mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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SceneObject now defaults to a category of "misc" getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
474 lines
18 KiB
C++
474 lines
18 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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _GAMEBASE_H_
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#define _GAMEBASE_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _PROCESSLIST_H_
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#include "T3D/gameBase/processList.h"
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#endif
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#ifndef _TICKCACHE_H_
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#include "T3D/gameBase/tickCache.h"
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#endif
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#ifndef _DYNAMIC_CONSOLETYPES_H_
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#include "console/dynamicTypes.h"
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#endif
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#ifndef __SCENEMANAGER_H__
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#include "scene/sceneManager.h"
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#define __SCENEMANAGER_H__
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#endif
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#ifndef _IDISPLAYDEVICE_H_
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#include "platform/output/IDisplayDevice.h"
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#endif
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class NetConnection;
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class ProcessList;
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class GameBase;
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struct Move;
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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/// Scriptable, demo-able datablock.
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///
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/// This variant of SimDataBlock performs these additional tasks:
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/// - Linking datablock's namepsaces to the namespace of their C++ class, so
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/// that datablocks can expose script functionality.
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/// - Linking datablocks to a user defined scripting namespace, by setting the
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/// 'class' field at datablock definition time.
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/// - Adds a category field; this is used by the world creator in the editor to
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/// classify creatable shapes. Creatable shapes are placed under the Shapes
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/// node in the treeview for this; additional levels are created, named after
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/// the category fields.
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/// - Adds support for demo stream recording. This support takes the form
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/// of the member variable packed. When a demo is being recorded by a client,
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/// data is unpacked, then packed again to the data stream, then, in the case
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/// of datablocks, preload() is called to process the data. It is occasionally
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/// the case that certain references in the datablock stream cannot be resolved
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/// until preload is called, in which case a raw ID field is stored in the variable
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/// which will eventually be used to store a pointer to the object. However, if
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/// packData() is called before we resolve this ID, trying to call getID() on the
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/// objecct ID would be a fatal error. Therefore, in these cases, we test packed;
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/// if it is true, then we know we have to write the raw data, instead of trying
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/// to resolve an ID.
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///
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/// @see SimDataBlock for further details about datablocks.
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/// @see http://hosted.tribalwar.com/t2faq/datablocks.shtml for an excellent
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/// explanation of the basics of datablocks from a scripting perspective.
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/// @nosubgrouping
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struct GameBaseData : public SimDataBlock
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{
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private:
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typedef SimDataBlock Parent;
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public:
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bool mPacked;
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StringTableEntry mCategory;
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// Signal triggered when this datablock is modified.
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// GameBase objects referencing this datablock notify with this signal.
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Signal<void(void)> mReloadSignal;
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// Triggers the reload signal.
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void inspectPostApply();
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bool onAdd();
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// The derived class should provide the following:
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DECLARE_CONOBJECT(GameBaseData);
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DECLARE_CATEGORY("Datablock");
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GameBaseData();
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static void initPersistFields();
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bool preload(bool server, String &errorStr);
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void unpackData(BitStream* stream);
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/// @name Callbacks
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/// @{
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DECLARE_CALLBACK( void, onAdd, ( GameBase* obj ) );
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DECLARE_CALLBACK( void, onRemove, ( GameBase* obj ) );
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DECLARE_CALLBACK( void, onNewDataBlock, ( GameBase* obj ) );
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DECLARE_CALLBACK( void, onMount, ( SceneObject* obj, SceneObject* mountObj, S32 node ) );
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DECLARE_CALLBACK( void, onUnmount, ( SceneObject* obj, SceneObject* mountObj, S32 node ) );
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/// @}
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public:
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GameBaseData(const GameBaseData&, bool = false);
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};
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//----------------------------------------------------------------------------
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// A few utility methods for sending datablocks over the net
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//----------------------------------------------------------------------------
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bool UNPACK_DB_ID(BitStream *, U32 & id);
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bool PACK_DB_ID(BitStream *, U32 id);
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bool PRELOAD_DB(U32 & id, SimDataBlock **, bool server, const char * clientMissing = NULL, const char * serverMissing = NULL);
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//----------------------------------------------------------------------------
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class GameConnection;
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class WaterObject;
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class MoveList;
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// For truly it is written: "The wise man extends GameBase for his purposes,
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// while the fool has the ability to eject shell casings from the belly of his
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// dragon." -- KillerBunny
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/// Base class for game objects which use datablocks, networking, are editable,
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/// and need to process ticks.
