mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
259 lines
9.2 KiB
C++
259 lines
9.2 KiB
C++
//-----------------------------------------------------------------------------
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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 "console/console.h"
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#include "console/engineAPI.h"
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#include "console/sim.h"
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#include "console/simEvents.h"
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#include "console/simObject.h"
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#include "console/simSet.h"
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#include "core/module.h"
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MODULE_BEGIN( Sim )
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// Note: tho the SceneGraphs are created after the Manager, delete them after, rather
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// than before to make sure that all the objects are removed from the graph.
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MODULE_INIT_AFTER( GFX )
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MODULE_SHUTDOWN_BEFORE( GFX )
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MODULE_INIT
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{
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Sim::init();
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}
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MODULE_SHUTDOWN
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{
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Sim::shutdown();
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}
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MODULE_END;
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namespace Sim
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{
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// Don't forget to InstantiateNamed* in simManager.cc - DMM
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ImplementNamedSet(ActiveActionMapSet)
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ImplementNamedSet(GhostAlwaysSet)
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ImplementNamedSet(WayPointSet)
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ImplementNamedSet(fxReplicatorSet)
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ImplementNamedSet(fxFoliageSet)
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ImplementNamedSet(BehaviorSet)
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ImplementNamedSet(MaterialSet)
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ImplementNamedSet(SFXSourceSet)
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ImplementNamedSet(SFXDescriptionSet)
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ImplementNamedSet(SFXTrackSet)
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ImplementNamedSet(SFXEnvironmentSet)
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ImplementNamedSet(SFXStateSet)
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ImplementNamedSet(SFXAmbienceSet)
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ImplementNamedSet(TerrainMaterialSet)
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ImplementNamedSet(DataBlockSet);
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ImplementNamedGroup(ActionMapGroup)
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ImplementNamedGroup(ClientGroup)
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ImplementNamedGroup(GuiGroup)
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ImplementNamedGroup(GuiDataGroup)
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ImplementNamedGroup(TCPGroup)
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ImplementNamedGroup(SFXParameterGroup);
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//groups created on the client
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ImplementNamedGroup(ClientConnectionGroup)
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ImplementNamedSet(sgMissionLightingFilterSet)
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}
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//-----------------------------------------------------------------------------
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// Console Functions
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//-----------------------------------------------------------------------------
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ConsoleFunctionGroupBegin ( SimFunctions, "Functions relating to Sim.");
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DefineEngineFunction( nameToID, S32, (const char * objectName), ,"nameToID(object)")
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{
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SimObject *obj = Sim::findObject(objectName);
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if(obj)
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return obj->getId();
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else
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return -1;
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}
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DefineEngineFunction( isObject, bool, (const char * objectName), ,"isObject(object)")
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{
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if (!String::compare(objectName, "0") || !String::compare(objectName, ""))
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return false;
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else
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return (Sim::findObject(objectName) != NULL);
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}
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ConsoleDocFragment _spawnObject1(
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"@brief Global function used for spawning any type of object.\n\n"
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"Note: This is separate from SpawnSphere::spawnObject(). This function is not called off any "
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"other class and uses different parameters than the SpawnSphere's function. In the source, "
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"SpawnSphere::spawnObject() actually calls this function and passes its properties "
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"(spawnClass, spawnDatablock, etc).\n\n"
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"@param class Mandatory field specifying the object class, such as Player or TSStatic.\n\n"
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"@param datablock Field specifying the object's datablock, optional for objects such as TSStatic, mandatory for game objects like Player.\n\n"
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"@param name Optional field specifying a name for this instance of the object.\n\n"
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"@param properties Optional set of parameters applied to the spawn object during creation.\n\n"
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"@param script Optional command(s) to execute when spawning an object.\n\n"
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"@tsexample\n"
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"// Set the parameters for the spawn function\n"
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"%objectClass = \"Player\";\n"
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"%objectDatablock = \"DefaultPlayerData\";\n"
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"%objectName = \"PlayerName\";\n"
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"%additionalProperties = \"health = \\\"0\\\";\"; // Note the escape sequence \\ in front of quotes\n"
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"%spawnScript = \"echo(\\\"Player Spawned\\\");\" // Note the escape sequence \\ in front of quotes\n"
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"// Spawn with the engine's Sim::spawnObject() function\n"
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"%player = spawnObject(%objectClass, %objectDatablock, %objectName, %additionalProperties, %spawnScript);\n"
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"@endtsexample\n\n"
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"@ingroup Game",
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NULL,
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"bool spawnObject(class [, dataBlock, name, properties, script]);"
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);
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DefineEngineFunction( spawnObject, S32, ( const char * spawnClass
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, const char * spawnDataBlock
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, const char * spawnName
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, const char * spawnProperties
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, const char * spawnScript
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),("","","","") ,"spawnObject(class [, dataBlock, name, properties, script])"
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"@hide")
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{
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SimObject* spawnObject = Sim::spawnObject(spawnClass, spawnDataBlock, spawnName, spawnProperties, spawnScript);
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if (spawnObject)
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return spawnObject->getId();
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else
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return -1;
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}
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DefineEngineFunction( cancel, void, (S32 eventId), ,"cancel(eventId)")
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{
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Sim::cancelEvent(eventId);
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}
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DefineEngineFunction( cancelAll, void, (const char * objectId), ,"cancelAll(objectId): cancel pending events on the specified object. Events will be automatically cancelled if object is deleted.")
