399 lines
14 KiB
C++
Executable File
399 lines
14 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _GAMEBASE_H_
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#define _GAMEBASE_H_
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#ifndef _SCENEOBJECT_H_
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#include "sim/sceneObject.h"
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#endif
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#ifndef _RESMANAGER_H_
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#include "core/resManager.h"
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#endif
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#ifndef _GTEXMANAGER_H_
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#include "dgl/gTexManager.h"
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#endif
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class NetConnection;
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class ProcessList;
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struct Move;
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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/// Scriptable, demo-able datablock.
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///
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/// This variant of SimDataBlock performs these additional tasks:
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/// - Linking datablock's namepsaces to the namespace of their C++ class, so
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/// that datablocks can expose script functionality.
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/// - Linking datablocks to a user defined scripting namespace, by setting the
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/// className field at datablock definition time.
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/// - Adds a category field; this is used by the world creator in the editor to
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/// classify creatable shapes. Creatable shapes are placed under the Shapes
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/// node in the treeview for this; additional levels are created, named after
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/// the category fields.
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/// - Adds support for demo stream recording. This support takes the form
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/// of the member variable packed. When a demo is being recorded by a client,
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/// data is unpacked, then packed again to the data stream, then, in the case
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/// of datablocks, preload() is called to process the data. It is occasionally
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/// the case that certain references in the datablock stream cannot be resolved
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/// until preload is called, in which case a raw ID field is stored in the variable
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/// which will eventually be used to store a pointer to the object. However, if
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/// packData() is called before we resolve this ID, trying to call getID() on the
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/// objecct ID would be a fatal error. Therefore, in these cases, we test packed;
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/// if it is true, then we know we have to write the raw data, instead of trying
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/// to resolve an ID.
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///
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/// @see SimDataBlock for further details about datablocks.
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/// @see http://hosted.tribalwar.com/t2faq/datablocks.shtml for an excellent
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/// explanation of the basics of datablocks from a scripting perspective.
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/// @nosubgrouping
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struct GameBaseData : public SimDataBlock {
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private:
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typedef SimDataBlock Parent;
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public:
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bool packed;
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StringTableEntry category;
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StringTableEntry className;
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bool onAdd();
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// The derived class should provide the following:
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DECLARE_CONOBJECT(GameBaseData);
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GameBaseData();
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static void initPersistFields();
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bool preload(bool server, char errorBuffer[256]);
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void unpackData(BitStream* stream);
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};
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DECLARE_CONSOLETYPE(GameBaseData)
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//----------------------------------------------------------------------------
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// A few utility methods for sending datablocks over the net
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//----------------------------------------------------------------------------
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bool UNPACK_DB_ID(BitStream *, U32 & id);
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bool PACK_DB_ID(BitStream *, U32 id);
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bool PRELOAD_DB(U32 & id, SimDataBlock **, bool server, const char * clientMissing = NULL, const char * serverMissing = NULL);
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//----------------------------------------------------------------------------
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class GameConnection;
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// For truly it is written: "The wise man extends GameBase for his purposes,
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// while the fool has the ability to eject shell casings from the belly of his
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// dragon." -- KillerBunny
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/// Base class for game objects which use datablocks, networking, are editable,
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/// and need to process ticks.
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///
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/// @section GameBase_process GameBase and ProcessList
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///
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/// GameBase adds two kinds of time-based updates. Torque works off of a concept
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/// of ticks. Ticks are slices of time 32 milliseconds in length. There are three
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/// methods which are used to update GameBase objects that are registered with
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/// the ProcessLists:
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/// - processTick(Move*) is called on each object once for every tick, regardless
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/// of the "real" framerate.
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/// - interpolateTick(float) is called on client objects when they need to interpolate
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/// to match the next tick.
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/// - advanceTime(float) is called on client objects so they can do time-based behaviour,
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/// like updating animations.
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///
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/// Torque maintains a server and a client processing list; in a local game, both
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/// are populated, while in multiplayer situations, either one or the other is
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/// populated.
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///
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/// You can control whether an object is considered for ticking by means of the
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/// setProcessTick() method.
