/* Copyright (C) 2001-2006, William Joseph. All Rights Reserved. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #include "entity.h" #include "ifilter.h" #include "selectable.h" #include "namespace.h" #include "scenelib.h" #include "entitylib.h" #include "eclasslib.h" #include "pivot.h" #include "targetable.h" #include "uniquenames.h" #include "namekeys.h" #include "stream/stringstream.h" #include "filters.h" #include "miscmodel.h" #include "prop_dynamic.h" #include "light.h" #include "group.h" #include "eclassmodel.h" #include "generic.h" #include "doom3group.h" EGameType g_gameType; inline scene::Node &entity_for_eclass(EntityClass *eclass) { if ( classname_equal(eclass->name(), "prop_dynamic" ) ) { return New_PropDynamic(eclass); } if ( classname_equal(eclass->name(), "prop_static" ) ) { return New_PropStatic(eclass); } else if (classname_equal(eclass->name(), "light") || classname_equal(eclass->name(), "lightJunior")) { return New_Light(eclass); } else if (classname_equal(eclass->name(), "env_sound") || classname_equal(eclass->name(), "lightJunior")) { return New_Light(eclass); } if (!eclass->fixedsize) { /*if (g_gameType == eGameTypeDoom3) { return New_Doom3Group(eclass); } else {*/ return New_Group(eclass); /*}*/ } else if (!string_empty(eclass->modelpath())) { return New_EclassModel(eclass); } else { return New_GenericEntity(eclass); } } void Entity_setName(Entity &entity, const char *name) { entity.setKeyValue("name", name); } typedef ReferenceCaller EntitySetNameCaller; inline Namespaced *Node_getNamespaced(scene::Node &node) { return NodeTypeCast::cast(node); } inline scene::Node &node_for_eclass(EntityClass *eclass) { scene::Node &node = entity_for_eclass(eclass); Node_getEntity(node)->setKeyValue("classname", eclass->name()); /*if (string_not_empty(eclass->name()) && !string_equal(eclass->name(), "worldspawn") && !string_equal(eclass->name(), "UNKNOWN_CLASS")) { char buffer[1024]; strcpy(buffer, eclass->name()); strcat(buffer, "_1"); GlobalNamespace().makeUnique(buffer, EntitySetNameCaller(*Node_getEntity(node))); }*/ Namespaced *namespaced = Node_getNamespaced(node); if (namespaced != 0) { namespaced->setNamespace(GlobalNamespace()); } return node; } EntityCreator::KeyValueChangedFunc EntityKeyValues::m_entityKeyValueChanged = 0; EntityCreator::KeyValueChangedFunc KeyValue::m_entityKeyValueChanged = 0; Counter *EntityKeyValues::m_counter = 0; bool g_showNames = false; bool g_showAngles = false; bool g_newLightDraw = true; bool g_lightRadii = true; class ConnectEntities { public: Entity *m_e1; Entity *m_e2; int m_index; ConnectEntities(Entity *e1, Entity *e2, int index) : m_e1(e1), m_e2(e2), m_index(index) { } const char *keyname() { StringOutputStream key(16); if (m_index <= 0) { return "target"; } if (m_index == 1) { return "killtarget"; } key << "target" << m_index; return key.c_str(); } void connect(const char *name) { m_e1->setKeyValue(keyname(), name); m_e2->setKeyValue("targetname", name); } typedef MemberCaller ConnectCaller; }; inline Entity *ScenePath_getEntity(const scene::Path &path) { Entity *entity = Node_getEntity(path.top()); if (entity == 0) { entity = Node_getEntity(path.parent()); } return entity; } class Quake3EntityCreator : public EntityCreator { public: scene::Node &createEntity(EntityClass *eclass) { return node_for_eclass(eclass); } void setKeyValueChangedFunc(KeyValueChangedFunc func) { EntityKeyValues::setKeyValueChangedFunc(func); } void setCounter(Counter *counter) { EntityKeyValues::setCounter(counter); } void connectEntities(const scene::Path &path, const scene::Path &targetPath, int index) { Entity *e1 = ScenePath_getEntity(path); Entity *e2 = ScenePath_getEntity(targetPath); if (e1 == 0 || e2 == 0) { globalErrorStream() << "entityConnectSelected: both of the selected instances must be an entity\n"; return; } if (e1 == e2) { globalErrorStream() << "entityConnectSelected: the selected instances must not both be from the same entity\n"; return; } UndoableCommand undo("entityConnectSelected"); if (g_gameType == eGameTypeDoom3) { StringOutputStream key(16); if (index >= 0) { key << "target"; if (index != 0) { key << index; } e1->setKeyValue(key.c_str(), e2->getKeyValue("name")); key.clear(); } else { for (unsigned int i = 0;; ++i) { key << "target"; if (i != 0) { key << i; } const char *value = e1->getKeyValue(key.c_str()); if (string_empty(value)) { e1->setKeyValue(key.c_str(), e2->getKeyValue("name")); break; } key.clear(); } } } else { ConnectEntities