Bool PaletteSubDialog::CoreMessage(Int32 id, const BaseContainer& msg) { switch ( id ) { case PALETTE_ID: Int64 color = (Int64) msg.GetVoid( BFM_CORE_PAR1 ); Int64 palette = (Int64) msg.GetVoid( BFM_CORE_PAR2 ); if( palette == -1){ BaseContainer *bc = GetActiveDocument()->BaseList2D::GetDataInstance()->GetContainerInstance(PALETTE_SCENE_HOOK_ID)->GetContainerInstance(m_id); if(bc != nullptr){ FromContainer(*bc); } else { BaseContainer tmp; m_paletteID = 0; m_rows = 1; m_layout = 0; m_searchString = ""; m_showLabel = FALSE; ToContainer(tmp); GetActiveDocument()->BaseList2D::GetDataInstance()->GetContainerInstance(PALETTE_SCENE_HOOK_ID)->SetContainer(m_id,tmp); FromContainer(tmp); } } if((palette == m_paletteID || palette == -1) && color == -1){ LoadPalette(m_paletteID); } break; } return GeDialog::CoreMessage( id, msg ); }
void CEquipmentSystemInterface::InitItems(IGameToEditorInterface* pGTE) { // Get ItemParams from ItemSystem // Creates the following entries // "item" All Item classes // "item_selectable" All Item classes which can be selected // "item_givable", All Item classes which can be given // "weapon" All Weapon classes (an Item of class 'Weapon' or an Item which has ammo) // "weapon_selectable" All Weapon classes which can be selected // "weapon_givable" All Weapon classes which can be given // and for any weapon which has ammo // "ammo_WEAPONNAME" All Ammos for this weapon IItemSystem* pItemSys = m_pIItemSystem; int maxCountItems = pItemSys->GetItemParamsCount(); int maxAllocItems = maxCountItems+1; // allocate one more to store empty const char** allItemClasses = new const char*[maxAllocItems]; const char** givableItemClasses = new const char*[maxAllocItems]; const char** selectableItemClasses = new const char*[maxAllocItems]; const char** allWeaponClasses = new const char*[maxAllocItems]; const char** givableWeaponClasses = new const char*[maxAllocItems]; const char** selectableWeaponClasses = new const char*[maxAllocItems]; int numAllItems = 0; int numAllWeapons = 0; int numGivableItems = 0; int numSelectableItems = 0; int numSelectableWeapons = 0; int numGivableWeapons = 0; std::set<string> allAmmosSet; // store default "---" -> "" value { const char* empty = ""; selectableWeaponClasses[numSelectableWeapons++] = empty; givableWeaponClasses[numGivableWeapons++] = empty; allWeaponClasses[numAllWeapons++] = empty; selectableItemClasses[numSelectableItems++] = empty; givableItemClasses[numGivableItems++] = empty; allItemClasses[numAllItems++] = empty; allAmmosSet.insert(empty); } for (int i=0; i<maxCountItems; ++i) { const char* itemName = pItemSys->GetItemParamName(i); allItemClasses[numAllItems++] = itemName; const IItemParamsNode* pItemRootParams = pItemSys->GetItemParams(itemName); if (pItemRootParams) { bool givable = false; bool selectable = false; bool uiWeapon = false; const IItemParamsNode *pChildItemParams = pItemRootParams->GetChild("params"); if (pChildItemParams) { CItemParamReader reader (pChildItemParams); //FIXME: the equipeable(?) flag is supposed to be used for weapons that are not givable (alien weapons) //but that are still needed to be in the equipment weapon list. bool equipeable = false; reader.Read("equipeable", equipeable); reader.Read("giveable", givable); givable |= equipeable; reader.Read("selectable", selectable); reader.Read("ui_weapon", uiWeapon); } if (givable) givableItemClasses[numGivableItems++] = itemName; if (selectable) selectableItemClasses[numSelectableItems++] = itemName; const IItemParamsNode* pAmmos = pItemRootParams->GetChild("ammos"); if (pAmmos) { int maxAmmos = pAmmos->GetChildCount(); int numAmmos = 0; const char** ammoNames = new const char*[maxAmmos]; for (int j=0; j<maxAmmos; ++j) { const IItemParamsNode* pAmmoParams = pAmmos->GetChild(j); if (stricmp(pAmmoParams->GetName(), "ammo") == 0) { const char* ammoName = pAmmoParams->GetAttribute("name"); if (ammoName) { ammoNames[numAmmos] = ammoName; ++numAmmos; allAmmosSet.insert(ammoName); } } } if (numAmmos > 0) { // make it a weapon when there's ammo allWeaponClasses[numAllWeapons++] = itemName; if (selectable) selectableWeaponClasses[numSelectableWeapons++] = itemName; if (givable) givableWeaponClasses[numGivableWeapons++] = itemName; string ammoEntryName = "ammo_"; ammoEntryName+=itemName; pGTE->SetUIEnums(ammoEntryName.c_str(), ammoNames, numAmmos); } delete[] ammoNames; } else { const char* itemClass = pItemRootParams->GetAttribute("class"); if (uiWeapon || (itemClass != 0 && stricmp(itemClass, "weapon") == 0)) { // make it a weapon when there's ammo allWeaponClasses[numAllWeapons++] = itemName; if (selectable) selectableWeaponClasses[numSelectableWeapons++] = itemName; if (givable) givableWeaponClasses[numGivableWeapons++] = itemName; } } } } int numAllAmmos = 0; const char** allAmmos = new const char*[allAmmosSet.size()]; std::set<string>::const_iterator iter (allAmmosSet.begin()); while (iter != allAmmosSet.end()) { allAmmos[numAllAmmos++] = iter->c_str(); ++iter; } pGTE->SetUIEnums("ammos", allAmmos, numAllAmmos); ToContainer(allAmmos+1, numAllAmmos-1, m_itemMap["Ammo"]); delete[] allAmmos; pGTE->SetUIEnums("weapon_selectable", selectableWeaponClasses, numSelectableWeapons); pGTE->SetUIEnums("weapon_givable", givableWeaponClasses, numGivableWeapons); pGTE->SetUIEnums("weapon", allWeaponClasses, numAllWeapons); pGTE->SetUIEnums("item_selectable", selectableItemClasses, numSelectableItems); pGTE->SetUIEnums("item_givable", givableItemClasses, numGivableItems); pGTE->SetUIEnums("item", allItemClasses, numAllItems); ToContainer(allItemClasses+1,numAllItems-1,m_itemMap["Item"]); ToContainer(givableItemClasses+1,numGivableItems-1,m_itemMap["ItemGivable"]); ToContainer(allWeaponClasses+1,numAllWeapons-1,m_itemMap["Weapon"]); delete[] selectableWeaponClasses; delete[] givableWeaponClasses; delete[] allWeaponClasses; delete[] selectableItemClasses; delete[] givableItemClasses; delete[] allItemClasses; }
void PaletteSubDialog::SaveSettings() { BaseContainer bc; ToContainer(bc); GetActiveDocument()->BaseList2D::GetDataInstance()->GetContainerInstance(PALETTE_SCENE_HOOK_ID)->SetContainer(m_id, bc); }
void CEquipmentSystemInterface::InitItems(IGameToEditorInterface* pGTE) { // Get ItemParams from ItemSystem // Creates the following entries // "item" All Item classes // "item_selectable" All Item classes which can be selected // "item_givable", All Item classes which can be given // "weapon" All Weapon classes (an Item of class 'Weapon' or an Item which has ammo) // "weapon_selectable" All Weapon classes which can be selected // "weapon_givable" All Weapon classes which can be given // and for any weapon which has ammo // "ammo_WEAPONNAME" All Ammos for this weapon IItemSystem* pItemSys = m_pIItemSystem; int maxCountItems = pItemSys->GetItemParamsCount(); int maxAllocItems = maxCountItems+1; // allocate one more to store empty const char** allItemClasses = new const char*[maxAllocItems]; const char** givableItemClasses = new const char*[maxAllocItems]; const char** selectableItemClasses = new const char*[maxAllocItems]; const char** allWeaponClasses = new const char*[maxAllocItems]; const char** givableWeaponClasses = new const char*[maxAllocItems]; const char** selectableWeaponClasses = new const char*[maxAllocItems]; int numAllItems = 0; int numAllWeapons = 0; int numGivableItems = 0; int numSelectableItems = 0; int numSelectableWeapons = 0; int numGivableWeapons = 0; std::set<string> allAmmosSet; // store default "---" -> "" value { const char* empty = ""; selectableWeaponClasses[numSelectableWeapons++] = empty; givableWeaponClasses[numGivableWeapons++] = empty; allWeaponClasses[numAllWeapons++] = empty; selectableItemClasses[numSelectableItems++] = empty; givableItemClasses[numGivableItems++] = empty; allItemClasses[numAllItems++] = empty; allAmmosSet.insert(empty); } for (int i=0; i<maxCountItems; ++i) { const char* itemName = pItemSys->GetItemParamName(i); allItemClasses[numAllItems++] = itemName; const char* itemDescriptionFile = pItemSys->GetItemParamsDescriptionFile(itemName); CRY_ASSERT(itemDescriptionFile); XmlNodeRef itemRootParams = gEnv->pSystem->LoadXmlFromFile(itemDescriptionFile); if (!itemRootParams) { GameWarning("Item description file %s doesn't exist for item %s", itemDescriptionFile, itemName); continue; } CGameXmlParamReader rootReader(itemRootParams); const