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229 lines
6.5 KiB
229 lines
6.5 KiB
/*==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 "HeadSpin.h" |
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#include "plNPCSpawnComp.h" |
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#include "resource.h" |
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#include "plComponent.h" |
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#include "plComponentReg.h" |
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#include "plActivatorBaseComponent.h" |
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#include "../MaxMain/plMaxNode.h" |
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#include "../plAvatar/plNPCSpawnMod.h" |
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#include "../pnMessage/plNotifyMsg.h" |
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#include <map> |
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// Keep from getting dead-code-stripped |
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void DummyCodeIncludFuncNPCSpawn() {} |
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// DON'T delete from this enum. Just add _DEAD to the end of the name |
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enum |
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{ |
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kModelName, // v1 |
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kAccountName, // v1 |
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kAutoSpawn, // v1 |
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}; |
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/** \class plNPCSpawnComp |
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Simply creates a plNPCSpawnMod and applies it to the scene node. |
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*/ |
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class plNPCSpawnComp : public plActivatorBaseComponent |
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{ |
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public: |
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plNPCSpawnComp(); |
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plKey GetNPCSpawnKey(plMaxNode *node); |
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hsBool SetupProperties(plMaxNode *node, plErrorMsg *pErrMsg); |
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hsBool PreConvert(plMaxNode *node, plErrorMsg *pErrMsg); |
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hsBool Convert(plMaxNode* node,plErrorMsg *pErrMsg); |
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private: |
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// per-instance registry of all the modifiers that were created by this component |
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typedef std::map<plMaxNode*, plNPCSpawnMod*> modmap; |
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modmap fMods; |
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bool IIsValid(); |
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}; |
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// Max class descriptor. |
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CLASS_DESC(plNPCSpawnComp, gNPCSpawnDesc, "NPC Spawner", "NPC Spawner", COMP_TYPE_AVATAR, NPC_SPAWN_CLASS_ID ) |
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// GETNPCSPAWNKEY |
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// The idea here is to allow access to all the modifiers that |
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// were created by a given npc spawner component. |
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plKey GetNPCSpawnModKey(plComponentBase *npcSpawnComp, plMaxNodeBase *target) |
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{ |
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if (npcSpawnComp->ClassID() == NPC_SPAWN_CLASS_ID) |
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{ |
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plNPCSpawnComp *comp = (plNPCSpawnComp*)npcSpawnComp; |
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return comp->GetNPCSpawnKey((plMaxNode*)target); |
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} |
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return nil; |
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} |
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// GNPCSPAWNBLOCK |
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ParamBlockDesc2 gNPCSpawnBlock |
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( |
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plComponent::kBlkComp, _T("(ex)One Shot Comp"), 0, &gNPCSpawnDesc, P_AUTO_CONSTRUCT + P_AUTO_UI, plComponent::kRefComp, |
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//Rollout data |
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IDD_COMP_NPC_SPAWN, IDS_COMP_NPC_SPAWNER, 0, 0, NULL, |
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//params |
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kModelName, _T("ModelName"), TYPE_STRING, 0, 0, |
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p_ui, TYPE_EDITBOX, IDC_NPC_SPAWN_MODEL_TEXT_BOX, |
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end, |
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//params |
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kAccountName, _T("AccountName"), TYPE_STRING, 0, 0, |
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p_ui, TYPE_EDITBOX, IDC_NPC_SPAWN_ACCOUNT_TEXT_BOX, |
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end, |
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kAutoSpawn, _T("AutoSpawn"), TYPE_BOOL, 0, 0, |
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p_default, FALSE, |
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p_ui, TYPE_SINGLECHEKBOX, IDC_NPC_SPAWN_AUTOSPAWN_BOOL, |
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end, |
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end |
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); |
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plNPCSpawnComp::plNPCSpawnComp() |
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{ |
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fClassDesc = &gNPCSpawnDesc; |
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fClassDesc->MakeAutoParamBlocks(this); |
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} |
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// GETNPCSPAWNKEY |
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plKey plNPCSpawnComp::GetNPCSpawnKey(plMaxNode *node) |
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{ |
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if (fMods.find(node) != fMods.end()) |
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return fMods[node]->GetKey(); |
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return nil; |
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} |
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// ISVALID |
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bool plNPCSpawnComp::IIsValid() |
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{ |
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const char *modelName = fCompPB->GetStr(kModelName); |
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// account name is optional (for the moment) |
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//const char *account = fCompPB->GetStr(kAccountName); |
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return (modelName && *modelName != '\0'); |
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} |
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// SETUPPROPERTIES |
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hsBool plNPCSpawnComp::SetupProperties(plMaxNode *node, plErrorMsg *pErrMsg) |
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{ |
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fMods.clear(); // clear out our cache of modifiers (used for interfacing to python & responder) |
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if (IIsValid()) |
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{ |
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node->SetForceLocal(true); |
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return true; |
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} |
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else |
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{ |
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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()) |
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pErrMsg->Set(true, "", ""); |
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else |
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pErrMsg->Set(false); // Don't want to abort |
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return false; |
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} |
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} |
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// PRECONVERT |
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// We actually do the convert here so we're around for responder & python fixup |
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hsBool plNPCSpawnComp::PreConvert(plMaxNode *node, plErrorMsg *pErrMsg) |
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{ |
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if (IIsValid()) |
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{ |
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const char *modelName = fCompPB->GetStr(kModelName); |
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const char *accountName = fCompPB->GetStr(kAccountName); |
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bool autoSpawn = fCompPB->GetInt(kAutoSpawn) ? true : false; |
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plNPCSpawnMod *mod = TRACKED_NEW plNPCSpawnMod(modelName, accountName, autoSpawn); |
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fMods[node] = mod; |
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// this is used by the python file modifier to figure out which component we're coming from |
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plKey modKey = hsgResMgr::ResMgr()->NewKey(IGetUniqueName(node), mod, node->GetLocation()); |
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fLogicModKeys[node] = modKey; |
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} |
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return true; |
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} |
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// CONVERT |
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// We just attach to the scene object here. Not sure why we didn't do it at convert time; |
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// I'm cribbing from Colin's modifications to the one shot component. |
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hsBool plNPCSpawnComp::Convert(plMaxNode* node, plErrorMsg *pErrMsg) |
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{ |
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modmap::iterator i = fMods.find(node); |
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if (i != fMods.end()) |
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{ |
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plNPCSpawnMod *mod = ((*i).second); |
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// let's make a notification message that we'll use to notify interested parties |
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// when we actually do our spawn. |
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plNotifyMsg *notify = TRACKED_NEW plNotifyMsg(); |
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hsTArray<plKey> receivers; |
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IGetReceivers(node, receivers); |
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notify->SetSender(mod->GetKey()); |
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notify->SetState(1.0f); |
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for (int i = 0; i < receivers.Count(); i++) |
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notify->AddReceiver(receivers[i]); |
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mod->SetNotify(notify); |
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node->AddModifier(mod, IGetUniqueName(node)); |
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return true; |
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} |
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return false; |
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} |