mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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
924 lines
28 KiB
C++
924 lines
28 KiB
C++
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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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// 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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#include "afx/arcaneFX.h"
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#include "scene/sceneObject.h"
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#include "scene/sceneManager.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/gameBase/gameProcess.h"
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#include "T3D/player.h"
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#include "math/mathUtils.h"
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#include "console/engineAPI.h"
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#include "console/script.h"
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#include "afx/afxChoreographer.h"
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#include "afx/afxSelectron.h"
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#include "afx/afxResidueMgr.h"
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#include "afx/ce/afxZodiacMgr.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#define N_LIGHTING_MODELS 6
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//
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// "SG - Original Advanced (Lighting Pack)"
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// "SG - Original Stock (Lighting Pack)"
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// "SG - Inverse Square (Lighting Pack)"
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// "SG - Inverse Square Fast Falloff (Lighting Pack)"
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// "SG - Near Linear (Lighting Pack)"
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// "SG - Near Linear Fast Falloff (Lighting Pack)"
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static StringTableEntry lm_old_names[N_LIGHTING_MODELS];
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//
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// "Original Advanced"
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// "Original Stock"
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// "Inverse Square"
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// "Inverse Square Fast Falloff"
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// "Near Linear"
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// "Near Linear Fast Falloff"
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static StringTableEntry lm_new_names[N_LIGHTING_MODELS];
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class ClientZoneInEvent : public NetEvent
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{
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typedef NetEvent Parent;
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public:
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ClientZoneInEvent() { mGuaranteeType = Guaranteed; }
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~ClientZoneInEvent() { }
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virtual void pack(NetConnection*, BitStream*bstream) { }
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virtual void write(NetConnection*, BitStream *bstream) { }
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virtual void unpack(NetConnection* /*ps*/, BitStream *bstream) { }
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virtual void process(NetConnection* conn)
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{
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GameConnection* game_conn = dynamic_cast<GameConnection*>(conn);
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if (game_conn && !game_conn->isZonedIn())
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{
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arcaneFX::syncToNewConnection(game_conn);
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}
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}
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DECLARE_CONOBJECT(ClientZoneInEvent);
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};
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IMPLEMENT_CO_SERVEREVENT_V1(ClientZoneInEvent);
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ConsoleDocClass( ClientZoneInEvent,
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"@brief Event posted when player is fully loaded into the game and ready for interaction.\n\n"
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"@internal");
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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Vector<afxChoreographer*> arcaneFX::active_choreographers;
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Vector<afxChoreographer*> arcaneFX::client_choreographers;
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Vector<afxSelectronData*> arcaneFX::selectrons;
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Vector<SceneObject*> arcaneFX::scoped_objs;
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StringTableEntry arcaneFX::NULLSTRING = 0;
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U32 arcaneFX::sTargetSelectionMask = 0;
