reman3/Rayman_X/cpa/public/OAC/_Actors.hpp

405 lines
12 KiB
C++

/* (c) Ubi Studios 1996*/
/*/////////////////////////////////*/
#ifndef __ACTOR_OBJECT_HPP__
#define __ACTOR_OBJECT_HPP__
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000*/
#ifdef _ACTORS_DLL_
#ifdef CPA_WANTS_IMPORT
#pragma message("========================================================")
#pragma message("== WARNING ! You are importing the ACTOR object class ==")
#pragma message("========================================================")
#endif /*CPA_WANTS_IMPORT*/
#endif /*_ACTORS_DLL_*/
/****************************************/
#ifndef CPA_EXPORT
#if defined(CPA_WANTS_IMPORT)
#define CPA_EXPORT __declspec(dllimport)
#elif defined(CPA_WANTS_EXPORT)
#define CPA_EXPORT __declspec(dllexport)
#else
#define CPA_EXPORT
#endif
#endif
/****************************************/
/*BEGIN ROMTEAM Cristi Petrescu 98-05-*/
/* For "IncAI.h" !!*/
#include "ACP_Base.h"
#include "IncAI.h"
/* End For "IncAI.h" !!*/
/*END ROMTEAM Cristi Petrescu 98-05-*/
typedef tdstEngineObject * EdActors_tdhHandleToActor;
class CTL_Editor_EnumDescriptor;
class EditorObjectTable;
class EdActors_EditorActor;
class EdActors_EditorActorModel;
class EdActors_EditorActorInstance;
class CPA_Family;
class CPA_SuperObject;
class CPA_State;
class CPA_Action;
class CPA_tdoNameList;
/*BEGIN ROMTEAM Cristi Petrescu 98-05-*/
class CPA_EdIR_DebugInfo;
/*END ROMTEAM Cristi Petrescu 98-05-*/
class CPA_EXPORT CPA_Actor : public CPA_SaveObject,
public CPA_EdMot<EdActors_tdhHandleToActor>
{
public:
/*Normal constructor*/
CPA_Actor(EdActors_tdhHandleToActor hObj,
EdActors_EditorActor *pclEditorActor,
CString csType,
CPA_Actor *pclBaseModel = NULL,
CPA_Family *pclBaseFamily = NULL,
CPA_SuperObject *_p_oSuperObject = NULL,
CString csName = "",
BOOL _bActorIsAvailable = TRUE);
/*Copy constructor*/
CPA_Actor(CPA_Actor *_pclSourceActor,
CPA_SuperObject *_p_oSuperObject,
CString _csName);
~CPA_Actor();
void SetEngineStruct(EdActors_tdhHandleToActor);
static void StaticInit();
/*Attributes*/
public:
protected:
private:
EdActors_EditorActor *m_pclEditorActor;
BOOL m_bDisplayZone;
CString m_csFamilyName;
BOOL m_bIsAnAlways;
BOOL m_bIsAGenDoor;
BOOL m_pri_bIsAlwaysActive;
/* ANNECY MT - 19/11/98 {*/
BOOL m_pri_bIsInAllSubMaps;
/* END ANNECY MT }*/
/*A (keeped) pointer on the SO isolated before engine mode*/
/*Only useful for GenDoors type Actors*/
/*This So is child of the Actor*/
CPA_SuperObject *m_pclIsolatedSuperObject;
/*This SO represents the Actro in the Hierarchy*/
CPA_SuperObject *m_pclSuperObject;
/*The Current Object Table*/
EditorObjectTable *m_pri_pclCurrentObjectTable;
/*The Initial Object Table*/
EditorObjectTable *m_pri_pclInitialObjectTable;
/*The Current Action*/
CPA_Action *m_pri_pclCurrentAction;
/*The Initial Action*/
CPA_Action *m_pri_pclInitialAction;
/*The Current State*/
CPA_State *m_pri_pclCurrentState;
/*The Initial State*/
CPA_State *m_pri_pclInitialState;
