while not being triggered for a third.
To go with this MultiTrigger I created a data structure (MultitriggerContainer), which helps relaying important information to the objects, that receive the Events of the trigger.
Also there is a MultiDistanceTrigger, which is just the DistanceTrigger as a MultiTrigger.

To make this work I had to make some adjustements to the eventsystem, namely an EventState can now be either an EventState (as it was before) or an EventSink, which means that every efent arriving at the EventState is processed as opposed to just the ones which change the state.
There is a new makro (XMLPortEventSink) to create an EventState with sink behaviour. It can be used exacly as the XMLPortEventState makro.

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file
31    @brief Definition of the BaseObject class.
32
33    The BaseObject is the parent of all classes representing an instance in the game.
34*/
35
36#ifndef _BaseObject_H__
37#define _BaseObject_H__
38
39#include "CorePrereqs.h"
40
41#include <map>
42#include <list>
43
44#include "util/mbool.h"
45#include "OrxonoxClass.h"
46#include "Super.h"
47#include "SmartPtr.h"
48
49namespace orxonox
50{
51    class Scene;
52    class Gametype;
53
54    //! The BaseObject is the parent of all classes representing an instance in the game.
55    class _CoreExport BaseObject : virtual public OrxonoxClass
56    {
57        template <class T> friend class XMLPortClassParamContainer;
58
59        public:
60            BaseObject(BaseObject* creator);
61            virtual ~BaseObject();
62            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
63            virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode);
64
65            /** @brief Returns if the object was initialized (passed the object registration). @return True was the object is initialized */
66            inline bool isInitialized() const { return this->bInitialized_; }
67
68            /** @brief Sets the name of the object. @param name The name */
69            inline void setName(const std::string& name) { this->oldName_ = this->name_; this->name_ = name; this->changedName(); }
70            /** @brief Returns the name of the object. */
71            inline const std::string& getName() const { return this->name_; }
72            /** @brief Returns the old name of the object. */
73            inline const std::string& getOldName() const { return this->oldName_; }
74            /** @brief This function gets called if the name of the object changes. */
75            virtual void changedName() {}
76
77            /** @brief Sets the state of the objects activity. @param bActive True = active */
78            inline void setActive(bool bActive)
79            {
80                if (this->bActive_ != bActive)
81                {
82                    this->bActive_ = bActive;
83                    this->changedActivity();
84                }
85            }
86            /** @brief Returns the state of the objects activity. @return The state of the activity */
87            inline const mbool& isActive() const { return this->bActive_; }
88            /** @brief This function gets called if the activity of the object changes. */
89            virtual void changedActivity() {}
90
91            /** @brief Sets the state of the objects visibility. @param bVisible True = visible */
92            inline void setVisible(bool bVisible)
93            {
94                if (this->bVisible_ != bVisible)
95                {
96                    this->bVisible_ = bVisible;
97                    this->changedVisibility();
98                }
99            }
100            /** @brief Returns the state of the objects visibility. @return The state of the visibility */
101            inline const mbool& isVisible() const { return this->bVisible_; }
102            /** @brief This function gets called if the visibility of the object changes. */
103            virtual void changedVisibility() {}
104
105            void setMainState(bool state);
106
107            /** @brief Sets the name of the main state (used for event reactions). */
108            void setMainStateName(const std::string& name)
109            {
110                if (this->mainStateName_ != name)
111                {
112                    this->mainStateName_ = name;
113                    this->changedMainStateName();
114                }
115            }
116            /** @brief Returns the name of the main state. */
117            inline const std::string& getMainStateName() const { return this->mainStateName_; }
118            /** @brief This function gets called if the main state name of the object changes. */
119            virtual void changedMainStateName();
120
121            /** @brief Sets a pointer to the xml file that loaded this object. @param file The pointer to the XMLFile */
122            inline void setFile(const XMLFile* file) { this->file_ = file; }
123            /** @brief Returns a pointer to the XMLFile that loaded this object. @return The XMLFile */
124            inline const XMLFile* getFile() const { return this->file_; }
125            const std::string& getFilename() const;
126
127            void addTemplate(const std::string& name);
128            void addTemplate(Template* temp);
129            /** @brief Returns the set of all aplied templates. */
130            inline const std::set<Template*>& getTemplates() const
131                { return this->templates_; }
132
133            virtual inline void setNamespace(Namespace* ns) { this->namespace_ = ns; }
134            inline Namespace* getNamespace() const { return this->namespace_; }
135
136            inline void setCreator(BaseObject* creator) { this->creator_ = creator; }