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U32 arcaneFX::sFreeTargetSelectionMask = 0;
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bool arcaneFX::sIsFreeTargeting = false;
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Point3F arcaneFX::sFreeTargetPos = Point3F(0.0f, 0.0f, 0.0f);
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bool arcaneFX::sFreeTargetPosValid = false;
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F32 arcaneFX::sTargetSelectionRange = 200.0f;
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U32 arcaneFX::sTargetSelectionTimeoutMS = 500;
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bool arcaneFX::sClickToTargetSelf = false;
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U32 arcaneFX::sMissileCollisionMask = 0;
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StringTableEntry arcaneFX::sParameterFieldPrefix = 0;
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F32 arcaneFX::sTerrainZodiacZBias = -0.00025f;
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F32 arcaneFX::sInteriorZodiacZBias = -0.0001f;
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F32 arcaneFX::sPolysoupZodiacZBias = -0.0001f;
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U32 arcaneFX::master_choreographer_id = 1;
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U16 arcaneFX::master_scope_id = 1;
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bool arcaneFX::is_shutdown = true;
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bool arcaneFX::sUsePlayerCentricListener = false;
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void arcaneFX::init()
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{
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NULLSTRING = StringTable->insert("");
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sParameterFieldPrefix = StringTable->insert("_");
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#if defined(TORQUE_OS_MAC)
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arcaneFX::sTerrainZodiacZBias = -0.00025f;
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arcaneFX::sInteriorZodiacZBias = -0.00025f;
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arcaneFX::sPolysoupZodiacZBias = -0.00025f;
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#endif
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Con::addVariable( "pref::AFX::targetSelectionMask", TypeS32, &sTargetSelectionMask);
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Con::addVariable( "pref::AFX::freeTargetSelectionMask", TypeS32, &sFreeTargetSelectionMask);
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Con::addVariable( "pref::AFX::targetSelectionRange", TypeF32, &sTargetSelectionRange);
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Con::addVariable( "pref::AFX::targetSelectionTimeoutMS", TypeS32, &sTargetSelectionTimeoutMS);
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Con::addVariable( "pref::AFX::missileCollisionMask", TypeS32, &sMissileCollisionMask);
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Con::addVariable( "pref::AFX::clickToTargetSelf", TypeBool, &sClickToTargetSelf);
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Con::addVariable( "Pref::Server::AFX::parameterFieldPrefix", TypeString, &sParameterFieldPrefix);
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Con::addVariable( "pref::AFX::terrainZodiacZBias", TypeF32, &sTerrainZodiacZBias);
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Con::addVariable( "pref::AFX::interiorZodiacZBias", TypeF32, &sInteriorZodiacZBias);
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Con::addVariable( "pref::AFX::polysoupZodiacZBias", TypeF32, &sPolysoupZodiacZBias);
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Con::setIntVariable( "$AFX::TARGETING_OFF", TARGETING_OFF);
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Con::setIntVariable( "$AFX::TARGETING_STANDARD", TARGETING_STANDARD);
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Con::setIntVariable( "$AFX::TARGETING_FREE", TARGETING_FREE);
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Con::setIntVariable( "$AFX::TARGET_CHECK_POLL", TARGET_CHECK_POLL);
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Con::setIntVariable( "$AFX::TARGET_CHECK_ON_MOUSE_MOVE", TARGET_CHECK_ON_MOUSE_MOVE);
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Con::setIntVariable( "$AFX::IMPACTED_SOMETHING", afxEffectDefs::IMPACTED_SOMETHING);
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Con::setIntVariable( "$AFX::IMPACTED_TARGET", afxEffectDefs::IMPACTED_TARGET);
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Con::setIntVariable( "$AFX::IMPACTED_PRIMARY", afxEffectDefs::IMPACTED_PRIMARY);
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Con::setIntVariable( "$AFX::IMPACT_IN_WATER", afxEffectDefs::IMPACT_IN_WATER);
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Con::setIntVariable( "$AFX::CASTER_IN_WATER", afxEffectDefs::CASTER_IN_WATER);
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Con::setIntVariable( "$AFX::SERVER_ONLY", afxEffectDefs::SERVER_ONLY);
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Con::setIntVariable( "$AFX::SCOPE_ALWAYS", afxEffectDefs::SCOPE_ALWAYS);
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Con::setIntVariable( "$AFX::GHOSTABLE", afxEffectDefs::GHOSTABLE);
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Con::setIntVariable( "$AFX::CLIENT_ONLY", afxEffectDefs::CLIENT_ONLY);
