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Engine directory for ticket #1
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Engine/source/console/sim.h
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Engine/source/console/sim.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SIM_H_
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#define _SIM_H_
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#ifndef _TORQUE_TYPES_H_
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#include "platform/types.h"
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#endif
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#ifndef _TORQUE_STRING_H_
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#include "core/util/str.h"
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#endif
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#ifndef _MODULE_H_
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#include "core/module.h"
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#endif
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// Forward Refs
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class SimSet;
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class SimGroup;
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class SimDataBlockGroup;
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class SimObject;
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class SimEvent;
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class Stream;
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// Sim Types
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typedef U32 SimTime;
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typedef U32 SimObjectId;
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/// Definition of some basic Sim system constants.
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///
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/// These constants define the range of ids assigned to datablocks
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/// (DataBlockObjectIdFirst - DataBlockObjectIdLast), and the number
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/// of bits used to store datablock IDs.
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///
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/// Normal Sim objects are given the range of IDs starting at
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/// DynamicObjectIdFirst and going to infinity. Sim objects use
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/// a SimObjectId to represent their ID; this is currently a U32.
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///
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/// The RootGroupId is assigned to gRootGroup, in which most SimObjects
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/// are addded as child members. See simManager.cc for details, particularly
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/// Sim::initRoot() and following.
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enum SimObjectsConstants
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{
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DataBlockObjectIdFirst = 3,
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DataBlockObjectIdBitSize = 10,
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DataBlockObjectIdLast = DataBlockObjectIdFirst + (1 << DataBlockObjectIdBitSize) - 1,
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MessageObjectIdFirst = DataBlockObjectIdLast + 1,
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MessageObjectIdBitSize = 6,
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MessageObjectIdLast = MessageObjectIdFirst + (1 << MessageObjectIdBitSize) - 1,
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DynamicObjectIdFirst = MessageObjectIdLast + 1,
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InvalidEventId = 0,
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RootGroupId = 0xFFFFFFFF,
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};
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//---------------------------------------------------------------------------
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/// @defgroup simbase_helpermacros Helper Macros
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///
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/// These are used for named sets and groups in the manager.
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/// @{
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#define DeclareNamedSet(set) extern SimSet *g##set;inline SimSet *get##set() { return g##set; }
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#define DeclareNamedGroup(set) extern SimGroup *g##set;inline SimGroup *get##set() { return g##set; }
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#define ImplementNamedSet(set) SimSet *g##set;
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#define ImplementNamedGroup(set) SimGroup *g##set;
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/// @}
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//---------------------------------------------------------------------------
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namespace Sim
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{
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DeclareNamedSet(ActiveActionMapSet)
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DeclareNamedSet(GhostAlwaysSet)
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DeclareNamedSet(WayPointSet)
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DeclareNamedSet(fxReplicatorSet)
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DeclareNamedSet(fxFoliageSet)
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DeclareNamedSet(BehaviorSet)
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DeclareNamedSet(MaterialSet)
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DeclareNamedSet(SFXSourceSet);
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DeclareNamedSet(SFXDescriptionSet);
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DeclareNamedSet(SFXTrackSet);
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DeclareNamedSet(SFXEnvironmentSet);
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DeclareNamedSet(SFXStateSet);
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DeclareNamedSet(SFXAmbienceSet);
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DeclareNamedSet(TerrainMaterialSet);
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DeclareNamedSet(DataBlockSet);
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DeclareNamedGroup(ActionMapGroup)
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DeclareNamedGroup(ClientGroup)
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DeclareNamedGroup(GuiGroup)
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DeclareNamedGroup(GuiDataGroup)
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DeclareNamedGroup(TCPGroup)
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DeclareNamedGroup(ClientConnectionGroup)
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DeclareNamedGroup(SFXParameterGroup);
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DeclareNamedSet(sgMissionLightingFilterSet);
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void init();
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void shutdown();
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bool isShuttingDown();
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SimDataBlockGroup *getDataBlockGroup();
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SimGroup* getRootGroup();
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SimObject* findObject(SimObjectId);
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SimObject* findObject(const char* name);
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SimObject* findObject(const char* fileName, S32 declarationLine);
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template<class T> inline bool findObject(SimObjectId iD,T*&t)
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{
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t = dynamic_cast<T*>(findObject(iD));
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return t != NULL;
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}
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template<class T> inline bool findObject(const char *objectName,T*&t)
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{
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t = dynamic_cast<T*>(findObject(objectName));
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return t != NULL;
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}
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SimObject *spawnObject(String spawnClass,
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String spawnDataBlock = String::EmptyString,
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String spawnName = String::EmptyString,
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String spawnProperties = String::EmptyString,
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String spawnScript = String::EmptyString);
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void advanceToTime(SimTime time);
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void advanceTime(SimTime delta);
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SimTime getCurrentTime();
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SimTime getTargetTime();
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/// a target time of 0 on an event means current event
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U32 postEvent(SimObject*, SimEvent*, U32 targetTime);
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inline U32 postEvent(SimObjectId iD,SimEvent*evt, U32 targetTime)
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{
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return postEvent(findObject(iD), evt, targetTime);
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}
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inline U32 postEvent(const char *objectName,SimEvent*evt, U32 targetTime)
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{
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return postEvent(findObject(objectName), evt, targetTime);
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}
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inline U32 postCurrentEvent(SimObject*obj, SimEvent*evt)
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{
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return postEvent(obj,evt,getCurrentTime());
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}
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inline U32 postCurrentEvent(SimObjectId obj,SimEvent*evt)
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{
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return postEvent(obj,evt,getCurrentTime());
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}
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inline U32 postCurrentEvent(const char *obj,SimEvent*evt)
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{
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return postEvent(obj,evt,getCurrentTime());
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}
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void cancelEvent(U32 eventId);
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void cancelPendingEvents(SimObject *obj);
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bool isEventPending(U32 eventId);
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U32 getEventTimeLeft(U32 eventId);
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U32 getTimeSinceStart(U32 eventId);
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U32 getScheduleDuration(U32 eventId);
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/// Appends numbers to inName until an unused SimObject name is created
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String getUniqueName( const char *inName );
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/// Appends numbers to inName until an internal name not taken in the inSet is found.
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String getUniqueInternalName( const char *inName, SimSet *inSet, bool searchChildren );
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/// Return true if the given name string makes for a valid object name.
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/// Empty strings and NULL are also treated as valid names (anonymous objects).
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bool isValidObjectName( const char* name );
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bool saveObject(SimObject *obj, Stream *stream);
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SimObject *loadObjectStream(Stream *stream);
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bool saveObject(SimObject *obj, const char *filename);
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SimObject *loadObjectStream(const char *filename);
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}
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#endif // _SIM_H_
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