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{
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Sim::cancelPendingEvents(Sim::findObject(objectId));
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}
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DefineEngineFunction( isEventPending, bool, (S32 scheduleId), ,"isEventPending(%scheduleId);")
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{
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return Sim::isEventPending(scheduleId);
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}
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DefineEngineFunction( getEventTimeLeft, S32, (S32 scheduleId), ,"getEventTimeLeft(scheduleId) Get the time left in ms until this event will trigger.")
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{
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return Sim::getEventTimeLeft(scheduleId);
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}
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DefineEngineFunction( getScheduleDuration, S32, (S32 scheduleId), ,"getScheduleDuration(%scheduleId);" )
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{
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S32 ret = Sim::getScheduleDuration(scheduleId);
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return ret;
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}
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DefineEngineFunction( getTimeSinceStart, S32, (S32 scheduleId), ,"getTimeSinceStart(%scheduleId);" )
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{
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S32 ret = Sim::getTimeSinceStart(scheduleId);
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return ret;
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}
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DefineEngineStringlyVariadicFunction(schedule, S32, 4, 0, "schedule(time, refobject|0, command, <arg1...argN>)")
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{
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U32 timeDelta = U32(dAtof(argv[1]));
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SimObject *refObject = Sim::findObject(argv[2]);
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if(!refObject)
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{
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if(argv[2][0] != '0')
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return 0;
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refObject = Sim::getRootGroup();
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}
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SimConsoleEvent *evt = new SimConsoleEvent(argc - 3, argv + 3, false);
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S32 ret = Sim::postEvent(refObject, evt, Sim::getCurrentTime() + timeDelta);
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// #ifdef DEBUG
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// Con::printf("ref %s schedule(%s) = %d", argv[2], argv[3], ret);
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// Con::executef( "backtrace");
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// #endif
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return ret;
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}
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DefineEngineFunction( getUniqueName, const char*, (const char * baseName), ,
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"( String baseName )\n"
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"@brief Returns a unique unused SimObject name based on a given base name.\n\n"
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"@baseName Name to conver to a unique string if another instance exists\n"
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"@note Currently only used by editors\n"
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"@ingroup Editors\n"
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"@internal")
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{
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String outName = Sim::getUniqueName( baseName );
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if ( outName.isEmpty() )
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return NULL;
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char *buffer = Con::getReturnBuffer( outName.size() );
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dStrcpy( buffer, outName, outName.size() );
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return buffer;
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}
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DefineEngineFunction( getUniqueInternalName, const char*, (const char * baseName, const char * setString, bool searchChildren), ,
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"( String baseName, SimSet set, bool searchChildren )\n"
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"@brief Returns a unique unused internal name within the SimSet/Group based on a given base name.\n\n"
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"@note Currently only used by editors\n"
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"@ingroup Editors\n"
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"@internal")
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{
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SimSet *set;
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if ( !Sim::findObject( setString, set ) )
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{
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Con::errorf( "getUniqueInternalName() - invalid parameter for SimSet." );
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return NULL;
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}
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String outName = Sim::getUniqueInternalName( baseName, set, searchChildren );
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if ( outName.isEmpty() )
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return NULL;
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char *buffer = Con::getReturnBuffer( outName.size() );
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dStrcpy( buffer, outName, outName.size() );
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return buffer;
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}
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DefineEngineFunction( isValidObjectName, bool, (const char * name), , "( string name )"
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"@brief Return true if the given name makes for a valid object name.\n\n"
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"@param name Name of object\n"
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"@return True if name is allowed, false if denied (usually because it starts with a number, _, or invalid character"
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"@ingroup Console")
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{
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return Sim::isValidObjectName( name );
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}
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ConsoleFunctionGroupEnd( SimFunctions );
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