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📄 gamebase.cc

📁 五行MMORPG引擎系统V1.0
💻 CC
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

#include "platform/platform.h"
#include "game/gameBase.h"
#include "console/consoleTypes.h"
#include "console/consoleInternal.h"
#include "core/bitStream.h"
#include "sim/netConnection.h"
#include "game/gameConnection.h"
#include "math/mathIO.h"
#include "dgl/dgl.h"

//----------------------------------------------------------------------------
// Ghost update relative priority values

static F32 sUpFov       = 1.0;
static F32 sUpDistance  = 0.4;
static F32 sUpVelocity  = 0.4;
static F32 sUpSkips     = 0.2;
static F32 sUpOwnership = 0.2;
static F32 sUpInterest  = 0.2;


//----------------------------------------------------------------------------
//----------------------------------------------------------------------------

IMPLEMENT_CO_DATABLOCK_V1(GameBaseData);

GameBaseData::GameBaseData()
{
   category = "";
   className = "";
   packed = false;
}

bool GameBaseData::onAdd()
{
   if (!Parent::onAdd())
      return false;

   // Link our object name to the datablock class name and
   // then onto our C++ class name.
   const char* name = getName();
   if (name && name[0] && getClassRep()) {
      bool linkSuccess = false;
      Namespace *parent = getClassRep()->getNameSpace();
      if (className && className[0] && dStricmp(className, parent->mName)) {
         linkSuccess = Con::linkNamespaces(parent->mName,className);
         if(linkSuccess)
            linkSuccess = Con::linkNamespaces(className,name);
      }
      else
         linkSuccess = Con::linkNamespaces(parent->mName,name);
      if(linkSuccess)
         mNameSpace = Con::lookupNamespace(name);
   }

   // If no className was specified, set it to our C++ class name
   if (!className || !className[0])
      className = getClassRep()->getClassName();

   return true;
}

void GameBaseData::initPersistFields()
{
   Parent::initPersistFields();
   addField("category",   TypeCaseString,          Offset(category,   GameBaseData));
   addField("className",  TypeString,              Offset(className,  GameBaseData));
}

bool GameBaseData::preload(bool server, char errorBuffer[256])
{
   if (!Parent::preload(server, errorBuffer))
      return false;
   packed = false;
   return true;
}

void GameBaseData::unpackData(BitStream* stream)
{
   Parent::unpackData(stream);
   packed = true;
}


//----------------------------------------------------------------------------
bool UNPACK_DB_ID(BitStream * stream, U32 & id)
{
   if (stream->readFlag())
   {
      id = stream->readRangedU32(DataBlockObjectIdFirst,DataBlockObjectIdLast);
      return true;
   }
   return false;
}

bool PACK_DB_ID(BitStream * stream, U32 id)
{
   if (stream->writeFlag(id))
   {
      stream->writeRangedU32(id,DataBlockObjectIdFirst,DataBlockObjectIdLast);
      return true;
   }
   return false;
}

bool PRELOAD_DB(U32 & id, SimDataBlock ** data, bool server, const char * clientMissing, const char * serverMissing)
{
   if (server)
   {
      if (*data)
         id = (*data)->getId();
      else if (server && serverMissing)
      {
         Con::errorf(ConsoleLogEntry::General,serverMissing);
         return false;
      }
   }
   else
   {
      if (id && !Sim::findObject(id,*data) && clientMissing)
      {
         Con::errorf(ConsoleLogEntry::General,clientMissing);
         return false;
      }
   }
   return true;
}
//----------------------------------------------------------------------------


#ifdef TGE_RPG
bool GameBase::g_bInGameWorld		= false;
bool GameBase::gShowBoundingBox	= false;
#else
bool GameBase::gShowBoundingBox;
#endif
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(GameBase);

GameBase::GameBase()
{
   mNetFlags.set(Ghostable);
   mTypeMask |= GameBaseObjectType;

   mProcessLink.next = mProcessLink.prev = this;
   mAfterObject = 0;
   mProcessTag = 0;
   mLastDelta = 0;
   mDataBlock = 0;
   mProcessTick = true;
   mNameTag = "";
   mControllingClient = 0;