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///
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/// @section GameBase_process GameBase and ProcessList
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///
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/// GameBase adds two kinds of time-based updates. Torque works off of a concept
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/// of ticks. Ticks are slices of time 32 milliseconds in length. There are three
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/// methods which are used to update GameBase objects that are registered with
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/// the ProcessLists:
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/// - processTick(Move*) is called on each object once for every tick, regardless
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/// of the "real" framerate.
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/// - interpolateTick(float) is called on client objects when they need to interpolate
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/// to match the next tick.
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/// - advanceTime(float) is called on client objects so they can do time-based behaviour,
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/// like updating animations.
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///
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/// Torque maintains a server and a client processing list; in a local game, both
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/// are populated, while in multiplayer situations, either one or the other is
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/// populated.
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///
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/// You can control whether an object is considered for ticking by means of the
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/// setProcessTick() method.
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///
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/// @section GameBase_datablock GameBase and Datablocks
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///
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/// GameBase adds support for datablocks. Datablocks are secondary classes which store
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/// static data for types of game elements. For instance, this means that all "light human
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/// male armor" type Players share the same datablock. Datablocks typically store not only
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/// raw data, but perform precalculations, like finding nodes in the game model, or
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/// validating movement parameters.
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///
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/// There are three parts to the datablock interface implemented in GameBase:
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/// - <b>getDataBlock()</b>, which gets a pointer to the current datablock. This is
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/// mostly for external use; for in-class use, it's better to directly access the
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/// mDataBlock member.
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/// - <b>setDataBlock()</b>, which sets mDataBlock to point to a new datablock; it
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/// uses the next part of the interface to inform subclasses of this.
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/// - <b>onNewDataBlock()</b> is called whenever a new datablock is assigned to a GameBase.
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///
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/// Datablocks are also usable through the scripting language.
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///
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/// @see SimDataBlock for more details.
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///
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/// @section GameBase_networking GameBase and Networking
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///
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/// writePacketData() and readPacketData() are called to transfer information needed for client
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/// side prediction. They are usually used when updating a client of its control object state.
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///
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/// Subclasses of GameBase usually transmit positional and basic status data in the packUpdate()
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/// functions, while giving velocity, momentum, and similar state information in the writePacketData().
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///
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/// writePacketData()/readPacketData() are called <i>in addition</i> to packUpdate/unpackUpdate().
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///
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/// @nosubgrouping
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class GameBase : public SceneObject
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{
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typedef SceneObject Parent;
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/// @name Datablock
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/// @{
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GameBaseData* mDataBlock;
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/// @}
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TickCache mTickCache;
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// Control interface
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GameConnection* mControllingClient;
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public:
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static bool gShowBoundingBox; ///< Should we render bounding boxes?
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protected:
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F32 mCameraFov;
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/// The WaterObject we are currently within.
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WaterObject *mCurrentWaterObject;
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static bool setDataBlockProperty( void *object, const char *index, const char *data );
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#ifdef TORQUE_DEBUG_NET_MOVES
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U32 mLastMoveId;
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U32 mTicksSinceLastMove;
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bool mIsAiControlled;
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#endif
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public:
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GameBase();
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~GameBase();
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enum GameBaseMasks {
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DataBlockMask = Parent::NextFreeMask << 0,
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ExtendedInfoMask = Parent::NextFreeMask << 1,
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ScopeIdMask = Parent::NextFreeMask << 2,
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NextFreeMask = Parent::NextFreeMask << 3,
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};
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// net flags added by game base
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enum
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{
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NetOrdered = BIT(Parent::MaxNetFlagBit+1), /// Process in same order on client and server.
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NetNearbyAdded = BIT(Parent::MaxNetFlagBit+2), /// Is set during client catchup when neighbors have been checked.
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GhostUpdated = BIT(Parent::MaxNetFlagBit+3), /// Is set whenever ghost updated (and reset) on the client, for hifi objects.
