mirror of
https://github.com/nillerusr/source-engine.git
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2419 lines
68 KiB
C++
2419 lines
68 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "stdafx.h"
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#include "collisionutils.h"
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#include "fgdlib/gdclass.h"
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#include "IEditorTexture.h"
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#include "GlobalFunctions.h"
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#include "hammer_mathlib.h"
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#include "HelperFactory.h"
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#include "MapAlignedBox.h"
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#include "MapSweptPlayerHull.h"
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#include "MapDefs.h"
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#include "MapDoc.h"
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#include "MapEntity.h"
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#include "MapAnimator.h"
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#include "MapSolid.h"
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#include "MapView2D.h" // dvs FIXME: For HitTest2D implementation
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#include "MapViewLogical.h"
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#include "MapWorld.h"
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#include "Options.h"
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#include "Render2D.h"
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#include "SaveInfo.h"
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#include "VisGroup.h"
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#include "MapSprite.h"
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#include "camera.h"
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#include "hammer.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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IMPLEMENT_MAPCLASS(CMapEntity)
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#define LOGICAL_BOX_WIDTH 300
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#define LOGICAL_BOX_HEIGHT 300
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#define LOGICAL_BOX_INNER_OFFSET 10
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#define LOGICAL_BOX_CONNECTOR_INPUT_WIDTH 50
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#define LOGICAL_BOX_CONNECTOR_OUTPUT_WIDTH 50
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#define LOGICAL_BOX_CONNECTOR_RADIUS 10
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#define LOGICAL_BOX_ARROW_LENGTH 25
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#define LOGICAL_BOX_ARROW_HEIGHT 10
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class CMapAnimator;
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class CMapKeyFrame;
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bool CMapEntity::s_bShowEntityNames = true;
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bool CMapEntity::s_bShowEntityConnections = false;
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bool CMapEntity::s_bShowUnconnectedEntities = true;
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static CMapObjectList FoundEntities;
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pEntity -
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// pKV -
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// Output :
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//-----------------------------------------------------------------------------
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static BOOL FindKeyValue(CMapEntity *pEntity, MDkeyvalue *pKV)
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{
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LPCTSTR pszValue = pEntity->GetKeyValue(pKV->szKey);
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if (!pszValue || strcmpi(pszValue, pKV->szValue))
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{
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return TRUE;
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}
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FoundEntities.AddToTail(pEntity);
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Compares two entity names, allowing wildcards in EITHER string.
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// Assumes that the wildcard character '*' marks the end of comparison,
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// in other words, these are identical:
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//
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// test*
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// test*stuff
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//
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// Input : szName1 -
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// szName2 -
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// Output : int
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//-----------------------------------------------------------------------------
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int CompareEntityNames(const char *szName1, const char *szName2)
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{
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int nCompareLen = -1;
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const char *pszWildcard1 = strchr(szName1, '*');
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if (pszWildcard1)
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{
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nCompareLen = pszWildcard1 - szName1;
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}
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const char *pszWildcard2 = strchr(szName2, '*');
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if (pszWildcard2)
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{
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if (nCompareLen == -1)
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{
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nCompareLen = pszWildcard2 - szName2;
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}
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else
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{
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// Wildcards in both strings -- use the shorter pattern.
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nCompareLen = min(nCompareLen, pszWildcard2 - szName2);
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}
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}
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if (nCompareLen != -1)
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{
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if (nCompareLen > 0)
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{
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return strnicmp(szName1, szName2, nCompareLen);
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}
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// One of the strings had a wildcard as the first character.
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return 0;
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}
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return stricmp(szName1, szName2);
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}
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//-----------------------------------------------------------------------------
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// Replaces references to the old node ID with references to the new node ID.
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//-----------------------------------------------------------------------------
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static void ReplaceNodeIDRecursive(CMapClass *pRoot, int nOldNodeID, int nNewNodeID)
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{
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CMapEntity *pEntity = dynamic_cast <CMapEntity *>(pRoot);
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if (pEntity)
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{
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GDclass *pClass = pEntity->GetClass();
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if (!pClass)
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return;
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int nVarCount = pClass->GetVariableCount();
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for (int i = 0; i < nVarCount; i++)
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{
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GDinputvariable *pVar = pClass->GetVariableAt(i);
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if (pVar->GetType() == ivNodeDest)
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{
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const char *pszValue = pEntity->GetKeyValue(pVar->GetName());
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if (pszValue && (atoi(pszValue) == nOldNodeID))
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{
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char szValue[100];
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itoa(nNewNodeID, szValue, 10);
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pEntity->SetKeyValue(pVar->GetName(), szValue);
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}
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}
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}
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}
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else
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{
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const CMapObjectList *pChildren = pRoot->GetChildren();
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FOR_EACH_OBJ( *pChildren, pos )
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{
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ReplaceNodeIDRecursive(pChildren->Element(pos), nOldNodeID, nNewNodeID);
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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static void ReplaceNodeIDRefs(CMapObjectList &newList, int nOldNodeID, int nNewNodeID)
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{
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// If they are the same, do nothing. This can happen when pasting from one
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// map to another map.
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if (nOldNodeID == nNewNodeID)
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return;
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FOR_EACH_OBJ( newList, pos )
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{
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CMapClass *pNew = newList.Element(pos);
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ReplaceNodeIDRecursive(pNew, nOldNodeID, nNewNodeID);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CMapEntity::CMapEntity(void) : flags(0)
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{
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m_pMoveParent = NULL;
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m_pAnimatorChild = NULL;
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m_vecLogicalPosition.Init( COORD_NOTINIT, COORD_NOTINIT );
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CalculateTypeFlags();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CMapEntity::~CMapEntity(void)
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{
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SignalChanged();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a bounding box helper to this entity. If this entity's class
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// specifies a bounding box, it will be the correct size.
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// Input : pClass -
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//-----------------------------------------------------------------------------
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void CMapEntity::AddBoundBoxForClass(GDclass *pClass, bool bLoading)
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{
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Vector Mins;
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Vector Maxs;
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//
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// If we have a class and it specifies a class, use that bounding box.
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//
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if ((pClass != NULL) && (pClass->HasBoundBox()))
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{
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pClass->GetBoundBox(Mins, Maxs);
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}
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//
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// Otherwise, use a default bounding box.
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//
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else
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{
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VectorFill(Mins, -8);
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VectorFill(Maxs, 8);
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}
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//
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// Create the box and add it as one of our children.
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//
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CMapAlignedBox *pBox = new CMapAlignedBox(Mins, Maxs);
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pBox->SetOrigin(m_Origin);
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pBox->SetSelectionState(GetSelectionState());
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//
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// HACK: Make sure that the new child gets properly linked into the world.
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// This is not correct because it bypasses the doc's AddObjectToWorld code.
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//
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// Don't call AddObjectToWorld during VMF load because we don't want to call
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// OnAddToWorld during VMF load. We update our helpers during PostloadWorld.
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//
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CMapWorld *pWorld = (CMapWorld *)GetWorldObject(this);
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if ((!bLoading) && (pWorld != NULL))
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{
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pWorld->AddObjectToWorld(pBox, this);
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}
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else
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{
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AddChild(pBox);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets our child's render color to our render color.
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// Input : pChild - Child object being added.
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//-----------------------------------------------------------------------------
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void CMapEntity::AddChild(CMapClass *pChild)
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{
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CMapClass::AddChild(pChild);
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//
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// Notify the new child of all our keys. Don't bother for solids.
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//
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if (dynamic_cast<CMapSolid*>(pChild) == NULL)
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{
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for ( int i=GetFirstKeyValue(); i != GetInvalidKeyValue(); i=GetNextKeyValue( i ) )
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{
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MDkeyvalue KeyValue = m_KeyValues.GetKeyValue(i);
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pChild->OnParentKeyChanged( KeyValue.szKey, KeyValue.szValue );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a helper object as a child of this entity.
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// Input : pHelper - The helper object.
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// bLoading - True if this is being called from Postload, false otherwise.
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//-----------------------------------------------------------------------------
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void CMapEntity::AddHelper(CMapClass *pHelper, bool bLoading)
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{
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if (!IsPlaceholder())
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{
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//
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// Solid entities have no origin, so place the helper at our center.
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//
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Vector vecCenter;
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m_Render2DBox.GetBoundsCenter(vecCenter);
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pHelper->SetOrigin(vecCenter);
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}
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else
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{
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pHelper->SetOrigin(m_Origin);
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}
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pHelper->SetSelectionState(GetSelectionState());
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//
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// If we have a game data class, set the child's render color to the color
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// dictated by the game data class.
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//
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// Note: in AddChild, where it calls OnParentKeyChanged for everything, the color in the helper can
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// get set to something else based on the entity's properties (CMapLightCone does this, for example).
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//
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GDclass *pClass = GetClass();
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if ( pClass )
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{
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color32 rgbColor = pClass->GetColor();
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pHelper->SetRenderColor(rgbColor);
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}
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//
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// HACK: Make sure that the new child gets properly linked into the world.
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// This is not correct because it bypasses the doc's AddObjectToWorld code.
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//
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// Don't call AddObjectToWorld during VMF load because we don't want to call
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// OnAddToWorld during VMF load. We update our helpers during PostloadWorld.
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//
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CMapWorld *pWorld = (CMapWorld *)GetWorldObject(this);
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if ((!bLoading) && (pWorld != NULL))
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{
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pWorld->AddObjectToWorld(pHelper, this);
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}
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else
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{
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AddChild(pHelper);
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}
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//
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// dvs: HACK for animator children. Better for CMapEntity to have a SetAnimatorChild
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// function that the CMapAnimator could call. Better still, eliminate the knowledge
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// that CMapEntity has about its animator child.
