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- //-----------------------------------------------------------------------------
- // 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 "T3D/components/game/StateMachinecomponent.h"
- #include "platform/platform.h"
- #include "console/consoleTypes.h"
- #include "core/util/safeDelete.h"
- #include "core/resourceManager.h"
- #include "core/stream/fileStream.h"
- #include "console/consoleTypes.h"
- #include "console/consoleObject.h"
- #include "ts/tsShapeInstance.h"
- #include "core/stream/bitStream.h"
- #include "gfx/gfxTransformSaver.h"
- #include "console/engineAPI.h"
- #include "lighting/lightQuery.h"
- IMPLEMENT_CALLBACK( StateMachineComponent, onStateChange, void, (), (),
- "@brief Called when we collide with another object.\n\n"
- "@param obj The ShapeBase object\n"
- "@param collObj The object we collided with\n"
- "@param vec Collision impact vector\n"
- "@param len Length of the impact vector\n" );
- //////////////////////////////////////////////////////////////////////////
- // Constructor/Destructor
- //////////////////////////////////////////////////////////////////////////
- StateMachineComponent::StateMachineComponent() : Component()
- {
- mFriendlyName = "State Machine";
- mComponentType = "Game";
- mDescription = getDescriptionText("A generic state machine.");
- mStateMachineFile = "";
- //doesn't need to be networked
- mNetworked = false;
- mNetFlags.clear();
- }
- StateMachineComponent::~StateMachineComponent()
- {
- for(S32 i = 0;i < mFields.size();++i)
- {
- ComponentField &field = mFields[i];
- SAFE_DELETE_ARRAY(field.mFieldDescription);
- }
- SAFE_DELETE_ARRAY(mDescription);
- }
- IMPLEMENT_CO_NETOBJECT_V1(StateMachineComponent);
- bool StateMachineComponent::onAdd()
- {
- if(! Parent::onAdd())
- return false;
- // Register for the resource change signal.
- ResourceManager::get().getChangedSignal().notify(this, &StateMachineComponent::_onResourceChanged);
- mStateMachine.onStateChanged.notify(this, &StateMachineComponent::onStateChanged);
- return true;
- }
- void StateMachineComponent::onRemove()
- {
- Parent::onRemove();
- }
- U32 StateMachineComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
- {
- U32 retMask = Parent::packUpdate(con, mask, stream);
- return retMask;
- }
- void StateMachineComponent::unpackUpdate(NetConnection *con, BitStream *stream)
- {
- Parent::unpackUpdate(con, stream);
- }
- //This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
- void StateMachineComponent::onComponentAdd()
- {
- Parent::onComponentAdd();
- }
- void StateMachineComponent::onComponentRemove()
- {
- Parent::onComponentRemove();
- }
- void StateMachineComponent::initPersistFields()
- {
- Parent::initPersistFields();
- addProtectedField("stateMachineFile", TypeFilename, Offset(mStateMachineFile, StateMachineComponent),
- &_setSMFile, &defaultProtectedGetFn, "The sim time of when we started this state");
- }
- bool StateMachineComponent::_setSMFile(void *object, const char *index, const char *data)
- {
- StateMachineComponent* smComp = static_cast<StateMachineComponent*>(object);
- if (smComp)
- {
- smComp->setStateMachineFile(data);
- smComp->loadStateMachineFile();
- return true;
- }
- return false;
- }
- void StateMachineComponent::_onResourceChanged(const Torque::Path &path)
- {
- if (path != Torque::Path(mStateMachineFile))
- return;
- loadStateMachineFile();
- }
- void StateMachineComponent::loadStateMachineFile()
- {
- if (!dStrIsEmpty(mStateMachineFile))
- {
- mStateMachine.mStateMachineFile = mStateMachineFile;
- mStateMachine.loadStateMachineFile();
- //now that it's loaded, we need to parse the SM's fields and set them as script vars on ourselves
- S32 smFieldCount = mStateMachine.getFieldsCount();
- for (U32 i = 0; i < smFieldCount; i++)
- {
- StateMachine::StateField field = mStateMachine.getField(i);
- char buffer[128];
- if (field.fieldType == StateMachine::StateField::BooleanType)
- {
- dSprintf(buffer, sizeof(buffer), "%b", field.triggerBoolVal);
- setDataField(field.name, NULL, buffer);
- }
- else if (field.fieldType == StateMachine::StateField::NumberType)
- {
- dSprintf(buffer, sizeof(buffer), "%g", field.triggerNumVal);
- setDataField(field.name, NULL, buffer);
- }
- else if (field.fieldType == StateMachine::StateField::StringType)
- {
- setDataField(field.name, NULL, field.triggerStringVal);
- }
- }
- }
- }
- void StateMachineComponent::processTick()
- {
- if (!isServerObject() || !isActive())
- return;
- mStateMachine.update();
- }
- void StateMachineComponent::onDynamicModified( const char* slotName, const char* newValue )
- {
- Parent::onDynamicModified(slotName, newValue);
- StringTableEntry fieldName = StringTable->insert(slotName);
- mStateMachine.checkTransitions(fieldName, newValue);
- }
- void StateMachineComponent::onStaticModified( const char* slotName, const char* newValue )
- {
- Parent::onStaticModified(slotName, newValue);
- StringTableEntry fieldName = StringTable->insert(slotName);
- mStateMachine.checkTransitions(fieldName, newValue);
- }
- void StateMachineComponent::onStateChanged(StateMachine* sm, S32 stateIdx)
- {
- //do a script callback, if we have one
- //check if we have a function for that, and then also check if our owner does
- StringTableEntry callbackName = mStateMachine.getCurrentState().callbackName;
- if (isMethod(callbackName))
- Con::executef(this, callbackName);
- if (mOwner->isMethod(callbackName))
- Con::executef(mOwner, callbackName);
- }
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