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TickLast = BIT(Parent::MaxNetFlagBit+4), /// Tick this object after all others.
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NewGhost = BIT(Parent::MaxNetFlagBit+5), /// This ghost was just added during the last update.
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HiFiPassive = BIT(Parent::MaxNetFlagBit+6), /// Do not interact with other hifi passive objects.
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MaxNetFlagBit = Parent::MaxNetFlagBit+6
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};
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/// @name Inherited Functionality.
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/// @{
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bool onAdd();
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void onRemove();
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void inspectPostApply();
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static void initPersistFields();
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static void consoleInit();
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/// @}
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///@name Datablock
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///@{
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/// Assigns this object a datablock and loads attributes with onNewDataBlock.
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///
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/// @see onNewDataBlock
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/// @param dptr Datablock
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bool setDataBlock( GameBaseData *dptr );
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/// Returns the datablock for this object.
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GameBaseData* getDataBlock() { return mDataBlock; }
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/// returns the datablock name for this object
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StringTableEntry getTypeHint() const override { return (mDataBlock) ? mDataBlock->getName() : StringTable->EmptyString(); };
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/// Called when a new datablock is set. This allows subclasses to
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/// appropriately handle new datablocks.
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///
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/// @see setDataBlock()
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/// @param dptr New datablock
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/// @param reload Is this a new datablock or are we reloading one
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/// we already had.
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virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
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///@}
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/// @name Script
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/// The scriptOnXX methods are invoked by the leaf classes
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/// @{
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/// Executes the 'onAdd' script function for this object.
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/// @note This must be called after everything is ready
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void scriptOnAdd();
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/// Executes the 'onNewDataBlock' script function for this object.
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///
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/// @note This must be called after everything is loaded.
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void scriptOnNewDataBlock();
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/// Executes the 'onRemove' script function for this object.
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/// @note This must be called while the object is still valid
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void scriptOnRemove();
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/// @}
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// ProcessObject override
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void processTick( const Move *move );
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/// @name GameBase NetFlags & Hifi-Net Interface
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/// @{
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/// Set or clear the GhostUpdated bit in our NetFlags.
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/// @see GhostUpdated
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void setGhostUpdated( bool b ) { if (b) mNetFlags.set(GhostUpdated); else mNetFlags.clear(GhostUpdated); }
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/// Returns true if the GhostUpdated bit in our NetFlags is set.
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/// @see GhostUpdated
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bool isGhostUpdated() const { return mNetFlags.test(GhostUpdated); }
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/// Set or clear the NewGhost bit in our NetFlags.
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/// @see NewGhost
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void setNewGhost( bool n ) { if (n) mNetFlags.set(NewGhost); else mNetFlags.clear(NewGhost); }
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/// Returns true if the NewGhost bit in out NetFlags is set.
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/// @see NewGhost
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bool isNewGhost() const { return mNetFlags.test(NewGhost); }
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/// Set or clear the NetNearbyAdded bit in our NetFlags.
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/// @see NetNearbyAdded
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void setNetNearbyAdded( bool b ) { if (b) mNetFlags.set(NetNearbyAdded); else mNetFlags.clear(NetNearbyAdded); }
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/// Returns true if the NetNearby bit in our NetFlags is set.
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/// @see NetNearbyAdded
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bool isNetNearbyAdded() const { return mNetFlags.test(NetNearbyAdded); }
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/// Returns true if the HiFiPassive bit in our NetFlags is set.
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/// @see HiFiPassive
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bool isHifiPassive() const { return mNetFlags.test(HiFiPassive); }
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/// Returns true if the TickLast bit in our NetFlags is set.
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/// @see TickLast
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bool isTickLast() const { return mNetFlags.test(TickLast); }
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/// Returns true if the NetOrdered bit in our NetFlags is set.
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/// @see NetOrdered
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bool isNetOrdered() const { return mNetFlags.test(NetOrdered); }
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/// Called during client catchup under the hifi-net model.
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virtual void computeNetSmooth( F32 backDelta ) {}
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/// Returns TickCache used under the hifi-net model.
