Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "stdafx.h"
#include "ChunkFile.h"
#include "SaveInfo.h"
#include "MapClass.h"
#include "MapEntity.h" // dvs: evil - base knows about the derived class
#include "MapGroup.h" // dvs: evil - base knows about the derived class
#include "MapWorld.h" // dvs: evil - base knows about the derived class
#include "GlobalFunctions.h"
#include "MapDoc.h"
#include "VisGroup.h"
#include "mapdefs.h"
#include "tier0/minidump.h"
int CMapAtom::s_nObjectIDCtr = 1;
static CUtlVector<MCMSTRUCT> s_Classes;
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
bool CMapClass::s_bLoadingVMF = false;
//-----------------------------------------------------------------------------
// Purpose:
// Input : Type -
// pfnNew -
//-----------------------------------------------------------------------------
CMapClassManager::CMapClassManager(MAPCLASSTYPE Type, CMapClass *(*pfnNew)())
{
MCMSTRUCT mcms;
mcms.Type = Type;
mcms.pfnNew = pfnNew;
s_Classes.AddToTail(mcms);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CMapClassManager::~CMapClassManager(void)
{
s_Classes.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : Type -
// Output : CMapClass
//-----------------------------------------------------------------------------
CMapClass *CMapClassManager::CreateObject(MAPCLASSTYPE Type)
{
unsigned uLen = strlen(Type)+1;
for (int i = s_Classes.Count() - 1; i >= 0; i--)
{
MCMSTRUCT &mcms = s_Classes[i];
if (!memcmp(mcms.Type, Type, uLen))
{
return (*mcms.pfnNew)();
}
}
Assert(FALSE);
return(NULL);
}
//-----------------------------------------------------------------------------
// Purpose: Constructor. Initializes data members.
//-----------------------------------------------------------------------------
CMapClass::CMapClass(void)
{
m_pSafeObject = CSafeObject<CMapClass>::Create( this );
//
// The document manages the unique object IDs. Eventually all object construction
// should be done through the document, eliminating the need for CMapClass to know
// about CMapDoc.
//
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
if (pDoc != NULL)
{
m_nID = pDoc->GetNextMapObjectID();
}
else
{
m_nID = 0;
}
dwKept = 0;
m_bTemporary = FALSE;
m_bVisible = true;
m_bVisible2D = true;
m_bVisGroupShown = true;
m_bVisGroupAutoShown = true;
m_pColorVisGroup = NULL;
r = g = b = 220;
m_pParent = NULL;
m_nRenderFrame = 0;
m_pEditorKeys = NULL;
m_Dependents.Purge();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor. Deletes all children.
//-----------------------------------------------------------------------------
CMapClass::~CMapClass(void)
{
// Delete all of our children.
m_Children.PurgeAndDeleteElements();
delete m_pEditorKeys;
// In case any CMapDocs are pointing at us, let them know we're gone.
m_pSafeObject->m_pObject = NULL;
// Show a warning if anyone is left pointing at us.
static bool bCheckSafeObjects = true;
if ( bCheckSafeObjects && m_pSafeObject->GetRefCount() != 1 )
{
int ret = AfxMessageBox( "Warning: a CMapClass is being deleted but is still referenced by a CMapDoc.\n"
"Please tell a programmer.\n"
"Click Yes to write a minidump and continue.\n"
"Click No to ignore.",
MB_YESNO );
if ( ret == IDYES )
{
WriteMiniDump();
}
else if ( ret == IDNO )
{
// Ignore it and don't get in here again.
bCheckSafeObjects = false;
}
}
}
const CSmartPtr< CSafeObject< CMapClass > >& CMapClass::GetSafeObjectSmartPtr()
{
return m_pSafeObject;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pDependent -
//-----------------------------------------------------------------------------
void CMapClass::AddDependent(CMapClass *pDependent)
{
//
// Never add ourselves to our dependents. It creates a circular dependency
// which is bad.
//
if (pDependent == this)
return;
//
// Don't add the same dependent twice.
//
int nIndex = m_Dependents.Find(pDependent);
if (nIndex != -1)
return;
//
// Also, never add one of our ancestors as a dependent. This too creates a
// nasty circular dependency.
//
bool bIsOurAncestor = false;
CMapClass *pTestParent = GetParent();
while (pTestParent != NULL)
{
if (pTestParent == pDependent)
{
bIsOurAncestor = true;
break;
}
pTestParent = pTestParent->GetParent();
}
if (!bIsOurAncestor)
{
m_Dependents.AddToTail(pDependent);
Assert(m_Dependents.Count() < 1000);
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns a copy of this object. We should never call this implementation
// since CMapClass cannot be instantiated.
// Input : bUpdateDependencies - Whether to update object dependencies when copying object pointers.
//-----------------------------------------------------------------------------
CMapClass *CMapClass::Copy(bool bUpdateDependencies)
{
Assert(FALSE);
return(NULL);
}
//-----------------------------------------------------------------------------
// Purpose: Turns this object into a duplicate of the given object.
// Input : pFrom - The object to replicate.
// Output : Returns a pointer to this object.
//-----------------------------------------------------------------------------
CMapClass *CMapClass::CopyFrom(CMapClass *pFrom, bool bUpdateDependencies)
{
// Copy CMapPoint stuff. dvs: should be in CMapPoint implementation!
m_Origin = pFrom->m_Origin;
//
// Copy CMapClass stuff.
