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