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//
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CMapAnimator *pAnim = dynamic_cast<CMapAnimator *>(pHelper);
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if (pAnim != NULL)
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{
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m_pAnimatorChild = pAnim;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates all helper objects defined by the FGD and adds them as
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// children of this entity. Helper objects perform rendering, UI, and
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// bookkeeping functions for their parent entities. If the class
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// definition does not specify any helpers, or none of the helpers
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// could be added, a box helper is added so that the entity has some
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// visual representation.
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// Inputs : pClass -
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// bLoading - True if this is being called from Postload, false otherwise.
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//-----------------------------------------------------------------------------
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void CMapEntity::AddHelpersForClass(GDclass *pClass, bool bLoading)
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{
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bool bAddedOneVisual = false;
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if (((pClass != NULL) && (pClass->HasBoundBox())))
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{
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AddBoundBoxForClass(pClass, bLoading);
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bAddedOneVisual = true;
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}
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//
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// If we have a game class from the FGD, add whatever helpers are declared in that
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// class definition.
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//
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if (pClass != NULL)
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{
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//
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// Add all the helpers that this class declares in the FGD.
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//
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GDclass *pClassLocal = GetClass();
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//
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// For every helper in the class definition...
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//
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int nHelperCount = pClassLocal->GetHelperCount();
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for (int i = 0; i < nHelperCount; i++)
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{
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CHelperInfo *pHelperInfo = pClassLocal->GetHelper(i);
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//
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// Create the helper and attach it to this entity.
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//
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CMapClass *pHelper = CHelperFactory::CreateHelper(pHelperInfo, this);
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if (pHelper != NULL)
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{
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AddHelper(pHelper, bLoading);
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if (pHelper->IsVisualElement())
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{
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bAddedOneVisual = true;
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}
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}
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}
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//
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// Look for keys that define helpers.
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//
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// FIXME: make this totally data driven like the helper factory, or better
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// yet, like the LINK_ENTITY_TO_CLASS stuff in the game DLL
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int nVarCount = pClassLocal->GetVariableCount();
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for (int i = 0; i < nVarCount; i++)
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{
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GDinputvariable *pVar = pClassLocal->GetVariableAt(i);
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GDIV_TYPE eType = pVar->GetType();
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CHelperInfo HelperInfo;
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bool bCreate = false;
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switch (eType)
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{
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case ivOrigin:
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{
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const char *pszKey = pVar->GetName();
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HelperInfo.SetName("origin");
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HelperInfo.AddParameter(pszKey);
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bCreate = true;
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break;
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}
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case ivVecLine:
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{
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const char *pszKey = pVar->GetName();
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HelperInfo.SetName("vecline");
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HelperInfo.AddParameter(pszKey);
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bCreate = true;
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break;
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}
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case ivAxis:
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{
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const char *pszKey = pVar->GetName();
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HelperInfo.SetName("axis");
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HelperInfo.AddParameter(pszKey);
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bCreate = true;
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break;
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}
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}
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//
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// Create the helper and attach it to this entity.
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//
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if (bCreate)
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{
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CMapClass *pHelper = CHelperFactory::CreateHelper(&HelperInfo, this);
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if (pHelper != NULL)
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{
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AddHelper(pHelper, bLoading);
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if (pHelper->IsVisualElement())
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{
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bAddedOneVisual = true;
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}
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}
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}
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}
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}
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//
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// Any solid children we have will also work as visual elements.
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//
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if (!IsPlaceholder())
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{
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bAddedOneVisual = true;
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}
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//
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// If we have no game class and we are a point entity, add an "obsolete" sprite helper
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// so level designers know to update the entity.
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//
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else if (pClass == NULL)
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{
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CHelperInfo HelperInfo;
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HelperInfo.SetName("iconsprite");
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HelperInfo.AddParameter("sprites/obsolete.spr");
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CMapClass *pSprite = CHelperFactory::CreateHelper(&HelperInfo, this);
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if (pSprite != NULL)
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{
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AddHelper(pSprite, bLoading);
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bAddedOneVisual = true;
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}
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}
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//
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// If we still haven't added any visible helpers, we need to add a bounding box so that there
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// is some visual representation for this entity. We also add the bounding box if the
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// entity's class specifies a bounding box.
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//
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if (!bAddedOneVisual)
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{
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AddBoundBoxForClass(pClass, bLoading);
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}
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if ( !CMapClass::s_bLoadingVMF )
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{
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CalcBounds(TRUE);
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PostUpdate(Notify_Changed);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a deep copy of this object.
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// Output : Returns a pointer to the new allocated object.
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//-----------------------------------------------------------------------------
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CMapClass *CMapEntity::Copy(bool bUpdateDependencies)
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{
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CMapEntity *pNew = new CMapEntity;
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pNew->CopyFrom(this, bUpdateDependencies);
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return pNew;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Performs a deep copy of a given object into this object.
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// Input : pobj - Object to copy from.
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// Output : Returns a pointer to this object.
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//-----------------------------------------------------------------------------
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CMapClass *CMapEntity::CopyFrom(CMapClass *pobj, bool bUpdateDependencies)
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{
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Assert(pobj->IsMapClass(MAPCLASS_TYPE(CMapEntity)));
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CMapEntity *pFrom = (CMapEntity*) pobj;
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flags = pFrom->flags;
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m_Origin = pFrom->m_Origin;
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m_vecLogicalPosition = pFrom->m_vecLogicalPosition;
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CMapClass::CopyFrom(pobj, bUpdateDependencies);
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//
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// Copy our keys. If our targetname changed we must relink all targetname pointers.
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//
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const char *pszOldTargetName = CEditGameClass::GetKeyValue("targetname");
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char szOldTargetName[MAX_IO_NAME_LEN];
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if (pszOldTargetName != NULL)
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{
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strcpy(szOldTargetName, pszOldTargetName);
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}
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CEditGameClass::CopyFrom(pFrom);
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const char *pszNewTargetName = CEditGameClass::GetKeyValue("targetname");
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if ((bUpdateDependencies) && (pszNewTargetName != NULL))
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{
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if (stricmp(szOldTargetName, pszNewTargetName) != 0)
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{
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UpdateAllDependencies(this);
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}
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}
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CalculateTypeFlags();
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SignalChanged();
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return(this);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bFullUpdate -
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//-----------------------------------------------------------------------------
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void CMapEntity::CalcBounds(BOOL bFullUpdate)
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{
|
|
CMapClass::CalcBounds(bFullUpdate);
|
|
|
|
//
|
|
// If we are a solid entity, set our origin to our bounds center.
|
|
//
|
|
if (IsSolidClass())
|
|
{
|
|
m_Render2DBox.GetBoundsCenter(m_Origin);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Debugging hook.
|
|
//-----------------------------------------------------------------------------
|
|
#pragma warning (disable:4189)
|
|
void CMapEntity::Debug(void)
|
|
{
|
|
int i = m_KeyValues.GetFirst();
|
|
MDkeyvalue &KeyValue = m_KeyValues.GetKeyValue(i);
|
|
}
|
|
#pragma warning (default:4189)
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: If this entity has a name key, returns a string with "<name> <classname>"
|
|
// in it. Otherwise returns a buffer with "<classname>" in it.
|
|
// Output : String description of the entity.
|
|
//-----------------------------------------------------------------------------
|
|
const char* CMapEntity::GetDescription(void)
|
|
{
|
|
static char szBuf[128];
|
|
const char *pszName = GetKeyValue("targetname");
|
|
|
|
if (pszName != NULL)
|
|
{
|
|
sprintf(szBuf, "%s - %s", pszName, GetClassName());
|
|
}
|
|
else
|
|
{
|
|
V_strcpy_safe( szBuf, GetClassName() );
|
|
}
|
|
|
|
return(szBuf);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the color that this entity should use for rendering.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::GetRenderColor( CRender2D *pRender, unsigned char &red, unsigned char &green, unsigned char &blue )
|
|
{
|
|
if ( IsSelected() )
|
|
{
|
|
red = GetRValue(Options.colors.clrSelection);
|
|
green = GetGValue(Options.colors.clrSelection);
|
|
blue = GetBValue(Options.colors.clrSelection);
|
|
}
|
|
else
|
|
{
|
|
GDclass *pClass = GetClass();
|
|
if (pClass)
|
|
{
|
|
color32 rgbColor = pClass->GetColor();
|
|
|
|
red = rgbColor.r;
|
|
green = rgbColor.g;
|
|
blue = rgbColor.b;
|
|
}
|
|
else
|
|
{
|
|
red = GetRValue(Options.colors.clrEntity);
|
|
green = GetGValue(Options.colors.clrEntity);
|
|
blue = GetBValue(Options.colors.clrEntity);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the color that this entity should use for rendering.
|
|
//-----------------------------------------------------------------------------
|
|
color32 CMapEntity::GetRenderColor( CRender2D *pRender )
|
|
{
|
|
color32 clr;
|
|
|
|
GetRenderColor( pRender, clr.r, clr.g, clr.b );
|
|
return clr;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the size of this object.
|
|
// Output : Size, in bytes, of this object, not including any dynamically
|
|
// allocated data members.
|
|
//-----------------------------------------------------------------------------
|
|
size_t CMapEntity::GetSize(void)
|
|
{
|
|
return(sizeof(*this));
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pFile -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapEntity::LoadVMF(CChunkFile *pFile)
|
|
{
|
|
//
|
|
// Set up handlers for the subchunks that we are interested in.
|
|
//
|
|
CChunkHandlerMap Handlers;
|
|
Handlers.AddHandler("solid", (ChunkHandler_t)LoadSolidCallback, this);
|
|
Handlers.AddHandler("hidden", (ChunkHandler_t)LoadHiddenCallback, this);
|
|
Handlers.AddHandler("editor", (ChunkHandler_t)LoadEditorCallback, this);
|
|
Handlers.AddHandler("connections", (ChunkHandler_t)LoadConnectionsCallback, (CEditGameClass *)this);
|
|
|
|
pFile->PushHandlers(&Handlers);
|
|
ChunkFileResult_t eResult = pFile->ReadChunk((KeyHandler_t)LoadKeyCallback, this);
|
|
pFile->PopHandlers();
|
|
|
|
return(eResult);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *szKey -
|
|
// *szValue -
|
|
// *pEntity -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapEntity::LoadKeyCallback(const char *szKey, const char *szValue, CMapEntity *pEntity)
|
|
{
|
|
if (!stricmp(szKey, "id"))
|
|
{
|
|
pEntity->SetID(atoi(szValue));
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// While loading, set key values directly rather than via SetKeyValue. This avoids
|
|
// all the unnecessary bookkeeping that goes on in SetKeyValue.