137            inline BaseObject* getCreator() const { return this->creator_; }
138
139            inline void setScene(const SmartPtr<Scene>& scene, uint32_t sceneID) { this->scene_ = scene; this->sceneID_=sceneID; }
140            inline const SmartPtr<Scene>& getScene() const { return this->scene_; }
141            inline virtual uint32_t getSceneID() const { return this->sceneID_; }
142
143            inline void setGametype(const SmartPtr<Gametype>& gametype)
144            {
145                if (gametype != this->gametype_)
146                {
147                    this->oldGametype_ = this->gametype_;
148                    this->gametype_ = gametype;
149                    this->changedGametype();
150                }
151            }
152            inline const SmartPtr<Gametype>& getGametype() const { return this->gametype_; }
153            inline Gametype* getOldGametype() const { return this->oldGametype_; }
154            virtual void changedGametype() {}
155
156            void addEventSource(BaseObject* source, const std::string& state);
157            void removeEventSource(BaseObject* source);
158            BaseObject* getEventSource(unsigned int index, const std::string& state) const;
159
160            void addEventListener(BaseObject* listener);
161            BaseObject* getEventListener(unsigned int index) const;
162
163            void fireEvent(const std::string& name = "");
164            void fireEvent(bool activate, const std::string& name = "");
165            void fireEvent(bool activate, BaseObject* originator, const std::string& name = "");
166            void fireEvent(Event& event);
167
168            virtual void processEvent(Event& event);
169
170            /** @brief Sets the indentation of the debug output in the Loader. @param indentation The indentation */
171            inline void setLoaderIndentation(const std::string& indentation) { this->loaderIndentation_ = indentation; }
172            /** @brief Returns the indentation of the debug output in the Loader. @return The indentation */
173            inline const std::string& getLoaderIndentation() const { return this->loaderIndentation_; }
174
175            static void loadAllEventStates(Element& xmlelement, XMLPort::Mode mode, BaseObject* object, Identifier* identifier);
176
177        protected:
178            void addEventState(const std::string& name, EventState* container);
179            EventState* getEventState(const std::string& name) const;
180
181            std::string name_;                                 //!< The name of the object
182            std::string oldName_;                              //!< The old name of the object
183            mbool       bActive_;                              //!< True = the object is active
184            mbool       bVisible_;                             //!< True = the object is visible
185            std::string mainStateName_;
186            Functor*    mainStateFunctor_;
187
188        private:
189            /** @brief Adds an object which listens to the events of this object. */
190            void registerEventListener(BaseObject* object);
191            /** @brief Removes an event listener from this object. */
192            inline void unregisterEventListener(BaseObject* object)
193                { this->eventListeners_.erase(object); }
194
195            void setXMLName(const std::string& name);
196            const std::string& getSingleTemplate(void) const;
197            Template* getTemplate(unsigned int index) const;
198            void registerEventStates();
199
200            bool                   bInitialized_;              //!< True if the object was initialized (passed the object registration)
201            const XMLFile*         file_;                      //!< The XMLFile that loaded this object
202            Element*               lastLoadedXMLElement_;      //!< Non 0 if the TinyXML attributes have already been copied to our own lowercase map
203            std::map<std::string, std::string> xmlAttributes_; //!< Lowercase XML attributes
204            std::string            loaderIndentation_;         //!< Indentation of the debug output in the Loader
205            Namespace*             namespace_;
206            BaseObject*            creator_;
207            SmartPtr<Scene>        scene_;
208            uint32_t               sceneID_;
209            SmartPtr<Gametype>     gametype_;
210            Gametype*              oldGametype_;
211            std::set<Template*>    templates_;
212
213            std::map<BaseObject*, std::string>  eventSources_;           //!< List of objects which send events to this object, mapped to the state which they affect
214            std::set<BaseObject*>               eventListeners_;         //!< List of objects which listen to the events of this object
215            std::set<BaseObject*>               eventListenersXML_;      //!< List of objects which listen to the events of this object through the "eventlisteners" subsection in XML
216            std::map<std::string, EventState*>  eventStates_;            //!< Maps the name of the event states to their helper objects
217            bool                                bRegisteredEventStates_; //!< Becomes true after the object registered its event states (with XMLEventPort)
218    };
219
220    SUPER_FUNCTION(0, BaseObject, XMLPort, false);
221    SUPER_FUNCTION(2, BaseObject, changedActivity, false);
222    SUPER_FUNCTION(3, BaseObject, changedVisibility, false);
223    SUPER_FUNCTION(4, BaseObject, XMLEventPort, false);
224    SUPER_FUNCTION(8, BaseObject, changedName, false);
225    SUPER_FUNCTION(9, BaseObject, changedGametype, false);
226}
227
228#endif /* _BaseObject_H__ */
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