//
int nVisGroupCount = pFrom->GetVisGroupCount();
for (int nVisGroup = 0; nVisGroup < nVisGroupCount; nVisGroup++)
{
CVisGroup *pVisGroup = pFrom->GetVisGroup(nVisGroup);
if (!pVisGroup->IsAutoVisGroup())
{
AddVisGroup(pVisGroup);
}
}
//m_bVisible = pFrom->m_bVisible;
//m_bVisGroupShown = pFrom->m_bVisGroupShown;
m_bTemporary = pFrom->m_bTemporary;
m_bVisible2D = pFrom->m_bVisible2D;
m_nRenderFrame = pFrom->m_nRenderFrame;
m_CullBox = pFrom->m_CullBox;
m_BoundingBox = pFrom->m_BoundingBox;
m_Render2DBox = pFrom->m_Render2DBox;
r = pFrom->r;
g = pFrom->g;
b = pFrom->b;
m_Dependents.RemoveAll();
m_Dependents.AddVectorToTail(pFrom->m_Dependents);
// dvs: should I copy m_pEditorKeys?
//
// Don't link to the parent if we're not updating dependencies, just copy the pointer.
//
if (bUpdateDependencies)
{
UpdateParent( pFrom->GetParent() );
}
else
{
m_pParent = pFrom->GetParent();
}
return(this);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the culling bbox of this object.
// Input : mins - receives the minima for culling
// maxs - receives the maxima for culling.
//-----------------------------------------------------------------------------
void CMapClass::GetCullBox(Vector &mins, Vector &maxs)
{
m_CullBox.GetBounds(mins, maxs);
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the cull box with the bounds of the faces.
//-----------------------------------------------------------------------------
void CMapClass::SetCullBoxFromFaceList( CMapFaceList *pFaces )
{
SetBoxFromFaceList( pFaces, m_CullBox );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the bounding bbox of this object.
// Input : mins - receives the minima for culling
// maxs - receives the maxima for culling.
//-----------------------------------------------------------------------------
void CMapClass::GetBoundingBox( Vector &mins, Vector &maxs )
{
m_BoundingBox.GetBounds( mins, maxs );
}
//-----------------------------------------------------------------------------
// Purpose: Initialize the bounding box with the bounds of the faces.
//-----------------------------------------------------------------------------
void CMapClass::SetBoundingBoxFromFaceList( CMapFaceList *pFaces )
{
SetBoxFromFaceList( pFaces, m_BoundingBox );
}
//-----------------------------------------------------------------------------
// Purpose: Initialize box with the bounds of the faces.
//-----------------------------------------------------------------------------
void CMapClass::SetBoxFromFaceList( CMapFaceList *pFaces, BoundBox &Box )
{
//
// Calculate our 3D bounds.
//
Box.ResetBounds();
for (int iFace = 0; iFace < pFaces->Count(); iFace++)
{
CMapFace *pFace = pFaces->Element( iFace );
int nPoints = pFace->GetPointCount();
for (int i = 0; i < nPoints; i++)
{
Vector point;
pFace->GetPoint(point, i);
//
// Push the culling box out in all directions.
// TODO: rotate the culling box based on the cone orientation
//
for (int nDim = 0; nDim < 3; nDim++)
{
Box.bmins[0] = min(Box.bmins[0], m_Origin[0] - point[nDim]);
Box.bmins[1] = min(Box.bmins[1], m_Origin[1] - point[nDim]);
Box.bmins[2] = min(Box.bmins[2], m_Origin[2] - point[nDim]);
Box.bmaxs[0] = max(Box.bmaxs[0], m_Origin[0] + point[nDim]);
Box.bmaxs[1] = max(Box.bmaxs[1], m_Origin[1] + point[nDim]);
Box.bmaxs[2] = max(Box.bmaxs[2], m_Origin[2] + point[nDim]);
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the bbox for 2D rendering of this object.
// FIXME: this can be removed if we do all our 2D rendering in this->Render2D.
// Input : mins - receives the minima for culling
// maxs - receives the maxima for culling.
//-----------------------------------------------------------------------------
void CMapClass::GetRender2DBox(Vector &mins, Vector &maxs)
{
m_Render2DBox.GetBounds(mins, maxs);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the number of keys that were loaded from the "editor"
// section of the VMF. These keys are held until they are handled, then
// the memory is freed.
//-----------------------------------------------------------------------------
int CMapClass::GetEditorKeyCount(void)
{
if (m_pEditorKeys == NULL)
{
return NULL;
}
return m_pEditorKeys->GetCount();
}
//-----------------------------------------------------------------------------
// Purpose: Returns the key name for the given editor key index.
//-----------------------------------------------------------------------------
const char *CMapClass::GetEditorKey(int nIndex)
{
if (m_pEditorKeys == NULL)
{
return NULL;
}
return m_pEditorKeys->GetKey(nIndex);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the value for the given editor key index.
//-----------------------------------------------------------------------------
const char *CMapClass::GetEditorKeyValue(int nIndex)
{
if (m_pEditorKeys == NULL)
{
return NULL;
}
return m_pEditorKeys->GetValue(nIndex);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the value for the given editor key name.
// NOTE: this is used for unique keys and will return the value for the
// FIRST key with the given name.
//-----------------------------------------------------------------------------
const char *CMapClass::GetEditorKeyValue(const char *szKey)
{
if (m_pEditorKeys == NULL)
{
return NULL;
}
return m_pEditorKeys->GetValue(szKey);
}
//-----------------------------------------------------------------------------
// Purpose: Begins a depth-first search of the map heirarchy.
// Input : pos - An iterator
// Output : CMapClass
//-----------------------------------------------------------------------------
CMapClass *CMapClass::GetFirstDescendent(EnumChildrenPos_t &pos)
{
pos.nDepth = 0;
pos.Stack[0].pParent = this;
if ( m_Children.Count() )
{
pos.Stack[0].pos = 0;
return(GetNextDescendent(pos));
}
else
{
pos.Stack[0].pos = -1;
return NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: Continues a depth-first search of the map heirarchy.
