/*==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 . 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 // 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 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 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; }