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///
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/// @section GameBase_datablock GameBase and Datablocks
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///
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/// GameBase adds support for datablocks. Datablocks are secondary classes which store
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/// static data for types of game elements. For instance, this means that all "light human
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/// male armor" type Players share the same datablock. Datablocks typically store not only
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/// raw data, but perform precalculations, like finding nodes in the game model, or
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/// validating movement parameters.
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///
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/// There are three parts to the datablock interface implemented in GameBase:
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/// - <b>getDataBlock()</b>, which gets a pointer to the current datablock. This is
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/// mostly for external use; for in-class use, it's better to directly access the
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/// mDataBlock member.
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/// - <b>setDataBlock()</b>, which sets mDataBlock to point to a new datablock; it
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/// uses the next part of the interface to inform subclasses of this.
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/// - <b>onNewDataBlock()</b> is called whenever a new datablock is assigned to a GameBase.
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///
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/// Datablocks are also usable through the scripting language.
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///
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/// @see SimDataBlock for more details.
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///
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/// @section GameBase_networking GameBase and Networking
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///
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/// writePacketData() and readPacketData() are called to transfer information needed for client
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/// side prediction. They are usually used when updating a client of its control object state.
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///
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/// Subclasses of GameBase usually transmit positional and basic status data in the packUpdate()
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/// functions, while giving velocity, momentum, and similar state information in the writePacketData().
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///
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/// writePacketData()/readPacketData() are called <i>in addition</i> to packUpdate/unpackUpdate().
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///
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/// @nosubgrouping
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class GameBase : public SceneObject
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{
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private:
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typedef SceneObject Parent;
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friend class ProcessList;
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/// @name Datablock
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/// @{
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private:
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GameBaseData* mDataBlock;
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StringTableEntry mNameTag;
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/// @}
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/// @name Tick Processing Internals
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/// @{
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private:
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void plUnlink();
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void plLinkAfter(GameBase*);
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void plLinkBefore(GameBase*);
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void plJoin(GameBase*);
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struct Link {
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GameBase *next;
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GameBase *prev;
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};
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U32 mProcessTag; ///< Tag used to sort objects for processing.
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Link mProcessLink; ///< Ordered process queue link.
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SimObjectPtr<GameBase> mAfterObject;
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/// @}
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// Control interface
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GameConnection* mControllingClient;
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//GameBase* mControllingObject;
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public:
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static bool gShowBoundingBox; ///< Should we render bounding boxes?
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protected:
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bool mProcessTick;
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F32 mLastDelta;
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F32 mCameraFov;
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public:
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GameBase();
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virtual ~GameBase();
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enum GameBaseMasks {
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InitialUpdateMask = Parent::NextFreeMask,
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DataBlockMask = InitialUpdateMask << 1,
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ExtendedInfoMask = DataBlockMask << 1,
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ControlMask = ExtendedInfoMask << 1,
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NextFreeMask = ControlMask << 1
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};
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/// @name Inherited Functionality.
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/// @{
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bool onAdd();
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void onRemove();
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void inspectPostApply();
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static void initPersistFields();
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static void consoleInit();
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/// @}
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///@name Datablock
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///@{
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/// Assigns this object a datablock and loads attributes with onNewDataBlock.
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///
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/// @see onNewDataBlock
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/// @param dptr Datablock
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bool setDataBlock(GameBaseData* dptr);
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/// Returns the datablock for this object.
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GameBaseData* getDataBlock() { return mDataBlock; }
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/// Called when a new datablock is set. This allows subclasses to
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/// appropriately handle new datablocks.
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///
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/// @see setDataBlock()
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/// @param dptr New datablock
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virtual bool onNewDataBlock(GameBaseData* dptr);
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///@}
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/// @name Script
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/// The scriptOnXX methods are invoked by the leaf classes
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/// @{
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/// Executes the 'onAdd' script function for this object.
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/// @note This must be called after everything is ready
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void scriptOnAdd();
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/// Executes the 'onNewDataBlock' script function for this object.
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///
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/// @note This must be called after everything is loaded.
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void scriptOnNewDataBlock();
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/// Executes the 'onRemove' script function for this object.
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/// @note This must be called while the object is still valid
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void scriptOnRemove();
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/// @}
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/// @name Tick Processing
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/// @{
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/// Set the status of tick processing.
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///
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/// If this is set to true, processTick will be called; if false,
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/// then it will be skipped.
