//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "console/console.h" #include "console/engineAPI.h" #include "console/sim.h" #include "console/simEvents.h" #include "console/simObject.h" #include "console/simSet.h" #include "core/module.h" MODULE_BEGIN( Sim ) // Note: tho the SceneGraphs are created after the Manager, delete them after, rather // than before to make sure that all the objects are removed from the graph. MODULE_INIT_AFTER( GFX ) MODULE_SHUTDOWN_BEFORE( GFX ) MODULE_INIT { Sim::init(); } MODULE_SHUTDOWN { Sim::shutdown(); } MODULE_END; namespace Sim { // Don't forget to InstantiateNamed* in simManager.cc - DMM ImplementNamedSet(ActiveActionMapSet) ImplementNamedSet(GhostAlwaysSet) ImplementNamedSet(WayPointSet) ImplementNamedSet(fxReplicatorSet) ImplementNamedSet(fxFoliageSet) ImplementNamedSet(BehaviorSet) ImplementNamedSet(MaterialSet) ImplementNamedSet(SFXSourceSet) ImplementNamedSet(SFXDescriptionSet) ImplementNamedSet(SFXTrackSet) ImplementNamedSet(SFXEnvironmentSet) ImplementNamedSet(SFXStateSet) ImplementNamedSet(SFXAmbienceSet) ImplementNamedSet(TerrainMaterialSet) ImplementNamedSet(DataBlockSet); ImplementNamedSet(ForestBrushSet); ImplementNamedSet(ForestItemDataSet); ImplementNamedGroup(ActionMapGroup) ImplementNamedGroup(ClientGroup) ImplementNamedGroup(GuiGroup) ImplementNamedGroup(GuiDataGroup) ImplementNamedGroup(TCPGroup) ImplementNamedGroup(SFXParameterGroup); //groups created on the client ImplementNamedGroup(ClientConnectionGroup) ImplementNamedSet(sgMissionLightingFilterSet) } //----------------------------------------------------------------------------- // Console Functions //----------------------------------------------------------------------------- ConsoleFunctionGroupBegin ( SimFunctions, "Functions relating to Sim."); DefineEngineFunction( nameToID, S32, (const char * objectName), ,"nameToID(object)") { SimObject *obj = Sim::findObject(objectName); if(obj) return obj->getId(); else return -1; } DefineEngineFunction( isObject, bool, (const char * objectName), ,"isObject(object)") { if (!String::compare(objectName, "0") || !String::compare(objectName, "")) return false; else return (Sim::findObject(objectName) != NULL); } ConsoleDocFragment _spawnObject1( "@brief Global function used for spawning any type of object.\n\n" "Note: This is separate from SpawnSphere::spawnObject(). This function is not called off any " "other class and uses different parameters than the SpawnSphere's function. In the source, " "SpawnSphere::spawnObject() actually calls this function and passes its properties " "(spawnClass, spawnDatablock, etc).\n\n" "@param class Mandatory field specifying the object class, such as Player or TSStatic.\n\n" "@param datablock Field specifying the object's datablock, optional for objects such as TSStatic, mandatory for game objects like Player.\n\n" "@param name Optional field specifying a name for this instance of the object.\n\n" "@param properties Optional set of parameters applied to the spawn object during creation.\n\n" "@param script Optional command(s) to execute when spawning an object.\n\n" "@tsexample\n" "// Set the parameters for the spawn function\n" "%objectClass = \"Player\";\n" "%objectDatablock = \"DefaultPlayerData\";\n" "%objectName = \"PlayerName\";\n" "%additionalProperties = \"health = \\\"0\\\";\"; // Note the escape sequence \\ in front of quotes\n" "%spawnScript = \"echo(\\\"Player Spawned\\\");\" // Note the escape sequence \\ in front of quotes\n" "// Spawn with the engine's Sim::spawnObject() function\n" "%player = spawnObject(%objectClass, %objectDatablock, %objectName, %additionalProperties, %spawnScript);\n" "@endtsexample\n\n" "@ingroup Game", NULL, "bool spawnObject(class [, dataBlock, name, properties, script]);" ); DefineEngineFunction( spawnObject, S32, ( const char * spawnClass , const char * spawnDataBlock , const char * spawnName , const char * spawnProperties , const char * spawnScript ),("","","","") ,"spawnObject(class [, dataBlock, name, properties, script])" "@hide") { SimObject* spawnObject = Sim::spawnObject(spawnClass, spawnDataBlock, spawnName, spawnProperties, spawnScript); if (spawnObject) return spawnObject->getId(); else return -1; } DefineEngineFunction( cancel, void, (S32 eventId), ,"cancel(eventId)") { Sim::cancelEvent(eventId); } DefineEngineFunction( cancelAll, void, (const char * objectId), ,"cancelAll(objectId): cancel pending events on the specified object. Events will be automatically cancelled if object is deleted.") { Sim::cancelPendingEvents(Sim::findObject(objectId)); } DefineEngineFunction( isEventPending, bool, (S32 scheduleId), ,"isEventPending(%scheduleId);") { return Sim::isEventPending(scheduleId); } DefineEngineFunction( getEventTimeLeft, S32, (S32 scheduleId), ,"getEventTimeLeft(scheduleId) Get the time left in ms until this event will trigger.") { return Sim::getEventTimeLeft(scheduleId); } DefineEngineFunction( getScheduleDuration, S32, (S32 scheduleId), ,"getScheduleDuration(%scheduleId);" ) { S32 ret = Sim::getScheduleDuration(scheduleId); return ret; } DefineEngineFunction( getTimeSinceStart, S32, (S32 scheduleId), ,"getTimeSinceStart(%scheduleId);" ) { S32 ret = Sim::getTimeSinceStart(scheduleId); return ret; } DefineEngineStringlyVariadicFunction(schedule, S32, 4, 0, "schedule(time, refobject|0, command, )") { U32 timeDelta = U32(dAtof(argv[1])); SimObject *refObject = Sim::findObject(argv[2]); if(!refObject) { if(argv[2][0] != '0') return 0; refObject = Sim::getRootGroup(); } SimConsoleEvent *evt = new SimConsoleEvent(argc - 3, argv + 3, false); S32 ret = Sim::postEvent(refObject, evt, Sim::getCurrentTime() + timeDelta); // #ifdef DEBUG // Con::printf("ref %s schedule(%s) = %d", argv[2], argv[3], ret); // Con::executef( "backtrace"); // #endif return ret; } DefineEngineFunction( getUniqueName, const char*, (const char * baseName), , "( String baseName )\n" "@brief Returns a unique unused SimObject name based on a given base name.\n\n" "@baseName Name to conver to a unique string if another instance exists\n" "@note Currently only used by editors\n" "@ingroup Editors\n" "@internal") { String outName = Sim::getUniqueName( baseName ); if ( outName.isEmpty() ) return NULL; char *buffer = Con::getReturnBuffer( outName.size() ); dStrcpy( buffer, outName, outName.size() ); return buffer; } DefineEngineFunction( getUniqueInternalName, const char*, (const char * baseName, const char * setString, bool searchChildren), , "( String baseName, SimSet set, bool searchChildren )\n" "@brief Returns a unique unused internal name within the SimSet/Group based on a given base name.\n\n" "@note Currently only used by editors\n" "@ingroup Editors\n" "@internal") { SimSet *set; if ( !Sim::findObject( setString, set ) ) { Con::errorf( "getUniqueInternalName() - invalid parameter for SimSet." ); return NULL; } String outName = Sim::getUniqueInternalName( baseName, set, searchChildren ); if ( outName.isEmpty() ) return NULL; char *buffer = Con::getReturnBuffer( outName.size() ); dStrcpy( buffer, outName, outName.size() ); return buffer; } DefineEngineFunction( isValidObjectName, bool, (const char * name), , "( string name )" "@brief Return true if the given name makes for a valid object name.\n\n" "@param name Name of object\n" "@return True if name is allowed, false if denied (usually because it starts with a number, _, or invalid character" "@ingroup Console") { return Sim::isValidObjectName( name ); } ConsoleFunctionGroupEnd( SimFunctions );