tge/engine/game/gameBase.h
2025-02-17 23:17:30 -06:00

399 lines
14 KiB
C++
Executable File

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