149 lines
4.9 KiB
C++
149 lines
4.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef GAMEDATA_H
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#define GAMEDATA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#pragma warning(push, 1)
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#pragma warning(disable : 4701 4702 4530)
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#include <fstream>
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#pragma warning(pop)
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#include "GDClass.h"
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#include "InputOutput.h"
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#include "TokenReader.h"
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#include "UtlString.h"
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#include "utlvector.h"
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class MDkeyvalue;
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class GameData;
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class KeyValues;
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enum TEXTUREFORMAT;
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typedef void (*GameDataMessageFunc_t)(int level,
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PRINTF_FORMAT_STRING const char *fmt,
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...);
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// FGD-based AutoMaterialExclusion data
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struct FGDMatExlcusions_s {
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char szDirectory[MAX_PATH]; // Where we store the material exclusion
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// directories
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bool bUserGenerated; // If the user specified this ( default: false -- FGD
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// defined )
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};
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// FGD-based AutoVisGroup data
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struct FGDVisGroupsBaseClass_s {
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char szClass[MAX_PATH]; // i.e. Scene Logic, Sounds, etc "Custom\Point
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// Entities\Lights"
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CUtlStringList szEntities; // i.e. func_viscluster
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};
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struct FGDAutoVisGroups_s {
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char szParent[MAX_PATH]; // i.e. Custom, SFM, etc
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CUtlVector<FGDVisGroupsBaseClass_s>
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m_Classes; // i.e. Scene Logic, Sounds, etc
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};
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#define MAX_DIRECTORY_SIZE 32
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//-----------------------------------------------------------------------------
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// Purpose: Contains the set of data that is loaded from a single FGD file.
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//-----------------------------------------------------------------------------
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class GameData {
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public:
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typedef enum {
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NAME_FIXUP_PREFIX = 0,
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NAME_FIXUP_POSTFIX,
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NAME_FIXUP_NONE
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} TNameFixup;
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GameData();
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~GameData();
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BOOL Load(const char *pszFilename);
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GDclass *ClassForName(const char *pszName, int *piIndex = NULL);
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void ClearData();
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inline int GetMaxMapCoord(void);
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inline int GetMinMapCoord(void);
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inline int GetClassCount();
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inline GDclass *GetClass(int nIndex);
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GDclass *BeginInstanceRemap(const char *pszClassName,
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const char *pszInstancePrefix, Vector &Origin,
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QAngle &Angle);
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bool RemapKeyValue(const char *pszKey, const char *pszInValue,
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char *pszOutValue, TNameFixup NameFixup);
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bool RemapNameField(const char *pszInValue, char *pszOutValue,
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TNameFixup NameFixup);
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bool LoadFGDMaterialExclusions(TokenReader &tr);
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bool LoadFGDAutoVisGroups(TokenReader &tr);
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CUtlVector<FGDMatExlcusions_s> m_FGDMaterialExclusions;
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CUtlVector<FGDAutoVisGroups_s> m_FGDAutoVisGroups;
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private:
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bool ParseMapSize(TokenReader &tr);
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CUtlVector<GDclass *> m_Classes;
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int m_nMinMapCoord; // Min & max map bounds as defined by the FGD.
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int m_nMaxMapCoord;
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// Instance Remapping
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Vector m_InstanceOrigin; // the origin offset of the instance
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QAngle m_InstanceAngle; // the rotation of the the instance
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matrix3x4_t
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m_InstanceMat; // matrix of the origin and rotation of rendering
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char m_InstancePrefix[128]; // the prefix used for the instance name
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// remapping
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GDclass *m_InstanceClass; // the entity class that is being remapped
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};
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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inline int GameData::GetClassCount() { return m_Classes.Count(); }
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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inline GDclass *GameData::GetClass(int nIndex) {
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if (nIndex >= m_Classes.Count()) return NULL;
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return m_Classes.Element(nIndex);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int GameData::GetMinMapCoord(void) { return m_nMinMapCoord; }
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int GameData::GetMaxMapCoord(void) { return m_nMaxMapCoord; }
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void GDSetMessageFunc(GameDataMessageFunc_t pFunc);
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bool GDError(TokenReader &tr, PRINTF_FORMAT_STRING const char *error, ...);
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bool GDSkipToken(TokenReader &tr, trtoken_t ttexpecting = TOKENNONE,
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const char *pszExpecting = NULL);
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bool GDGetToken(TokenReader &tr, char *pszStore, int nSize,
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trtoken_t ttexpecting = TOKENNONE,
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const char *pszExpecting = NULL);
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bool GDGetTokenDynamic(TokenReader &tr, char **pszStore, trtoken_t ttexpecting,
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const char *pszExpecting = NULL);
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#endif // GAMEDATA_H
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