#ifdef TGE_RPG
	m_pRPGBase	= NULL;
#endif

}

GameBase::~GameBase()
{
   plUnlink();
}


//----------------------------------------------------------------------------

bool GameBase::onAdd()
{
   if (!Parent::onAdd() || !mDataBlock)
      return false;


   if (isClientObject()) {
      // Client datablock are initialized by the initial update
		/// 因为gClientProcessList与gServerProcessList是同一个,故...
#ifndef TGE_RPGCLIENT2 /// TGE_RPGIsClientObject
#ifdef TGE_RPG
	if(g_bInGameWorld)
#endif
      gClientProcessList.addObject(this);
   }
   else {
#endif
      // Datablock must be initialized on the server
      if (!onNewDataBlock(mDataBlock))
         return false;

#ifdef TGE_RPG
	if(g_bInGameWorld)
#endif
      gServerProcessList.addObject(this);
   }
   return true;
}

void GameBase::onRemove()
{
   plUnlink();
   Parent::onRemove();
}

bool GameBase::onNewDataBlock(GameBaseData* dptr)
{
   mDataBlock = dptr;

   if (!mDataBlock)
      return false;

   setMaskBits(DataBlockMask);
   return true;
}

void GameBase::inspectPostApply()
{
   Parent::inspectPostApply();
   setMaskBits(ExtendedInfoMask);
}

//----------------------------------------------------------------------------
void GameBase::processTick(const Move*)
{
   mLastDelta = 0;
}

void GameBase::interpolateTick(F32 delta)
{
   mLastDelta = delta;
}

void GameBase::advanceTime(F32)
{
}


//----------------------------------------------------------------------------

F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 updateSkips)
{
   updateMask;

   // Calculate a priority used to decide if this object
   // will be updated on the client.  All the weights
   // are calculated 0 -> 1  Then weighted together at the
   // end to produce a priority.
   Point3F pos;
   getWorldBox().getCenter(&pos);
   pos -= camInfo->pos;
   F32 dist = pos.len();
   if (dist == 0.0f) dist = 0.001f;
   pos *= 1.0f / dist;

   // Weight based on linear distance, the basic stuff.
   F32 wDistance = (dist < camInfo->visibleDistance)?
      1.0f - (dist / camInfo->visibleDistance): 0.0f;

   // Weight by field of view, objects directly in front
   // will be weighted 1, objects behind will be 0
   F32 dot = mDot(pos,camInfo->orientation);
   bool inFov = dot > camInfo->cosFov;
   F32 wFov = inFov? 1.0f: 0;

   // Weight by linear velocity parallel to the viewing plane
   // (if it's the field of view, 0 if it's not).
   F32 wVelocity = 0.0f;
   if (inFov)
   {
      Point3F vec;
      mCross(camInfo->orientation,getVelocity(),&vec);
      wVelocity = (vec.len() * camInfo->fov) /
         (camInfo->fov * camInfo->visibleDistance);
      if (wVelocity > 1.0f)
         wVelocity = 1.0f;
   }

   // Weight by interest.
   F32 wInterest;
   if (getType() & PlayerObjectType)
      wInterest = 0.75f;
   else if (getType() & ProjectileObjectType)
   {
      // Projectiles are more interesting if they
      // are heading for us.
      wInterest = 0.30f;
      F32 dot = -mDot(pos,getVelocity());
      if (dot > 0.0f)
         wInterest += 0.20 * dot;
   }
   else
   {
      if (getType() & ItemObjectType)
         wInterest = 0.25f;
      else
         // Everything else is less interesting.
         wInterest = 0.0f;
   }

   // Weight by updateSkips
   F32 wSkips = updateSkips * 0.5;

