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source: orxonox.OLD/branches/network/src/lib/lang/base_object.cc @ 5577

Last change on this file since 5577 was 5447, checked in by bensch, 19 years ago

orxonox/trunk: Explosions on Collision (—HACK—)
also made the FastFactory faster, not turning through the GarbageCollector, as it is not necessary. FastFactory also implements a Static Memeber subscriptor-Macro now
last but not least: new Functions in The ParticleEngine, and some revisited

File size: 4.1 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: ...
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_BASE
18
19#include "base_object.h"
20
21#include "load_param.h"
22#include "compiler.h"
23#include "class_list.h"
24
25using namespace std;
26
27
28/**
29 *  sets the name from a LoadXML-Element
30 * @param root the element to load from
31 */
32BaseObject::BaseObject(const TiXmlElement* root)
33{
34  this->className = NULL;
35  this->classID = CL_BASE_OBJECT;
36
37  this->objectName = NULL;
38
39  if (root)
40    this->loadParams(root);
41
42//  ClassList::addToClassList(this, this->classID, "BaseObject");
43}
44
45/**
46 *  standard deconstructor
47*/
48BaseObject::~BaseObject ()
49{
50  ClassList::removeFromClassList(this);
51
52  //  delete []this->className;
53  if (this->objectName)
54    delete[] this->objectName;
55}
56
57/**
58 *  loads parameters
59 * @param root the element to load from
60 */
61void BaseObject::loadParams(const TiXmlElement* root)
62{
63  // name setup
64  LoadParam<BaseObject>(root, "name", this, &BaseObject::setName)
65      .describe("the name of the Object at hand");
66}
67
68/**
69 *  sets the class identifiers
70 * @param id a number for the class from class_id.h enumeration
71 * @param className the class name
72*/
73void BaseObject::setClassID(long classID, const char* className)
74{
75  this->classID |= classID;
76  this->className = className;
77
78  ClassList::addToClassList(this, classID, className);
79}
80
81/**
82  \brief set the name of the Object
83 */
84void BaseObject::setName (const char* objectName)
85{
86  if (this->objectName)
87    delete[] this->objectName;
88  if (objectName)
89  {
90    this->objectName = new char[strlen(objectName)+1];
91    strcpy(this->objectName, objectName);
92  }
93  else
94    this->objectName = NULL;
95}
96
97
98/**
99 *  checks if the class is a classID
100 * @param classID the Identifier to check for
101 * @returns true if it is, false otherwise
102*/
103bool BaseObject::isA (long classID) const
104{
105  // if classID is a derivable object from a SUPERCLASS
106  if (classID & CL_MASK_SUPER_CLASS)
107  {
108    if( likely(this->classID & classID))
109      return true;
110  }
111  // if classID is a SubSuperClass, and
112  else if (classID & CL_MASK_SUBSUPER_CLASS)
113  {
114    if (likely(((this->classID & CL_MASK_SUBSUPER_CLASS_ID) == (this->classID & CL_MASK_SUBSUPER_CLASS_ID)) &&
115        this->classID & classID & CL_MASK_SUBSUPER_CLASS_ID2))
116      return true;
117  }
118  // if classID is a LOWLEVEL-class
119  else
120  {
121    if( likely((this->classID & CL_MASK_LOWLEVEL_CLASS) == classID))
122      return true;
123  }
124  return false;
125}
126
127/**
128 *  displays everything this class is
129 */
130void BaseObject::whatIs() const
131{
132  PRINT(0)("object %s of class %s: ", this->getName(), this->getClassName());
133  if ((this->classID & CL_MASK_SINGLETON) == CL_MASK_SINGLETON)
134    PRINT(0)("is a Singleton-Class ");
135  if (this->classID & CL_MASK_SUPER_CLASS)
136  {
137    PRINT(0)(" ->is a derived from the following superclasses:");
138    if (this->isA(CL_BASE_OBJECT))
139      PRINT(0)(" =BaseObject=");
140    if (this->isA(CL_PARENT_NODE))
141      PRINT(0)(" =PNode=");
142    if (this->isA(CL_WORLD_ENTITY))
143      PRINT(0)(" =WorldEntity=");
144    if (this->isA(CL_PHYSICS_INTERFACE))
145      PRINT(0)(" =PhysicsInterface=");
146    if (this->isA(CL_EVENT_LISTENER))
147      PRINT(0)(" =EventListener=");
148    if (this->isA(CL_STORY_ENTITY))
149      PRINT(0)(" =StoryEntity=");
150    if (this->isA(CL_ELEMENT_2D))
151      PRINT(0)(" =Element2D=");
152    PRINT(0)("\n");
153  }
154  // subsuper-classes
155  if (this->classID & CL_MASK_SUBSUPER_CLASS)
156  {
157    PRINT(0)(" ->further derivations: ");
158    if (this->isA(CL_PLAYER))
159      PRINT(0)(" -Player-");
160    if (this->isA(CL_NPC))
161      PRINT(0)(" -NPC-");
162    if (this->isA(CL_POWER_UP))
163      PRINT(0)(" -PowerUp-");
164    if (this->isA(CL_FIELD))
165      PRINT(0)(" -Field-");
166    if (this->isA(CL_PROJECTILE))
167      PRINT(0)(" -Projectile-");
168    if (this->isA(CL_WEAPON))
169      PRINT(0)(" -Weapon-");
170    PRINT(0)("\n");
171  }
172}
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