|
|
//
|
|
pEntity->m_KeyValues.SetValue(szKey, szValue);
|
|
}
|
|
|
|
pEntity->CalculateTypeFlags();
|
|
pEntity->SignalChanged();
|
|
return(ChunkFile_Ok);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : bVisible -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapEntity::LoadHiddenCallback(CChunkFile *pFile, CMapEntity *pEntity)
|
|
{
|
|
//
|
|
// Set up handlers for the subchunks that we are interested in.
|
|
//
|
|
CChunkHandlerMap Handlers;
|
|
Handlers.AddHandler("solid", (ChunkHandler_t)LoadSolidCallback, pEntity);
|
|
Handlers.AddHandler("editor", (ChunkHandler_t)LoadEditorCallback, pEntity);
|
|
|
|
pFile->PushHandlers(&Handlers);
|
|
ChunkFileResult_t eResult = pFile->ReadChunk();
|
|
pFile->PopHandlers();
|
|
|
|
return(eResult);
|
|
}
|
|
|
|
|
|
ChunkFileResult_t CMapEntity::LoadEditorKeyCallback( const char *szKey, const char *szValue, CMapEntity *pMapEntity )
|
|
{
|
|
if ( !stricmp( szKey, "logicalpos" ) )
|
|
{
|
|
CChunkFile::ReadKeyValueVector2(szValue, pMapEntity->m_vecLogicalPosition );
|
|
return ChunkFile_Ok;
|
|
}
|
|
|
|
return CMapClass::LoadEditorKeyCallback( szKey, szValue, pMapEntity );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapEntity::LoadEditorCallback(CChunkFile *pFile, CMapEntity *pObject)
|
|
{
|
|
return pFile->ReadChunk( (KeyHandler_t)LoadEditorKeyCallback, pObject );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pFile -
|
|
// *pEntity -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapEntity::LoadSolidCallback(CChunkFile *pFile, CMapEntity *pEntity)
|
|
{
|
|
CMapSolid *pSolid = new CMapSolid;
|
|
|
|
bool bValid;
|
|
ChunkFileResult_t eResult = pSolid->LoadVMF(pFile, bValid);
|
|
|
|
if ((eResult == ChunkFile_Ok) && (bValid))
|
|
{
|
|
pEntity->AddChild(pSolid);
|
|
}
|
|
else
|
|
{
|
|
delete pSolid;
|
|
}
|
|
|
|
return(eResult);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets this entity's origin and updates the bounding box.
|
|
// Input : o - Origin to set.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::SetOrigin(Vector& o)
|
|
{
|
|
Vector vecOrigin;
|
|
GetOrigin(vecOrigin);
|
|
if (vecOrigin == o)
|
|
return;
|
|
|
|
CMapClass::SetOrigin(o);
|
|
|
|
// dvs: is this still necessary?
|
|
if (!(flags & flagPlaceholder))
|
|
{
|
|
// not a placeholder.. no origin.
|
|
return;
|
|
}
|
|
|
|
if ( !CMapClass::s_bLoadingVMF )
|
|
{
|
|
CalcBounds( TRUE );
|
|
PostUpdate(Notify_Changed);
|
|
SignalChanged();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Removes all of this entity's helpers.
|
|
// Input : bRemoveSolidChildren - Whether to also remove any solid children. This
|
|
// is true when changing from a solid entity to a point entity.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::RemoveHelpers(bool bRemoveSolids)
|
|
{
|
|
for( int pos=m_Children.Count()-1; pos>=0; pos-- )
|
|
{
|
|
CMapClass *pChild = m_Children[pos];
|
|
if (bRemoveSolids || ((dynamic_cast <CMapSolid *> (pChild)) == NULL))
|
|
{
|
|
m_Children.FastRemove(pos);
|
|
}
|
|
// LEAKLEAK: need to KeepForDestruction to avoid undo crashes, but how? where?
|
|
//delete pChild;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Building targetnames which deal with *
|
|
//-----------------------------------------------------------------------------
|
|
static inline void BuildNewTargetName( const char *pOldName, const char *pNewName, char *pBuffer )
|
|
{
|
|
strcpy(pBuffer, pNewName);
|
|
|
|
// If we matched a key value that contains wildcards, preserve the
|
|
// wildcards when we replace the name.
|
|
//
|
|
// For example, "oldname*" would become "newname*" instead of just "newname"
|
|
// FIXME: ??? handle different-length names with wildcards, eg. "old_vort*" => "new_weasel*"
|
|
const char *pszWildcard = strchr(pOldName, '*');
|
|
if (pszWildcard)
|
|
{
|
|
strcpy(&pBuffer[pszWildcard - pOldName], "*");
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::ReplaceTargetname(const char *szOldName, const char *szNewName)
|
|
{
|
|
// NOTE: Case-sensitive compare because people might want to replace one case with another.
|
|
if ( !Q_strcmp( szOldName, szNewName ) )
|
|
{
|
|
// The names already match. There is nothing to do!
|
|
return;
|
|
}
|
|
|
|
char szTempName[MAX_KEYVALUE_LEN];
|
|
|
|
//
|
|
// Replace any keys whose value matches the old name.
|
|
//
|
|
for ( int i=GetFirstKeyValue(); i != GetInvalidKeyValue(); i=GetNextKeyValue( i ) )
|
|
{
|
|
MDkeyvalue KeyValue = m_KeyValues.GetKeyValue(i);
|
|
if (!CompareEntityNames(KeyValue.szValue, szOldName))
|
|
{
|
|
BuildNewTargetName( KeyValue.szValue, szNewName, szTempName );
|
|
SetKeyValue( KeyValue.szKey, szTempName );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Replace any connections that target the old name.
|
|
//
|
|
int nConnCount = Connections_GetCount();
|
|
for (int i = 0; i < nConnCount; i++)
|
|
{
|
|
CEntityConnection *pConn = Connections_Get(i);
|
|
if (!CompareEntityNames( pConn->GetTargetName(), szOldName ))
|
|
{
|
|
BuildNewTargetName( pConn->GetTargetName(), szNewName, szTempName );
|
|
pConn->SetTargetName(szTempName);
|
|
}
|
|
|
|
if (!CompareEntityNames( pConn->GetSourceName(), szOldName ))
|
|
{
|
|
BuildNewTargetName( pConn->GetSourceName(), szNewName, szTempName );
|
|
pConn->SetSourceName(szTempName);
|
|
}
|
|
|
|
if ( !CompareEntityNames( pConn->GetParam(), szOldName ))
|
|
{
|
|
BuildNewTargetName( pConn->GetParam(), szNewName, szTempName );
|
|
pConn->SetParam(szTempName);
|
|
}
|
|
}
|
|
|
|
CMapClass::ReplaceTargetname(szOldName, szNewName);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Inputs : pszClass -
|
|
// bLoading - True if this is being called from Postload, false otherwise.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::SetClass(LPCTSTR pszClass, bool bLoading)
|
|
{
|
|
Assert(pszClass);
|
|
|
|
//
|
|
// If we are just setting to the same class, don't do anything.
|
|
//
|
|
if (IsClass(pszClass))
|
|
{
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Copy class name & resolve GDclass pointer.
|
|
//
|
|
CEditGameClass::SetClass(pszClass, bLoading);
|
|
UpdateObjectColor();
|
|
|
|
//
|
|
// If our new class is defined in the FGD, set our color and our default keys
|
|
// from the class.
|
|
//
|
|
if (IsClass())
|
|
{
|
|
SetPlaceholder(!IsSolidClass());
|
|
GetDefaultKeys();
|
|
|
|
if (IsNodeClass() && (GetNodeID() == 0))
|
|
{
|
|
AssignNodeID();
|
|
}
|
|
}
|
|
//
|
|
// If not, use whether or not we have solid children to determine whether
|
|
// we are a point entity or a solid entity.
|
|
//
|
|
else
|
|
{
|
|
SetPlaceholder(HasSolidChildren() ? FALSE : TRUE);
|
|
}
|
|
|
|
//
|
|
// Add whatever helpers our class requires, or a default bounding box if
|
|
// our class is unknown and we are a point entity.
|
|
//
|
|
UpdateHelpers(bLoading);
|
|
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
|
|
if ( !pDoc->IsLoading() )
|
|
{
|
|
pDoc->RemoveFromAutoVisGroups( this );
|
|
pDoc->AddToAutoVisGroup( this );
|
|
}
|
|
|
|
//
|
|
// HACK: If we are now a decal, make sure we have a valid texture.