/*The Family of the Actor*/
CPA_Family *m_pri_pclFamily;
/*Indicates whether the Actor is an Instance (TRUE) or a Model (FALSE)*/
BOOL m_bIsAnInstance;
/*Internal Object, used to notify the file (and not the section)*/
CPA_SectionObject *m_pclSectionSubObject;
/*Indicates whether the Actor must be saved in "_Common" directory, or in Level*/
BOOL m_pri_bIsCommon;
/*Indicates whether the Actor must be saved in "Game.fix" file*/
BOOL m_pri_bIsInFix;
/*Indicates whether this Actor must be saved or not*/
BOOL m_pri_bHasBeenModified;
/*CPA2 Stegaru Cristian 98-06*/
/*hide variable option*/
BOOL m_bHideVariable;
static CString m_csINIFileName;
static CString m_csHideVariableSection;
BOOL m_bCheckZonesAgainstBV;
/*End CPA2 Stegaru Cristian 98-06*/
/*Functions*/
public:
/*//////////////////////////////////////////////////////////////*/
/* PUBLIC FUNCTIONS //*/
/*//////////////////////////////////////////////////////////////*/
/*Returns the Model of the Actor(or NULL if the Actor is a Model)*/
CPA_Actor *m_fn_pclGetModel();
/*Returns TRUE if the Actor is an Instance, else returns FALSE*/
BOOL m_fn_bIsAnInstance();
/*Returns TRUE if the Actor is a Model, else returns FALSE*/
BOOL m_fn_bIsAModel();
/*Returns the Editor's Actor (a priori, not needed out of Actors DLL)*/
void m_fn_vSetEditorActor(EdActors_EditorActor *);
EdActors_EditorActor *m_fn_pclGetEditorActor();
EdActors_EditorActorModel *m_fn_pclGetEditorModel();
EdActors_EditorActorInstance *m_fn_pclGetEditorInstance();
/*To set a new name for an Actor*/
BOOL m_fn_bRename(CString csNewName);
/*To finish loading a Model*/
void m_fn_vFinishLoading();
/**/
CString m_fn_csGetFamilyName();
void m_fn_vSetFamilyName(CString csNewFamilyName);
/**/
void m_fn_vMakeAlways(BOOL bIsAnAlways = TRUE);
BOOL m_fn_bIsAnAlways();
BOOL m_fn_bCanBeAnAlways();
/*Get/Set for pointer on the SO isolated before engine mode*/
/*Only useful for GenDoors type Actors*/
CPA_SuperObject *m_fn_pclGetIsolatedSuperObject();
void m_fn_vSetIsolatedSuperObject(CPA_SuperObject *);
/*Gen Doors*/
void m_fn_vMakeGenDoor(BOOL bIsAGenDoor = TRUE);
BOOL m_fn_bIsAGenDoor();
/*Always active*/
BOOL m_pub_fn_bIsAlwaysActive();
void m_pub_fn_vSetAlwaysActive(BOOL _bAlwaysActive, BOOL _bIsLoading = FALSE);
/*In All SubMaps*/
BOOL m_pub_fn_bIsInAllSubMaps();
void m_pub_fn_vSetInAllSubMaps(BOOL _bInAllSubMaps, BOOL _bIsLoading = FALSE);
/*To get the Motor status of Actors*/
BOOL m_fn_bIsTheCurrentMotorCamera();
BOOL m_fn_bIsAPrincipalActor();
/*BOOL m_fn_bIsTheWorldActor();*/
/*To add childs to an Actor, according to its status*/
void m_pub_fn_vAddChildsFromEngineChilds();
void m_pub_fn_vAddChildsForGenDoors();
/*To remove editor childs*/
void m_pub_fn_vRemoveAllEditorChilds();
/*To compare the two hierarchies (motor and editor) when back from motor mode*/
/* returns TRUE only if hierarchies are the same*/
BOOL m_pub_fn_bCompareEditorAndMotorChilds();
/*To handle the Object Tables of an Actor*/
