/*==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
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If you modify this Program , or any covered work , by linking or
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* = = 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 = 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 = 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 ;
}