|
|
//
|
|
if (!strcmp(pszClass, "infodecal"))
|
|
{
|
|
if (!GetKeyValue("texture"))
|
|
{
|
|
SetKeyValue("texture", "clip");
|
|
}
|
|
}
|
|
CalculateTypeFlags();
|
|
SignalChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Assigns the next unique node ID to this entity.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::AssignNodeID(void)
|
|
{
|
|
char szID[80];
|
|
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
|
|
itoa(pDoc->GetNextNodeID(), szID, 10);
|
|
SetKeyValue("nodeid", szID);
|
|
}
|
|
|
|
struct CClassNameFlagsMatcher
|
|
{
|
|
char const *m_pClassname;
|
|
int m_nFlagsToOR;
|
|
};
|
|
|
|
static CClassNameFlagsMatcher s_ClassFlagsTable[]={
|
|
{ "light_environment", ENTITY_FLAG_IS_LIGHT },
|
|
{ "light", ENTITY_FLAG_IS_LIGHT },
|
|
{ "light_spot", ENTITY_FLAG_IS_LIGHT },
|
|
{ "prop_static", ENTITY_FLAG_SHOW_IN_LPREVIEW2 },
|
|
{ "func_instance", ENTITY_FLAG_IS_INSTANCE },
|
|
};
|
|
|
|
|
|
void CMapEntity::CalculateTypeFlags( void )
|
|
{
|
|
m_EntityTypeFlags = 0;
|
|
const char *pszClassName = GetClassName();
|
|
if (pszClassName != NULL)
|
|
for(int i=0; i<NELEMS( s_ClassFlagsTable ); i++)
|
|
if ( ! stricmp( pszClassName, s_ClassFlagsTable[i].m_pClassname ) )
|
|
m_EntityTypeFlags |= s_ClassFlagsTable[i].m_nFlagsToOR;
|
|
}
|
|
|
|
|
|
void CMapEntity::SignalChanged( void )
|
|
{
|
|
if ( m_EntityTypeFlags & ENTITY_FLAG_IS_LIGHT )
|
|
SignalUpdate( EVTYPE_LIGHTING_CHANGED );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::EnsureUniqueNodeID(CMapWorld *pWorld)
|
|
{
|
|
bool bBuildNewNodeID = true;
|
|
int nOurNodeID = GetNodeID();
|
|
if (nOurNodeID != 0)
|
|
{
|
|
//
|
|
// We already have a node ID. Make sure that it is unique. If not,
|
|
// we need to generate a new one.
|
|
//
|
|
bBuildNewNodeID = false;
|
|
|
|
EnumChildrenPos_t pos;
|
|
CMapClass *pChild = pWorld->GetFirstDescendent(pos);
|
|
while (pChild != NULL)
|
|
{
|
|
CMapEntity *pEntity = dynamic_cast <CMapEntity *> (pChild);
|
|
if ((pEntity != NULL) && (pEntity != this))
|
|
{
|
|
int nThisNodeID = pEntity->GetNodeID();
|
|
if (nThisNodeID)
|
|
{
|
|
if (nThisNodeID == nOurNodeID)
|
|
{
|
|
bBuildNewNodeID = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
pChild = pWorld->GetNextDescendent(pos);
|
|
}
|
|
}
|
|
|
|
if (bBuildNewNodeID)
|
|
{
|
|
AssignNodeID();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called after the entire map has been loaded. This allows the object
|
|
// to perform any linking with other map objects or to do other operations
|
|
// that require all world objects to be present.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::PostloadWorld(CMapWorld *pWorld)
|
|
{
|
|
int nIndex;
|
|
|
|
//
|
|
// Set our origin from our "origin" key and discard the key.
|
|
//
|
|
const char *pszValue = m_KeyValues.GetValue("origin", &nIndex);
|
|
if (pszValue != NULL)
|
|
{
|
|
Vector Origin;
|
|
sscanf(pszValue, "%f %f %f", &Origin[0], &Origin[1], &Origin[2]);
|
|
SetOrigin(Origin);
|
|
}
|
|
|
|
//
|
|
// Set our angle from our "angle" key and discard the key.
|
|
//
|
|
pszValue = m_KeyValues.GetValue("angle", &nIndex);
|
|
if (pszValue != NULL)
|
|
{
|
|
ImportAngle(atoi(pszValue));
|
|
RemoveKey(nIndex);
|
|
}
|
|
|
|
//
|
|
// Set the class name from our "classname" key and discard the key.
|
|
// This also adds the helpers appropriate for the class.
|
|
//
|
|
pszValue = m_KeyValues.GetValue("classname", &nIndex);
|
|
if (pszValue != NULL)
|
|
{
|
|
//
|
|
// Copy the classname to a temp buffer because SetClass mucks with the
|
|
// keyvalues and our pointer might become bad.
|
|
//
|
|
char szClassName[MAX_CLASS_NAME_LEN];
|
|
strcpy(szClassName, pszValue);
|
|
SetClass(szClassName, true);
|
|
|
|
//
|
|
// Need to re-get the index of the classname key since it may have changed
|
|
// as a result of the above SetClass call.
|
|
//
|
|
pszValue = m_KeyValues.GetValue("classname", &nIndex);
|
|
if (pszValue != NULL)
|
|
{
|
|
RemoveKey(nIndex);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Now that we have set the class, remove the origin key if this entity isn't
|
|
// supposed to expose it in the keyvalues list.
|
|
//
|
|
if (IsPlaceholder() && (!IsClass() || GetClass()->VarForName("origin") == NULL))
|
|
{
|
|
pszValue = m_KeyValues.GetValue("origin", &nIndex);
|
|
if (pszValue != NULL)
|
|
{
|
|
RemoveKey(nIndex);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Must do this after assigning the class.
|
|
//
|
|
if (IsNodeClass() && (GetKeyValue("nodeid") == NULL))
|
|
{
|
|
AssignNodeID();
|
|
}
|
|
|
|
// Set a reasonable default
|
|
Vector2D vecLogicalPos = GetLogicalPosition();
|
|
if ( vecLogicalPos.x == COORD_NOTINIT )
|
|
{
|
|
CMapDoc::GetActiveMapDoc()->GetDefaultNewLogicalPosition( vecLogicalPos );
|
|
SetLogicalPosition( vecLogicalPos );
|
|
}
|
|
|
|
//
|
|
// Call in all our children (some of which were created above).
|
|
//
|
|
CMapClass::PostloadWorld(pWorld);
|
|
|
|
CalculateTypeFlags();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Insures that the entity has all the helpers that it needs (and no more
|
|
// than it should) given its class.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::UpdateHelpers(bool bLoading)
|
|
{
|
|
//
|
|
// If we have any helpers, delete them. Delete any solid children if we are
|
|
// a point class.
|
|
//
|
|
RemoveHelpers(IsPlaceholder() == TRUE);
|
|
|
|
//
|
|
// Add the helpers appropriate for our current class.
|
|
//
|
|
AddHelpersForClass(GetClass(), bLoading);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Safely sets the move parent. Will assert and not set it if pEnt is equal to this ent,
|
|
// or if this ent is already a parent of pEnt.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::SetMoveParent( CMapEntity *pEnt )
|
|
{
|
|
// Make sure pEnt is not already parented to (or identical to) me.
|
|
CMapEntity *pCur = pEnt;
|
|
for ( int i=0; i < 300; i++ )
|
|
{
|
|
if ( pCur == NULL )
|
|
{
|
|
break;
|
|
}
|
|
else if ( pCur == this )
|
|
{
|
|
Assert( !"SetMoveParent: recursive parenting!" );
|
|
m_pMoveParent = NULL;
|
|
return;
|
|
}
|
|
|
|
pCur = pCur->m_pMoveParent;
|
|
}
|
|
|
|
m_pMoveParent = pEnt;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows the entity to update its key values based on a change in one
|
|
// of its children. The child exposes the property as a key value pair.
|
|
// Input : pChild - The child whose property changed.
|
|
// szKey - The name of the property that changed.
|
|
// szValue - The new value of the property.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::NotifyChildKeyChanged(CMapClass *pChild, const char *szKey, const char *szValue)
|
|
{
|
|
m_KeyValues.SetValue(szKey, szValue);
|
|
|
|
//
|
|
// Notify all our other non-solid children that a key has changed.
|
|
//
|
|
FOR_EACH_OBJ( m_Children, pos )
|
|
{
|
|
CMapClass *pObject = m_Children.Element(pos);
|
|
if ((pObject != pChild) && (pChild != NULL) && (dynamic_cast<CMapSolid *>(pObject) == NULL))
|
|
{
|
|
pObject->OnParentKeyChanged(szKey, szValue);
|
|
}
|
|
}
|
|
|
|
CalcBounds();
|
|
CalculateTypeFlags();
|
|
SignalChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::DeleteKeyValue(LPCSTR pszKey)
|
|
{
|
|
char szOldValue[KEYVALUE_MAX_VALUE_LENGTH];
|
|
const char *pszOld = GetKeyValue(pszKey);
|
|
if (pszOld != NULL)
|
|
{
|
|
strcpy(szOldValue, pszOld);
|
|
}
|
|
else
|
|
{
|
|
szOldValue[0] = '\0';
|
|
}
|
|
|
|
CEditGameClass::DeleteKeyValue(pszKey);
|
|
|
|
OnKeyValueChanged(pszKey, szOldValue, "");
|
|
CalculateTypeFlags();
|
|
SignalChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::SetKeyValue(LPCSTR pszKey, LPCSTR pszValue)
|
|
{
|
|
//
|
|
// Get the current value so we can tell if it is changing.
|
|
//
|
|
char szOldValue[KEYVALUE_MAX_VALUE_LENGTH];
|
|
const char *pszOld = GetKeyValue(pszKey);
|
|
if (pszOld != NULL)
|
|
{
|
|
V_strcpy_safe(szOldValue, pszOld);
|
|
}
|
|
else
|
|
{
|
|
szOldValue[0] = '\0';
|
|
}
|
|
|
|
CEditGameClass::SetKeyValue(pszKey, pszValue);
|
|
|
|
OnKeyValueChanged(pszKey, szOldValue, pszValue);
|
|
SignalChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Notifies the entity that it has been cloned.
|
|
// Input : pClone -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::OnPreClone(CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList)
|
|
{
|
|
CMapClass::OnPreClone(pClone, pWorld, OriginalList, NewList);
|
|
|
|
if (OriginalList.Count() == 1)
|
|
{
|
|
// dvs: TODO: make this FGD-driven instead of hardcoded, see also MapKeyFrame.cpp
|
|
// dvs: TODO: use letters of the alphabet between adjacent numbers, ie path2a path2b, etc.
|
|
if (!stricmp(GetClassName(), "path_corner") || !stricmp(GetClassName(), "path_track"))
|
|
{
|
|
//
|
|
// Generate a new name for the clone.