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Con::setIntVariable( "$AFX::SERVER_AND_CLIENT", afxEffectDefs::SERVER_AND_CLIENT);
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Con::setIntVariable( "$AFX::DELAY", afxEffectDefs::TIMING_DELAY);
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Con::setIntVariable( "$AFX::LIFETIME", afxEffectDefs::TIMING_LIFETIME);
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Con::setIntVariable( "$AFX::FADE_IN_TIME", afxEffectDefs::TIMING_FADE_IN);
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Con::setIntVariable( "$AFX::FADE_OUT_TIME", afxEffectDefs::TIMING_FADE_OUT);
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Con::setFloatVariable( "$AFX::INFINITE_TIME", -1.0f);
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Con::setIntVariable( "$AFX::INFINITE_REPEATS", -1);
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Con::setIntVariable( "$AFX::PLAYER_MOVE_TRIGGER_0", Player::PLAYER_MOVE_TRIGGER_0);
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Con::setIntVariable( "$AFX::PLAYER_MOVE_TRIGGER_1", Player::PLAYER_MOVE_TRIGGER_1);
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Con::setIntVariable( "$AFX::PLAYER_MOVE_TRIGGER_2", Player::PLAYER_MOVE_TRIGGER_2);
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Con::setIntVariable( "$AFX::PLAYER_MOVE_TRIGGER_3", Player::PLAYER_MOVE_TRIGGER_3);
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Con::setIntVariable( "$AFX::PLAYER_MOVE_TRIGGER_4", Player::PLAYER_MOVE_TRIGGER_4);
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Con::setIntVariable( "$AFX::PLAYER_MOVE_TRIGGER_5", Player::PLAYER_MOVE_TRIGGER_5);
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Con::setIntVariable( "$AFX::PLAYER_FIRE_S_TRIGGER", Player::PLAYER_FIRE_S_TRIGGER);
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Con::setIntVariable( "$AFX::PLAYER_FIRE_ALT_S_TRIGGER", Player::PLAYER_FIRE_ALT_S_TRIGGER);
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Con::setIntVariable( "$AFX::PLAYER_JUMP_S_TRIGGER", Player::PLAYER_JUMP_S_TRIGGER);
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Con::setIntVariable( "$AFX::PLAYER_LANDING_S_TRIGGER", Player::PLAYER_LANDING_S_TRIGGER);
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Con::setIntVariable( "$AFX::PLAYER_LF_FOOT_C_TRIGGER", Player::PLAYER_LF_FOOT_C_TRIGGER);
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Con::setIntVariable( "$AFX::PLAYER_RT_FOOT_C_TRIGGER", Player::PLAYER_RT_FOOT_C_TRIGGER);
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Con::setIntVariable( "$AFX::PLAYER_LANDING_C_TRIGGER", Player::PLAYER_LANDING_C_TRIGGER);
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Con::setIntVariable( "$AFX::PLAYER_IDLE_C_TRIGGER", Player::PLAYER_IDLE_C_TRIGGER);
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Con::setIntVariable( "$AFX::ILLUM_TERRAIN", 0);
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Con::setIntVariable( "$AFX::ILLUM_ATLAS", 0);
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Con::setIntVariable( "$AFX::ILLUM_DIF", 0);
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Con::setIntVariable( "$AFX::ILLUM_DTS", 0);
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Con::setIntVariable( "$AFX::ILLUM_ALL", 0);
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Con::setIntVariable("$TypeMasks::TerrainLikeObjectType", TerrainLikeObjectType);
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Con::setIntVariable("$TypeMasks::InteriorLikeObjectType", InteriorLikeObjectType);
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Con::setIntVariable("$TypeMasks::PolysoupObjectType", InteriorLikeObjectType); // deprecated
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Con::addVariable("$pref::Audio::usePlayerCentricListener", TypeBool, &sUsePlayerCentricListener);
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afxResidueMgr* residue_mgr = new afxResidueMgr;
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afxResidueMgr::setMaster(residue_mgr);
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master_scope_id = 1;
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master_choreographer_id = 1;
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is_shutdown = false;
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if (lm_old_names[0] == 0)
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{
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lm_old_names[0] = StringTable->insert("SG - Original Advanced (Lighting Pack)");
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lm_old_names[1] = StringTable->insert("SG - Original Stock (Lighting Pack)");
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lm_old_names[2] = StringTable->insert("SG - Inverse Square (Lighting Pack)");
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lm_old_names[3] = StringTable->insert("SG - Inverse Square Fast Falloff (Lighting Pack)");
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lm_old_names[4] = StringTable->insert("SG - Near Linear (Lighting Pack)");
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lm_old_names[5] = StringTable->insert("SG - Near Linear Fast Falloff (Lighting Pack)");
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//
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lm_new_names[0] = StringTable->insert("Original Advanced");
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lm_new_names[1] = StringTable->insert("Original Stock");
