engine/game/gameBase.cc
2024-01-07 04:36:33 +00:00

740 lines
19 KiB
C++

//-----------------------------------------------------------------------------
// V12 Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "game/gameBase.h"
#include "console/consoleTypes.h"
#include "console/consoleInternal.h"
#include "core/bitStream.h"
#include "sim/netConnection.h"
#include "game/gameConnection.h"
#include "game/targetManager.h"
#include "game/sensor.h"
//----------------------------------------------------------------------------
// Ghost update relative priority values
static F32 sUpFov = 1.0;
static F32 sUpDistance = 0.4;
static F32 sUpVelocity = 0.4;
static F32 sUpSkips = 0.2;
static F32 sUpOwnership = 0.2;
static F32 sUpInterest = 0.2;
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(GameBaseData);
GameBaseData::GameBaseData()
{
catagory = "";
className = "";
packed = false;
beacon = false;
beaconType = GameBase::enemyBeacon;
}
bool GameBaseData::onAdd()
{
if (!Parent::onAdd())
return false;
// Link our object name to the datablock class name and
// then onto our C++ class name.
const char* name = getName();
if (name && name[0] && getClassRep()) {
Namespace *parent = getClassRep()->getNameSpace();
if (className && className[0] && dStricmp(className, parent->mName)) {
Con::linkNamespaces(parent->mName,className);
Con::linkNamespaces(className,name);
}
else
Con::linkNamespaces(parent->mName,name);
mNameSpace = Con::lookupNamespace(name);
}
// If no className was specified, set it to our C++ class name
if (!className || !className[0])
className = getClassRep()->getClassName();
return true;
}
static EnumTable::Enums beaconEnums[] =
{
{ GameBase::enemyBeacon, "enemy" },
{ GameBase::friendBeacon, "friend" },
{ GameBase::vehicleBeacon, "vehicle" }
};
static EnumTable gBeaconTypeTable(3, &beaconEnums[0]);
void GameBaseData::initPersistFields()
{
Parent::initPersistFields();
addField("catagory", TypeCaseString, Offset(catagory, GameBaseData));
addField("className", TypeString, Offset(className, GameBaseData));
addField("beacon", TypeBool, Offset(beacon, GameBaseData));
addField("beaconType", TypeEnum, Offset(beaconType, GameBaseData), 1 , &gBeaconTypeTable);
}
bool GameBaseData::preload(bool server, char errorBuffer[256])
{
if (!Parent::preload(server, errorBuffer))
return false;
packed = false;
return true;
}
void GameBaseData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
packed = true;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
bool GameBase::gShowBoundingBox;
StringTableEntry GameBase::smEnemyBeaconText;
StringTableEntry GameBase::smFriendBeaconText;
StringTableEntry GameBase::smVehicleBeaconText;
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(GameBase);
GameBase::GameBase()
{
mNetFlags.set(Ghostable);
mTypeMask |= GameBaseObjectType;
mProcessLink.next = mProcessLink.prev = this;
mAfterObject = 0;
mProcessTag = 0;
mLastDelta = 0;
mDataBlock = 0;
mProcessTick = true;
mNameTag = "";
mBeacon = false;
mBeaconType = enemyBeacon;
mTargetInfo = NULL;
mTargetId = -1;
mLockCount = 0;
mHomingCount = 0;
}
GameBase::~GameBase()
{
plUnlink();
}
//----------------------------------------------------------------------------
bool GameBase::onAdd()
{
if (!Parent::onAdd() || !mDataBlock)
return false;
if (isClientObject()) {
// Client datablock are initialized by the initial update
gClientProcessList.addObject(this);
}
else {
// Datablock must be initialized on the server
if (!onNewDataBlock(mDataBlock))
return false;
gServerProcessList.addObject(this);
setBeacon(mDataBlock->beacon);
setBeaconType(mDataBlock->beaconType);
}
return true;