   // Calculate final priority, should total to about 1.0f
   //
   return
      wFov       * sUpFov +
      wDistance  * sUpDistance +
      wVelocity  * sUpVelocity +
      wSkips     * sUpSkips +
      wInterest  * sUpInterest;
}

void GameBase::drawBoundingBox(bool useRenderTransform)
{
   const MatrixF & mat = useRenderTransform ? getRenderTransform() : getTransform();
   Box3F wbox = useRenderTransform ? getRenderWorldBox() : mWorldBox;

   glDisable(GL_DEPTH_TEST);
   Point3F box;
   glPushMatrix();
   dglMultMatrix(&mat);
   box = (mObjBox.min + mObjBox.max) * 0.5;
   glTranslatef(box.x,box.y,box.z);
   box = (mObjBox.max - mObjBox.min) * 0.5;
   glScalef(box.x,box.y,box.z);
   glColor3f(1, 0, 1);
   dglWireCube(Point3F(1,1,1),Point3F(0,0,0));
   glPopMatrix();

   glPushMatrix();
   box = (wbox.min + wbox.max) * 0.5;
   glTranslatef(box.x,box.y,box.z);
   box = (wbox.max - wbox.min) * 0.5;
   glScalef(box.x,box.y,box.z);
   glColor3f(0, 1, 1);
   dglWireCube(Point3F(1,1,1),Point3F(0,0,0));
   glPopMatrix();
   glEnable(GL_DEPTH_TEST);
}

//----------------------------------------------------------------------------
bool GameBase::setDataBlock(GameBaseData* dptr)
{
   if (isGhost() || isProperlyAdded()) {
      if (mDataBlock != dptr)
         return onNewDataBlock(dptr);
   }
   else
      mDataBlock = dptr;
   return true;
}


//--------------------------------------------------------------------------
void GameBase::scriptOnAdd()
{
   // Script onAdd() must be called by the leaf class after
   // everything is ready.
#ifndef TGE_RPGCLIENT2 /// TGE_RPGIsClientObject
   if (!isGhost())
#endif
      Con::executef(mDataBlock,2,"onAdd",scriptThis());
}

void GameBase::scriptOnNewDataBlock()
{
   // Script onNewDataBlock() must be called by the leaf class
   // after everything is loaded.
#ifndef TGE_RPGCLIENT2 /// TGE_RPGIsClientObject
   if (!isGhost())
#endif
      Con::executef(mDataBlock,2,"onNewDataBlock",scriptThis());
}

void GameBase::scriptOnRemove()
{
   // Script onRemove() must be called by leaf class while
   // the object state is still valid.
#ifdef TGE_RPGCLIENT2 /// TGE_RPGIsClientObject
   if (mDataBlock)
#else
   if (!isGhost() && mDataBlock)
#endif
      Con::executef(mDataBlock,2,"onRemove",scriptThis());
}


//--------------------------------------------------------------------------
void GameBase::plUnlink()
{
#ifdef TGE_RPG
	if(!g_bInGameWorld)
		return;
#endif

   mProcessLink.next->mProcessLink.prev = mProcessLink.prev;
   mProcessLink.prev->mProcessLink.next = mProcessLink.next;
   mProcessLink.next = mProcessLink.prev = this;
}

void GameBase::plLinkAfter(GameBase* obj)
{
#ifdef TGE_RPG
	if(!g_bInGameWorld)
		return;
#endif
   // Link this after obj
   mProcessLink.next = obj->mProcessLink.next;
   mProcessLink.prev = obj;
   obj->mProcessLink.next = this;
   mProcessLink.next->mProcessLink.prev = this;
}

void GameBase::plLinkBefore(GameBase* obj)
{
 #ifdef TGE_RPG
	if(!g_bInGameWorld)
		return;
#endif
  // Link this before obj
   mProcessLink.next = obj;
   mProcessLink.prev = obj->mProcessLink.prev;
   obj->mProcessLink.prev = this;
   mProcessLink.prev->mProcessLink.next = this;
}

void GameBase::plJoin(GameBase* head)
{
 #ifdef TGE_RPG
	if(!g_bInGameWorld)
		return;
#endif
  GameBase *tail1 = head->mProcessLink.prev;
   GameBase *tail2 = mProcessLink.prev;
   tail1->mProcessLink.next = this;
   mProcessLink.prev = tail1;
   tail2->mProcessLink.next = head;
   head->mProcessLink.prev = tail2;
}


