thug/Code/Gel/Components/NodeArrayComponent.cpp

222 lines
8.5 KiB
C++
Raw Normal View History

2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Gel/Components
//* FILENAME: NodeArrayComponent.cpp
//* OWNER: Dave Cowling
//* CREATION DATE: 02/17/03
//****************************************************************************
// The CEmptyComponent class is an skeletal version of a component
// It is intended that you use this as the basis for creating new
// components.
// To create a new component called "Watch", (CWatchComponent):
// - copy emptycomponent.cpp/.h to watchcomponent.cpp/.h
// - in both files, search and replace "Empty" with "Watch", preserving the case
// - in WatchComponent.h, update the CRCD value of CRC_WATCH
// - in CompositeObjectManager.cpp, in the CCompositeObjectManager constructor, add:
// RegisterComponent(CRC_WATCH, CWatchComponent::s_create);
// - and add the include of the header
// #include <gel/components/watchcomponent.h>
// - Add it to build\gel.mkf, like:
// $(NGEL)/components/WatchComponent.cpp\
// - Fill in the OWNER (yourself) and the CREATION DATE (today's date) in the .cpp and the .h files
// - Insert code as needed and remove generic comments
// - remove these comments
// - add comments specfic to the component, explaining its usage
#include <gel/components/nodearraycomponent.h>
#include <gel/assman/assman.h>
#include <gel/object/compositeobject.h>
#include <gel/scripting/struct.h>
namespace Obj
{
/******************************************************************/
/* */
/* */
/******************************************************************/
// s_create is what is registered with the component factory
// object, (currently the CCompositeObjectManager)
// s_create returns a CBaseComponent*, as it is to be used
// by factor creation schemes that do not care what type of
// component is being created
// ** after you've finished creating this component, be sure to
// ** add it to the list of registered functions in the
// ** CCompositeObjectManager constructor
CBaseComponent* CNodeArrayComponent::s_create()
{
return static_cast< CBaseComponent* >( new CNodeArrayComponent );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// All components set their type, which is a unique 32-bit number
// (the CRC of their name), which is used to identify the component
CNodeArrayComponent::CNodeArrayComponent() : CBaseComponent()
{
SetType( CRC_NODEARRAY );
mp_node_array = NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CNodeArrayComponent::~CNodeArrayComponent()
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// InitFromStructure is passed a Script::CStruct that contains a
// number of parameters to initialize this component
// this currently is the contents of a node
// but you can pass in anything you like.
void CNodeArrayComponent::InitFromStructure( Script::CStruct* pParams )
{
// Obtain the model name from the structure. At a later date, perhaps the node could override the .qb name.
const char *p_model_name = NULL;
if( !pParams->GetText( 0x286a8d26, &p_model_name ))
{
// This is currently an error.
Dbg_MsgAssert( 0, ( "Attempting to create NodeArrayComponent from node with no model name" ));
return;
}
// Generate the .qb name from the model name.
char nodearray_filename[256];
strcpy( nodearray_filename, "models\\" );
strcat( nodearray_filename, p_model_name );
char *p_ext = strstr( nodearray_filename, "." );
if( p_ext )
{
strcpy( p_ext, ".qb" );
}
else
{
strcat( nodearray_filename, ".qb" );
}
// Ask the Asset Manager for the .qb - it will be loaded if it is not yet memory resident.
Ass::CAssMan *p_ass_man = Ass::CAssMan::Instance();
mp_node_array = (Script::CArray*)p_ass_man->LoadOrGetAsset( nodearray_filename, false, false, false, 0 );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// RefreshFromStructure is passed a Script::CStruct that contains a
// number of parameters to initialize this component
// this currently is the contents of a node
// but you can pass in anything you like.
void CNodeArrayComponent::RefreshFromStructure( Script::CStruct* pParams )
{
// Obtain the model name from the structure. At a later date, perhaps the node could override the .qb name.
const char *p_model_name = NULL;
if( !pParams->GetText( 0x286a8d26, &p_model_name ))
{
// Not an error during a refresh, just exit with existing values maintained.
return;
}
InitFromStructure( pParams );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// The component's Update() function is called from the CCompositeObject's
// Update() function. That is called every game frame by the CCompositeObjectManager
// from the s_logic_code function that the CCompositeObjectManager registers
// with the task manger.
void CNodeArrayComponent::Update()
{
// Doing nothing, so tell code to do nothing next time around
Suspend(true);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// Given the "Checksum" of a script command, then possibly handle it
// if it's a command that this component will handle
CBaseComponent::EMemberFunctionResult CNodeArrayComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
{
switch( Checksum )
{
/*
// @script | DoSomething | does some functionality
case 0xbb4ad101: // DoSomething
DoSomething();
break;
// @script | ValueIsTrue | returns a boolean value
case 0x769260f7: // ValueIsTrue
{
return ValueIsTrue() ? CBaseComponent::MF_TRUE : CBaseComponent::MF_FALSE;
}
break;
*/
default:
return CBaseComponent::MF_NOT_EXECUTED;
}
// the "default" case of the switch statement handles
// unrecognized functions; if we make it down here,
// that means that the component already handled it
// somehow
return CBaseComponent::MF_TRUE;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CNodeArrayComponent::GetDebugInfo( Script::CStruct *p_info )
{
#ifdef __DEBUG_CODE__
Dbg_MsgAssert( p_info, ("NULL p_info sent to CNodeArrayComponent::GetDebugInfo" ));
// Add any script components to the p_info structure,
// and they will be displayed in the script debugger (qdebug.exe)
// you will need to add the names to debugger_names.q, if they are not existing checksums
p_info->AddArray( "mp_node_array", mp_node_array );
// We call the base component's GetDebugInfo, so we can add info from the common base component.
CBaseComponent::GetDebugInfo( p_info );
#endif
}
/******************************************************************/
/* */
/* */
/******************************************************************/
}