// Input : &pos -
// Output : CMapClass
//-----------------------------------------------------------------------------
CMapClass *CMapClass::GetNextDescendent(EnumChildrenPos_t &pos)
{
while (pos.nDepth >= 0)
{
while (pos.Stack[pos.nDepth].pos != -1)
{
//
// Get the next child of the parent on top of the stack.
//
CMapClass *pParent = pos.Stack[pos.nDepth].pParent;
CMapClass *pChild = pParent->m_Children[pos.Stack[pos.nDepth].pos];
pos.Stack[pos.nDepth].pos++;
if ( pos.Stack[pos.nDepth].pos == pParent->m_Children.Count() )
pos.Stack[pos.nDepth].pos= -1;
// If this object has children, push it onto the stack.
if ( pChild->m_Children.Count() )
{
pos.nDepth++;
if (pos.nDepth < MAX_ENUM_CHILD_DEPTH)
{
pos.Stack[pos.nDepth].pParent = pChild;
pos.Stack[pos.nDepth].pos = 0;
}
else
{
// dvs: stack overflow!
pos.nDepth--;
}
}
//
// If this object has no children, return it.
//
else
{
return(pChild);
}
}
//
// Finished with this object's children, pop the stack and return the object.
//
pos.nDepth--;
if (pos.nDepth >= 0)
{
return(pos.Stack[pos.nDepth + 1].pParent);
}
}
return(NULL);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the world object that the given object belongs to.
// Input : pStart - Object to traverse up from to find the world object.
//-----------------------------------------------------------------------------
CMapWorld *CMapClass::GetWorldObject(CMapAtom *pStart)
{
CMapAtom *pObject = pStart;
while (pObject != NULL)
{
if ( IsWorldObject( pObject ) )
{
return (CMapWorld*)pObject;
}
pObject = pObject->GetParent();
}
// has no world:
return NULL;
}
BOOL CMapClass::IsChildOf(CMapAtom *pObject)
{
CMapAtom *pParent = m_pParent;
while( pParent )
{
if( pParent == pObject )
return TRUE;
if( IsWorldObject(pParent) )
return FALSE; // world object, not parent .. return false.
pParent = pParent->GetParent();
}
return FALSE;
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether this object belongs to the given visgroup.
// Input : pVisGroup -
//-----------------------------------------------------------------------------
int CMapClass::IsInVisGroup(CVisGroup *pVisGroup)
{
if (pVisGroup != NULL)
{
if ( m_VisGroups.Find( pVisGroup ) != -1 )
{
return 1;
}
else
{
return 0;
}
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true if the color was specified by this call, false if not.
//-----------------------------------------------------------------------------
bool CMapClass::UpdateObjectColor(void)
{
//
// The user can choose a visgroup from which to get the color from.
// If one was chosen, set our color from that visgroup.
//
if (m_pColorVisGroup)
{
color32 rgbColor = m_pColorVisGroup->GetColor();
SetRenderColor(rgbColor);
return true;
}
else if (m_pParent && !IsWorldObject(m_pParent))
{
color32 rgbColor = m_pParent->GetRenderColor();
SetRenderColor(rgbColor);
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the visgroup that this object gets its color from.
//-----------------------------------------------------------------------------
void CMapClass::SetColorVisGroup(CVisGroup *pVisGroup)
{
m_pColorVisGroup = pVisGroup;
UpdateObjectColor();
}
//-----------------------------------------------------------------------------
// Purpose: Adds the given visgroup to the list of visgroups that this object
// belongs to.
//-----------------------------------------------------------------------------
void CMapClass::AddVisGroup(CVisGroup *pVisGroup)
{
if (m_VisGroups.Find(pVisGroup) == -1)
{
m_VisGroups.AddToTail(pVisGroup);
}
}
//-----------------------------------------------------------------------------
// Purpose: Removes the given visgroup from the list of visgroups that this object
// belongs to.
//-----------------------------------------------------------------------------
void CMapClass::RemoveVisGroup(CVisGroup *pVisGroup)
{
int nIndex = m_VisGroups.Find(pVisGroup);
if (nIndex != -1 )
{
m_VisGroups.FastRemove(nIndex);
CheckVisibility();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CMapClass::GetVisGroupCount(void)
{
return m_VisGroups.Count();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CVisGroup *CMapClass::GetVisGroup(int nIndex)
{
return m_VisGroups.Element(nIndex);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapClass::RemoveAllVisGroups(void)
{
m_VisGroups.RemoveAll();
// Remove all visgroups from children as well.
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
pChild->RemoveAllVisGroups();
}
// Not in any visgroups; can't be hidden that way.
VisGroupShow(true);
}
//-----------------------------------------------------------------------------
// Purpose: Adds the specified child to this object.
// Input : pChild - Object to add as a child of this object.
//-----------------------------------------------------------------------------
void CMapClass::AddChild(CMapClass *pChild)
{
if ( m_Children.Find(pChild) != -1 )
{
pChild->m_pParent = this;
return;
}
m_Children.AddToTail(pChild);
pChild->m_pParent = this;
//
// Update our bounds with the child's bounds.