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TickCache& getTickCache() { return mTickCache; }
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/// @}
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/// @name Network
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/// @see NetObject, NetConnection
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/// @{
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void interpolateTick(F32 dt);
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F32 getUpdatePriority( CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips );
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U32 packUpdate ( NetConnection *conn, U32 mask, BitStream *stream );
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void unpackUpdate( NetConnection *conn, BitStream *stream );
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/// Write state information necessary to perform client side prediction of an object.
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///
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/// This information is sent only to the controlling object. For example, if you are a client
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/// controlling a Player, the server uses writePacketData() instead of packUpdate() to
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/// generate the data you receive.
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///
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/// @param conn Connection for which we're generating this data.
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/// @param stream Bitstream for output.
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virtual void writePacketData( GameConnection *conn, BitStream *stream );
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/// Read data written with writePacketData() and update the object state.
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///
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/// @param conn Connection for which we're generating this data.
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/// @param stream Bitstream to read.
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virtual void readPacketData( GameConnection *conn, BitStream *stream );
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/// Gets the checksum for packet data.
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///
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/// Basically writes a packet, does a CRC check on it, and returns
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/// that CRC.
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///
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/// @see writePacketData
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/// @param conn Game connection
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virtual U32 getPacketDataChecksum( GameConnection *conn );
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///@}
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/// @name Mounted objects ( overrides )
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/// @{
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public:
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virtual void onMount( SceneObject *obj, S32 node );
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virtual void onUnmount( SceneObject *obj,S32 node );
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/// @}
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/// @name User control
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/// @{
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/// Returns the client controlling this object
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GameConnection *getControllingClient() { return mControllingClient; }
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const GameConnection *getControllingClient() const { return mControllingClient; }
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/// Returns the MoveList of the client controlling this object.
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/// If there is no client it returns NULL;
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MoveList* getMoveList();
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/// Sets the client controlling this object
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/// @param client Client that is now controlling this object
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virtual void setControllingClient( GameConnection *client );
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virtual GameBase * getControllingObject() { return NULL; }
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virtual GameBase * getControlObject() { return NULL; }
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virtual void setControlObject( GameBase * ) { }
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/// @}
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virtual F32 getDefaultCameraFov() { return 90.f; }
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virtual F32 getCameraFov() { return 90.f; }
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virtual void setCameraFov( F32 fov ) { }
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virtual bool isValidCameraFov( F32 fov ) { return true; }
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virtual bool useObjsEyePoint() const { return false; }
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virtual bool onlyFirstPerson() const { return false; }
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virtual F32 getDamageFlash() const { return 0.0f; }
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virtual F32 getWhiteOut() const { return 0.0f; }
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// Not implemented here, but should return the Camera to world transformation matrix
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virtual void getCameraTransform (F32 *pos, MatrixF *mat ) { *mat = MatrixF::Identity; }
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virtual void getEyeCameraTransform ( IDisplayDevice *device, U32 eyeId, MatrixF *mat ) { *mat = MatrixF::Identity; }
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/// Returns the water object we are colliding with, it is up to derived
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/// classes to actually set this object.
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virtual WaterObject* getCurrentWaterObject() { return mCurrentWaterObject; }
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#ifdef TORQUE_DEBUG_NET_MOVES
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bool isAIControlled() const { return mIsAiControlled; }
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#endif
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DECLARE_CONOBJECT (GameBase );
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DECLARE_CATEGORY("UNLISTED");
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/// @name Callbacks
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/// @{
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DECLARE_CALLBACK( void, setControl, ( bool controlled ) );
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/// @}
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private:
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/// This is called by the reload signal in our datablock when it is
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/// modified in the editor.
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///
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/// This method is private and is not virtual. To handle a datablock-modified
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/// even in a child-class specific way you should override onNewDatablock
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/// and handle the reload( true ) case.
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///
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/// Warning: For local-client, editor situations only.
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///
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/// Warning: Do not attempt to call .remove or .notify on mDataBlock->mReloadSignal
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/// within this callback.
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///
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void _onDatablockModified();
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protected:
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void onScopeIdChange() { setMaskBits(ScopeIdMask); }
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};
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#endif // _GAMEBASE_H_
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