Torque3D/Engine/source/console/sim.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "console/console.h"
#include "console/sim.h"
#include "console/simEvents.h"
#include "console/simObject.h"
#include "console/simSet.h"
#include "core/module.h"
MODULE_BEGIN( Sim )
// Note: tho the SceneGraphs are created after the Manager, delete them after, rather
// than before to make sure that all the objects are removed from the graph.
MODULE_INIT_AFTER( GFX )
MODULE_SHUTDOWN_BEFORE( GFX )
MODULE_INIT
{
Sim::init();
}
MODULE_SHUTDOWN
{
Sim::shutdown();
}
MODULE_END;
namespace Sim
{
// Don't forget to InstantiateNamed* in simManager.cc - DMM
ImplementNamedSet(ActiveActionMapSet)
ImplementNamedSet(GhostAlwaysSet)
ImplementNamedSet(WayPointSet)
ImplementNamedSet(fxReplicatorSet)
ImplementNamedSet(fxFoliageSet)
ImplementNamedSet(BehaviorSet)
ImplementNamedSet(MaterialSet)
ImplementNamedSet(SFXSourceSet)
ImplementNamedSet(SFXDescriptionSet)
ImplementNamedSet(SFXTrackSet)
ImplementNamedSet(SFXEnvironmentSet)
ImplementNamedSet(SFXStateSet)
ImplementNamedSet(SFXAmbienceSet)
ImplementNamedSet(TerrainMaterialSet)
ImplementNamedSet(DataBlockSet);
ImplementNamedGroup(ActionMapGroup)
ImplementNamedGroup(ClientGroup)
ImplementNamedGroup(GuiGroup)
ImplementNamedGroup(GuiDataGroup)
ImplementNamedGroup(TCPGroup)
ImplementNamedGroup(SFXParameterGroup);
//groups created on the client
ImplementNamedGroup(ClientConnectionGroup)
ImplementNamedSet(sgMissionLightingFilterSet)
}
//-----------------------------------------------------------------------------
// Console Functions
//-----------------------------------------------------------------------------
ConsoleFunctionGroupBegin ( SimFunctions, "Functions relating to Sim.");
ConsoleFunction(nameToID, S32, 2, 2, "nameToID(object)")
{
TORQUE_UNUSED(argc);
SimObject *obj = Sim::findObject(argv[1]);
if(obj)
return obj->getId();
else
return -1;
}
ConsoleFunction(isObject, bool, 2, 2, "isObject(object)")
{
TORQUE_UNUSED(argc);
if (!dStrcmp(argv[1], "0") || !dStrcmp(argv[1], ""))
return false;
else
return (Sim::findObject(argv[1]) != NULL);
}
ConsoleDocFragment _spawnObject1(
"@brief Global function used for spawning any type of object.\n\n"
"Note: This is separate from SpawnSphere::spawnObject(). This function is not called off any "
"other class and uses different parameters than the SpawnSphere's function. In the source, "
"SpawnSphere::spawnObject() actually calls this function and passes its properties "
"(spawnClass, spawnDatablock, etc).\n\n"
"@param class Mandatory field specifying the object class, such as Player or TSStatic.\n\n"
"@param datablock Field specifying the object's datablock, optional for objects such as TSStatic, mandatory for game objects like Player.\n\n"
"@param name Optional field specifying a name for this instance of the object.\n\n"
"@param properties Optional set of parameters applied to the spawn object during creation.\n\n"
"@param script Optional command(s) to execute when spawning an object.\n\n"
"@tsexample\n"
"// Set the parameters for the spawn function\n"
"%objectClass = \"Player\";\n"
"%objectDatablock = \"DefaultPlayerData\";\n"
"%objectName = \"PlayerName\";\n"
"%additionalProperties = \"health = \\\"0\\\";\"; // Note the escape sequence \\ in front of quotes\n"
"%spawnScript = \"echo(\\\"Player Spawned\\\");\" // Note the escape sequence \\ in front of quotes\n"
"// Spawn with the engine's Sim::spawnObject() function\n"
"%player = spawnObject(%objectClass, %objectDatablock, %objectName, %additionalProperties, %spawnScript);\n"
"@endtsexample\n\n"
"@ingroup Game",
NULL,
"bool spawnObject(class [, dataBlock, name, properties, script]);"
);
ConsoleFunction(spawnObject, S32, 3, 6, "spawnObject(class [, dataBlock, name, properties, script])"
"@hide")
{
String spawnClass(argv[1]);
String spawnDataBlock;
String spawnName;
String spawnProperties;
String spawnScript;
if (argc >= 3)
spawnDataBlock = argv[2];
if (argc >= 4)
spawnName = argv[3];
if (argc >= 5)
spawnProperties = argv[4];
if (argc >= 6)
spawnScript = argv[5];
SimObject* spawnObject = Sim::spawnObject(spawnClass, spawnDataBlock, spawnName, spawnProperties, spawnScript);
if (spawnObject)
return spawnObject->getId();
else
return -1;
}
ConsoleFunction(cancel,void,2,2,"cancel(eventId)")
{
Sim::cancelEvent(dAtoi(argv[1]));
}
ConsoleFunction(cancelAll,void,2,2,"cancelAll(objectId): cancel pending events on the specified object. Events will be automatically cancelled if object is deleted.")
