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Other renames to ensure linux case-sensitivity compliance and casing format consistency.
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Engine/source/T3D/components/game/stateMachineComponent.cpp
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Engine/source/T3D/components/game/stateMachineComponent.cpp
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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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#include "T3D/components/game/StateMachinecomponent.h"
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#include "platform/platform.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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#include "core/resourceManager.h"
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#include "core/stream/fileStream.h"
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#include "console/consoleTypes.h"
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#include "console/consoleObject.h"
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#include "ts/tsShapeInstance.h"
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#include "core/stream/bitStream.h"
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#include "gfx/gfxTransformSaver.h"
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#include "console/engineAPI.h"
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#include "lighting/lightQuery.h"
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IMPLEMENT_CALLBACK( StateMachineComponent, onStateChange, void, (), (),
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"@brief Called when we collide with another object.\n\n"
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"@param obj The ShapeBase object\n"
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"@param collObj The object we collided with\n"
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"@param vec Collision impact vector\n"
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"@param len Length of the impact vector\n" );
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//////////////////////////////////////////////////////////////////////////
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// Constructor/Destructor
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//////////////////////////////////////////////////////////////////////////
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StateMachineComponent::StateMachineComponent() : Component()
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{
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mFriendlyName = "State Machine";
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mComponentType = "Game";
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mDescription = getDescriptionText("A generic state machine.");
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mStateMachineFile = "";
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//doesn't need to be networked
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mNetworked = false;
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mNetFlags.clear();
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}
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StateMachineComponent::~StateMachineComponent()
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{
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for(S32 i = 0;i < mFields.size();++i)
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{
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ComponentField &field = mFields[i];
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SAFE_DELETE_ARRAY(field.mFieldDescription);
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}
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SAFE_DELETE_ARRAY(mDescription);
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}
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IMPLEMENT_CO_NETOBJECT_V1(StateMachineComponent);
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bool StateMachineComponent::onAdd()
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{
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if(! Parent::onAdd())
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return false;
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// Register for the resource change signal.
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ResourceManager::get().getChangedSignal().notify(this, &StateMachineComponent::_onResourceChanged);
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mStateMachine.onStateChanged.notify(this, &StateMachineComponent::onStateChanged);
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return true;
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}
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void StateMachineComponent::onRemove()
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{
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Parent::onRemove();
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}
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U32 StateMachineComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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{
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U32 retMask = Parent::packUpdate(con, mask, stream);
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return retMask;
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}
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void StateMachineComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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{
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Parent::unpackUpdate(con, stream);
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}
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//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
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void StateMachineComponent::onComponentAdd()
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{
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Parent::onComponentAdd();
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}
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void StateMachineComponent::onComponentRemove()
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{
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Parent::onComponentRemove();
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}
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void StateMachineComponent::initPersistFields()
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{
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Parent::initPersistFields();
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addProtectedField("stateMachineFile", TypeFilename, Offset(mStateMachineFile, StateMachineComponent),
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&_setSMFile, &defaultProtectedGetFn, "The sim time of when we started this state");
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}
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bool StateMachineComponent::_setSMFile(void *object, const char *index, const char *data)
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{
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StateMachineComponent* smComp = static_cast<StateMachineComponent*>(object);
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if (smComp)
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{
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smComp->setStateMachineFile(data);
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smComp->loadStateMachineFile();
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return true;
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}
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return false;
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}
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void StateMachineComponent::_onResourceChanged(const Torque::Path &path)
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{
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if (path != Torque::Path(mStateMachineFile))
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return;
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loadStateMachineFile();
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}
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void StateMachineComponent::loadStateMachineFile()
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{
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if (!dStrIsEmpty(mStateMachineFile))
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{
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mStateMachine.mStateMachineFile = mStateMachineFile;
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mStateMachine.loadStateMachineFile();
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//now that it's loaded, we need to parse the SM's fields and set them as script vars on ourselves
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S32 smFieldCount = mStateMachine.getFieldsCount();
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for (U32 i = 0; i < smFieldCount; i++)
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{
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StateMachine::StateField field = mStateMachine.getField(i);
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char buffer[128];
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if (field.fieldType == StateMachine::StateField::BooleanType)
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{
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dSprintf(buffer, sizeof(buffer), "%b", field.triggerBoolVal);
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setDataField(field.name, NULL, buffer);
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}
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else if (field.fieldType == StateMachine::StateField::NumberType)
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{
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dSprintf(buffer, sizeof(buffer), "%g", field.triggerNumVal);
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setDataField(field.name, NULL, buffer);
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}
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else if (field.fieldType == StateMachine::StateField::StringType)
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{
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setDataField(field.name, NULL, field.triggerStringVal);
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}
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}
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}
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}
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void StateMachineComponent::processTick()
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{
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if (!isServerObject() || !isActive())
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return;
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mStateMachine.update();
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}
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void StateMachineComponent::onDynamicModified( const char* slotName, const char* newValue )
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{
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Parent::onDynamicModified(slotName, newValue);
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StringTableEntry fieldName = StringTable->insert(slotName);
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mStateMachine.checkTransitions(fieldName, newValue);
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}
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void StateMachineComponent::onStaticModified( const char* slotName, const char* newValue )
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{
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Parent::onStaticModified(slotName, newValue);
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StringTableEntry fieldName = StringTable->insert(slotName);
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mStateMachine.checkTransitions(fieldName, newValue);
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}
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void StateMachineComponent::onStateChanged(StateMachine* sm, S32 stateIdx)
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{
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//do a script callback, if we have one
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//check if we have a function for that, and then also check if our owner does
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StringTableEntry callbackName = mStateMachine.getCurrentState().callbackName;
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if (isMethod(callbackName))
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Con::executef(this, callbackName);
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if (mOwner->isMethod(callbackName))
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Con::executef(mOwner, callbackName);
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}
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