CTL_Editor_EnumDescriptor *m_pub_fn_pclGetEnumDescriptorForObjectsTables();
void m_pub_fn_vConstructEnumDescriptorForObjectsTables();
/*Object Tables*/
EditorObjectTable *m_pub_fn_pclGetCurrentObjectTable();
void m_pub_fn_vSetCurrentObjectTable(EditorObjectTable *);
EditorObjectTable *m_pub_fn_pclGetInitialObjectTable();
void m_pub_fn_vSetInitialObjectTable(EditorObjectTable *);
void m_pub_fn_vUpdateObjectTablesList(EditorObjectTable *pclOT = NULL);
/*Action*/
CPA_Action *m_pub_fn_pclGetCurrentAction();
void m_pub_fn_vSetCurrentAction(CPA_Action *);
CPA_Action *m_pub_fn_pclGetInitialAction();
void m_pub_fn_vSetInitialAction(CPA_Action *);
/*State*/
CPA_State *m_pub_fn_pclGetCurrentState();
void m_pub_fn_vSetCurrentState(CPA_State *);
CPA_State *m_pub_fn_pclGetInitialState();
void m_pub_fn_vSetInitialState( CPA_State *,
BOOL _bMustNotifyLevel = FALSE);
/*To get Motor and Editor SuperObjects*/
HIE_tdxHandleToSuperObject m_pub_fn_hGetMotorSuperObject();
CPA_SuperObject *m_pub_fn_pclGetSuperObject();
void m_pub_fn_vSetSuperObject(CPA_SuperObject *);
/*To get/set the Family*/
/*Returns the Family of the Actor (Model or Instance)*/
CPA_Family *m_pub_fn_pclGetFamily();
void m_pub_fn_vSetFamily(CPA_Family *pclNewFamily);
/*For a Model, indicates wether it can be instantiated or not*/
BOOL m_pub_fn_bCanBeInstantiated();
/**/
BOOL m_pub_fn_bIsCommon();
void m_pub_fn_vSetCommon( BOOL _bCommon = TRUE,
BOOL _bIsLoading = FALSE);
/**/
BOOL m_pub_fn_bIsInFix();
void m_pub_fn_vSetInFix( BOOL _bIsInFix = TRUE,
BOOL _bIsLoading = FALSE);
/*Indicates whether this Actor must be saved or not*/
BOOL m_pub_fn_bHasBeenModified();
/*To re-init the Actor as if it was in its intial state*/
void m_pub_fn_vReInitActor();
/*Returns the number of Instances of a Model, and -1 for an Instance*/
long m_pub_fn_lGetNumberOfInstances();
/*Checks Model before Instanciation*/
BOOL m_pub_fn_bCheckModelForInstanciation();
/* //Returns the name of a Designer Variable, knowing its ID
// ... For IAD ...
CString m_pub_fn_csGetDsgVarNameFromID(long _lID);
//Displays the IA editor with the good behaviour
// ... For IAD ...
void m_pub_fn_vShowBehaviour(struct tdstNodeInterpret_ *_pstNode);*/
/*BEGIN ROMTEAM Cristi Petrescu 98-05-*/
/*CPA_EdIR_DebugInfo *m_fn_pGetDebugInfo (tdstNodeInterpret *_pstNode);*/
/* initialize the debugger*/
void m_fn_vMustBuildDebugInfo (BOOL);
/* for building behaviour nodes*/
CString m_fn_csGetBehaviourName (tdstNodeInterpret *);
/* for diplaying in the IA window the executed code*/
/*void m_fn_vStartExecutedCodeDisplay (CString);*/
/*void m_fn_vStopExecutedCodeDisplay (CString);*/
void m_fn_vClearExecutedNodes (CString);
void m_fn_vSetOneExecutedNode (tdstNodeInterpret *);
void m_fn_vShowBehaviour (struct tdstNodeInterpret_ *);
void m_fn_vShowBehaviour (CString);
/*END ROMTEAM Cristi Petrescu 98-05-*/
/*Get ???*/
/*For TIA*/
CPA_tdoNameList *m_pub_fn_pclGetNameList(CString _csName);
/*CPA2 Stegaru Cristian 98-06*/