//
Vector vecMins;
Vector vecMaxs;
pChild->GetCullBox(vecMins, vecMaxs);
m_CullBox.UpdateBounds(vecMins, vecMaxs);
pChild->GetBoundingBox( vecMins, vecMaxs );
m_BoundingBox.UpdateBounds( vecMins, vecMaxs );
pChild->GetRender2DBox(vecMins, vecMaxs);
m_Render2DBox.UpdateBounds(vecMins, vecMaxs);
if (m_pParent != NULL)
{
GetParent()->UpdateChild(this);
}
}
//-----------------------------------------------------------------------------
// Purpose: Removes all of this object's children.
//-----------------------------------------------------------------------------
void CMapClass::RemoveAllChildren(void)
{
//
// Detach the children from us. They are no longer in our world heirarchy.
//
FOR_EACH_OBJ( m_Children, pos )
{
m_Children[pos]->m_pParent = NULL;
}
//
// Remove them from our list.
//
m_Children.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Removes the specified child from this object.
// Input : pChild - The child to remove.
// bUpdateBounds - TRUE to calculate new bounds, FALSE not to.
//-----------------------------------------------------------------------------
void CMapClass::RemoveChild(CMapClass *pChild, bool bUpdateBounds)
{
int index = m_Children.Find(pChild);
if (index == -1)
{
pChild->m_pParent = NULL;
return;
}
m_Children.Remove(index);
pChild->m_pParent = NULL;
if (bUpdateBounds)
{
PostUpdate(Notify_Removed);
}
}
//-----------------------------------------------------------------------------
// Purpose: Copies all children of a given object as children of this object.
// NOTE: The child objects are replicated, not merely added as children.
// Input : pobj - The object whose children are to be copied.
//-----------------------------------------------------------------------------
void CMapClass::CopyChildrenFrom(CMapClass *pobj, bool bUpdateDependencies)
{
FOR_EACH_OBJ( pobj->m_Children, pos )
{
CMapClass *pChild = pobj->m_Children.Element(pos);
CMapClass *pChildCopy = pChild->Copy(bUpdateDependencies);
pChildCopy->CopyChildrenFrom(pChild, bUpdateDependencies);
AddChild(pChildCopy);
}
}
//-----------------------------------------------------------------------------
// Purpose: Recalculate's this object's bounding boxes. CMapClass-derived classes
// should call this first, then update using their local data.
// Input : bFullUpdate - When set to TRUE, call CalcBounds on all children
// before updating our bounds.
//-----------------------------------------------------------------------------
void CMapClass::CalcBounds(BOOL bFullUpdate)
{
if ( CMapClass::s_bLoadingVMF )
return;
m_CullBox.ResetBounds();
m_BoundingBox.ResetBounds();
m_Render2DBox.ResetBounds();
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
if (bFullUpdate)
{
pChild->CalcBounds(TRUE);
}
m_CullBox.UpdateBounds(&pChild->m_CullBox);
m_BoundingBox.UpdateBounds(&pChild->m_BoundingBox);
m_Render2DBox.UpdateBounds(&pChild->m_Render2DBox);
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the render color of this object and all its children.
// Input : uchRed, uchGreen, uchBlue - Color components.
//-----------------------------------------------------------------------------
void CMapClass::SetRenderColor(color32 rgbColor)
{
CMapAtom::SetRenderColor(rgbColor);
//
// Set the render color of all our children.
//
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
if (pChild != NULL)
{
pChild->SetRenderColor(rgbColor);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the render color of this object and all its children.
// Input : uchRed, uchGreen, uchBlue - Color components.
//-----------------------------------------------------------------------------
void CMapClass::SetRenderColor(unsigned char uchRed, unsigned char uchGreen, unsigned char uchBlue)
{
CMapAtom::SetRenderColor(uchRed, uchGreen, uchBlue);
//
// Set the render color of all our children.
//
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
if (pChild != NULL)
{
pChild->SetRenderColor(uchRed, uchGreen, uchBlue);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns a pointer to the object that should be added to the selection
// list because this object was clicked on with a given selection mode.
// Input : eSelectMode -
//-----------------------------------------------------------------------------
CMapClass *CMapClass::PrepareSelection(SelectMode_t eSelectMode)
{
if ((eSelectMode == selectGroups) && (m_pParent != NULL) && !IsWorldObject(m_pParent))
{
return GetParent()->PrepareSelection(eSelectMode);
}
return this;
}
//-----------------------------------------------------------------------------
// Purpose: Calls an enumerating function for each of our children that are of
// of a given type, recursively enumerating their children also.
// Input : pfn - Enumeration callback function. Called once per child.
// dwParam - User data to pass into the enumerating callback.
// Type - Unless NULL, only objects of the given type will be enumerated.
// Output : Returns FALSE if the enumeration was terminated early, TRUE if it completed.
//-----------------------------------------------------------------------------
BOOL CMapClass::EnumChildren(ENUMMAPCHILDRENPROC pfn, unsigned int dwParam, MAPCLASSTYPE Type)
{
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
if (!Type || pChild->IsMapClass(Type))
{
if(!(*pfn)(pChild, dwParam))
{
return FALSE;
}
}
// enum this child's children
if (!pChild->EnumChildren(pfn, dwParam, Type))
{
return FALSE;
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// Purpose: Enumerates a this object's children, only recursing into groups.
// Children of entities will not be enumerated.
// Input : pfn - Enumeration callback function. Called once per child.
// dwParam - User data to pass into the enumerating callback.
// Type - Unless NULL, only objects of the given type will be enumerated.
// Output : Returns FALSE if the enumeration was terminated early, TRUE if it completed.