|
|
//
|
|
CMapEntity *pNewEntity = dynamic_cast<CMapEntity*>(pClone);
|
|
Assert(pNewEntity != NULL);
|
|
if (!pNewEntity)
|
|
return;
|
|
|
|
// create a new targetname for the clone
|
|
char newName[128];
|
|
const char *oldName = GetKeyValue("targetname");
|
|
if (!oldName || oldName[0] == 0)
|
|
oldName = "path";
|
|
|
|
pWorld->GenerateNewTargetname(oldName, newName, sizeof(newName), true, NULL);
|
|
pNewEntity->SetKeyValue("targetname", newName);
|
|
}
|
|
}
|
|
|
|
if (IsNodeClass())
|
|
{
|
|
((CMapEntity *)pClone)->AssignNodeID();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pClone -
|
|
// pWorld -
|
|
// OriginalList -
|
|
// NewList -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::OnClone(CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList)
|
|
{
|
|
CMapClass::OnClone(pClone, pWorld, OriginalList, NewList);
|
|
|
|
if (OriginalList.Count() == 1)
|
|
{
|
|
if (!stricmp(GetClassName(), "path_corner") || !stricmp(GetClassName(), "path_track"))
|
|
{
|
|
// dvs: TODO: make this FGD-driven instead of hardcoded, see also MapKeyFrame.cpp
|
|
// dvs: TODO: use letters of the alphabet between adjacent numbers, ie path2a path2b, etc.
|
|
CMapEntity *pNewEntity = dynamic_cast<CMapEntity*>(pClone);
|
|
Assert(pNewEntity != NULL);
|
|
if (!pNewEntity)
|
|
return;
|
|
|
|
// Point the clone at what we were pointing at.
|
|
const char *pszNext = GetKeyValue("target");
|
|
if (pszNext)
|
|
{
|
|
pNewEntity->SetKeyValue("target", pszNext);
|
|
}
|
|
|
|
// Point this path corner at the clone.
|
|
SetKeyValue("target", pNewEntity->GetKeyValue("targetname"));
|
|
}
|
|
}
|
|
|
|
if (IsNodeClass())
|
|
{
|
|
ReplaceNodeIDRefs(NewList, GetNodeID(), ((CMapEntity *)pClone)->GetNodeID());
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Notifies the object that a copy of it is being pasted from the
|
|
// clipboard before the copy is added to the world.
|
|
// Input : pCopy - The copy of this object that is being added to the world.
|
|
// pSourceWorld - The world that the originals were in.
|
|
// pDestWorld - The world that the copies are being added to.
|
|
// OriginalList - The list of original objects that were copied.
|
|
// NewList - The list of copied.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::OnPrePaste( CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList )
|
|
{
|
|
if (IsNodeClass())
|
|
{
|
|
// Generate a new node ID.
|
|
((CMapEntity *)pCopy)->AssignNodeID();
|
|
}
|
|
|
|
CMapClass::OnPrePaste(pCopy, pSourceWorld, pDestWorld, OriginalList, NewList);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pCopy -
|
|
// pSourceWorld -
|
|
// pDestWorld -
|
|
// OriginalList -
|
|
// NewList -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::OnPaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList)
|
|
{
|
|
if (IsNodeClass())
|
|
{
|
|
ReplaceNodeIDRefs(NewList, GetNodeID(), ((CMapEntity *)pCopy)->GetNodeID());
|
|
}
|
|
|
|
CMapClass::OnPaste(pCopy, pSourceWorld, pDestWorld, OriginalList, NewList);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pszKey -
|
|
// pszOldValue -
|
|
// pszValue -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::OnKeyValueChanged(const char *pszKey, const char *pszOldValue, const char *pszValue)
|
|
{
|
|
// notify all our children that a key has changed
|
|
|
|
FOR_EACH_OBJ( m_Children, pos )
|
|
{
|
|
CMapClass *pChild = m_Children.Element( pos );
|
|
if ( pChild != NULL )
|
|
{
|
|
pChild->OnParentKeyChanged( pszKey, pszValue );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Changing our movement parent. Store a pointer to the movement parent
|
|
// for when we're playing animations.
|
|
//
|
|
if ( !stricmp(pszKey, "parentname") )
|
|
{
|
|
CMapWorld *pWorld = (CMapWorld *)GetWorldObject( this );
|
|
if (pWorld != NULL)
|
|
{
|
|
CMapEntity *pMoveParent = (CMapEntity *)UpdateDependency(m_pMoveParent, pWorld->FindEntityByName( pszValue));
|
|
SetMoveParent( pMoveParent );
|
|
}
|
|
}
|
|
//
|
|
// Changing our model - rebuild the helpers from scratch.
|
|
// dvs: this could probably go away - move support into the helper code.
|
|
//
|
|
else if (!stricmp(pszKey, "model"))
|
|
{
|
|
if (stricmp(pszOldValue, pszValue) != 0)
|
|
{
|
|
// We don't call SetKeyValue during VMF load.
|
|
UpdateHelpers(false);
|
|
}
|
|
}
|
|
//
|
|
// If our targetname has changed, we have to relink EVERYTHING, not
|
|
// just our dependents, because someone else may point to our new targetname.
|
|
//
|
|
else if (!stricmp(pszKey, "targetname") && (stricmp(pszOldValue, pszValue) != 0))
|
|
{
|
|
UpdateAllDependencies(this);
|
|
}
|
|
SignalChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if this entity has any solid children. Entities of
|
|
// classes that are not in the FGD are considered solid entities if
|
|
// they have at least one solid child, point entities if not.
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapEntity::HasSolidChildren(void)
|
|
{
|
|
FOR_EACH_OBJ( m_Children, pos )
|
|
{
|
|
CMapClass *pChild = m_Children.Element(pos);
|
|
if ((dynamic_cast <CMapSolid *> (pChild)) != NULL)
|
|
{
|
|
return(true);
|
|
}
|
|
}
|
|
|
|
return(false);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapEntity::OnApply( void )
|
|
{
|
|
FOR_EACH_OBJ( m_Children, pos )
|
|
{
|
|
CMapClass *pChild = m_Children.Element(pos);
|
|
if ( pChild )
|
|
{
|
|
pChild->OnApply();
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called after this object is added to the world.
|
|
//
|
|
// NOTE: This function is NOT called during serialization. Use PostloadWorld
|
|
// to do similar bookkeeping after map load.
|
|
//
|
|
// Input : pWorld - The world that we have been added to.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::OnAddToWorld(CMapWorld *pWorld)
|
|
{
|
|
CMapClass::OnAddToWorld(pWorld);
|
|
|
|
//
|
|
// If we are a node class, we must insure that we have a valid unique ID.
|
|
//
|
|
if (IsNodeClass())
|
|
{
|
|
EnsureUniqueNodeID(pWorld);
|
|
}
|
|
|
|
//
|
|
// If we have a targetname, relink all the targetname pointers in the world
|
|
// because someone might be looking for our targetname.
|
|
//
|
|
if (GetKeyValue("targetname") != NULL)
|
|
{
|
|
UpdateAllDependencies(this);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called before this object is deleted from the world.
|
|
//
|
|
// Input : pWorld - The world that we have been added to.
|
|
// b
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren)
|
|
{
|
|
// Disconnect this now removed entity from the rest of the world
|
|
Connections_FixBad(false);
|
|
Upstream_FixBad();
|
|
|
|
CMapClass::OnRemoveFromWorld(pWorld, bNotifyChildren);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pObject - The object that changed.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::OnNotifyDependent(CMapClass *pObject, Notify_Dependent_t eNotifyType)
|
|
{
|
|
CMapClass::OnNotifyDependent(pObject, eNotifyType);
|
|
|
|
if (eNotifyType == Notify_Removed)
|
|
{
|
|
//
|
|
// Check for our move parent going away.
|
|
//
|
|
if (pObject == m_pMoveParent)
|
|
{
|
|
CMapWorld *pWorld = (CMapWorld *)GetWorldObject(this);
|
|
const char *pszParentName = CEditGameClass::GetKeyValue("parentname");
|
|
if ((pWorld != NULL) && (pszParentName != NULL))
|
|
{
|
|
CMapEntity *pMoveParent = (CMapEntity *)UpdateDependency(m_pMoveParent, pWorld->FindEntityByName( pszParentName));
|
|
SetMoveParent( pMoveParent );
|
|
}
|
|
else
|
|
{
|
|
CMapEntity *pMoveParent = (CMapEntity *)UpdateDependency(m_pMoveParent, NULL);
|
|
SetMoveParent( pMoveParent );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Iterates through an object, and all it's children, looking for an
|
|
// entity with a matching key and value
|
|
// Input : key -
|
|
// value -
|
|
// Output : Returns a pointer to the entity found.