}
void GameBase::onRemove()
{
plUnlink();
Parent::onRemove();
}
void GameBase::setBeacon(bool beacon)
{
if(beacon ^ mBeacon)
{
SimSet * set = isServerObject() ? Sim::getServerTargetSet() : Sim::getClientTargetSet();
beacon ? set->addObject(this) : set->removeObject(this);
mBeacon = beacon;
if(isServerObject())
setMaskBits(ExtendedInfoMask);
}
}
void GameBase::setBeaconType(S32 beaconType)
{
mBeaconType = beaconType;
if(isServerObject())
setMaskBits(ExtendedInfoMask);
}
bool GameBase::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dptr;
if (!mDataBlock)
return false;
if(isProperlyAdded() && isServerObject())
{
setBeacon(mDataBlock->beacon);
setBeaconType(mDataBlock->beaconType);
}
setMaskBits(DataBlockMask);
return true;
}
void GameBase::inspectPostApply()
{
setMaskBits(ExtendedInfoMask);
}
//----------------------------------------------------------------------------
void GameBase::processTick(const Move*)
{
mLastDelta = 0;
}
void GameBase::interpolateTick(F32 delta)
{
mLastDelta = delta;
}
void GameBase::advanceTime(F32)
{
//
}
//----------------------------------------------------------------------------
F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 updateSkips)
{
updateMask;
// Calculate a priority used to decide if this object
// will be updated on the client. All the weights
// are calculated 0 -> 1 Then weighted together at the
// end to produce a priority.
Point3F pos;
getWorldBox().getCenter(&pos);
pos -= camInfo->pos;
F32 dist = pos.len();
if (dist == 0.0f) dist = 0.001f;
pos *= 1.0f / dist;
// Weight based on linear distance, the basic stuff.
F32 wDistance = (dist < camInfo->visibleDistance)?
1.0f - (dist / camInfo->visibleDistance): 0.0f;
// Weight by field of view, objects directly in front
// will be weighted 1, objects behind will be 0
F32 dot = mDot(pos,camInfo->orientation);
bool inFov = dot > camInfo->cosFov;
F32 wFov = inFov? 1.0f: 0;
// Weight by linear velocity parallel to the viewing plane
// (if it's the field of view, 0 if it's not).
F32 wVelocity = 0.0f;
if (inFov)
{
Point3F vec;
mCross(camInfo->orientation,getVelocity(),&vec);
wVelocity = (vec.len() * camInfo->fov) /
(camInfo->fov * camInfo->visibleDistance);
if (wVelocity > 1.0f)
wVelocity = 1.0f;
}
// Weight by interest.
F32 wInterest;
if (getType() & PlayerObjectType)
wInterest = 0.75f;
else if (getType() & ProjectileObjectType)
{
// Projectiles are more interesting if they
// are heading for us.
wInterest = 0.30f;
F32 dot = -mDot(pos,getVelocity());
if (dot > 0.0f)
wInterest += 0.20 * dot;
}
else
{
if (getType() & ItemObjectType)
wInterest = 0.25f;
else
// Everything else is less interesting.
wInterest = 0.0f;
}
// Weight by updateSkips
F32 wSkips = updateSkips * 0.5;
// Calculate final priority, should total to about 1.0f
//
return
wFov * sUpFov +
wDistance * sUpDistance +
wVelocity * sUpVelocity +
wSkips * sUpSkips +
wInterest * sUpInterest;
}
Point3F GameBase::getVelocity() const
{
return Point3F(0, 0, 0);
}
//----------------------------------------------------------------------------
bool GameBase::setDataBlock(GameBaseData* dptr)
{
if (isGhost() || isProperlyAdded()) {
if (mDataBlock != dptr)
return onNewDataBlock(dptr);
}
else
mDataBlock = dptr;
return true;
}
//--------------------------------------------------------------------------
void GameBase::scriptOnAdd()
{
// Script onAdd() must be called by the leaf class after
// everything is ready.
if (!isGhost())
Con::executef(mDataBlock,2,"onAdd",scriptThis());
}
void GameBase::scriptOnNewDataBlock()
{
// Script onNewDataBlock() must be called by the leaf class
// after everything is loaded.
