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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "HeadSpin.h"
#include "plNPCSpawnComp.h"
#include "resource.h"
#include "plComponent.h"
#include "plComponentReg.h"
#include "plActivatorBaseComponent.h"
#include "MaxMain/plMaxNode.h"
#include "plAvatar/plNPCSpawnMod.h"
#include "pnMessage/plNotifyMsg.h"
#include <map>
// Keep from getting dead-code-stripped
void DummyCodeIncludFuncNPCSpawn() {}
// DON'T delete from this enum. Just add _DEAD to the end of the name
enum
{
kModelName, // v1
kAccountName, // v1
kAutoSpawn, // v1
};
/** \class plNPCSpawnComp
Simply creates a plNPCSpawnMod and applies it to the scene node.
*/
class plNPCSpawnComp : public plActivatorBaseComponent
{
public:
plNPCSpawnComp();
plKey GetNPCSpawnKey(plMaxNode *node);
hsBool SetupProperties(plMaxNode *node, plErrorMsg *pErrMsg);
hsBool PreConvert(plMaxNode *node, plErrorMsg *pErrMsg);
hsBool Convert(plMaxNode* node,plErrorMsg *pErrMsg);
private:
// per-instance registry of all the modifiers that were created by this component
typedef std::map<plMaxNode*, plNPCSpawnMod*> modmap;
modmap fMods;
bool IIsValid();
};
// Max class descriptor.
CLASS_DESC(plNPCSpawnComp, gNPCSpawnDesc, "NPC Spawner", "NPC Spawner", COMP_TYPE_AVATAR, NPC_SPAWN_CLASS_ID )
// GETNPCSPAWNKEY
// The idea here is to allow access to all the modifiers that
// were created by a given npc spawner component.
plKey GetNPCSpawnModKey(plComponentBase *npcSpawnComp, plMaxNodeBase *target)
{
if (npcSpawnComp->ClassID() == NPC_SPAWN_CLASS_ID)
{
plNPCSpawnComp *comp = (plNPCSpawnComp*)npcSpawnComp;
return comp->GetNPCSpawnKey((plMaxNode*)target);
}
return nil;
}
// GNPCSPAWNBLOCK
ParamBlockDesc2 gNPCSpawnBlock
(
plComponent::kBlkComp, _T("(ex)One Shot Comp"), 0, &gNPCSpawnDesc, P_AUTO_CONSTRUCT + P_AUTO_UI, plComponent::kRefComp,
//Rollout data
IDD_COMP_NPC_SPAWN, IDS_COMP_NPC_SPAWNER, 0, 0, NULL,
//params
kModelName, _T("ModelName"), TYPE_STRING, 0, 0,
p_ui, TYPE_EDITBOX, IDC_NPC_SPAWN_MODEL_TEXT_BOX,
end,
//params
kAccountName, _T("AccountName"), TYPE_STRING, 0, 0,
p_ui, TYPE_EDITBOX, IDC_NPC_SPAWN_ACCOUNT_TEXT_BOX,
end,
kAutoSpawn, _T("AutoSpawn"), TYPE_BOOL, 0, 0,
p_default, FALSE,
p_ui, TYPE_SINGLECHEKBOX, IDC_NPC_SPAWN_AUTOSPAWN_BOOL,
end,
end
);
plNPCSpawnComp::plNPCSpawnComp()
{
fClassDesc = &gNPCSpawnDesc;
fClassDesc->MakeAutoParamBlocks(this);
}
// GETNPCSPAWNKEY
plKey plNPCSpawnComp::GetNPCSpawnKey(plMaxNode *node)
{
if (fMods.find(node) != fMods.end())
return fMods[node]->GetKey();
return nil;
}
// ISVALID
bool plNPCSpawnComp::IIsValid()
{
const char *modelName = fCompPB->GetStr(kModelName);
// account name is optional (for the moment)
//const char *account = fCompPB->GetStr(kAccountName);
return (modelName && *modelName != '\0');
}
// SETUPPROPERTIES
hsBool plNPCSpawnComp::SetupProperties(plMaxNode *node, plErrorMsg *pErrMsg)
{
fMods.clear(); // clear out our cache of modifiers (used for interfacing to python & responder)
if (IIsValid())
{
node->SetForceLocal(true);
return true;
}
else
{
if (pErrMsg->Set(true, "NPC Spawner", "NPC Spawn component on '%s' has no animation name, and will not be included in the export. Abort this export?", node->GetName()).Ask())
pErrMsg->Set(true, "", "");
else
pErrMsg->Set(false); // Don't want to abort
return false;
}
}
// PRECONVERT
// We actually do the convert here so we're around for responder & python fixup
hsBool plNPCSpawnComp::PreConvert(plMaxNode *node, plErrorMsg *pErrMsg)
{
if (IIsValid())
{
const char *modelName = fCompPB->GetStr(kModelName);
const char *accountName = fCompPB->GetStr(kAccountName);
bool autoSpawn = fCompPB->GetInt(kAutoSpawn) ? true : false;
plNPCSpawnMod *mod = TRACKED_NEW plNPCSpawnMod(modelName, accountName, autoSpawn);
fMods[node] = mod;
// this is used by the python file modifier to figure out which component we're coming from
plKey modKey = hsgResMgr::ResMgr()->NewKey(IGetUniqueName(node), mod, node->GetLocation());
fLogicModKeys[node] = modKey;
}
return true;
}
// CONVERT
// We just attach to the scene object here. Not sure why we didn't do it at convert time;
// I'm cribbing from Colin's modifications to the one shot component.
hsBool plNPCSpawnComp::Convert(plMaxNode* node, plErrorMsg *pErrMsg)
{
modmap::iterator i = fMods.find(node);
if (i != fMods.end())
{
plNPCSpawnMod *mod = ((*i).second);
// let's make a notification message that we'll use to notify interested parties
// when we actually do our spawn.
plNotifyMsg *notify = TRACKED_NEW plNotifyMsg();
hsTArray<plKey> receivers;
IGetReceivers(node, receivers);
notify->SetSender(mod->GetKey());
notify->SetState(1.0f);
for (int i = 0; i < receivers.Count(); i++)
notify->AddReceiver(receivers[i]);
mod->SetNotify(notify);
node->AddModifier(mod, IGetUniqueName(node));
return true;
}
return false;
}