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source: orxonox.OLD/branches/network/src/lib/lang/base_object.cc @ 6257

Last change on this file since 6257 was 6257, checked in by rennerc, 18 years ago

class_id.h: changed CL_ENTITY_MANAGER to CL_NETWORK_GAME_MANAGER
base_object: added realClassID which can be used with factory
network_game_manager: fixed some bugs again, can now spawn entities over network :D

File size: 4.7 KB
Line 
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(root, "name", this, BaseObject, setName)
65      .describe("the Name of the Object.");
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(ClassID classID, const char* className)
74{
75  this->classID |= (long)classID;
76  this->className = className;
77  this->realClassID = classID;
78
79  ClassList::addToClassList(this, classID, className);
80}
81
82/**
83  \brief set the name of the Object
84 */
85void BaseObject::setName (const char* objectName)
86{
87  if (this->objectName)
88    delete[] this->objectName;
89  if (objectName != NULL)
90  {
91    this->objectName = new char[strlen(objectName)+1];
92    strcpy(this->objectName, objectName);
93  }
94  else
95    this->objectName = NULL;
96}
97
98
99/**
100 *  checks if the class is a classID
101 * @param classID the Identifier to check for
102 * @returns true if it is, false otherwise
103*/
104bool BaseObject::isA (ClassID classID) const
105{
106  // if classID is a derivable object from a SUPERCLASS
107  if (classID & CL_MASK_SUPER_CLASS)
108  {
109    if( likely(this->classID & classID))
110      return true;
111  }
112  // if classID is a SubSuperClass, and
113  else if (classID & CL_MASK_SUBSUPER_CLASS)
114  {
115    if (likely(((this->classID & CL_MASK_SUBSUPER_CLASS_IDA) == (this->classID & CL_MASK_SUBSUPER_CLASS_IDA)) &&
116        this->classID & classID & CL_MASK_SUBSUPER_CLASS_IDB))
117      return true;
118  }
119  // if classID is a LOWLEVEL-class
120  else
121  {
122    if( likely((this->classID & CL_MASK_LOWLEVEL_CLASS) == classID))
123      return true;
124  }
125  return false;
126}
127
128/**
129 *  checks if the class is a classID
130 * @param classID the Identifier to check for
131 * @returns true if it is, false otherwise
132 */
133bool BaseObject::isA (const char* className) const
134{
135  ClassID classID = ClassList::StringToID(className);
136  if (classID != CL_NULL)
137    return this->isA(classID);
138}
139
140/**
141 * compares the ObjectName with an external name
142 * @param objectName: the name to check.
143 * @returns true on match, false otherwise.
144 */
145bool BaseObject::operator==(const char* objectName)
146{
147  if (likely(this->objectName != NULL && objectName != NULL))
148    return (strcmp(this->objectName, objectName)) ? false : true;
149}
150
151
152/**
153 *  displays everything this class is
154 * @TODO REIMPLEMENT WITH SENSE.
155 */
156void BaseObject::whatIs() const
157{
158  PRINT(0)("object %s of class %s: ", this->getName(), this->getClassName());
159  if ((this->classID & CL_MASK_SINGLETON) == CL_MASK_SINGLETON)
160    PRINT(0)("is a Singleton-Class ");
161  if (this->classID & CL_MASK_SUPER_CLASS)
162  {
163    PRINT(0)(" ->is a derived from the following superclasses:");
164    if (this->isA(CL_BASE_OBJECT))
165      PRINT(0)(" =BaseObject=");
166    if (this->isA(CL_PARENT_NODE))
167      PRINT(0)(" =PNode=");
168    if (this->isA(CL_WORLD_ENTITY))
169      PRINT(0)(" =WorldEntity=");
170    if (this->isA(CL_PHYSICS_INTERFACE))
171      PRINT(0)(" =PhysicsInterface=");
172    if (this->isA(CL_EVENT_LISTENER))
173      PRINT(0)(" =EventListener=");
174    if (this->isA(CL_STORY_ENTITY))
175      PRINT(0)(" =StoryEntity=");
176    if (this->isA(CL_ELEMENT_2D))
177      PRINT(0)(" =Element2D=");
178    PRINT(0)("\n");
179  }
180  // subsuper-classes
181  if (this->classID & CL_MASK_SUBSUPER_CLASS)
182  {
183    PRINT(0)(" ->further derivations: ");
184    if (this->isA(CL_PLAYER))
185      PRINT(0)(" -Player-");
186    if (this->isA(CL_NPC))
187      PRINT(0)(" -NPC-");
188    if (this->isA(CL_POWER_UP))
189      PRINT(0)(" -PowerUp-");
190    if (this->isA(CL_FIELD))
191      PRINT(0)(" -Field-");
192    if (this->isA(CL_PROJECTILE))
193      PRINT(0)(" -Projectile-");
194    if (this->isA(CL_WEAPON))
195      PRINT(0)(" -Weapon-");
196    PRINT(0)("\n");
197}
198}
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