connector(e1, e2, index); const char *value = e2->getKeyValue("targetname"); if (!string_empty(value)) { connector.connect(value); } else { const char *type = e2->getKeyValue("classname"); if (string_empty(type)) { type = "t"; } StringOutputStream key(64); key << type << "1"; GlobalNamespace().makeUnique(key.c_str(), ConnectEntities::ConnectCaller(connector)); } } SceneChangeNotify(); } void setLightRadii(bool lightRadii) { g_lightRadii = lightRadii; } bool getLightRadii() const { return g_lightRadii; } void setShowNames(bool showNames) { g_showNames = showNames; } bool getShowNames() { return g_showNames; } void setShowAngles(bool showAngles) { g_showAngles = showAngles; } bool getShowAngles() { return g_showAngles; } void printStatistics() const { StringPool_analyse(EntityKeyValues::getPool()); } }; Quake3EntityCreator g_Quake3EntityCreator; EntityCreator &GetEntityCreator() { return g_Quake3EntityCreator; } class filter_entity_classname : public EntityFilter { const char *m_classname; public: filter_entity_classname(const char *classname) : m_classname(classname) { } bool filter(const Entity &entity) const { return string_equal(entity.getKeyValue("classname"), m_classname); } }; class filter_entity_classgroup : public EntityFilter { const char *m_classgroup; std::size_t m_length; public: filter_entity_classgroup(const char *classgroup) : m_classgroup(classgroup), m_length(string_length(m_classgroup)) { } bool filter(const Entity &entity) const { return string_equal_n(entity.getKeyValue("classname"), m_classgroup, m_length); } }; /* this is such a bad hack because radiant sucks and I ran out of time */ class filter_entity_classtwo: public EntityFilter { const char *m_classname1; const char *m_classname2; public: filter_entity_classtwo(const char *classname1, const char *classname2) : m_classname1(classname1), m_classname2(classname2) { } bool filter(const Entity &entity) const { return string_equal(entity.getKeyValue("classname"), m_classname1) || string_equal(entity.getKeyValue("classname"), m_classname2); } }; filter_entity_classtwo g_filter_entity_world("worldspawn", "func_group"); filter_entity_classname g_filter_entity_func_group("func_group"); filter_entity_classname g_filter_entity_light("light"); filter_entity_classname g_filter_entity_prop_static("prop_static"); filter_entity_classname g_filter_entity_prop_dynamic("prop_dynamic"); filter_entity_classgroup g_filter_entity_trigger("trigger_"); filter_entity_classgroup g_filter_entity_path("path_"); class filter_entity_doom3model : public EntityFilter { public: bool filter(const Entity &entity) const { return string_equal(entity.getKeyValue("classname"), "func_static") && !string_equal(entity.getKeyValue("model"), entity.getKeyValue("name")); } }; filter_entity_doom3model g_filter_entity_doom3model; void Entity_InitFilters() { add_entity_filter(g_filter_entity_world, EXCLUDE_WORLD); add_entity_filter(g_filter_entity_func_group, EXCLUDE_GROUP); add_entity_filter(g_filter_entity_trigger, EXCLUDE_TRIGGERS); add_entity_filter(g_filter_entity_prop_static, EXCLUDE_MODELS); add_entity_filter(g_filter_entity_prop_dynamic, EXCLUDE_MODELS); add_entity_filter(g_filter_entity_doom3model, EXCLUDE_MODELS); add_entity_filter(g_filter_entity_light, EXCLUDE_LIGHTS); add_entity_filter(g_filter_entity_path, EXCLUDE_PATHS); add_entity_filter(g_filter_entity_world, EXCLUDE_ENT, true); } #include "preferencesystem.h" void Entity_Construct(EGameType gameType) { g_gameType = gameType; Static::instance().m_keyIsName = keyIsNameQuake3; Static::instance().m_nameKey = "targetname"; GlobalPreferenceSystem().registerPreference("SI_ShowNames", make_property_string(g_showNames)); GlobalPreferenceSystem().registerPreference("SI_ShowAngles", make_property_string(g_showAngles)); GlobalPreferenceSystem().registerPreference("NewLightStyle", make_property_string(g_newLightDraw)); GlobalPreferenceSystem().registerPreference("LightRadiuses", make_property_string(g_lightRadii)); Entity_InitFilters(); Light_Construct(); PropStatic_construct(); PropDynamic_construct(); /* Doom3Group_construct();*/ RenderablePivot::StaticShader::instance() = GlobalShaderCache().capture("$PIVOT"); GlobalShaderCache().attachRenderable(StaticRenderableConnectionLines::instance()); } void Entity_Destroy() { GlobalShaderCache().detachRenderable(StaticRenderableConnectionLines::instance()); GlobalShaderCache().release("$PIVOT"); /*Doom3Group_destroy();*/ PropStatic_destroy(); PropDynamic_destroy(); Light_Destroy(); }