//-----------------------------------------------------------------------------
BOOL CMapClass::EnumChildrenRecurseGroupsOnly(ENUMMAPCHILDRENPROC pfn, unsigned int dwParam, MAPCLASSTYPE Type)
{
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
if (!Type || pChild->IsMapClass(Type))
{
if (!(*pfn)(pChild, dwParam))
{
return FALSE;
}
}
if (pChild->IsGroup())
{
if (!pChild->EnumChildrenRecurseGroupsOnly(pfn, dwParam, Type))
{
return FALSE;
}
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// Purpose: Iterates through an object, and all it's children, looking for an
// entity with a matching key and value
// Input : key -
// value -
// Output : CMapEntity - the entity found
//-----------------------------------------------------------------------------
CMapEntity *CMapClass::FindChildByKeyValue( const char* key, const char* value, bool *bIsInInstance, VMatrix *InstanceMatrix )
{
if ( !key || !value )
return NULL;
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element( pos );
CMapEntity *e = pChild->FindChildByKeyValue( key, value, bIsInInstance, InstanceMatrix );
if ( e )
return e;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Called after this object is added to the world.
//
// NOTE: This function is NOT called during serialization. Use PostloadWorld
// to do similar bookkeeping after map load.
//
// Input : pWorld - The world that we have been added to.
//-----------------------------------------------------------------------------
void CMapClass::OnAddToWorld(CMapWorld *pWorld)
{
//
// Notify all our children.
//
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
pChild->OnAddToWorld(pWorld);
}
}
//-----------------------------------------------------------------------------
// Purpose: Called to notify the object that it has just been cloned
// iterates through and notifies all the children of their cloned state
// NOTE: assumes that the children are in the same order in both the
// original and the clone
// Input : pNewObj - the clone of this object
// OriginalList - The list of objects that were cloned
// NewList - The parallel list of clones of objects in OriginalList
//-----------------------------------------------------------------------------
void CMapClass::OnClone( CMapClass *pNewObj, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList )
{
Assert( m_Children.Count() == pNewObj->m_Children.Count() );
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element( pos );
CMapClass *pNewChild = pNewObj->m_Children.Element( pos );
pChild->OnClone( pNewChild, pWorld, OriginalList, NewList );
}
}
//-----------------------------------------------------------------------------
// Purpose: Called to notify the object that it has just been cloned
// iterates through and notifies all the children of their cloned state
// NOTE: assumes that the children are in the same order in both the
// original and the clone
// Input : pNewObj - the clone of this object
// OriginalList - The list of objects that were cloned
// NewList - The parallel list of clones of objects in OriginalList
//-----------------------------------------------------------------------------
void CMapClass::OnPreClone( CMapClass *pNewObj, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList )
{
Assert( m_Children.Count() == pNewObj->m_Children.Count() );
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element( pos );
CMapClass *pNewChild = pNewObj->m_Children.Element( pos );
pChild->OnPreClone( pNewChild, pWorld, OriginalList, NewList );
}
}
//-----------------------------------------------------------------------------
// Purpose: Notifies this object that a copy of itself is about to be pasted.
// Allows the object to generate new unique IDs in the copy of itself.
// Input : pCopy -
// pSourceWorld -
// pDestWorld -
// OriginalList -
// NewList -
//-----------------------------------------------------------------------------
void CMapClass::OnPrePaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList)
{
Assert( m_Children.Count() == pCopy->m_Children.Count() );
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
CMapClass *pCopyChild = pCopy->m_Children.Element(pos);
pChild->OnPrePaste(pCopyChild, pSourceWorld, pDestWorld, OriginalList, NewList);
}
}
//-----------------------------------------------------------------------------
// Purpose: Notifies this object that a copy of itself is being pasted.
// Allows the object to fixup any references to other objects in the
// clipboard with references to their copies.
// Input : pCopy -
// pSourceWorld -
// pDestWorld -
// OriginalList -
// NewList -
//-----------------------------------------------------------------------------
void CMapClass::OnPaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList)
{
Assert( m_Children.Count() == pCopy->m_Children.Count() );
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
CMapClass *pCopyChild = pCopy->m_Children.Element(pos);
pChild->OnPaste(pCopyChild, pSourceWorld, pDestWorld, OriginalList, NewList);
}
}
//-----------------------------------------------------------------------------
// Purpose: Called just after this object has been removed from the world so
// that it can unlink itself from other objects in the world.
// Input : pWorld - The world that we were just removed from.
// bNotifyChildren - Whether we should forward notification to our children.
//-----------------------------------------------------------------------------
void CMapClass::OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren)
{
//
// Since we are being removed from the world, we cannot have any dependents.
// Notify any dependent objects, so they can release pointers to us.
// Our dependencies will be regenerated if we are added back into the world.
//
NotifyDependents(Notify_Removed);
m_Dependents.RemoveAll();
if (bNotifyChildren)
{
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
pChild->OnRemoveFromWorld(pWorld, true);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called after a map file has been completely loaded.
// Input : pWorld - The world that we are in.
//-----------------------------------------------------------------------------
void CMapClass::PostloadWorld(CMapWorld *pWorld)
{
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
pChild->PostloadWorld(pWorld);
}
}
//-----------------------------------------------------------------------------
// Purpose: Called after all visgroups have been completely loaded. Checks for
// objects hidden but without a visgroup.
// Input : void
//-----------------------------------------------------------------------------
bool CMapClass::PostloadVisGroups( bool bLoading )
{
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
pChild->PostloadVisGroups( bLoading);
}
return CheckVisibility( bLoading );
}
//-----------------------------------------------------------------------------
// Purpose: Calls RenderPreload for each of our children. This allows them to
// cache any resources that they need for rendering.
// Input : pRender - Pointer to the 3D renderer.