char* inheritItem = itemRootParams->getAttr("inherit"); bool isInherited = (inheritItem && inheritItem[0] != 0); if (isInherited) { const char* baseItemFile = pItemSys->GetItemParamsDescriptionFile(inheritItem); itemRootParams = gEnv->pSystem->LoadXmlFromFile(baseItemFile); } if (itemRootParams) { bool givable = false; bool selectable = false; bool uiWeapon = false; XmlNodeRef childItemParams = itemRootParams->findChild("params"); if (childItemParams) { CGameXmlParamReader reader(childItemParams); //the equipeable flag is supposed to be used for weapons that are not givable //but that are still needed to be in the equipment weapon list. bool equipeable = false; reader.ReadParamValue<bool>("equipeable", equipeable); reader.ReadParamValue<bool>("giveable", givable); givable |= equipeable; reader.ReadParamValue<bool>("selectable", selectable); reader.ReadParamValue<bool>("ui_weapon", uiWeapon); } if (givable) givableItemClasses[numGivableItems++] = itemName; if (selectable) selectableItemClasses[numSelectableItems++] = itemName; XmlNodeRef childAccessoriesNode = itemRootParams->findChild("accessories"); if(childAccessoriesNode) { const int numAccessories = childAccessoriesNode->getChildCount(); for(int childIdx = 0; childIdx < numAccessories; childIdx++) { XmlNodeRef childAccessory = childAccessoriesNode->getChild(childIdx); if(childAccessory && stricmp(childAccessory->getTag(), "accessory") == 0) { const char* accessoryName = childAccessory->getAttr("name"); const char* categoryName = childAccessory->getAttr("category"); if(categoryName && accessoryName) { m_accessoryMap[itemName][categoryName].push_back(accessoryName); } } } } XmlNodeRef ammosNode = itemRootParams->findChild("ammos"); if (ammosNode) { CGameXmlParamReader reader(ammosNode); const int maxAmmos = reader.GetUnfilteredChildCount(); int numAmmos = 0; const char** ammoNames = new const char*[maxAmmos]; for (int j=0; j<maxAmmos; ++j) { XmlNodeRef ammoChildNode = reader.GetFilteredChildAt(j); if ((ammoChildNode != NULL) && stricmp(ammoChildNode->getTag(), "ammo") == 0) { const char* ammoName = ammoChildNode->getAttr("name"); if (ammoName && ammoName[0]) { ammoNames[numAmmos] = ammoName; ++numAmmos; allAmmosSet.insert(ammoName); } } } if (numAmmos > 0) { // make it a weapon when there's ammo allWeaponClasses[numAllWeapons++] = itemName; if (selectable) selectableWeaponClasses[numSelectableWeapons++] = itemName; if (givable) givableWeaponClasses[numGivableWeapons++] = itemName; string ammoEntryName = "ammo_"; ammoEntryName+=itemName; pGTE->SetUIEnums(ammoEntryName.c_str(), ammoNames, numAmmos); } delete[] ammoNames; } else { const char* itemClass = itemRootParams->getAttr("class"); if (uiWeapon || (itemClass != 0 && stricmp(itemClass, "weapon") == 0)) { // make it a weapon when there's ammo allWeaponClasses[numAllWeapons++] = itemName; if (selectable) selectableWeaponClasses[numSelectableWeapons++] = itemName; if (givable) givableWeaponClasses[numGivableWeapons++] = itemName; } } } } int numAllAmmos = 0; const char** allAmmos = new const char*[allAmmosSet.size()]; std::set<string>::const_iterator iter (allAmmosSet.begin()); while (iter != allAmmosSet.end()) { allAmmos[numAllAmmos++] = iter->c_str(); ++iter; } pGTE->SetUIEnums("ammos", allAmmos, numAllAmmos); ToContainer(allAmmos+1, numAllAmmos-1, m_itemMap["Ammo"]); delete[] allAmmos; pGTE->SetUIEnums("weapon_selectable", selectableWeaponClasses, numSelectableWeapons); pGTE->SetUIEnums("weapon_givable", givableWeaponClasses, numGivableWeapons); pGTE->SetUIEnums("weapon", allWeaponClasses, numAllWeapons); pGTE->SetUIEnums("item_selectable", selectableItemClasses, numSelectableItems); pGTE->SetUIEnums("item_givable", givableItemClasses, numGivableItems); pGTE->SetUIEnums("item", allItemClasses, numAllItems); ToContainer(allItemClasses+1,numAllItems-1,m_itemMap["Item"]); ToContainer(givableItemClasses+1,numGivableItems-1,m_itemMap["ItemGivable"]); ToContainer(allWeaponClasses+1,numAllWeapons-1,m_itemMap["Weapon"]); delete[] selectableWeaponClasses; delete[] givableWeaponClasses; delete[] allWeaponClasses; delete[] selectableItemClasses; delete[] givableItemClasses; delete[] allItemClasses; }