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lm_new_names[2] = StringTable->insert("Inverse Square");
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lm_new_names[3] = StringTable->insert("Inverse Square Fast Falloff");
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lm_new_names[4] = StringTable->insert("Near Linear");
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lm_new_names[5] = StringTable->insert("Near Linear Fast Falloff");
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}
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}
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void arcaneFX::shutdown()
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{
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is_shutdown = true;
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for (S32 i = 0; i < scoped_objs.size(); i++)
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if (scoped_objs[i])
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scoped_objs[i]->setScopeRegistered(false);
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scoped_objs.clear();
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for (S32 i = 0; i < client_choreographers.size(); i++)
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if (client_choreographers[i])
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client_choreographers[i]->clearChoreographerId();
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client_choreographers.clear();
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for (S32 i = 0; i < selectrons.size(); i++)
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if (selectrons[i])
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selectrons[i]->registered = false;
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selectrons.clear();
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afxResidueMgr* residue_mgr = afxResidueMgr::getMaster();
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delete residue_mgr;
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afxResidueMgr::setMaster(NULL);
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}
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MODULE_BEGIN( arcaneFX )
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MODULE_INIT
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{
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arcaneFX::init();
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}
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MODULE_SHUTDOWN
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{
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arcaneFX::shutdown();
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}
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MODULE_END;
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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void arcaneFX::advanceTime(U32 delta)
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{
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GameConnection* conn = GameConnection::getConnectionToServer();
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if (conn && !conn->isZonedIn() && conn->getCameraObject() != 0)
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{
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conn->setZonedIn();
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conn->postNetEvent(new ClientZoneInEvent());
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}
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afxZodiacMgr::frameReset();
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afxResidueMgr::getMaster()->residueAdvanceTime();
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}
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//
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U32 arcaneFX::registerChoreographer(afxChoreographer* ch)
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{
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if (!ch)
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return 0;
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active_choreographers.push_back(ch);
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//Con::printf("registerChoreographer() -- size=%d %s", active_choreographers.size(),
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// (ch->isServerObject()) ? "server" : "client");
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return master_choreographer_id++;
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}
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void arcaneFX::unregisterChoreographer(afxChoreographer* ch)
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{
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if (!ch)
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return;
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for (U32 i = 0; i < active_choreographers.size(); i++)
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{
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if (ch == active_choreographers[i])
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{
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active_choreographers.erase_fast(i);
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//Con::printf("unregisterChoreographer() -- size=%d %s", active_choreographers.size(),
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// (ch->isServerObject()) ? "server" : "client");
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return;
