/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx 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, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_BASE #include "base_object.h" #include "load_param.h" #include "compiler.h" #include "class_list.h" using namespace std; /** * sets the name from a LoadXML-Element * @param root the element to load from */ BaseObject::BaseObject(const TiXmlElement* root) { this->className = NULL; this->classID = CL_BASE_OBJECT; this->objectName = NULL; if (root) this->loadParams(root); // ClassList::addToClassList(this, this->classID, "BaseObject"); } /** * standard deconstructor */ BaseObject::~BaseObject () { ClassList::removeFromClassList(this); // delete []this->className; if (this->objectName) delete[] this->objectName; } /** * loads parameters * @param root the element to load from */ void BaseObject::loadParams(const TiXmlElement* root) { // name setup LoadParam(root, "name", this, BaseObject, setName) .describe("the Name of the Object."); } /** * sets the class identifiers * @param id a number for the class from class_id.h enumeration * @param className the class name */ void BaseObject::setClassID(ClassID classID, const char* className) { this->classID |= (long)classID; this->className = className; ClassList::addToClassList(this, classID, className); } /** \brief set the name of the Object */ void BaseObject::setName (const char* objectName) { if (this->objectName) delete[] this->objectName; if (objectName != NULL) { this->objectName = new char[strlen(objectName)+1]; strcpy(this->objectName, objectName); } else this->objectName = NULL; } /** * checks if the class is a classID * @param classID the Identifier to check for * @returns true if it is, false otherwise */ bool BaseObject::isA (ClassID classID) const { // if classID is a derivable object from a SUPERCLASS if (classID & CL_MASK_SUPER_CLASS) { if( likely(this->classID & classID)) return true; } // if classID is a SubSuperClass, and else if (classID & CL_MASK_SUBSUPER_CLASS) { if (likely(((this->classID & CL_MASK_SUBSUPER_CLASS_IDA) == (this->classID & CL_MASK_SUBSUPER_CLASS_IDA)) && this->classID & classID & CL_MASK_SUBSUPER_CLASS_IDB)) return true; } // if classID is a LOWLEVEL-class else { if( likely((this->classID & CL_MASK_LOWLEVEL_CLASS) == classID)) return true; } return false; } /** * checks if the class is a classID * @param classID the Identifier to check for * @returns true if it is, false otherwise */ bool BaseObject::isA (const char* className) const { ClassID classID = ClassList::StringToID(className); if (classID != CL_NULL) return this->isA(classID); } /** * compares the ObjectName with an external name * @param objectName: the name to check. * @returns true on match, false otherwise. */ bool BaseObject::operator==(const char* objectName) { if (likely(this->objectName != NULL && objectName != NULL)) return (strcmp(this->objectName, objectName)) ? false : true; } /** * displays everything this class is * @TODO REIMPLEMENT WITH SENSE. */ void BaseObject::whatIs() const { PRINT(0)("object %s of class %s: ", this->getName(), this->getClassName()); if ((this->classID & CL_MASK_SINGLETON) == CL_MASK_SINGLETON) PRINT(0)("is a Singleton-Class "); if (this->classID & CL_MASK_SUPER_CLASS) { PRINT(0)(" ->is a derived from the following superclasses:"); if (this->isA(CL_BASE_OBJECT)) PRINT(0)(" =BaseObject="); if (this->isA(CL_PARENT_NODE)) PRINT(0)(" =PNode="); if (this->isA(CL_WORLD_ENTITY)) PRINT(0)(" =WorldEntity="); if (this->isA(CL_PHYSICS_INTERFACE)) PRINT(0)(" =PhysicsInterface="); if (this->isA(CL_EVENT_LISTENER)) PRINT(0)(" =EventListener="); if (this->isA(CL_STORY_ENTITY)) PRINT(0)(" =StoryEntity="); if (this->isA(CL_ELEMENT_2D)) PRINT(0)(" =Element2D="); PRINT(0)("\n"); } // subsuper-classes if (this->classID & CL_MASK_SUBSUPER_CLASS) { PRINT(0)(" ->further derivations: "); if (this->isA(CL_PLAYER)) PRINT(0)(" -Player-"); if (this->isA(CL_NPC)) PRINT(0)(" -NPC-"); if (this->isA(CL_POWER_UP)) PRINT(0)(" -PowerUp-"); if (this->isA(CL_FIELD)) PRINT(0)(" -Field-"); if (this->isA(CL_PROJECTILE)) PRINT(0)(" -Projectile-"); if (this->isA(CL_WEAPON)) PRINT(0)(" -Weapon-"); PRINT(0)("\n"); } }