| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258 | //-----------------------------------------------------------------------------// 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);   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.");DefineConsoleFunction( nameToID, S32, (const char * objectName), ,"nameToID(object)"){   SimObject *obj = Sim::findObject(objectName);   if(obj)      return obj->getId();   else      return -1;}DefineConsoleFunction( isObject, bool, (const char * objectName), ,"isObject(object)"){   if (!dStrcmp(objectName, "0") || !dStrcmp(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]);");DefineConsoleFunction( 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;}DefineConsoleFunction( cancel, void, (S32 eventId), ,"cancel(eventId)"){   Sim::cancelEvent(eventId);}DefineConsoleFunction( 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));}DefineConsoleFunction( isEventPending, bool, (S32 scheduleId), ,"isEventPending(%scheduleId);"){   return Sim::isEventPending(scheduleId);}DefineConsoleFunction( getEventTimeLeft, S32, (S32 scheduleId), ,"getEventTimeLeft(scheduleId) Get the time left in ms until this event will trigger."){   return Sim::getEventTimeLeft(scheduleId);}DefineConsoleFunction( getScheduleDuration, S32, (S32 scheduleId), ,"getScheduleDuration(%scheduleId);" ){   S32 ret = Sim::getScheduleDuration(scheduleId);   return ret;}DefineConsoleFunction( getTimeSinceStart, S32, (S32 scheduleId), ,"getTimeSinceStart(%scheduleId);" ){   S32 ret = Sim::getTimeSinceStart(scheduleId);   return ret;}ConsoleFunction(schedule, S32, 4, 0, "schedule(time, refobject|0, command, <arg1...argN>)"){   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;}DefineConsoleFunction( 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 );   return buffer;}DefineConsoleFunction( 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 );   return buffer;}DefineConsoleFunction( 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 );
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