BOOL mfn_bIsHideVarChecked ();
void mfn_vCheckHideVar (BOOL bHideVar);
static CString mfn_csGetINIFileName () { return m_csINIFileName;}
BOOL mfn_bSet_CheckZonesAgainstBV (BOOL bCheck) { return m_bCheckZonesAgainstBV = bCheck;}
BOOL mfn_bGet_CheckZonesAgainstBV () { return m_bCheckZonesAgainstBV;}
/*End CPA2 Stegaru Cristian 98-06*/
/*SHAITAN*/
void mfn_vUpdateAIModel (AI_tdstAIModel *p_stAIModel);
void mfn_vUpdateAllInstancesForFastC (void);
/*SHAITAN*/
/*//////////////////////////////////////////////////////////////*/
/* end of PUBLIC FUNCTIONS //*/
/*//////////////////////////////////////////////////////////////*/
public:
/*Virtual Functions*/
virtual long GetDataType(void);
virtual void *GetData(void);
virtual void fn_vNotifySave(void);
virtual void fn_vNotifyUnSave(void);
virtual void fn_vNotifyRestore(void);
virtual void fn_vNotifyRename(void);
/*CPA2 Stegaru Cristian 98-06*/
virtual tdeMissingCriteria fn_eCheckValidity (const CString csNewName);
/*End CPA2 Stegaru Cristian 98-06*/
virtual CString fn_csComputeReferencedSectionName(const CString csNewName);
/*Specific Functions*/
static void s_m_fn_vCallBackSaveActor(SCR_tdst_File_Description *_p_stFile,
char *_p_szSectionName,
void *_p_vData,
SCR_tde_Ntfy_Action _eAction);
BOOL GetDisplayZone() {return m_bDisplayZone;};
void SetDisplayZone(BOOL _bDisplayZone) {m_bDisplayZone = _bDisplayZone;};
BOOL m_pub_fn_bCanBeRenamed();
/* Shaitan Correction {*/
void fn_vSetExistingSectionSubObject (BOOL bExist);
/*End Shaitan Correction }*/
void m_fn_vSetModelDefaultValues (void);
protected:
private:
CString m_pri_fn_csComputeReferencedSectionName(CString csName = "",
CPA_Family *pclFamily = NULL);
CString m_pri_fn_csComputeCompleteSectionName(CString csName = "",
CPA_Family *pclFamily = NULL);
CString m_pri_fn_csComputeCompleteFileName(void);
CString m_pri_fn_csComputeReferencedFileName(void);
/*To build (recursively) the hierarchy of Modules childs for the Actor*/
void m_pri_fn_vBuildChildOfOneLevel(CPA_SuperObject *_pclEditorSoFather);
/*To remove (recursively) editor childs of one SuperObject*/
void m_pri_fn_vRemoveAllChildsForOneSO(CPA_SuperObject *_pclEditorSoFather);
/*To compare (recursively) editor and motor childs of ONE SuperObject*/
BOOL m_pri_fn_bCompareOneLevelOfEditorAndMotorChilds(CPA_SuperObject *_pclFatherSO);
/*CPA2 Stegaru Cristian 98-06*/
void mfn_vSaveToINI ();
void mfn_vLoadFromINI ();
/*End CPA2 Stegaru Cristian 98-06*/
};
class EdActors_MyDocument;
class CPA_MakeAlways : public CPA_Modif
{
private:
EdActors_MyDocument *m_pDocument;
CPA_List<CPA_Actor> m_lstActors;
BOOL m_bMakeAlways;
/* CPA2 ASilvescu 98-04-24*/
BOOL m_bIsCommon;
/* End CPA2 ASilvescu 98-04-24*/
public:
CPA_MakeAlways (EdActors_MyDocument *pDocument, CPA_List<CPA_SuperObject> *pSOActors, BOOL bMakeAlways);
CPA_MakeAlways (EdActors_MyDocument *pDocument, CPA_Actor *pActor, BOOL bMakeAlways);
~CPA_MakeAlways (void);
BOOL Do (void);
BOOL Undo (void);
};
#endif /*__ACTOR_OBJECT*/