if (!isGhost())
Con::executef(mDataBlock,2,"onNewDataBlock",scriptThis());
}
void GameBase::scriptOnRemove()
{
// Script onRemove() must be called by leaf class while
// the object state is still valid.
if (!isGhost() && mDataBlock)
Con::executef(mDataBlock,2,"onRemove",scriptThis());
}
//--------------------------------------------------------------------------
bool GameBase::getTarget(Point3F* p, U32* tid)
{
if (mBeacon && getTargetInfo()) {
getTransform().getColumn(3, p);
*tid = getTargetInfo()->sensorGroup;
return true;
} else {
return false;
}
}
TargetInfo *GameBase::getTargetInfo()
{
return mTargetInfo;
}
void GameBase::setTarget(S32 targetId)
{
if(mTargetId == targetId)
return;
mTargetId = targetId;
if(mTargetId == -1)
mTargetInfo = 0;
else
mTargetInfo = isServerObject() ? gTargetManager->getServerTarget(mTargetId) :
gTargetManager->getClientTarget(mTargetId);
// set the targets object as this (only non-team targets can have objects)
if(mTargetId >= 32)
gTargetManager->setTargetObject(mTargetInfo, this);
targetInfoChanged(mTargetInfo);
if(isServerObject())
setMaskBits(ExtendedInfoMask);
}
void GameBase::setBeaconGameNames(const char * enemyName, const char * friendName, const char * vehicleName)
{
smEnemyBeaconText = StringTable->insert(enemyName);
smFriendBeaconText = StringTable->insert(friendName);
smVehicleBeaconText = StringTable->insert(vehicleName);
}
bool GameBase::getGameName(char * buf, S32 bufSize)
{
if(gTargetManager->getGameName(getTarget(), buf, bufSize, isServerObject()))
return(true);
// special cases:
// beacon:
if(mBeacon)
{
const char * text = 0;
switch(mBeaconType)
{
case enemyBeacon:
text = smEnemyBeaconText;
break;
case friendBeacon:
text = smFriendBeaconText;
break;
case vehicleBeacon:
text = smVehicleBeaconText;
break;
default:
AssertFatal(false, "Unknown beacon type");
return(false);
}
dSprintf(buf, bufSize, "%s", text);
return(true);
}
return(false);
}
void GameBase::setTransform(const MatrixF & mat)
{
if(isClientObject() && mTargetId >= 0)
{
AUDIOHANDLE & handle = gTargetManager->mClientAudioHandles[mTargetId];
if(handle != NULL_AUDIOHANDLE)
{
if(alxIsPlaying(handle))
alxSourceMatrixF(handle, &mat);
else
handle = NULL_AUDIOHANDLE;
}
}
Parent::setTransform(mat);
}
//----------------------------------------------------------------------------
void GameBase::plUnlink()
{
mProcessLink.next->mProcessLink.prev = mProcessLink.prev;
mProcessLink.prev->mProcessLink.next = mProcessLink.next;
mProcessLink.next = mProcessLink.prev = this;
}
void GameBase::plLinkAfter(GameBase* obj)
{
// Link this after obj
mProcessLink.next = obj->mProcessLink.next;
mProcessLink.prev = obj;
obj->mProcessLink.next = this;
mProcessLink.next->mProcessLink.prev = this;
}
void GameBase::plLinkBefore(GameBase* obj)
{
// Link this before obj
mProcessLink.next = obj;
mProcessLink.prev = obj->mProcessLink.prev;
obj->mProcessLink.prev = this;
mProcessLink.prev->mProcessLink.next = this;
}
void GameBase::plJoin(GameBase* head)
{
GameBase *tail1 = head->mProcessLink.prev;
GameBase *tail2 = mProcessLink.prev;
tail1->mProcessLink.next = this;
mProcessLink.prev = tail1;
tail2->mProcessLink.next = head;
head->mProcessLink.prev = tail2;
}
