Example #1
0
// this writes the CFG file... (it's also now recursive, albeit with changing 'this' ptrs, so be aware of that)
//
void CSequence::WriteExternal(CModel *pModel, CTxtFile* file, bool bMultiPlayerFormat)
{
	// this now keeps the spacing nicer for cutting and pasting into source...
	//
	CString sOutputEnum = m_enum;
	if (sOutputEnum.IsEmpty())
	{
		sOutputEnum = "???";
	}

	if (bMultiPlayerFormat)
	{
		// Format:  targetFrame, frameCount, loopFrame, frameSpeed
		//0	47	0	10	//BOTH_DEATH1

		file->Write(m_targetFrame);
		file->Write("\t");
		file->Write(m_frameCount);
		file->Write("\t");
		if (m_loopFrame == -1)		
			file->Write(0);
		else
			file->Write(m_frameCount-m_loopFrame);
		file->Write("\t");
		file->Write(m_frameSpeed);
		file->Write("\t");

		if (!m_validEnum)
		{
			file->Write("// fix me - invalid enum -");
		}
		else
		{
			file->Write("//");
			file->Write(sOutputEnum);
			file->Writeln();
		}
	}
	else
	{
		while(sOutputEnum.GetLength()<20) sOutputEnum+=" ";

		file->Write(sOutputEnum, "\t");	

	//	file->Write(m_startFrame);
	//	file->Write("\t");

		// special code, if this is a LEGS type enum then we need to adjust the target frame to 'lose' the chunk
		//	of frames occupied by the TORSO types...
		//
		int iTargetFrame = m_targetFrame;
		file->Write(iTargetFrame);
		file->Write("\t");
		file->Write(m_frameCount);
		file->Write("\t");
		file->Write(m_loopFrame);
		file->Write("\t");
		file->Write(m_frameSpeed);
		if (!m_validEnum && !pModel->IsGhoul2())
		{
			file->Write("\t// fix me - invalid enum -");
		}
		if (m_sound != NULL)
		{
			file->Write("\t// sound - ");
		}
		if (m_action != NULL)
		{
			file->Write ("\t// action - ");
		}
		if (m_fill > -1)
		{
			file->Write("\t// fill = ");
			file->Write(m_fill);
		}
		file->Writeln();
	}

	// now for a bit of recursion, write out any additional sequences that this sequence owns...
	//
	for (int i=0; i<MAX_ADDITIONAL_SEQUENCES; i++)
	{
		CSequence *seq = AdditionalSeqs[i];
		if (seq)
		{
			if (seq->AdditionalSequenceIsValid())
			{
				seq->WriteExternal(pModel, file, bMultiPlayerFormat);
			}
		}
	}
}
Example #2
0
bool CModel::WriteExternal(bool bPromptForNames, bool& bCFGWritten)
{
	bCFGWritten = false;

	CString filename;
	if (bPromptForNames)
	{
		CString strInitialPrompt(ghAssimilateView->GetDocument()->GetPathName());
		Filename_RemoveFilename(strInitialPrompt);
		strInitialPrompt.Replace("/","\\");
		strInitialPrompt += "\\";
		strInitialPrompt += sANIMATION_CFG_NAME;
		
		CFileDialog dialog(FALSE, ".cfg", strInitialPrompt, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, "Config Data Files (*.cfg)|*.cfg|All Files (*.*)|*.*||", NULL);
		if (dialog.DoModal() != IDOK)
		{
			return false;
		}
		filename = dialog.GetPathName();	// eg. {"Q:\quake\baseq3\models\players\ste_assimilate_test\ste_assimilate_test.cfg"}
	}
	else
	{
		filename = ((CAssimilateApp*)AfxGetApp())->GetQuakeDir();
		filename+= GetPath();
		filename.MakeLower();
		filename.Replace('\\', '/');
		int loc = filename.Find(m_name);//"/root");
		if (loc>=0)
		{
			filename = filename.Left(loc+strlen(m_name));
		}
		// dup the dirname to use as the model name... (eg "/.../.../klingon" becomes "/.../.../klingon/klingon"
		filename += "/"; filename += sANIMATION_CFG_NAME;	
	}
	CTxtFile* file = CTxtFile::Create(filename);
	if (file == NULL || !file->IsValid())
	{
		ErrorBox(va("Error creating file \"%s\"!",filename));
		return false;
	}

	// new bit, check for the existance of an animation.pre file, which means export this in Q3 format (rather than trek)

	CString strQ3FormatCheckName(filename);
	Filename_RemoveFilename(strQ3FormatCheckName);
	strQ3FormatCheckName += "\\";
	strQ3FormatCheckName += sANIMATION_PRE_NAME;
	strQ3FormatCheckName.Replace("/","\\");

	bool bExportFormatIsQuake3Multiplayer = //FileExists(strQ3FormatCheckName);
											((CAssimilateApp*)AfxGetApp())->GetMultiPlayerMode();	

	CString strPrePend;
	if (bExportFormatIsQuake3Multiplayer)
	{
		// multi-player format, check for optional animation.pre file...

		FILE *fhPRE = fopen(strQ3FormatCheckName, "rt");
		
		if (fhPRE)
		{
			// read all the lines in this file and just write them straight to the output file...

			char sLine[16384];
			char *psLine;
			CString strTrimmed;

			while ((psLine = fgets( sLine, sizeof(sLine), fhPRE ))!=NULL)
			{
				strTrimmed = psLine;
				strTrimmed.Replace("\n","");
				strTrimmed.TrimRight();
				strTrimmed.TrimLeft();

				file->Writeln(strTrimmed);
			}

			if (ferror(fhPRE))
			{
				ErrorBox(va("Error during reading of file \"%s\"!\n\n( this shouldn't happen )",(LPCSTR)strQ3FormatCheckName));
			}

			fclose(fhPRE);
		}		

		file->Writeln("");
		file->Writeln("//");
		file->Writeln("// Format:  targetFrame, frameCount, loopFrame, frameSpeed");
		file->Writeln("//");
	}
	else
	{
		// single-player format...

		CString commentLine;
		CTime time = CTime::GetCurrentTime();
		commentLine.Format("// %s %d frames; %d sequences; updated %s", filename, m_totFrames, GetTotSequences(), time.Format("%H:%M %A, %B %d, %Y"));
		file->Writeln(commentLine);

		// the Writeln functions I have to call don't handle "\n" chars properly because of being opened in binary mode
		//	(sigh), so I have to explicitly call the Writeln() functions to output CRs... :-(

		file->Writeln("//");
		file->Writeln("// Format:  enum, targetFrame, frameCount, loopFrame, frameSpeed");	
		file->Writeln("//");
	}

	CSequence* curSequence = m_sequences;
	while(curSequence != NULL)
	{
		curSequence->WriteExternal(this, file, bExportFormatIsQuake3Multiplayer);
		curSequence = curSequence->GetNext();
	}
	file->Delete();

	if (HasGLA())
	{
		_unlink(filename);	// zap it, since it's meaningless here (only has one seq/enum: the whole GLA)
	}
	else
	{
		bCFGWritten = true;
	}

	return true;
}