//-----------------------------------------------------------------------------
bool CMapClass::RenderPreload(CRender3D *pRender, bool bNewContext)
{
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
pChild->RenderPreload(pRender, bNewContext);
}
return(true);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pRender -
//-----------------------------------------------------------------------------
void CMapClass::Render2D(CRender2D *pRender)
{
// This is not needed because the recursion is performed in CMapView2D::Render
// POSITION pos = Children.GetHeadPosition();
// while (pos != NULL)
// {
// CMapClass *pChild = Children.GetNext(pos);
// if (pChild->IsVisible() && pChild->IsVisible2D())
// {
// pChild->Render2D(pRender);
// }
// }
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pRender -
//-----------------------------------------------------------------------------
void CMapClass::Render3D(CRender3D *pRender)
{
}
//-----------------------------------------------------------------------------
// Purpose: Transforms all children. Derived implementations should call this,
// then do their own thing.
// Input : t - Pointer to class containing transformation information.
//-----------------------------------------------------------------------------
void CMapClass::DoTransform(const VMatrix &matrix)
{
CMapPoint::DoTransform(matrix);
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
pChild->Transform( matrix );
}
}
//-----------------------------------------------------------------------------
// Default logical box
//-----------------------------------------------------------------------------
void CMapClass::GetRenderLogicalBox( Vector2D &mins, Vector2D &maxs )
{
mins.Init( COORD_NOTINIT, COORD_NOTINIT );
maxs.Init( COORD_NOTINIT, COORD_NOTINIT );
}
const Vector2D& CMapClass::GetLogicalPosition( )
{
static Vector2D pos( COORD_NOTINIT, COORD_NOTINIT );
return pos;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
size_t CMapClass::GetSize(void)
{
return(sizeof(*this));
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMapClass::HitTest2D(CMapView2D *pView, const Vector2D &point, HitInfo_t &HitData)
{
HitData.pObject = NULL;
HitData.nDepth = g_MAX_MAP_COORD*3;
HitData.uData = 0;
bool bFoundHit = false;
if ( !IsVisible() )
return false;
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
HitInfo_t testHitData;
if ( pChild->HitTest2D(pView, point, testHitData) )
{
Assert( testHitData.pObject != NULL );
if ( testHitData.nDepth < HitData.nDepth )
{
HitData = testHitData;
bFoundHit = true;
}
}
}
return bFoundHit;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMapClass::HitTestLogical(CMapViewLogical *pView, const Vector2D &point, HitInfo_t &hitData)
{
if ( !IsVisibleLogical() )
return false;
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
if ( pChild->HitTestLogical(pView, point, hitData) )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the selection state of this object's children.
// Input : eSelectionState -
//-----------------------------------------------------------------------------
SelectionState_t CMapClass::SetSelectionState(SelectionState_t eSelectionState)
{
FOR_EACH_OBJ( m_Children, pos )
{
CMapAtom *pObject = m_Children.Element(pos);
pObject->SetSelectionState(eSelectionState);
}
return CMapAtom::SetSelectionState(eSelectionState);
}
//-----------------------------------------------------------------------------
// Purpose: Our child's bounding box has changed - notify our parent. The real
// work will be done in CMapWorld::UpdateChild.
// Input : pChild - The child whose bounding box changed.
//-----------------------------------------------------------------------------
void CMapClass::UpdateChild(CMapClass *pChild)
{
if (m_pParent != NULL)
{
GetParent()->UpdateChild(this);
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns a coordinate frame to render in
// Input : matrix -
// Output : returns true if a new matrix is returned, false if it is invalid
//-----------------------------------------------------------------------------
bool CMapClass::GetTransformMatrix( VMatrix& matrix )
{
// try and get our parents transform matrix
CMapClass *p = CMapClass::GetParent();
if ( p )
{
return p->GetTransformMatrix( matrix );
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pLoadInfo -
// pWorld -
// Output :
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapClass::LoadEditorCallback(CChunkFile *pFile, CMapClass *pObject)
{
return(pFile->ReadChunk((KeyHandler_t)LoadEditorKeyCallback, pObject));
}
//-----------------------------------------------------------------------------
// Purpose: Handles keyvalues when loading the editor chunk of an object from the
// MAP file. Keys are transferred to a special keyvalue list for use after
// the entire map has been loaded.
// Input : szKey - Key to handle.
// szValue - Value of key.
// pObject - Object being loaded.
// Output : Returns ChunkFile_Ok.
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapClass::LoadEditorKeyCallback(const char *szKey, const char *szValue, CMapClass *pObject)
{
if (!stricmp(szKey, "color"))
{
CChunkFile::ReadKeyValueColor(szValue, pObject->r, pObject->g, pObject->b);
}
else if (!stricmp(szKey, "id"))
{
CChunkFile::ReadKeyValueInt(szValue, pObject->m_nID);
}
else if (!stricmp(szKey, "comments"))
{
//
// Load the object comments.
// HACK: upcast to CEditGameClass *
//
CEditGameClass *pEdit = dynamic_cast <CEditGameClass *> (pObject);
if (pEdit != NULL)
{
pEdit->SetComments(szValue);
}
}
else if (!stricmp(szKey, "visgroupshown"))
{
CChunkFile::ReadKeyValueBool(szValue, pObject->m_bVisGroupShown);
}
else if ( !stricmp(szKey, "visgroupautoshown") )
{
CChunkFile::ReadKeyValueBool(szValue, pObject->m_bVisGroupAutoShown);
}
else
{
pObject->SetEditorKeyValue(szKey, szValue);
}
return(ChunkFile_Ok);
}
//-----------------------------------------------------------------------------
// Purpose: Call this function after changing this object via transformation,
// etc. Notifies dependents and updates the parent with this object's
// new size.