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}
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}
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Con::errorf("arcaneFX::unregisterChoreographer() -- failed to find choreographer in list.");
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}
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void arcaneFX::registerClientChoreographer(afxChoreographer* ch)
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{
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if (!ch || ch->getChoreographerId() == 0)
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return;
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client_choreographers.push_back(ch);
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}
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void arcaneFX::unregisterClientChoreographer(afxChoreographer* ch)
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{
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if (!ch || ch->getChoreographerId() == 0)
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return;
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for (U32 i = 0; i < client_choreographers.size(); i++)
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{
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if (ch == client_choreographers[i])
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{
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client_choreographers.erase_fast(i);
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return;
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}
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}
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Con::errorf("arcaneFX::unregisterClientChoreographer() -- failed to find choreographer in list.");
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}
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afxChoreographer* arcaneFX::findClientChoreographer(U32 id)
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{
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for (U32 i = 0; i < client_choreographers.size(); i++)
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{
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if (id == client_choreographers[i]->getChoreographerId())
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return client_choreographers[i];
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}
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return 0;
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}
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//
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void arcaneFX::registerSelectronData(afxSelectronData* selectron)
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{
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if (!selectron)
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return;
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selectrons.push_back(selectron);
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}
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void arcaneFX::unregisterSelectronData(afxSelectronData* selectron)
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{
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if (!selectron)
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return;
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for (U32 i = 0; i < selectrons.size(); i++)
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{
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if (selectron == selectrons[i])
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{
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selectrons.erase_fast(i);
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return;
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}
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}
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Con::errorf("arcaneFX::unregisterSelectronData() -- failed to find selectron in list.");
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}
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afxSelectronData* arcaneFX::findSelectronData(U32 mask, U8 style)
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{
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for (U32 i = 0; i < selectrons.size(); i++)
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if (selectrons[i]->matches(mask, style))
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return selectrons[i];
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return 0;
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}
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U16 arcaneFX::generateScopeId()
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{
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U16 ret_id = master_scope_id++;
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if (master_scope_id >= BIT(GameBase::SCOPE_ID_BITS))
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master_scope_id = 1;
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return ret_id;
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}
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void arcaneFX::registerScopedObject(SceneObject* object)
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{
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scoped_objs.push_back(object);
