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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 "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, <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;
- }
- 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 );
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