//----------------------------------------------------------------------------
void GameBase::processAfter(GameBase* obj)
{
mAfterObject = obj;
if ((const GameBase*)obj->mAfterObject == this)
obj->mAfterObject = 0;
if (isGhost())
gClientProcessList.markDirty();
else
gServerProcessList.markDirty();
}
void GameBase::clearProcessAfter()
{
mAfterObject = 0;
}
//----------------------------------------------------------------------------
bool GameBase::writePacketData(GameConnection*, BitStream*)
{
return true;
}
void GameBase::readPacketData(GameConnection*,BitStream*)
{
//
}
U32 GameBase::packUpdate(NetConnection *, U32 mask, BitStream *stream)
{
if (stream->writeFlag((mask & DataBlockMask) && mDataBlock != NULL)) {
stream->writeRangedU32(mDataBlock->getId(),
DataBlockObjectIdFirst,
DataBlockObjectIdLast);
}
if(stream->writeFlag(mask & ExtendedInfoMask))
{
if(stream->writeFlag(mTargetId != -1))
stream->writeInt(mTargetId, TargetManager::TargetIdBitSize);
stream->writeFlag(mBeacon);
stream->write(mBeaconType);
}
return 0;
}
void GameBase::unpackUpdate(NetConnection *con, BitStream *stream)
{
if (stream->readFlag()) {
GameBaseData* dptr = 0;
SimObjectId id = stream->readRangedU32(DataBlockObjectIdFirst,
DataBlockObjectIdLast);
if (!Sim::findObject(id,dptr) || !setDataBlock(dptr))
con->setLastError("Invalid packet GameBase::unpackUpdate()");
}
// ExtendedInfo
if(stream->readFlag())
{
// target
S32 targetId = -1;
if(stream->readFlag())
targetId = stream->readInt(TargetManager::TargetIdBitSize);
if(targetId != mTargetId)
setTarget(targetId);
// beacon
setBeacon(stream->readFlag());
stream->read(&mBeaconType);
}
}
//----------------------------------------------------------------------------
U32 GameBase::getSensorGroup()
{
if(!mTargetInfo)
return 0;
else
return mTargetInfo->sensorGroup;
}
//----------------------------------------------------------------------------
static int cGetDataBlock(SimObject *obj, S32, const char **)
{
GameBase* ptr = static_cast<GameBase*>(obj);
return ptr->getDataBlock()? ptr->getDataBlock()->getId(): 0;
}
//----------------------------------------------------------------------------
static bool cSetDataBlock(SimObject *obj, S32, const char **argv)
{
GameBaseData* data;
if (Sim::findObject(argv[2],data)) {
GameBase* ptr = static_cast<GameBase*>(obj);
return ptr->setDataBlock(data);
}
Con::printf("Could not find data block \"%s\"",argv[2]);
return false;
}
//----------------------------------------------------------------------------
static void cSetTargetId(SimObject *obj, S32, const char **argv)
{
GameBase* ptr = static_cast<GameBase*>(obj);
if(!ptr->isServerObject())
return;
// check for valid targetId
S32 targetId = dAtoi(argv[2]);
if((targetId < -1) || (targetId >= TargetManager::MaxTargets))
{
Con::errorf(ConsoleLogEntry::General, "GameBase::cSetTargetId: invalid target id [%s]", argv[2]);
return;
}
ptr->setTarget(targetId);
}
static S32 cGetTargetId(SimObject *obj, S32, const char **)
{
GameBase* ptr = static_cast<GameBase*>(obj);
return ptr->getTarget();
}
static bool cIsBeacon(SimObject * obj, S32, const char **)
{
GameBase * gameObj = static_cast<GameBase*>(obj);
return(gameObj->isBeacon());
}
static void cSetBeacon(SimObject * obj, S32, const char ** argv)