|
|
//-----------------------------------------------------------------------------
|
|
CMapEntity *CMapEntity::FindChildByKeyValue( LPCSTR key, LPCSTR value, bool *bIsInInstance, VMatrix *InstanceMatrix )
|
|
{
|
|
if ((key == NULL) || (value == NULL))
|
|
{
|
|
return(NULL);
|
|
}
|
|
|
|
int index;
|
|
LPCSTR val = CEditGameClass::GetKeyValue(key, &index);
|
|
|
|
if ( val && value && !stricmp(value, val) )
|
|
{
|
|
return this;
|
|
}
|
|
|
|
return CMapClass::FindChildByKeyValue( key, value, bIsInInstance, InstanceMatrix );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns a coordinate frame to render in, if the entity is animating
|
|
// Input : matrix -
|
|
// Output : returns true if a new matrix is returned, false if it is just the identity
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapEntity::GetTransformMatrix( VMatrix& matrix )
|
|
{
|
|
bool gotMatrix = false;
|
|
|
|
// if we have a move parent, get its transformation matrix
|
|
if ( m_pMoveParent )
|
|
{
|
|
if ( m_pMoveParent == this )
|
|
{
|
|
Assert( !"Recursive parenting." );
|
|
}
|
|
else
|
|
{
|
|
gotMatrix = m_pMoveParent->GetTransformMatrix( matrix );
|
|
}
|
|
}
|
|
|
|
if ( m_pAnimatorChild )
|
|
{
|
|
// return a matrix that will transform any vector into our (animated) space
|
|
if ( gotMatrix )
|
|
{
|
|
// return ParentMatrix * OurMatrix
|
|
VMatrix tmpMat, animatorMat;
|
|
bool gotAnimMatrix = m_pAnimatorChild->GetTransformMatrix( animatorMat );
|
|
if ( !gotAnimMatrix )
|
|
{
|
|
// since we didn't get a new matrix from our child just return our parent's
|
|
return true;
|
|
}
|
|
|
|
matrix = matrix * animatorMat;
|
|
}
|
|
else
|
|
{
|
|
// no parent, we're at the top of the game
|
|
gotMatrix = m_pAnimatorChild->GetTransformMatrix( matrix );
|
|
}
|
|
}
|
|
|
|
return gotMatrix;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Saves editor data
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapEntity::SaveEditorData(CChunkFile *pFile)
|
|
{
|
|
#ifndef SDK_BUILD
|
|
ChunkFileResult_t eResult = pFile->WriteKeyValueVector2("logicalpos", m_vecLogicalPosition);
|
|
if (eResult != ChunkFile_Ok)
|
|
return eResult;
|
|
#endif // SDK_BUILD
|
|
|
|
return BaseClass::SaveEditorData( pFile );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapEntity::SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo)
|
|
{
|
|
//
|
|
// Check rules before saving this object.
|
|
//
|
|
if (!pSaveInfo->ShouldSaveObject(this))
|
|
{
|
|
return(ChunkFile_Ok);
|
|
}
|
|
|
|
ChunkFileResult_t eResult = ChunkFile_Ok;
|
|
|
|
//
|
|
// If it's a solidentity but it doesn't have any solids,
|
|
// don't save it.
|
|
//
|
|
if (!IsPlaceholder() && !m_Children.Count())
|
|
{
|
|
return(ChunkFile_Ok);
|
|
}
|
|
|
|
//
|
|
// If we are hidden, place this object inside of a hidden chunk.
|
|
//
|
|
if (!IsVisible())
|
|
{
|
|
eResult = pFile->BeginChunk("hidden");
|
|
}
|
|
|
|
//
|
|
// Begin this entity's scope.
|
|
//
|
|
eResult = pFile->BeginChunk("entity");
|
|
|
|
//
|
|
// Save the entity's ID.
|
|
//
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = pFile->WriteKeyValueInt("id", GetID());
|
|
}
|
|
|
|
//
|
|
// Save our keys.
|
|
//
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = CEditGameClass::SaveVMF(pFile, pSaveInfo);
|
|
}
|
|
|
|
//
|
|
// If this is a point entity of an unknown type or a point entity that doesn't
|
|
// declare an origin key, save our origin.
|
|
//
|
|
if (IsPlaceholder() && (!IsClass() || GetClass()->VarForName("origin") == NULL))
|
|
{
|
|
char szOrigin[80];
|
|
sprintf(szOrigin, "%g %g %g", (double)m_Origin[0], (double)m_Origin[1], (double)m_Origin[2]);
|
|
pFile->WriteKeyValue("origin", szOrigin);
|
|
}
|
|
|
|
//
|
|
// Save all our descendents.
|
|
//
|
|
eResult = ChunkFile_Ok;
|
|
EnumChildrenPos_t pos;
|
|
CMapClass *pChild = GetFirstDescendent(pos);
|
|
while ((pChild != NULL) && (eResult == ChunkFile_Ok))
|
|
{
|
|
if ( pChild->ShouldSerialize() )
|
|
{
|
|
eResult = pChild->SaveVMF(pFile, pSaveInfo);
|
|
}
|
|
pChild = GetNextDescendent(pos);
|
|
}
|
|
|
|
//
|
|
// Save our base class' information within our chunk.
|
|
//
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = CMapClass::SaveVMF(pFile, pSaveInfo);
|
|
}
|
|
|
|
//
|
|
// End this entity's scope.
|
|
//
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
pFile->EndChunk();
|
|
}
|
|
|
|
//
|
|
// End the hidden chunk if we began it.
|
|
//
|
|
if (!IsVisible())
|
|
{
|
|
eResult = pFile->EndChunk();
|
|
}
|
|
|
|
return(eResult);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Overloaded to use the color from our FGD definition.
|
|
// Output : Returns true if the color was specified by this call, false if not.
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapEntity::UpdateObjectColor()
|
|
{
|
|
if (!BaseClass::UpdateObjectColor())
|
|
{
|
|
if (IsClass())
|
|
{
|
|
color32 rgbColor = m_pClass->GetColor();
|
|
SetRenderColor(rgbColor);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pWorld -
|
|
// pObject -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::UpdateDependencies(CMapWorld *pWorld, CMapClass *pObject)
|
|
{
|
|
CMapClass::UpdateDependencies(pWorld, pObject);
|
|
|
|
//
|
|
// If we have a movement parent, relink to our movement parent.
|
|
//
|
|
const char *pszParentName = CEditGameClass::GetKeyValue("parentname");
|
|
if (pszParentName != NULL)
|
|
{
|
|
CMapEntity *pMoveParent = (CMapEntity *)UpdateDependency(m_pMoveParent, pWorld->FindEntityByName( pszParentName));
|
|
SetMoveParent( pMoveParent );
|
|
}
|
|
else
|
|
{
|
|
CMapEntity *pMoveParent = (CMapEntity *)UpdateDependency(m_pMoveParent, NULL);
|
|
SetMoveParent( pMoveParent );
|
|
}
|
|
|
|
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
|
|
if ( pDoc && !pDoc->IsLoading() )
|
|
{
|
|
// Update any downstream/upstream connections objects associated with this entity
|
|
Connections_FixBad();
|
|
Upstream_FixBad();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Places the entity properly on a plane surface, at a given location
|
|
// Input: pos - position on the plane
|
|
// plane - surface plane to align to
|
|
// align - alignment type (top, bottom)
|
|
// Output:
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#define ALIGN_EPSILON 1 // World units
|
|
|
|
void CMapEntity::AlignOnPlane( Vector& pos, PLANE *plane, alignType_e align )
|
|
{
|
|
float fOffset = 0.0f;
|
|
Vector vecNewPos;
|
|
|
|
//Depending on the alignment type, get the offset from the surface
|
|
switch ( align )
|
|
{
|
|
case ALIGN_BOTTOM:
|
|
fOffset = m_Origin[2] - m_Render2DBox.bmins[2];
|
|
break;
|
|
|
|
case ALIGN_TOP:
|
|
fOffset = m_Render2DBox.bmaxs[2] - m_Origin[2];
|
|
break;
|
|
}
|
|
|
|
//Push our point out and away from this surface
|
|
VectorMA( pos, fOffset + ALIGN_EPSILON, plane->normal, vecNewPos );
|
|
|
|
//Update the entity and children
|
|
SetOrigin( vecNewPos );
|
|
SignalChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Looks for an input with a given name in the entity list. ALL entities
|
|
// in the list must have the given input for a match to be found.
|
|
// Input : szInput - Name of the input.
|
|
// Output : Returns true if the input name was found in all entities, false if not.
|
|
//-----------------------------------------------------------------------------
|
|
bool MapEntityList_HasInput(const CMapEntityList *pList, const char *szInput, InputOutputType_t eType)
|
|
{
|
|
GDclass *pLastClass = NULL;
|
|
FOR_EACH_OBJ( *pList, pos )
|
|
{
|
|
CMapEntity *pEntity = pList->Element(pos);
|
|
GDclass *pClass = pEntity->GetClass();
|
|
if ((pClass != pLastClass) && (pClass != NULL))
|
|
{
|
|
CClassInput *pInput = pClass->FindInput(szInput);
|
|
if (!pInput)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ((eType != iotInvalid) && (pInput->GetType() != eType))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// Cheap optimization to help minimize redundant checks.
|
|
//
|
|
pLastClass = pClass;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns a pointer to the object that should be added to the selection
|
|
// list because this object was clicked on with a given selection mode.
|
|
// Input : eSelectMode -
|
|
//-----------------------------------------------------------------------------
|
|
CMapClass *CMapEntity::PrepareSelection(SelectMode_t eSelectMode)
|
|
{
|
|
//
|
|
// Select up the hierarchy when in Groups selection mode if we belong to a group.
|
|
//
|
|
if ((eSelectMode == selectGroups) && (m_pParent != NULL) && !IsWorldObject(m_pParent))
|
|
{
|
|
return GetParent()->PrepareSelection(eSelectMode);
|
|
}
|
|
|
|
//
|
|
// Don't select solid entities when in Solids selection mode. We'll select
|
|
// their solid children.
|
|
//
|
|
if ((eSelectMode == selectSolids) && !IsPlaceholder())
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pRender -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::Render2D(CRender2D *pRender)
|
|
{
|
|
// Render all our children (helpers & solids)
|
|
BaseClass::Render2D(pRender);
|
|
|
|
CMapView2D *pView = (CMapView2D*)pRender->GetView();
|
|
|
|
Vector vecMins, vecMaxs;
|
|
GetRender2DBox(vecMins, vecMaxs);
|
|
if ( pRender->GetInstanceRendering() )
|
|
{
|
|
Vector vecExpandedMins, vecExpandedMaxs;
|
|
|
|
pRender->TransformInstanceAABB( vecMins, vecMaxs, vecExpandedMins, vecExpandedMaxs );
|
|
vecMins = vecExpandedMins;
|
|
vecMaxs = vecExpandedMaxs;
|
|
}
|
|
|
|
Vector2D pt, pt2;
|
|
pView->WorldToClient(pt, vecMins);
|
|
pView->WorldToClient(pt2, vecMaxs);
|
|
|
|
color32 rgbColor = GetRenderColor( pRender );
|
|
|
|
pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b );
|
|
|
|
// Render the entity's name and class name if enabled.
