Torque3D/Templates/Modules/FPSGameplay/scripts/client/message.cs

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Functions that process commands sent from the server.
// This function is for chat messages only; it is invoked on the client when
// the server does a commandToClient with the tag ChatMessage. (Cf. the
// functions chatMessage* in core/scripts/server/message.cs.)
// This just invokes onChatMessage, which the mod code must define.
function clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
{
onChatMessage(detag(%msgString), %voice, %pitch);
}
// Game event descriptions, which may or may not include text messages, can be
// sent using the message* functions in core/scripts/server/message.cs. Those
// functions do commandToClient with the tag ServerMessage, which invokes the
// function below.
// For ServerMessage messages, the client can install callbacks that will be
// run, according to the "type" of the message.
function clientCmdServerMessage(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
{
// Get the message type; terminates at any whitespace.
%tag = getWord(%msgType, 0);
// First see if there is a callback installed that doesn't have a type;
// if so, that callback is always executed when a message arrives.
for (%i = 0; (%func = $MSGCB["", %i]) !$= ""; %i++) {
call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);
}
// Next look for a callback for this particular type of ServerMessage.
if (%tag !$= "") {
for (%i = 0; (%func = $MSGCB[%tag, %i]) !$= ""; %i++) {
call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);
}
}
}
// Called by the client to install a callback for a particular type of
// ServerMessage.
function addMessageCallback(%msgType, %func)
{
for (%i = 0; (%afunc = $MSGCB[%msgType, %i]) !$= ""; %i++) {
// If it already exists as a callback for this type,
// nothing to do.
if (%afunc $= %func) {
return;
}
}
// Set it up.
$MSGCB[%msgType, %i] = %func;
}
// The following is the callback that will be executed for every ServerMessage,
// because we're going to install it without a specified type. Any type-
// specific callbacks will be executed afterward.
// This just invokes onServerMessage, which can be overridden by the game
function onServerMessage(%a, %b, %c, %d, %e, %f, %g, %h, %i)
{
echo("onServerMessage: ");
if(%a !$= "") echo(" +- a: " @ %a);
if(%b !$= "") echo(" +- b: " @ %b);
if(%c !$= "") echo(" +- c: " @ %c);
if(%d !$= "") echo(" +- d: " @ %d);
if(%e !$= "") echo(" +- e: " @ %e);
if(%f !$= "") echo(" +- f: " @ %f);
if(%g !$= "") echo(" +- g: " @ %g);
if(%h !$= "") echo(" +- h: " @ %h);
if(%i !$= "") echo(" +- i: " @ %i);
}
function defaultMessageCallback(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
{
onServerMessage(detag(%msgString));
}
// Register that default message handler now.
addMessageCallback("", defaultMessageCallback);