//-----------------------------------------------------------------------------
void CMapClass::PostUpdate(Notify_Dependent_t eNotifyType)
{
if (m_pParent != NULL)
{
GetParent()->UpdateChild(this);
}
else if (eNotifyType != Notify_Removed)
{
CalcBounds(TRUE);
}
NotifyDependents(eNotifyType);
}
//-----------------------------------------------------------------------------
// Purpose: Notifies all our dependents that something about us has changed,
// giving them the chance to update themselves.
//-----------------------------------------------------------------------------
void CMapClass::NotifyDependents(Notify_Dependent_t eNotifyType)
{
Assert(m_Dependents.Count() < 1000);
if (m_Dependents.Count() != 0)
{
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
if (pDoc)
{
pDoc->NotifyDependents(this, eNotifyType);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Informs us that an object that we are dependent upon has changed,
// giving us the opportunity to update ourselves accordingly.
// Input : pObject - Object that we are dependent upon that has changed.
//-----------------------------------------------------------------------------
void CMapClass::OnNotifyDependent(CMapClass *pObject, Notify_Dependent_t eNotifyType)
{
}
//-----------------------------------------------------------------------------
// Purpose: Default implementation for saving editor-specific data. Does nothing.
// Input : pFile -
// Output : ChunkFileResult_t
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapClass::SaveEditorData(CChunkFile *pFile)
{
return(ChunkFile_Ok);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFile -
// Output : ChunkFileResult_t
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapClass::SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo)
{
//
// Write the editor chunk.
//
ChunkFileResult_t eResult = pFile->BeginChunk("editor");
//
// Save the object's color.
//
if (eResult == ChunkFile_Ok)
{
eResult = pFile->WriteKeyValueColor("color", r, g, b);
}
//
// Save the group ID, if any.
//
if (eResult == ChunkFile_Ok)
{
CMapGroup *pGroup = dynamic_cast<CMapGroup *>(m_pParent);
if (pGroup != NULL)
{
eResult = pFile->WriteKeyValueInt("groupid", pGroup->GetID());
}
}
//
// Save the visgroup IDs, if any.
//
if (m_VisGroups.Count())
{
if ((eResult == ChunkFile_Ok) && m_VisGroups.Count())
{
for (int i = 0; i < m_VisGroups.Count(); i++)
{
CVisGroup *pVisGroup = m_VisGroups.Element(i);
if ( !pVisGroup->IsAutoVisGroup() )
{
eResult = pFile->WriteKeyValueInt("visgroupid", pVisGroup->GetID());
if (eResult != ChunkFile_Ok)
{
break;
}
}
}
}
}
if (eResult == ChunkFile_Ok)
{
eResult = pFile->WriteKeyValueBool("visgroupshown", m_bVisGroupShown);
}
if (eResult == ChunkFile_Ok)
{
eResult = pFile->WriteKeyValueBool("visgroupautoshown", m_bVisGroupAutoShown);
}
//
// Save the object comments, if any.
// HACK: upcast to CEditGameClass *
//
CEditGameClass *pEdit = dynamic_cast <CEditGameClass *> (this);
if (pEdit != NULL)
{
if ((eResult == ChunkFile_Ok) && (strlen(pEdit->GetComments()) > 0))
{
eResult = pFile->WriteKeyValue("comments", pEdit->GetComments());
}
}
//
// Save any other editor-specific data.
//
if (eResult == ChunkFile_Ok)
{
eResult = SaveEditorData(pFile);
}
if (eResult == ChunkFile_Ok)
{
eResult = pFile->EndChunk();
}
return(eResult);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pDependent -
//-----------------------------------------------------------------------------
void CMapClass::RemoveDependent(CMapClass *pDependent)
{
int nIndex = m_Dependents.Find(pDependent);
if (nIndex != -1)
{
m_Dependents.FastRemove(nIndex);
}
}
//-----------------------------------------------------------------------------
// Purpose: Frees all the keys that were loaded from the editor chunk of the MAP file.
//-----------------------------------------------------------------------------
void CMapClass::RemoveEditorKeys(void)
{
delete m_pEditorKeys;
m_pEditorKeys = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *szOldName -
// *szNewName -
//-----------------------------------------------------------------------------
void CMapClass::ReplaceTargetname(const char *szOldName, const char *szNewName)
{
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pObject = m_Children.Element(pos);
pObject->ReplaceTargetname(szOldName, szNewName);
}
}
//-----------------------------------------------------------------------------
// Purpose: Updates an object attachment, making this object no longer dependent
// on changes to the old object, and dependent on changes to the new object.
// Input : pOldAttached - Object that this object was attached to (possibly NULL).
// pNewAttached - New object being attached to (possibly NULL).
// Output : Returns pNewAttached.
//-----------------------------------------------------------------------------
CMapClass *CMapClass::UpdateDependency(CMapClass *pOldAttached, CMapClass *pNewAttached)
{
if (pOldAttached != pNewAttached)
{
//
// If we were attached to another object via this pointer, detach us now.
//
if (pOldAttached != NULL)
{
pOldAttached->RemoveDependent(this);
}
//
// Attach ourselves as a dependent of the other object. We will now be notified
// of any changes to that object.
//
if (pNewAttached != NULL)
{
pNewAttached->AddDependent(this);
}
}
return(pNewAttached);
}
//-----------------------------------------------------------------------------
// Purpose: Updates this object's parent, removing it from it's old parent (if any)
// attaching it to the new parent (if any).
// Input : pNewParent - A pointer to the new parent for this object.
// Output : Returns a pointer to the new parent.