{
Sim::cancelPendingEvents(Sim::findObject(argv[1]));
}
ConsoleFunction(isEventPending, bool, 2, 2, "isEventPending(%scheduleId);")
{
return Sim::isEventPending(dAtoi(argv[1]));
}
ConsoleFunction(getEventTimeLeft, S32, 2, 2, "getEventTimeLeft(scheduleId) Get the time left in ms until this event will trigger.")
{
return Sim::getEventTimeLeft(dAtoi(argv[1]));
}
ConsoleFunction(getScheduleDuration, S32, 2, 2, "getScheduleDuration(%scheduleId);")
{
TORQUE_UNUSED(argc); S32 ret = Sim::getScheduleDuration(dAtoi(argv[1]));
return ret;
}
ConsoleFunction(getTimeSinceStart, S32, 2, 2, "getTimeSinceStart(%scheduleId);")
{
TORQUE_UNUSED(argc); S32 ret = Sim::getTimeSinceStart(dAtoi(argv[1]));
return ret;
}
ConsoleFunction(schedule, S32, 4, 0, "schedule(time, refobject|0, command, <arg1...argN>)")
{
U32 timeDelta = U32(dAtof(argv[1]));
SimObject *refObject = Sim::findObject(argv[2]);
if(!refObject)
{
if(argv[2][0] != '0')
return 0;
refObject = Sim::getRootGroup();
}
SimConsoleEvent *evt = new SimConsoleEvent(argc - 3, argv + 3, false);
S32 ret = Sim::postEvent(refObject, evt, Sim::getCurrentTime() + timeDelta);
// #ifdef DEBUG
// Con::printf("ref %s schedule(%s) = %d", argv[2], argv[3], ret);
// Con::executef( "backtrace");
// #endif
return ret;
}
ConsoleFunction(getUniqueName, const char*, 2, 2,
"( String baseName )\n"
"@brief Returns a unique unused SimObject name based on a given base name.\n\n"
"@baseName Name to conver to a unique string if another instance exists\n"
"@note Currently only used by editors\n"
"@ingroup Editors\n"
"@internal")
{
String outName = Sim::getUniqueName( argv[1] );
if ( outName.isEmpty() )
return NULL;
char *buffer = Con::getReturnBuffer( outName.size() );
dStrcpy( buffer, outName );
return buffer;
}
ConsoleFunction(getUniqueInternalName, const char*, 4, 4,
"( String baseName, SimSet set, bool searchChildren )\n"
"@brief Returns a unique unused internal name within the SimSet/Group based on a given base name.\n\n"
"@note Currently only used by editors\n"
"@ingroup Editors\n"
"@internal")
{
SimSet *set;
if ( !Sim::findObject( argv[2], set ) )
{
Con::errorf( "getUniqueInternalName() - invalid parameter for SimSet." );
return NULL;
}
String outName = Sim::getUniqueInternalName( argv[1], set, dAtob(argv[3]) );
if ( outName.isEmpty() )
return NULL;
char *buffer = Con::getReturnBuffer( outName.size() );
dStrcpy( buffer, outName );
return buffer;
}
ConsoleFunction( isValidObjectName, bool, 2, 2, "( string name )"
"@brief Return true if the given name makes for a valid object name.\n\n"
"@param name Name of object\n"
"@return True if name is allowed, false if denied (usually because it starts with a number, _, or invalid character"
"@ingroup Console")
{
const char* name = argv[ 1 ];
return Sim::isValidObjectName( name );
}
ConsoleFunctionGroupEnd( SimFunctions );