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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "plCloneSpawnModifier.h"
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#include "hsResMgr.h"
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#include "plResMgr/plResManager.h"
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#include "plResMgr/plKeyFinder.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "plScene/plSceneNode.h"
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#include "pnMessage/plClientMsg.h"
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#include "plgDispatch.h"
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#include "pnMessage/plWarpMsg.h"
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#include "pnMessage/plNodeRefMsg.h"
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#include "plMessage/plLoadCloneMsg.h"
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plCloneSpawnModifier::plCloneSpawnModifier() : fExportTime(false)
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{
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}
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void plCloneSpawnModifier::Read(hsStream *s, hsResMgr *mgr)
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{
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fTemplateName = s->ReadSafeString_TEMP();
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plSingleModifier::Read(s, mgr);
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}
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void plCloneSpawnModifier::Write(hsStream *s, hsResMgr *mgr)
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{
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s->WriteSafeString(fTemplateName);
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plSingleModifier::Write(s, mgr);
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}
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void plCloneSpawnModifier::SetTarget(plSceneObject* so)
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{
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fTarget = so;
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// Spawning the clone here since at Read time fTarget isn't set. Kind of a hack though.
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if (fTarget && !fExportTime)
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{
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// Assume the clone template is in the same age we are
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const plLocation& loc = GetKey()->GetUoid().GetLocation();
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plString ageName;
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((plResManager*)hsgResMgr::ResMgr())->GetLocationStrings(loc, &ageName, nil);
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// Spawn the clone
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plKey cloneKey = SpawnClone(fTemplateName, ageName, GetTarget()->GetLocalToWorld(), GetKey());
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}
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}
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plKey plCloneSpawnModifier::SpawnClone(const plString& cloneName, const plString& cloneAge, const hsMatrix44& pos, plKey requestor)
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{
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plResManager* resMgr = (plResManager*)hsgResMgr::ResMgr();
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// Find the clone room for this age
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const plLocation& loc = plKeyFinder::Instance().FindLocation(cloneAge, "BuiltIn");
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// Find the clone template key
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plUoid objUoid(loc, plSceneObject::Index(), cloneName);
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plKey key = resMgr->FindKey(objUoid);
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if (key)
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{
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plLoadCloneMsg* cloneMsg = new plLoadCloneMsg(objUoid, requestor, 0);
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cloneMsg->SetBCastFlag(plMessage::kMsgWatch);
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plKey cloneKey = cloneMsg->GetCloneKey();//resMgr->CloneKey(key);
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cloneMsg->Send();
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// Put the clone into the clone room, which also forces it to load.
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plKey cloneNodeKey = resMgr->FindKey(kNetClientCloneRoom_KEY);
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plNodeRefMsg* nodeRefCloneMsg = new plNodeRefMsg(cloneNodeKey, plNodeRefMsg::kOnRequest, -1, plNodeRefMsg::kObject);
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resMgr->AddViaNotify(cloneKey, nodeRefCloneMsg, plRefFlags::kActiveRef);
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// Warp it into position
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plWarpMsg *warpMsg = new plWarpMsg;
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warpMsg->AddReceiver(cloneKey);
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warpMsg->SetTransform(pos);
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plgDispatch::MsgSend(warpMsg);
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return cloneKey;
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}
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return nil;
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}
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