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