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source: orxonox.OLD/orxonox/trunk/src/lib/lang/base_object.cc @ 4595

Last change on this file since 4595 was 4595, checked in by bensch, 19 years ago

orxonox/trunk: better output

File size: 3.8 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
18
19#include "base_object.h"
20#include "load_param.h"
21#include "compiler.h"
22
23using namespace std;
24
25
26/**
27   \brief sets the name from a LoadXML-Element
28   \param root the element to load from
29*/
30BaseObject::BaseObject(const TiXmlElement* root)
31{
32  this->className = NULL;
33  this->classID = CL_BASE_OBJECT;
34  this->finalized = false;
35
36  this->objectName = NULL;
37
38  if (root)
39    this->loadParams(root);
40}
41
42/**
43   \brief standard deconstructor
44*/
45BaseObject::~BaseObject ()
46{
47  //  delete []this->className;
48  if (this->objectName)
49    delete []this->objectName;
50}
51
52/**
53   \brief loads parameters
54   \param root the element to load from
55*/
56void BaseObject::loadParams(const TiXmlElement* root)
57{
58  // name setup
59  LoadParam<BaseObject>(root, "name", this, &BaseObject::setName)
60  .describe("the name of the Object at hand");
61}
62
63/**
64   \brief sets the class identifiers
65   \param id a number for the class from class_list.h enumeration
66   \param className the class name
67*/
68void BaseObject::setClassID(long classID, const char* className)
69{
70  this->setClassID(classID);
71  this->setClassName(className);
72}
73
74
75/**
76   \brief sets the class identifier
77   \param id a number for the class from class_list.h enumeration
78*/
79void BaseObject::setClassID (long classID)
80{
81  this->classID |= classID;
82}
83
84
85/**
86   \brief sets the class identifiers
87   \param className the class name
88*/
89void BaseObject::setClassName(const char* className)
90{
91  this->className = className;
92}
93
94/**
95  \brief set the name of the Object
96 */
97             void BaseObject::setName (const char* objectName)
98{
99  if (this->objectName)
100    delete []this->objectName;
101  if (objectName)
102  {
103    this->objectName = new char[strlen(objectName)+1];
104    strcpy(this->objectName, objectName);
105  }
106  else
107    this->objectName = NULL;
108}
109
110
111/**
112   \brief checks if the class is a classID
113   \param classID the Identifier to check for
114   \returns true if it is, false otherwise
115*/
116bool BaseObject::isA (ClassID classID) const
117{
118  // if classID is a derivable object
119  if (likely(classID & CL_MASK_SUPER_CLASS || classID & CL_MASK_SUBSUPER_CLASS))
120  {
121    if( this->classID & classID)
122      return true;
123  }
124  // if classID is a LOWLEVEL-class
125  else
126  {
127    if ((this->classID & CL_MASK_LOWLEVEL_CLASS) == classID)
128      return true;
129  }
130  return false;
131}
132
133/**
134 * @brief displays everything this class is
135 */
136void BaseObject::whatIs(void) const
137{
138  PRINT(0)("object %s of class %s: ", this->getName(), this->getClassName());
139  if (this->classID & CL_MASK_SUPER_CLASS)
140  {
141    PRINT(0)("is a derived from the following superclasses:");
142    if (this->isA(CL_BASE_OBJECT))
143      PRINT(0)(" =BaseObject=");
144    if (this->isA(CL_PARENT_NODE))
145      PRINT(0)(" =PNode=");
146    if (this->isA(CL_WORLD_ENTITY))
147      PRINT(0)(" =WorldEntity=");
148    if (this->isA(CL_PHYSICS_INTERFACE))
149      PRINT(0)(" =PhysicsInterface=");
150    if (this->isA(CL_EVENT_LISTENER))
151      PRINT(0)(" =EventListener=");
152    if (this->isA(CL_STORY_ENTITY))
153      PRINT(0)(" =StoryEntity=");
154    PRINT(0)("\n");
155  }
156  // subsuper-classes
157  if (this->classID & CL_MASK_SUBSUPER_CLASS)
158  {
159    PRINT(0)(" ->further derivations: ");
160    if (this->isA(CL_PLAYER))
161      PRINT(0)(" -Player-");
162    if (this->isA(CL_NPC))
163      PRINT(0)(" -NPC-");
164    if (this->isA(CL_POWER_UP))
165      PRINT(0)(" -PowerUp-");
166    if (this->isA(CL_FIELD))
167      PRINT(0)(" -Field-");
168    if (this->isA(CL_PROJECTILE))
169      PRINT(0)(" -Projectile-");
170    if (this->isA(CL_WEAPON))
171      PRINT(0)(" -Weapon-");
172    PRINT(0)("\n");
173  }
174}
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