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firestorm/Gameleap/code/mw4/Code/MW4GameEd2/EditorApplication.cpp
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348 lines
10 KiB
C++

// EditorApplication.cpp: implementation of the EditorApplication class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "MW4GameEd2.h"
#include "EditorApplication.h"
#include <MW4\MWTool.hpp>
#include <MW4\MWPlayer.hpp>
#include <Buildnum\BuildNum.h>
#include <Adept\Resource.hpp>
#include <Adept\DropZone.hpp>
#include <Adept\Map.hpp>
#include <Adept\ResourceEffectLibrary.hpp>
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
//#############################################################################
//######################## EditorApplication ######################
//#############################################################################
//#############################################################################
// Message Support
//
const Receiver::MessageEntry
EditorApplication::MessageEntries[]=
{
MESSAGE_ENTRY(EditorApplication, PauseGame)
};
EditorApplication::ClassData*
EditorApplication::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EditorApplication::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
EditorApplicationClassID,
"EditorApplication",
MWApplication::DefaultData,
ELEMENTS(MessageEntries),
MessageEntries
);
Check_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EditorApplication::TerminateClass()
{
Check_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EditorApplication*
EditorApplication::Make()
{
return new EditorApplication;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EditorApplication::EditorApplication():
MWApplication(DefaultData,false)
{
applicationMode = EditorMode;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EditorApplication::~EditorApplication()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EditorApplication::LoadGameMessageHandler(int connection, Stuff::MemoryStream *message)
{
Check_Object(this);
MWApplication::LoadGameMessageHandler(connection, message);
//
//-------------------------------------------------------
//We need to create a drop zone with the name PlayerStart
//-------------------------------------------------------
//
if(NameTable::GetInstance()->FindID("PlayerStart") == NameTable::NullObjectID)
{
Adept::Resource model_resource((LPCSTR)"Content\\Misc\\DropZone\\DropZone.instance");
Check_Object(&model_resource);
model_resource.LoadData();
Verify(model_resource.DoesResourceExist());
Adept::Entity *entity;
Check_Object(Connection::Local);
ReplicatorID base_id = Connection::Local->GetNextReplicatorID();
entity = Entity::CreateEntity(&model_resource,&base_id);
Check_Object(entity);
entity->instanceName = "PlayerStart";
Check_Object(Map::GetInstance());
Map::GetInstance()->AddChild(entity);
entity->SetPropType(Entity::MissionPropType);
entity->SyncMatrices(true);
NameTable::GetInstance()->AddEntry(entity, NameTable::DropZoneArray);
Verify(NameTable::GetInstance()->IsValid());
Map::GetInstance()->UpdateZone(entity);
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EditorApplication::EnterRunningGameState(void* data)
{
Check_Object(this);
MWApplication::EnterRunningGameState(data);
}
void
EditorApplication::PauseGameMessageHandler(const PauseGameMessage *message)
{
Check_Object(this);
Check_Object(message);
Verify(message->messageID == PauseGameMessageID);
}
void
EditorApplication::LoadMissionResources(const char *mission_name)
{
//
//---------------------------------------------------------
// Get the mission instance name and the resource file name
//---------------------------------------------------------
//
Stuff::MString mission_instance = mission_name;
// [editor data fix] Derive the mission's compiled resource (.mw4) so BOTH user missions
// (Resource\UserMissions\<name>.mw4) AND stock missions can be opened. Stock missions
// compile to Resource\Missions\<short>.mw4 where <short> is an abbreviated, lowercase name
// declared in the mission's .build (e.g. CentralPark -> cpark.mw4), so it can't be derived
// by a simple transform. The original code hardcoded "Resource\\User" + (name after first
// '\\'), which only ever found the few user missions and produced a garbage path (and STOP)
// for any name lacking a '\\'. Now: extract the bare mission name, prefer the user-mission
// package, else read the resource path straight out of <name>.build.
char _bare[256];
{
const char* _s = strrchr( (const char*)mission_instance, '\\' );
_s = _s ? _s + 1 : (const char*)mission_instance;
Str_Copy( _bare, _s, sizeof(_bare) );
char* _dot = strrchr( _bare, '.' );
if( _dot ) *_dot = 0;
}
Stuff::MString res_name = "Resource\\UserMissions\\";
res_name += _bare;
res_name += ".mw4";
if( GetFileAttributes( (const char*)res_name ) == 0xFFFFFFFF ) // no user-mission package -> stock mission
{
char _bp[512];
sprintf( _bp, "Content\\Missions\\%s\\%s.build", _bare, _bare );
FILE* _bf = fopen( _bp, "r" );
if( _bf )
{
char _ln[512];
while( fgets( _ln, sizeof(_ln), _bf ) )
{
char* _lb = strchr( _ln, '[' );
char* _rb = _lb ? strchr( _lb, ']' ) : 0;
if( _lb && _rb && _rb > _lb && strstr( _lb, ".mw4" ) )
{
*_rb = 0;
res_name = _lb + 1; // e.g. resource\missions\cpark.mw4
break;
}
}
fclose( _bf );
}
}
//
// Since databases override the file hooking I have to specifically
// make sure we do or don't need to translate the name at this point.