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object->setScopeRegistered(true);
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for (S32 i = 0; i < client_choreographers.size(); i++)
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if (client_choreographers[i])
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client_choreographers[i]->restoreScopedObject(object);
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}
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SceneObject* arcaneFX::findScopedObject(U16 scope_id)
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{
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if (scoped_objs.size() > 0)
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{
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for (S32 i = scoped_objs.size()-1; i >= 0; i--)
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if (scoped_objs[i] && scoped_objs[i]->getScopeId() == scope_id)
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return scoped_objs[i];
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}
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return 0;
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}
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void arcaneFX::unregisterScopedObject(SceneObject* object)
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{
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if (scoped_objs.size() > 0)
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{
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for (S32 i = scoped_objs.size()-1; i >= 0; i--)
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if (scoped_objs[i] == object)
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{
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scoped_objs.erase_fast(i);
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if (object)
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object->setScopeRegistered(false);
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return;
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}
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}
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}
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void arcaneFX::syncToNewConnection(GameConnection* conn)
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{
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if (conn)
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conn->setZonedIn();
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for (U32 i = 0; i < active_choreographers.size(); i++)
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{
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if (active_choreographers[i])
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active_choreographers[i]->sync_with_clients();
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}
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}
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void arcaneFX::endMissionNotify()
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{
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for (S32 i = 0; i < scoped_objs.size(); i++)
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|
if (scoped_objs[i])
|
|
scoped_objs[i]->setScopeRegistered(false);
|
|
scoped_objs.clear();
|
|
|
|
for (S32 i = 0; i < client_choreographers.size(); i++)
|
|
if (client_choreographers[i])
|
|
client_choreographers[i]->clearChoreographerId();
|
|
client_choreographers.clear();
|
|
|
|
for (S32 i = 0; i < selectrons.size(); i++)
|
|
if (selectrons[i])
|
|
selectrons[i]->registered = false;
|
|
selectrons.clear();
|
|
|
|
if (afxResidueMgr::getMaster())
|
|
afxResidueMgr::getMaster()->cleanup();
|
|
afxZodiacMgr::missionCleanup();
|
|
}
|
|
|
|
S32 arcaneFX::rolloverRayCast(Point3F start, Point3F end, U32 mask)
|
|
{
|
|
sIsFreeTargeting = false;
|
|
#if !defined(AFX_CAP_ROLLOVER_RAYCASTS)
|
|
return -1;
|
|
#else
|
|
GameConnection* conn = GameConnection::getConnectionToServer();
|
|
SceneObject* ctrl_obj = NULL;
|
|
|
|
if (!arcaneFX::sClickToTargetSelf && conn != NULL)
|
|
ctrl_obj = conn->getControlObject();
|
|
|
|
if (ctrl_obj)
|
|
ctrl_obj->disableCollision();
|
|
|
|
SceneObject* rollover_obj = (conn) ? conn->getRolloverObj() : 0;
|
|
SceneObject* picked_obj = 0;
|
|
|
|
RayInfo hit_info;
|
|
if (gClientContainer.castRay(start, end, mask, &hit_info))
|
|
picked_obj = dynamic_cast<SceneObject*>(hit_info.object);
|
|
|
|
if (ctrl_obj)
|
|
ctrl_obj->enableCollision();
|
|
|
|
if (picked_obj != rollover_obj)
|
|
{
|
|
if (rollover_obj)
|
|
rollover_obj->setSelectionFlags(rollover_obj->getSelectionFlags() & ~SceneObject::PRE_SELECTED);
|
|
if (picked_obj)
|
|
picked_obj->setSelectionFlags(picked_obj->getSelectionFlags() | SceneObject::PRE_SELECTED);
|
|
rollover_obj = picked_obj;
|
|
|
|
if (conn)
|
|
conn->setRolloverObj(rollover_obj);
|
|
}
|
|
|
|
return (picked_obj) ? picked_obj->getId() : -1;
|
|
#endif
|
|
}
|
|
|
|
bool arcaneFX::freeTargetingRayCast(Point3F start, Point3F end, U32 mask)
|
|
{
|
|
sIsFreeTargeting = true;
|
|
|
|
RayInfo hit_info;
|
|
if (!gClientContainer.castRay(start, end, mask, &hit_info))
|
|
{
|
|
sFreeTargetPosValid = false;
|
|
return false;
|
|
}
|
|
|
|
sFreeTargetPosValid = true;
|
|
sFreeTargetPos = hit_info.point;
|
|
|
|
return true;
|
|
}
|
|
|
|
StringTableEntry arcaneFX::convertLightingModelName(StringTableEntry lm_name)
|
|
{
|
|
for (U32 i = 0; i < N_LIGHTING_MODELS; i++)
|
|
{
|
