You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
229 lines
6.5 KiB
229 lines
6.5 KiB
4 years ago
|
/*==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/>.
|
||
|
|
||
|
Additional permissions under GNU GPL version 3 section 7
|
||
|
|
||
|
If you modify this Program, or any covered work, by linking or
|
||
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||
|
(or a modified version of those libraries),
|
||
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
||
|
licensors of this Program grant you additional
|
||
|
permission to convey the resulting work. Corresponding Source for a
|
||
|
non-source form of such a combination shall include the source code for
|
||
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
||
|
work.
|
||
|
|
||
|
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;
|
||
14 years ago
|
}
|