//-----------------------------------------------------------------------------
void CMapClass::UpdateParent(CMapClass *pNewParent)
{
CMapClass *pOldParent = GetParent();
if (pOldParent != pNewParent)
{
if (pOldParent != NULL)
{
pOldParent->RemoveChild(this);
}
if (pNewParent != NULL)
{
pNewParent->AddChild(this);
}
m_pParent = pNewParent;
UpdateObjectColor();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *szKey -
// Output : const char
//-----------------------------------------------------------------------------
void CMapClass::SetEditorKeyValue(const char *szKey, const char *szValue)
{
if (m_pEditorKeys == NULL)
{
m_pEditorKeys = new WCKeyValuesVector;
}
Assert( m_pEditorKeys != NULL );
m_pEditorKeys->AddKeyValue(szKey, szValue);
}
//-----------------------------------------------------------------------------
// Purpose: Sets the origin of this object and its children.
// FIXME: Should our children necessarily have the same origin as us?
// Seems like we should translate our children by our origin delta
//-----------------------------------------------------------------------------
void CMapClass::SetOrigin( Vector &origin )
{
CMapPoint::SetOrigin( origin );
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element( pos );
pChild->SetOrigin( origin );
}
PostUpdate(Notify_Changed);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bVisible -
//-----------------------------------------------------------------------------
void CMapClass::SetVisible(bool bVisible)
{
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
pChild->SetVisible(bVisible);
}
m_bVisible = bVisible;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bShow -
//-----------------------------------------------------------------------------
void CMapClass::VisGroupShow(bool bShow, VisGroupSelection eVisGroup)
{
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
pChild->VisGroupShow(bShow, eVisGroup);
}
if ( eVisGroup == AUTO )
{
m_bVisGroupAutoShown = bShow;
}
if ( eVisGroup == USER )
{
//since user visgroup visibility has precedence over auto, it is possible to change an object's auto
//visibility through an action in a user visgroup.
if ( bShow )
{
m_bVisGroupAutoShown = bShow;
}
m_bVisGroupShown = bShow;
}
}
//-----------------------------------------------------------------------------
// Purpose: Causes all objects in the world to update any object dependencies (pointers)
// that they might be holding. This is a static function.
//-----------------------------------------------------------------------------
void CMapClass::UpdateAllDependencies(CMapClass *pObject)
{
//
// Try to locate the world object.
//
CMapWorld *pWorld;
if (pObject == NULL)
{
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
if ((pDoc == NULL) || (pDoc->IsLoading()))
{
return;
}
pWorld = pDoc->GetMapWorld();
}
else
{
pWorld = pObject->GetWorldObject(pObject);
}
if (pWorld == NULL)
{
return;
}
pWorld->UpdateAllDependencies( pObject );
EnumChildrenPos_t pos;
CMapClass *pChild = pWorld->GetFirstDescendent( pos );
while ( pChild != NULL )
{
pChild->UpdateDependencies( pWorld, pObject );
pChild = pWorld->GetNextDescendent( pos );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether this object should be hidden based on the given
// cordon bounds.
// Output : Returns true to cull the object, false to keep it.
//-----------------------------------------------------------------------------
bool CMapClass::IsCulledByCordon(const Vector &vecMins, const Vector &vecMaxs)
{
return !IsIntersectingBox(vecMins, vecMaxs);
}
//-----------------------------------------------------------------------------
// Purpose: Checks to see if the object is hidden by auto or user visgroups
// without being assigned to one. This solves the problem of objects
// being destructively hidden by obsolete visgroups.
//-----------------------------------------------------------------------------
bool CMapClass::CheckVisibility( bool bLoading )
{
CVisGroup* pVisGroup;
bool bInUser = false;
bool bInAuto = false;
int nVisGroupCount = m_VisGroups.Count();
bool bFoundOrphans = false;
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
for ( int i = 0; i < nVisGroupCount; i++ )
{
pVisGroup = m_VisGroups.Element( i );
if ( pVisGroup->IsAutoVisGroup() )
{
bInAuto = true;
}
else
{
bInUser = true;
}
}
if ( !bInAuto && !m_bVisGroupAutoShown )
{
VisGroupShow( true, AUTO );
}
if ( !bInUser && !m_bVisGroupShown )
{
VisGroupShow( true, USER );
if ( bLoading && pDoc->VisGroups_ObjectCanBelongToVisGroup( this ) )
{
//if this object is an orphan, we want it to be hidden but placed in a new visgroup.
bFoundOrphans = true;
VisGroupShow( false, USER );
}
}
return bFoundOrphans;
}
//-----------------------------------------------------------------------------
// Purpose: this routine will indicate if the object is editable. Generally it
// will not be editable if it is located in a separate instance or
// submap.
//-----------------------------------------------------------------------------
bool CMapClass::IsEditable( void )
{
if ( GetParent() )
{
return GetParent()->IsEditable();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: this function will notify all children that the instance they belong to has been moved.
// it will also notify dependents of a translation. this function is currently not
// used but may be.
//-----------------------------------------------------------------------------
void CMapClass::InstanceMoved( void )
{
#if 0
FOR_EACH_OBJ( m_Children, pos )
{
CMapClass *pChild = m_Children.Element(pos);
pChild->InstanceMoved();
}
CMapWorld *pThisWorld = GetWorldObject( this );
for (int i = 0; i < m_Dependents.Count(); i++)
{
CMapClass *pDependent = m_Dependents.Element(i);
CMapWorld *pDependentWorld = GetWorldObject( pDependent );
if ( pDependentWorld != pThisWorld )
{
pDependent->OnNotifyDependent( this, Notify_Transform );
}
}
#endif
}