//
TranslateMissionNameIfNecessary(res_name);
//
//-------------------------------------------------------------------
// Open up the resource file as a database and access record 0. This
// will contain the list of resource files this one is dependant on
//-------------------------------------------------------------------
//
Stuff::DatabaseHandle *database =
new Stuff::DatabaseHandle(res_name, false, VER_CONTENTVERSION);
Stuff::RecordHandle record;
record.m_databaseHandle = database;
record.m_ID = ResourceID::BuildDependenciesRecordID;
#if defined(_ARMOR)
bool result =
#endif
record.FindID(true);
Verify(result);
//
//-------------------------
// Load up the core effects
//-------------------------
//
Verify(!gosFX::EffectLibrary::Instance);
gosFX::EffectLibrary::Instance = new ResourceEffectLibrary;
Resource core_libraries("{effects}");
Verify(core_libraries.DoesResourceExist());
core_libraries.LoadData();
ResourceID *lib = Cast_Pointer(ResourceID*, core_libraries.GetPointer());
for (unsigned i=0; i<core_libraries.GetSize()/sizeof(ResourceID); ++i, ++lib)
{
Resource library(*lib);
gosFX::EffectLibrary::Instance->Load(&library);
}
//
//----------------------------------------------------------------------
// The data points to a series of null terminated strings. Step through
// them until done
//----------------------------------------------------------------------
//
const char* data = reinterpret_cast<const char*>(record.m_data);
short level=MapResourceFileID;
for (DWORD count=0; count<record.m_length; ++level)
{
if (!data[count])
break;
// MString depstr=data+count;
// strcpy(strrchr(depstr,'.')+1,"dep");
//
//---------------------------
// Load this resource file up
//---------------------------
//
ResourceManager::Instance->OpenResourceFile(
data+count,
NULL,
level,
VER_CONTENTVERSION,
false,
false
);
//
//----------------------------
// Load up this file's effects
//----------------------------
//
Resource libraries("{effects}");
libraries.LoadData();
if (libraries.DoesResourceExist() && libraries.GetResourceID().GetFileID() == level)
{
ResourceID *lib = Cast_Pointer(ResourceID*, libraries.GetPointer());
for (unsigned i=0; i<libraries.GetSize()/sizeof(ResourceID); ++i, ++lib)
{
Resource library(*lib);
gosFX::EffectLibrary::Instance->Load(&library);
}
}
count += strlen(data+count)+1;
}
//
//---------------------------------
// Now create our own resource file
//---------------------------------
//
// MString depstr=res_name;
// strcpy(strrchr(depstr,'.')+1,"dep");
ResourceManager::Instance->OpenResourceFile(database,
level,
false);
Resource libraries("{effects}");
libraries.LoadData();
if (libraries.DoesResourceExist() && libraries.GetResourceID().GetFileID() == level)
{
ResourceID *lib = Cast_Pointer(ResourceID*, libraries.GetPointer());
for (unsigned i=0; i<libraries.GetSize()/sizeof(ResourceID); ++i, ++lib)
{
Resource library(*lib);
gosFX::EffectLibrary::Instance->Load(&library);
}
}
}
Entity::CreateMessage *
EditorApplication::MakePlayerCreationMessage(int player_id)
{
Resource vehicle_instance("Content\\Vehicles\\ObservationVehicle\\ObservationVehicle.instance");
vehicle_instance.LoadData();
MString interface_name = "Interfaces\\SimpleInterface\\SimpleInterface.instance";
Resource interface_instance(interface_name);
interface_instance.LoadData();
Resource player_data("Players\\TestPlayer\\TestPlayer.data");
player_data.LoadData();
MWPlayer::CreateMessage *player_message =
new MWPlayer::CreateMessage(
sizeof(MWPlayer::CreateMessage),
DefaultEventPriority,
MWPlayer::CreateMessage::DefaultFlags,
MWPlayerClassID,
0,
player_data.GetResourceID(),
LinearMatrix4D::Identity,
0.0f,
MWPlayer::ExecutionStateEngine::AlwaysExecuteState,
NameTableEntry::BuildObjectID(NameTable::PlayerArray, 0),
Entity::Player,
vehicle_instance.GetResourceID(),
interface_instance.GetResourceID(),
NameTable::NullObjectID,
0,
DefaultSkinPrefix,
0,
0
);
Check_Object(player_message);
return player_message;
}