{
GameBase * gameObj = static_cast<GameBase*>(obj);
if(gameObj->isServerObject())
gameObj->setBeacon(dAtoi(argv[2]));
}
static void cSetBeaconType(SimObject * obj, S32, const char ** argv)
{
GameBase * gameObj = static_cast<GameBase*>(obj);
if(gameObj->isServerObject())
for(S32 x = 0; x < 3; ++x)
if(!dStrcmp(argv[2], beaconEnums[x].label))
{
gameObj->setBeaconType(x);
return;
}
}
static bool cIsBeaconType(SimObject * obj, S32, const char ** argv)
{
GameBase * gameObj = static_cast<GameBase*>(obj);
if(gameObj->isServerObject())
for(S32 x = 0; x < 3; ++x)
if(!dStrcmp(argv[2], beaconEnums[x].label))
{
if(gameObj->getBeaconType() == x)
return true;
break;
}
return false;
}
static void cSetBeaconNames(SimObject *, S32, const char ** argv)
{
GameBase::setBeaconGameNames(argv[1], argv[2], argv[3]);
}
//----------------------------------------------------------------------------
IMPLEMENT_GETDATATYPE(GameBaseData)
IMPLEMENT_SETDATATYPE(GameBaseData)
void GameBase::initPersistFields()
{
Parent::initPersistFields();
// set some static membors
smEnemyBeaconText = StringTable->insert("Target Beacon");
smFriendBeaconText = StringTable->insert("Marker Beacon");
smVehicleBeaconText = StringTable->insert("Bomb Target");
Con::registerType(TypeGameBaseDataPtr, sizeof(GameBaseData*),
REF_GETDATATYPE(GameBaseData),
REF_SETDATATYPE(GameBaseData));
addField("nameTag", TypeCaseString, Offset(mNameTag, GameBase));
addField("dataBlock", TypeGameBaseDataPtr, Offset(mDataBlock, GameBase));
addField("lockCount", TypeS32, Offset(mLockCount, GameBase));
addField("homingCount", TypeS32, Offset(mHomingCount, GameBase));
}
void GameBase::consoleInit()
{
#ifdef DEBUG
Con::addVariable("GameBase::boundingBox", TypeBool, &gShowBoundingBox);
#endif
Con::addCommand("GameBase", "getDataBlock", cGetDataBlock, "obj.getDataBlock()", 2, 2);
Con::addCommand("GameBase", "setDataBlock", cSetDataBlock, "obj.setDataBlock(DataBlock)", 3, 3);
Con::addCommand("GameBase", "setTarget", cSetTargetId, "obj.setTarget(targetId)", 3, 3);
Con::addCommand("GameBase", "getTarget", cGetTargetId, "obj.getTarget()", 2, 2);
Con::addCommand("GameBase", "isBeacon", cIsBeacon, "obj.isBeacon()", 2, 2);
Con::addCommand("GameBase", "setBeacon", cSetBeacon, "obj.setBeacon(bool)", 3, 3);
Con::addCommand("GameBase", "setBeaconType", cSetBeaconType, "obj.setBeaconType(enemy or friend or vehicle)", 3, 3);
Con::addCommand("GameBase", "isBeaconType", cIsBeaconType, "obj.isBeaconType(enemy or friend or vehicle)", 3, 3);
Con::addCommand("setBeaconNames", cSetBeaconNames, "setBeaconNames(target, marker, vehicle)", 4, 4);
}
//--------------------------------------------------------------------------
// Sensor stuff...
SensorData* GameBase::getSensorData()
{
if(mTargetInfo)
return mTargetInfo->sensorData;
else
return NULL;
}
void GameBase::targetInfoChanged(TargetInfo *info)
{
if(isClientObject())
{
if(info)
Sim::getCommandTargetSet()->addObject(this);
else
Sim::getCommandTargetSet()->removeObject(this);
}
if(info)
{
if(mTargetId >= 32)
gTargetManager->setTargetObject(info, this);
}
else
{
mTargetId = -1;
mTargetInfo = 0;
}
}
void GameBase::setHeat(const F32)
{
// Do nothing
}
F32 GameBase::getHeat() const
{
return 0.0f;
}