//----------------------------------------------------------------------------
void GameBase::processAfter(GameBase* obj)
{
#ifdef TGE_RPG
	if(!g_bInGameWorld)
		return;
#endif

   mAfterObject = obj;
   if ((const GameBase*)obj->mAfterObject == this)
      obj->mAfterObject = 0;
   if (isGhost())
      gClientProcessList.markDirty();
   else
      gServerProcessList.markDirty();
}

void GameBase::clearProcessAfter()
{
   mAfterObject = 0;
}


//----------------------------------------------------------------------------

void GameBase::setControllingClient(GameConnection* client)
{
   if (isClientObject())
   {
      if (mControllingClient)
         Con::executef(this, 3, "setControl","0");
      if (client)
         Con::executef(this, 3, "setControl","1");
   }

   mControllingClient = client;
   setMaskBits(ControlMask);
}

U32 GameBase::getPacketDataChecksum(GameConnection*)
{
   return 0;
}

void GameBase::writePacketData(GameConnection*, BitStream*)
{
}

void GameBase::readPacketData(GameConnection*, BitStream*)
{
}

U32 GameBase::packUpdate(NetConnection *, U32 mask, BitStream *stream)
{
   // Check the mask for the ScaleMask; if it's true, pass that in.
   if (stream->writeFlag( mask & ScaleMask ) ) {
       mathWrite( *stream, Parent::getScale() );
   }
   if (stream->writeFlag((mask & DataBlockMask) && mDataBlock != NULL)) {
      stream->writeRangedU32(mDataBlock->getId(),
                             DataBlockObjectIdFirst,
                             DataBlockObjectIdLast);
   }

   // cafTODO: ControlMask
   return 0;
}

void GameBase::unpackUpdate(NetConnection *con, BitStream *stream)
{
   if (stream->readFlag()) {
      VectorF scale;
      mathRead( *stream, &scale );
      setScale( scale );
   }
   if (stream->readFlag()) {
      GameBaseData* dptr = 0;
      SimObjectId id = stream->readRangedU32(DataBlockObjectIdFirst,
                                             DataBlockObjectIdLast);

      if (!Sim::findObject(id,dptr) || !setDataBlock(dptr))
         con->setLastError("Invalid packet GameBase::unpackUpdate()");
   }
}

//----------------------------------------------------------------------------
ConsoleMethod( GameBase, getDataBlock, S32, 2, 2, "()"
              "Return the datablock this GameBase is using.")
{
   return object->getDataBlock()? object->getDataBlock()->getId(): 0;
}

//----------------------------------------------------------------------------
ConsoleMethod(GameBase, setDataBlock, bool, 3, 3, "(DataBlock db)"
              "Assign this GameBase to use the specified datablock.")
{
   GameBaseData* data;
   if (Sim::findObject(argv[2],data)) {
      return object->setDataBlock(data);
   }
   Con::errorf("Could not find data block \"%s\"",argv[2]);
   return false;
}

//----------------------------------------------------------------------------
IMPLEMENT_CONSOLETYPE(GameBaseData)
IMPLEMENT_GETDATATYPE(GameBaseData)
IMPLEMENT_SETDATATYPE(GameBaseData)

void GameBase::initPersistFields()
{
   Parent::initPersistFields();

   addGroup("Misc");	
   addField("nameTag",   TypeCaseString,      Offset(mNameTag,   GameBase));
   addField("dataBlock", TypeGameBaseDataPtr, Offset(mDataBlock, GameBase));
   endGroup("Misc");	
}

void GameBase::consoleInit()
{
#ifdef TORQUE_DEBUG
   Con::addVariable("GameBase::boundingBox", TypeBool, &gShowBoundingBox);
#endif
#ifdef TGE_RPG
   Con::addVariable("GameBase::inGameWorld", TypeBool, &g_bInGameWorld);
#endif

}

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