|
if (lm_name == lm_old_names[i])
|
|
return lm_new_names[i];
|
|
}
|
|
|
|
return lm_name;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
// Console Functions
|
|
|
|
DefineEngineFunction(afxEndMissionNotify, void, (),,
|
|
"...\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
arcaneFX::endMissionNotify();
|
|
}
|
|
|
|
DefineEngineFunction(afxGetVersion, const char*, (),,
|
|
"...\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
return AFX_VERSION_STRING;
|
|
}
|
|
|
|
DefineEngineFunction(afxGetEngine, const char*, (),,
|
|
"...\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
return "T3D";
|
|
}
|
|
|
|
#if defined(AFX_CAP_ROLLOVER_RAYCASTS)
|
|
DefineEngineFunction(rolloverRayCast, S32, (Point3F start, Point3F end, U32 mask),,
|
|
"Performs a raycast from points start to end and returns the ID of nearest "
|
|
"intersecting object with a type found in the specified mask. "
|
|
"Returns -1 if no object is found.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
return arcaneFX::rolloverRayCast(start, end, mask);
|
|
}
|
|
#endif
|
|
|
|
DefineEngineFunction(getRandomF, F32, (float a, float b), (F32_MAX, F32_MAX),
|
|
"Get a random float number between a and b.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
if (b == F32_MAX)
|
|
{
|
|
if (a == F32_MAX)
|
|
return gRandGen.randF();
|
|
|
|
return gRandGen.randF(0.0f, a);
|
|
}
|
|
|
|
return (a + (b-a)*gRandGen.randF());
|
|
}
|
|
|
|
DefineEngineFunction(getRandomDir, Point3F, (Point3F axis, float thetaMin, float thetaMax, float phiMin, float phiMax),
|
|
(Point3F(0.0f,0.0f,0.0f), 0.0f, 180.0f, 0.0f, 360.0f),
|
|
"Get a random direction vector.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
return MathUtils::randomDir(axis, thetaMin, thetaMax, phiMin, phiMax);
|
|
}
|
|
|
|
DefineEngineFunction(MatrixInverseMulVector, Point3F, (MatrixF xfrm, Point3F vector),,
|
|
"@brief Multiply the vector by the affine inverse of the transform.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
xfrm.affineInverse();
|
|
|
|
Point3F result;
|
|
xfrm.mulV(vector, &result);
|
|
|
|
return result;
|
|
}
|
|
|
|
DefineEngineFunction(moveTransformAbs, MatrixF, (MatrixF xfrm, Point3F pos),,
|
|
"@brief Move the transform to the new absolute position.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
xfrm.setPosition(pos);
|
|
return xfrm;
|
|
}
|
|
|
|
DefineEngineFunction(moveTransformRel, MatrixF, (MatrixF xfrm, Point3F pos),,
|
|
"@brief Move the transform to the new relative position.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
pos += xfrm.getPosition();
|
|
xfrm.setPosition(pos);
|
|
return xfrm;
|
|
}
|
|
|
|
DefineEngineFunction(getFreeTargetPosition, Point3F, (),,
|
|
"@brief Returns the current location of the free target.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
if (!arcaneFX::sFreeTargetPosValid)
|
|
return Point3F(0.0f, 0.0f, 0.0f);
|
|
return arcaneFX::sFreeTargetPos;
|
|
}
|
|
|
|
DefineEngineMethod(SceneObject, getSpeed, F32, (),,
|
|
"Returns the velocity of a scene-object.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
return object->getVelocity().len();
|
|
}
|
|
|
|
static S32 mark_modkey = -1;
|
|
|
|
DefineEngineFunction(markDataBlocks, void, (),,
|
|
"@brief Called before a series of datablocks are reloaded to "
|
|
"help distinguish reloaded datablocks from already loaded ones.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
mark_modkey = SimDataBlock::getNextModifiedKey();
|
|
}
|
|
|
|
DefineEngineFunction(touchDataBlocks, void, (),,
|
|
"@brief Called after a series of datablocks are reloaded to "
|
|
"trigger some important actions on the reloaded datablocks.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
if (mark_modkey < 0)
|
|
return;
|
|
|
|
SimDataBlockGroup* g = Sim::getDataBlockGroup();
|
|
|
|
U32 groupCount = g->size();
|
|
for (S32 i = groupCount-1; i >= 0; i--)
|
|
{
|
|
SimDataBlock* simdb = (SimDataBlock*)(*g)[i];
|
|
if (simdb->getModifiedKey() > mark_modkey)
|
|
{
|
|
simdb->unregisterObject();
|
|
simdb->registerObject();
|
|
}
|
|
}
|
|
|
|
mark_modkey = -1;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
|
|
// Syntax Error Checking
|
|
// (for checking eval() and compile() calls)
|
|
|
|
DefineEngineFunction(wasSyntaxError, bool, (),,
|
|
"@brief Returns true if script compiler had a syntax error. Useful "
|
|
"for detecting syntax errors after reloading a script.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
return Con::getLastEvalResult().valid == false;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
|
|
// Network Object Identification
|
|
|
|
// These useful console methods come from the following code resource:
|
|
//
|
|
// How to Identify Objects from Client to Server or Server to Client by Nathan Davies
|
|
// http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4852
|
|
//
|
|
|
|
DefineEngineMethod(NetConnection, GetGhostIndex, S32, (NetObject* obj),,
|
|
"Returns the ghost-index for an object.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
if (obj)
|
|
return object->getGhostIndex(obj);
|
|
return 0;
|
|
}
|
|
|
|
DefineEngineMethod(NetConnection, ResolveGhost, S32, (int ghostIndex),,
|
|
"Resolves a ghost-index into an object ID.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
if (ghostIndex != -1)
|
|
{
|
|
NetObject* pObject = NULL;
|
|
if( object->isGhostingTo())
|
|
pObject = object->resolveGhost(ghostIndex);
|
|
else if( object->isGhostingFrom())
|
|
pObject = object->resolveObjectFromGhostIndex(ghostIndex);