|
|
if (s_bShowEntityNames && pView->GetZoom() >= 1)
|
|
{
|
|
pRender->SetTextColor( rgbColor.r, rgbColor.g, rgbColor.b );
|
|
|
|
const char *pszTargetName = GetKeyValue("targetname");
|
|
if (pszTargetName != NULL)
|
|
{
|
|
pRender->DrawText(pszTargetName, pt.x, pt.y + 2, CRender2D::TEXT_JUSTIFY_BOTTOM );
|
|
}
|
|
|
|
const char *pszClassName = GetClassName();
|
|
if (pszClassName != NULL)
|
|
{
|
|
pRender->DrawText(pszClassName, pt.x, pt2.y - 2, CRender2D::TEXT_JUSTIFY_TOP );
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
// Draw the connections between entities and their targets if enabled.
|
|
//
|
|
if (s_bShowEntityConnections)
|
|
{
|
|
LPCTSTR pszTarget = GetKeyValue("target");
|
|
|
|
if (pszTarget != NULL)
|
|
{
|
|
CMapWorld *pWorld = GetWorldObject(this);
|
|
MDkeyvalue kv("targetname", pszTarget);
|
|
|
|
CMapObjectList FoundEntitiesTarget;
|
|
FoundEntitiesTarget.RemoveAll();
|
|
pWorld->EnumChildren((ENUMMAPCHILDRENPROC)FindKeyValue, (DWORD)&kv, MAPCLASS_TYPE(CMapEntity));
|
|
|
|
Vector vCenter1,vCenter2;
|
|
GetBoundsCenter( vCenter1 );
|
|
|
|
FOR_EACH_OBJ( FoundEntitiesTarget, p )
|
|
{
|
|
CMapClass *pEntity = (CMapEntity *)FoundEntitiesTarget.Element(p);
|
|
pEntity->GetBoundsCenter(vCenter2);
|
|
pRender->DrawLine( vCenter1, vCenter2 );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw the forward vector if we have an "angles" key and we're selected.
|
|
// HACK: don't draw the forward vector for lights, they negate pitch. The model helper will handle it.
|
|
if ((GetSelectionState() != SELECT_NONE) &&
|
|
(!GetClassName() || (strnicmp(GetClassName(), "light_", 6) != 0)) &&
|
|
(GetKeyValue("angles") != NULL))
|
|
{
|
|
Vector vecOrigin;
|
|
GetOrigin(vecOrigin);
|
|
|
|
QAngle vecAngles;
|
|
GetAngles(vecAngles);
|
|
Vector vecForward;
|
|
AngleVectors(vecAngles, &vecForward);
|
|
|
|
pRender->SetDrawColor( 255, 255, 0 );
|
|
pRender->DrawLine(vecOrigin, vecOrigin + vecForward * 24);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the 2D logical view bounding box
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::GetRenderLogicalBox( Vector2D &mins, Vector2D &maxs )
|
|
{
|
|
mins.x = m_vecLogicalPosition.x;
|
|
maxs.x = m_vecLogicalPosition.x + LOGICAL_BOX_WIDTH + LOGICAL_BOX_CONNECTOR_INPUT_WIDTH + LOGICAL_BOX_CONNECTOR_OUTPUT_WIDTH;
|
|
mins.y = m_vecLogicalPosition.y;
|
|
maxs.y = m_vecLogicalPosition.y + LOGICAL_BOX_HEIGHT;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Logical position accessor
|
|
//-----------------------------------------------------------------------------
|
|
const Vector2D& CMapEntity::GetLogicalPosition( )
|
|
{
|
|
return m_vecLogicalPosition;
|
|
}
|
|
|
|
void CMapEntity::SetLogicalPosition( const Vector2D &vecPosition )
|
|
{
|
|
m_vecLogicalPosition = vecPosition;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns a logical position
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::GetLogicalConnectionPosition( LogicalConnection_t i, Vector2D &vecPosition )
|
|
{
|
|
Vector2D vecMins, vecMaxs;
|
|
GetRenderLogicalBox( vecMins, vecMaxs );
|
|
|
|
vecPosition.y = ( vecMins.y + vecMaxs.y ) * 0.5f;
|
|
|
|
if ( i == LOGICAL_CONNECTION_INPUT )
|
|
{
|
|
vecPosition.x = vecMins.x;
|
|
}
|
|
else
|
|
{
|
|
vecPosition.x = vecMaxs.x;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders into the logical view
|
|
//-----------------------------------------------------------------------------
|
|
void CMapEntity::RenderLogical( CRender2D *pRender )
|
|
{
|
|
// Render all our children (helpers & solids)
|
|
BaseClass::RenderLogical(pRender);
|
|
|
|
Vector2D vecMins, vecMaxs;
|
|
GetRenderLogicalBox( vecMins, vecMaxs );
|
|
|
|
Vector2D vecBoxMins = vecMins;
|
|
Vector2D vecBoxMaxs = vecMaxs;
|
|
vecBoxMins.x += LOGICAL_BOX_CONNECTOR_INPUT_WIDTH;
|
|
vecBoxMaxs.x -= LOGICAL_BOX_CONNECTOR_OUTPUT_WIDTH;
|
|
|
|
// Define the entity highlight/lowlight edges
|
|
Vector2D vecInnerMins = vecBoxMins, vecInnerMaxs = vecBoxMaxs;
|
|
vecInnerMins.x += LOGICAL_BOX_INNER_OFFSET;
|
|
vecInnerMins.y += LOGICAL_BOX_INNER_OFFSET;
|
|
vecInnerMaxs.x -= LOGICAL_BOX_INNER_OFFSET;
|
|
vecInnerMaxs.y -= LOGICAL_BOX_INNER_OFFSET;
|
|
|
|
// Get the entity render color
|
|
color32 rgbColor = GetRenderColor( pRender );
|
|
color32 rgbHighlight = {(byte)(7*rgbColor.r/8), (byte)(7*rgbColor.g/8), (byte)(7*rgbColor.b/8), (byte)255 };
|
|
color32 rgbLowlight = { (byte)(5*rgbColor.r/8), (byte)(5*rgbColor.g/8), (byte)(5*rgbColor.b/8), (byte)255 };
|
|
color32 rgbEdgeColor = { (byte)(3*rgbColor.r/8), (byte)(3*rgbColor.g/8), (byte)(3*rgbColor.b/8), (byte)255 };
|
|
color32 rgbInterior = { (byte)(2*rgbColor.r/8), (byte)(2*rgbColor.g/8), (byte)(2*rgbColor.b/8), (byte)255 };
|
|
|
|
// Draw an inside UpperLeft highlight rect (leading edge highlight)
|
|
pRender->SetDrawColor( rgbHighlight.r, rgbHighlight.g, rgbHighlight.b );
|
|
pRender->DrawRectangle( Vector( vecBoxMins.x, vecBoxMins.y, 0.0f ), Vector( vecBoxMaxs.x, vecBoxMaxs.y, 0.0f ), true, 0 );
|
|
|
|
// Draw an inside LowerRight lowlight rect (trailing edge lowlight)
|
|
pRender->SetDrawColor( rgbLowlight.r, rgbLowlight.g, rgbLowlight.b );
|
|
pRender->DrawRectangle( Vector( vecInnerMins.x, vecBoxMins.y, 0.0f ), Vector( vecBoxMaxs.x, vecInnerMaxs.y, 0.0f ), true, 0 );
|
|
|
|
// Draw an outside border rect in the entities render color
|
|
pRender->SetDrawColor( rgbEdgeColor.r, rgbEdgeColor.g, rgbEdgeColor.b );
|
|
pRender->DrawRectangle( Vector( vecBoxMins.x, vecBoxMins.y, 0.0f ), Vector( vecBoxMaxs.x, vecBoxMaxs.y, 0.0f ), false, 0 );
|
|
|
|
// Draw the small diagonals connecting the outer and inner corners
|
|
pRender->DrawLine( Vector( vecBoxMins.x, vecBoxMins.y, 0.0f ), Vector( vecBoxMaxs.x, vecBoxMaxs.y, 0.0f ) );
|
|
pRender->DrawLine( Vector( vecBoxMins.x, vecBoxMaxs.y, 0.0f ), Vector( vecBoxMaxs.x, vecBoxMins.y, 0.0f ) );
|
|
|
|
// Draw interior background first
|
|
pRender->SetDrawColor( rgbInterior.r, rgbInterior.g, rgbInterior.b );
|
|
pRender->DrawRectangle( Vector( vecInnerMins.x, vecInnerMins.y, 0.0f ), Vector( vecInnerMaxs.x, vecInnerMaxs.y, 0.0f ), true, 0 );
|
|
|
|
// Draws the sprite helper(s) (if it has them)
|
|
bool bFoundSpriteHelper = false;
|
|
|
|
FOR_EACH_OBJ( m_Children, pos )
|
|
{
|
|
CMapSprite *pSprite = dynamic_cast<CMapSprite*>( m_Children[pos] );
|
|
if ( pSprite )
|
|
{
|
|
// Render the sprite on top of the background
|
|
pSprite->RenderLogicalAt( pRender, vecInnerMins, vecInnerMaxs );
|
|
bFoundSpriteHelper = true;
|
|
}
|
|
}
|
|
|
|
// Fill in the interior with entity color if no sprite was found
|
|
if ( !bFoundSpriteHelper )
|
|
{
|
|
// Redraw the interior with the entity's render color
|
|
pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b );
|
|
pRender->DrawRectangle( Vector( vecInnerMins.x, vecInnerMins.y, 0.0f ), Vector( vecInnerMaxs.x, vecInnerMaxs.y, 0.0f ), true, 0 );
|
|
|
|
// Put an inner border around the entity color block
|
|
pRender->SetDrawColor( rgbEdgeColor.r, rgbEdgeColor.g, rgbEdgeColor.b );
|
|
pRender->DrawRectangle( Vector( vecInnerMins.x, vecInnerMins.y, 0.0f ), Vector( vecInnerMaxs.x, vecInnerMaxs.y, 0.0f ), false, 0 );
|
|
}
|
|
|
|
// Draw the rest of the entity in the entity color
|
|
pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b );
|
|
|
|
// Draws the connectors
|
|
float flConnectorY = ( vecMins.y + vecMaxs.y ) * 0.5f;
|
|
pRender->DrawCircle( Vector( vecMins.x + LOGICAL_BOX_CONNECTOR_RADIUS, flConnectorY, 0.0f ), LOGICAL_BOX_CONNECTOR_RADIUS );
|
|
pRender->MoveTo( Vector( vecMins.x + 2 * LOGICAL_BOX_CONNECTOR_RADIUS, flConnectorY, 0.0f ) );
|
|
pRender->DrawLineTo( Vector( vecBoxMins.x, flConnectorY, 0.0f ) );
|
|
|
|
pRender->MoveTo( Vector( vecBoxMaxs.x, flConnectorY, 0.0f ) );
|
|
pRender->DrawLineTo( Vector( vecMaxs.x - LOGICAL_BOX_ARROW_LENGTH, flConnectorY, 0.0f ) );
|
|
pRender->DrawLineTo( Vector( vecMaxs.x - LOGICAL_BOX_ARROW_LENGTH, flConnectorY + LOGICAL_BOX_ARROW_HEIGHT, 0.0f ) );
|
|
pRender->DrawLineTo( Vector( vecMaxs.x, flConnectorY, 0.0f ) );
|
|
pRender->DrawLineTo( Vector( vecMaxs.x - LOGICAL_BOX_ARROW_LENGTH, flConnectorY - LOGICAL_BOX_ARROW_HEIGHT, 0.0f ) );
|
|
pRender->DrawLineTo( Vector( vecMaxs.x - LOGICAL_BOX_ARROW_LENGTH, flConnectorY, 0.0f ) );
|
|
|
|
// Stop drawing the text once the entity itself gets too small.
