//**************************************************************************** //* MODULE: Gel/Components //* FILENAME: ObjectHookManagerComponent.cpp //* OWNER: Dave Cowling //* CREATION DATE: 02/18/03 //**************************************************************************** // 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 // - 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 #include #include #include 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* CObjectHookManagerComponent::s_create() { return static_cast< CBaseComponent* >( new CObjectHookManagerComponent ); } /******************************************************************/ /* */ /* */ /******************************************************************/ // All components set their type, which is a unique 32-bit number // (the CRC of their name), which is used to identify the component CObjectHookManagerComponent::CObjectHookManagerComponent() : CBaseComponent() { SetType( CRC_OBJECTHOOKMANAGER ); mp_object_hook_manager = NULL; } /******************************************************************/ /* */ /* */ /******************************************************************/ CObjectHookManagerComponent::~CObjectHookManagerComponent() { // Remove the CObjectHookManager if present. if( mp_object_hook_manager ) { delete mp_object_hook_manager; } } /******************************************************************/ /* */ /* */ /******************************************************************/ // 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 CObjectHookManagerComponent::InitFromStructure( Script::CStruct* pParams ) { // There needs to be a NodeArrayComponent attached for the ObjectHookManagerComponent to operate. CNodeArrayComponent *p_nodearray_component = GetNodeArrayComponentFromObject( GetObject()); Dbg_MsgAssert( p_nodearray_component, ( "ObjectHookManagerComponent created without NodeArrayComponent" )); // Remove the CObjectHookManager if present. if( mp_object_hook_manager ) { delete mp_object_hook_manager; } // Create a CObjectHookManager, and parse the node array for the hooks. mp_object_hook_manager = new Obj::CObjectHookManager(); mp_object_hook_manager->AddObjectHooksFromNodeArray( p_nodearray_component->GetNodeArray()); } /******************************************************************/ /* */ /* */ /******************************************************************/ // 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 CObjectHookManagerComponent::RefreshFromStructure( Script::CStruct* pParams ) { 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 CObjectHookManagerComponent::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 CObjectHookManagerComponent::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 CObjectHookManagerComponent::GetDebugInfo( Script::CStruct *p_info ) { #ifdef __DEBUG_CODE__ Dbg_MsgAssert( p_info, ("NULL p_info sent to CObjectHookManagerComponent::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 if( mp_object_hook_manager ) { p_info->AddString("ObjectHookManager.m_is_transformed", mp_object_hook_manager->IsMoving() ? "yes" : "no" ); } // We call the base component's GetDebugInfo, so we can add info from the common base component. CBaseComponent::GetDebugInfo( p_info ); #endif } /******************************************************************/ /* */ /* */ /******************************************************************/ }