|
|
if (pObject)
|
|
return pObject->getId();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// TypeByteRange
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
IMPLEMENT_STRUCT( ByteRange, ByteRange,,
|
|
"" )
|
|
END_IMPLEMENT_STRUCT;
|
|
|
|
ConsoleType( ByteRange, TypeByteRange, ByteRange, "")
|
|
ConsoleType( ByteRange, TypeByteRange2, ByteRange, "")
|
|
|
|
ConsoleGetType( TypeByteRange )
|
|
{
|
|
ByteRange* pt = (ByteRange *) dptr;
|
|
char* returnBuffer = Con::getReturnBuffer(256);
|
|
dSprintf(returnBuffer, 256, "%u %u", pt->low, pt->high);
|
|
return returnBuffer;
|
|
}
|
|
|
|
ConsoleSetType( TypeByteRange )
|
|
{
|
|
if(argc == 1)
|
|
{
|
|
ByteRange* range = (ByteRange*) dptr;
|
|
U32 lo, hi;
|
|
S32 args = dSscanf(argv[0], "%u %u", &lo, &hi);
|
|
range->low = (args > 0) ? lo : 0;
|
|
range->high = (args > 1) ? hi : 255;
|
|
}
|
|
else
|
|
Con::printf("ByteRange must be set as \"low\" or \"low high\"");
|
|
}
|
|
|
|
ConsoleGetType( TypeByteRange2 )
|
|
{
|
|
ByteRange* pt = (ByteRange *) dptr;
|
|
char* returnBuffer = Con::getReturnBuffer(256);
|
|
dSprintf(returnBuffer, 256, "%u %u", pt->low, pt->high);
|
|
return returnBuffer;
|
|
}
|
|
|
|
ConsoleSetType( TypeByteRange2 )
|
|
{
|
|
if(argc == 1)
|
|
{
|
|
ByteRange* range = (ByteRange*) dptr;
|
|
U32 lo, hi;
|
|
S32 args = dSscanf(argv[0], "%u %u", &lo, &hi);
|
|
range->low = (args > 0) ? lo : 0;
|
|
range->high = (args > 1) ? hi : lo;
|
|
}
|
|
else
|
|
Con::printf("ByteRange must be set as \"low\" or \"low high\"");
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
static void HSVtoRGB(F32 h, F32 s, F32 v, F32& r, F32& g, F32& b)
|
|
{
|
|
h = mFmod(h, 360.0f);
|
|
|
|
if (v == 0.0f)
|
|
r = g = b = 0.0f;
|
|
else if (s == 0.0f)
|
|
r = g = b = v;
|
|
else
|
|
{
|
|
F32 hf = h/60.0f;
|
|
S32 i = (S32) mFloor(hf);
|
|
F32 f = hf - i;
|
|
|
|
F32 pv = v*(1.0f - s);
|
|
F32 qv = v*(1.0f - s*f);
|
|
F32 tv = v*(1.0f - s*(1.0f - f));
|
|
|
|
switch (i)
|
|
{
|
|
case 0:
|
|
r = v; g = tv; b = pv;
|
|
break;
|
|
case 1:
|
|
r = qv; g = v; b = pv;
|
|
break;
|
|
case 2:
|
|
r = pv; g = v; b = tv;
|
|
break;
|
|
case 3:
|
|
r = pv; g = qv; b = v;
|
|
break;
|
|
case 4:
|
|
r = tv; g = pv; b = v;
|
|
break;
|
|
case 5:
|
|
r = v; g = pv; b = qv;
|
|
break;
|
|
default:
|
|
r = g = b = 0.0f;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
DefineEngineFunction(getColorFromHSV, const char*, (float hue, float sat, float val, float alpha), (0.0, 0.0, 1.0, 1.0),
|
|
"Coverts an HSV formatted color into an RBG color.\n\n"
|
|
"@param hue The hue of the color (0-360).\n"
|
|
"@param sat The saturation of the color (0-1).\n"
|
|
"@param val The value of the color (0-1).\n"
|
|
"@param alpha The alpha of the color (0-1).\n"
|
|
"@ingroup AFX")
|
|
{
|
|
LinearColorF rgb;
|
|
HSVtoRGB(hue, sat, val, rgb.red, rgb.green, rgb.blue);
|
|
rgb.alpha = alpha;
|
|
|
|
char* returnBuffer = Con::getReturnBuffer(256);
|
|
dSprintf(returnBuffer, 256, "%g %g %g %g", rgb.red, rgb.green, rgb.blue, rgb.alpha);
|
|
|
|
return returnBuffer;
|
|
}
|
|
|
|
DefineEngineFunction(ColorScale, const char*, ( LinearColorF color, float scalar ),,
|
|
"Returns color scaled by scalar (color*scalar).\n\n"
|
|
"@param color The color to be scaled.\n"
|
|
"@param scalar The amount to scale the color.\n"
|
|
"@ingroup AFX")
|
|
{
|
|
color *= scalar;
|
|
|
|
char* returnBuffer = Con::getReturnBuffer(256);
|
|
dSprintf(returnBuffer, 256, "%g %g %g %g", color.red, color.green, color.blue, color.alpha);
|
|
|
|
return returnBuffer;
|
|
}
|
|
|
|
DefineEngineFunction(getMinF, F32, (float a, float b),,
|
|
"Returns the lesser of the two arguments.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
return getMin(a, b);
|
|
}
|
|
|
|
DefineEngineFunction(getMaxF, F32, (float a, float b),,
|
|
"Returns the greater of the two arguments.\n\n"
|
|
"@ingroup AFX")
|
|
{
|
|
return getMax(a, b);
|
|
}
|
|
|
|
DefineEngineStringlyVariadicFunction(echoThru, const char*, 2, 0, "(string passthru, string text...)"
|
|
"Like echo(), but first argument is returned.\n"
|
|
"@ingroup AFX")
|
|
{
|
|
U32 len = 0;
|
|
S32 i;
|
|
for (i = 2; i < argc; i++)
|
|
len += dStrlen(argv[i]);
|
|
|
|
char *ret = Con::getReturnBuffer(len + 1);
|
|
ret[0] = 0;
|
|
for (i = 2; i < argc; i++)
|
|
dStrcat(ret, argv[i], len + 1);
|
|
|
|
Con::printf("%s -- [%s]", ret, argv[1].getString());
|
|
ret[0] = 0;
|
|
|
|
return argv[1];
|
|
}
|
|
|
|
DefineEngineStringlyVariadicFunction(warnThru, const char*, 2, 0, "(string passthru, string text...)"
|
|
"Like warn(), but first argument is returned.\n"
|
|
"@ingroup AFX")
|
|
{
|
|
U32 len = 0;
|
|
S32 i;
|
|
for(i = 2; i < argc; i++)
|
|
len += dStrlen(argv[i]);
|
|
|
|
char *ret = Con::getReturnBuffer(len + 1);
|
|
ret[0] = 0;
|
|
for(i = 2; i < argc; i++)
|
|
dStrcat(ret, argv[i], len + 1);
|
|
|
|
Con::warnf("%s -- [%s]", ret, argv[1].getString());
|
|
ret[0] = 0;
|
|
|
|
return argv[1];
|
|
}
|
|
|
|
DefineEngineStringlyVariadicFunction(errorThru, const char*, 2, 0, "(string passthru, string text...)"
|
|
"Like error(), but first argument is returned.\n"
|
|
"@ingroup AFX")
|
|
{
|
|
U32 len = 0;
|
|
S32 i;
|
|
for(i = 2; i < argc; i++)
|
|
len += dStrlen(argv[i]);
|
|
|
|
char *ret = Con::getReturnBuffer(len + 1);
|
|
ret[0] = 0;
|
|
for(i = 2; i < argc; i++)
|
|
dStrcat(ret, argv[i], len + 1);
|
|
|
|
Con::errorf("%s -- [%s]", ret, argv[1].getString());
|
|
ret[0] = 0;
|
|
|
|
return argv[1];
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|