|
|
Vector2D pt, pt2;
|
|
pRender->GetView()->WorldToClient( pt, Vector( vecBoxMins.x, vecBoxMins.y, 0.0f ) );
|
|
pRender->GetView()->WorldToClient( pt2, Vector( vecBoxMaxs.x, vecBoxMaxs.y, 0.0f ) );
|
|
if ( fabs( pt.y - pt2.y ) < 32 )
|
|
return;
|
|
|
|
// Render the entity's name and class name if enabled.
|
|
pRender->SetTextColor( rgbColor.r, rgbColor.g, rgbColor.b );
|
|
|
|
// Draw the inputs and outputs
|
|
const char *pszTargetName = GetKeyValue("targetname");
|
|
if (pszTargetName != NULL)
|
|
{
|
|
pRender->DrawText( pszTargetName, Vector2D( (vecMins.x+vecMaxs.x)/2, vecMaxs.y ), 0, -1, CRender2D::TEXT_JUSTIFY_TOP | CRender2D::TEXT_JUSTIFY_HORZ_CENTER );
|
|
}
|
|
|
|
if ( fabs( pt.y - pt2.y ) < 50 )
|
|
return;
|
|
|
|
const char *pszClassName = GetClassName();
|
|
if (pszClassName != NULL)
|
|
{
|
|
pRender->DrawText( pszClassName, Vector2D( (vecMins.x+vecMaxs.x)/2, vecMins.y ), 0, 1, CRender2D::TEXT_JUSTIFY_BOTTOM | CRender2D::TEXT_JUSTIFY_HORZ_CENTER );
|
|
}
|
|
}
|
|
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//-----------------------------------------------------------------------------
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// Purpose: Returns whether this entity snaps to half grid or not. Some entities,
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// such as hinges, need to snap to a 0.5 grid to center on geometry.
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//-----------------------------------------------------------------------------
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bool CMapEntity::ShouldSnapToHalfGrid()
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{
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return (GetClass() && GetClass()->ShouldSnapToHalfGrid());
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the integer value of the nodeid key of this entity.
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//-----------------------------------------------------------------------------
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int CMapEntity::GetNodeID(void)
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{
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int nNodeID = 0;
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const char *pszNodeID = GetKeyValue("nodeid");
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if (pszNodeID)
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{
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nNodeID = atoi(pszNodeID);
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}
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return nNodeID;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns whether this object should be hidden based on the given
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// cordon bounds.
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// Output : Returns true to cull the object, false to keep it.
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//-----------------------------------------------------------------------------
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bool CMapEntity::IsCulledByCordon(const Vector &vecMins, const Vector &vecMaxs)
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{
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// Point entities are culled by their origin, not by their bounding box.
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// An exception to that is swept hulls, such as ladders, that are more like solid ents.
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if ( IsPointClass() && !IsSweptHullClass( this ) )
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{
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Vector vecOrigin;
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GetOrigin(vecOrigin);
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return !IsPointInBox(vecOrigin, vecMins, vecMaxs);
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}
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return !IsIntersectingBox(vecMins, vecMaxs);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pView -
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// vecPoint -
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// nHitData -
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// Output :
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//-----------------------------------------------------------------------------
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bool CMapEntity::HitTest2D(CMapView2D *pView, const Vector2D &point, HitInfo_t &HitData)
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{
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if ( !IsVisible() )
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return false;
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if ( BaseClass::HitTest2D(pView, point, HitData) )
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return true;
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//
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// Only check point entities; brush entities are selected via their brushes.
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|
//
|
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if ( !IsPointClass() )
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return false;
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// First check center X.
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|
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Vector vecCenter, vecViewPoint;
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GetBoundsCenter(vecCenter);
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Vector2D vecClientCenter;
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pView->WorldToClient(vecClientCenter, vecCenter);
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pView->GetCamera()->GetViewPoint( vecViewPoint );
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|
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HitData.pObject = this;
|
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HitData.nDepth = vecViewPoint[pView->axThird]-vecCenter[pView->axThird];
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|
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if ( pView->CheckDistance( point, vecClientCenter, HANDLE_RADIUS) )
|
|
{
|
|
HitData.uData = 0;
|
|
return true;
|
|
}
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|
else if (!Options.view2d.bSelectbyhandles)
|
|
{
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|
//
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// See if any edges of the bbox are within a certain distance from the the point.
|
|
//
|
|
int iSelUnits = 2;
|
|
int x1 = point.x - iSelUnits;
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|
int x2 = point.x + iSelUnits;
|
|
int y1 = point.y - iSelUnits;
|
|
int y2 = point.y + iSelUnits;
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|
|
Vector vecMins;
|
|
Vector vecMaxs;
|
|
GetRender2DBox(vecMins, vecMaxs);
|
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|
|
Vector2D vecClientMins;
|
|
Vector2D vecClientMaxs;
|
|
pView->WorldToClient(vecClientMins, vecMins);
|
|
pView->WorldToClient(vecClientMaxs, vecMaxs);
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|
|
|
Vector2D vecEdges[4] =
|
|
{
|
|
Vector2D(vecClientMins.x, vecClientMins.y),
|
|
Vector2D(vecClientMaxs.x, vecClientMins.y),
|
|
Vector2D(vecClientMaxs.x, vecClientMaxs.y),
|
|
Vector2D(vecClientMins.x, vecClientMaxs.y),
|
|
};
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
if (IsLineInside(vecEdges[i], vecEdges[(i + 1) % 4], x1, y1, x2, y2))
|
|
{
|
|
HitData.uData = i+1;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Hit test for the logical view
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapEntity::HitTestLogical( CMapViewLogical *pView, const Vector2D &vecPoint, HitInfo_t &hitData )
|
|
{
|
|
if ( !IsVisible() || !IsLogical() || !IsVisibleLogical() )
|
|
return false;
|
|
|
|
if ( BaseClass::HitTestLogical( pView, vecPoint, hitData ) )
|
|
return true;
|
|
|
|
// Is the point inside the box?
|
|
Vector2D vecMins;
|
|
Vector2D vecMaxs;
|
|
GetRenderLogicalBox( vecMins, vecMaxs );
|
|
|
|
Vector2D vecClientMins;
|
|
Vector2D vecClientMaxs;
|
|
pView->WorldToClient(vecClientMins, vecMins);
|
|
pView->WorldToClient(vecClientMaxs, vecMaxs);
|
|
NormalizeBox( vecClientMins, vecClientMaxs );
|
|
|
|
if ( IsPointInside( vecPoint, vecClientMins, vecClientMaxs ) )
|
|
{
|
|
hitData.pObject = this;
|
|
hitData.uData = 0;
|
|
hitData.nDepth = 0.0f;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Is this logical?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapEntity::IsLogical(void)
|
|
{
|
|
GDclass *pClass = GetClass();
|
|
return pClass && (( pClass->GetInputCount() > 0 ) || ( pClass->GetOutputCount() > 0 )) || (m_Connections.Count() || m_Upstream.Count());
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Is it visible in the logical view?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapEntity::IsVisibleLogical(void)
|
|
{
|
|
return IsVisible();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if this entity's name matches the given name, considering
|
|
// wildcards.
|
|
// Input : szName -
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapEntity::NameMatches(const char *szName)
|
|
{
|
|
const char *pszTargetName = GetKeyValue( "targetname" );
|
|
if (pszTargetName)
|
|
{
|
|
return !CompareEntityNames(pszTargetName, szName);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if this entity's classname matches the given name, considering
|
|
// wildcards.
|
|
// Input : szName -
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapEntity::ClassNameMatches(const char *szName)
|
|
{
|
|
const char *pszClassName = GetClassName();
|
|
if (pszClassName)
|
|
{
|
|
return !CompareEntityNames(pszClassName, szName);
|
|
}
|
|
|
|
return false;
|
|
}
|