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///
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/// @see processTick
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/// @param t If true, tick processing is enabled.
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void setProcessTick(bool t) { mProcessTick = t; }
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/// Force this object to process after some other object.
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///
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/// For example, a player mounted to a vehicle would want to process after the vehicle,
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/// to prevent a visible "lagging" from occuring when the vehicle motions, so the player
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/// would be set to processAfter(theVehicle);
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///
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/// @param obj Object to process after
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void processAfter(GameBase *obj);
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/// Clears the effects of a call to processAfter()
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void clearProcessAfter();
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/// Returns the object that this processes after.
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///
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/// @see processAfter
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GameBase* getProcessAfter() { return mAfterObject; }
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/// Removes this object from the tick-processing list
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void removeFromProcessList() { plUnlink(); }
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/// Processes a move event and updates object state once every 32 milliseconds.
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///
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/// This takes place both on the client and server, every 32 milliseconds (1 tick).
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///
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/// @see ProcessList
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/// @param move Move event corresponding to this tick, or NULL.
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virtual void processTick(const Move *move);
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/// Interpolates between tick events. This takes place on the CLIENT ONLY.
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///
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/// @param delta Time since last call to interpolate
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virtual void interpolateTick(F32 delta);
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/// Advances simulation time for animations. This is called every frame.
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///
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/// @param dt Time since last advance call
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virtual void advanceTime(F32 dt);
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/// This is a component system thing, gotta ask Clark about it
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virtual void preprocessMove(Move *move) {}
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/// @}
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/// Draws a bounding box around this object
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void drawBoundingBox(bool useRenderTransform = false);
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/// @name Network
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/// @see NetObject, NetConnection
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/// @{
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F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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/// Write state information necessary to perform client side prediction of an object.
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///
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/// This information is sent only to the controling object. For example, if you are a client
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/// controlling a Player, the server uses writePacketData() instead of packUpdate() to
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/// generate the data you receive.
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///
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/// @param conn Connection for which we're generating this data.
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/// @param stream Bitstream for output.
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virtual void writePacketData(GameConnection *conn, BitStream *stream);
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/// Read data written with writePacketData() and update the object state.
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///
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/// @param conn Connection for which we're generating this data.
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/// @param stream Bitstream to read.
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virtual void readPacketData(GameConnection *conn, BitStream *stream);
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/// Gets the checksum for packet data.
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///
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/// Basically writes a packet, does a CRC check on it, and returns
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/// that CRC.
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///
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/// @see writePacketData
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/// @param conn Game connection
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virtual U32 getPacketDataChecksum(GameConnection *conn);
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///@}
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/// @name User control
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/// @{
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/// Returns the client controling this object
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GameConnection *getControllingClient() { return mControllingClient; }
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/// Sets the client controling this object
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/// @param client Client that is now controling this object
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virtual void setControllingClient(GameConnection *client);
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/// @}
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DECLARE_CONOBJECT(GameBase);
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};
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//-----------------------------------------------------------------------------
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#define TickShift 5
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#define TickMs (1 << TickShift)
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#define TickSec (F32(TickMs) / 1000.0f)
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#define TickMask (TickMs - 1)
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/// List to keep track of GameBases to process.
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class ProcessList
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{
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GameBase head;
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U32 mCurrentTag;
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SimTime mLastTick;
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SimTime mLastTime;
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SimTime mLastDelta;
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bool mIsServer;
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bool mDirty;
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static bool mDebugControlSync;
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void orderList();
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void advanceObjects();
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public:
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SimTime getLastTime() { return mLastTime; }
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ProcessList(bool isServer);
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void markDirty() { mDirty = true; }
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bool isDirty() { return mDirty; }
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void addObject(GameBase* obj) {
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obj->plLinkBefore(&head);
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}
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F32 getLastInterpDelta() { return mLastDelta / F32(TickMs); }
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/// @name Advancing Time
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/// The advance time functions return true if a tick was processed.
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///
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/// These functions go through either gServerProcessList or gClientProcessList and
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/// call each GameBase's processTick().
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/// @{
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bool advanceServerTime(SimTime timeDelta);
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bool advanceClientTime(SimTime timeDelta);
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/// @}
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};
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extern ProcessList gClientProcessList;
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extern ProcessList gServerProcessList;
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#endif
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