//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef GAMECONFIG_H #define GAMECONFIG_H #ifdef _WIN32 #pragma once #endif #pragma warning(push, 1) #pragma warning(disable:4701 4702 4530) #include #pragma warning(pop) #include "fgdlib/HelperInfo.h" #include "tier2/TokenReader.h" #include "fgdlib/gamedata.h" #include "GamePalette.h" #include "IEditorTexture.h" #include "UtlVector.h" class MDkeyvalue; class KeyValues; #define MAX_DIRECTORY_SIZE 32 enum MAPFORMAT { mfQuake = 0, mfHexen2, mfQuake2, mfHalfLife, mfHalfLife2, }; struct MatExlcusions_s { char szDirectory[MAX_PATH]; // Where we store the material exclusion directories bool bUserGenerated; // If the user specified this ( default: false -- FGD defined ) }; class CGameConfig { public: CGameConfig(); static CGameConfig *GetActiveGame(void); static void SetActiveGame(CGameConfig *pGame); inline TEXTUREFORMAT GetTextureFormat(void); inline void SetTextureFormat(TEXTUREFORMAT eFormat); inline float GetDefaultTextureScale(void); inline void SetDefaultTextureScale(float fScale); inline int GetDefaultLightmapScale(void); inline void SetDefaultLightmapScale(int nScale); inline const char *GetCordonTexture(void); inline void SetCordonTexture(const char *szCordonTexture); inline void GetSteamExe(CString &str); inline void GetSteamDir(CString &str); inline void GetSteamUserDir(CString &str); inline void GetSteamAppID(CString &str); inline MAPFORMAT GetMapFormat(); CUtlVector< MatExlcusions_s > m_MaterialExclusions; DWORD dwID; // assigned on load char szName[128]; int nGDFiles; MAPFORMAT mapformat; char szExecutable[128]; char szDefaultPoint[128]; char szDefaultSolid[128]; char szBSP[128]; char szLIGHT[128]; char szVIS[128]; char m_szGameExeDir[128]; char szMapDir[128]; char szBSPDir[128]; char m_szModDir[128]; char m_szPrefabDir[128]; int m_MaterialExcludeCount; CStringArray GDFiles; GameData GD; // gamedata files loaded CGamePalette Palette; BOOL Import(std::fstream &, float fVersion); bool Load(KeyValues *pkv); bool Save(KeyValues *pkv); void Save(std::fstream &); bool Save(const char *pszFileName, const char *pszSection); void CopyFrom(CGameConfig *pConfig); void LoadGDFiles(void); void ParseGameInfo(); // Accessor methods to get at the mod + the game (*not* full paths) const char *GetMod(); const char *GetGame(); protected: TEXTUREFORMAT textureformat; float m_fDefaultTextureScale; int m_nDefaultLightmapScale; char m_szCordonTexture[MAX_PATH]; // These settings are loaded from GameInfo.txt: char m_szSteamDir[MAX_PATH]; // The full path to steam.exe char m_szSteamUserDir[MAX_PATH]; // The full path to the users's directory under SteamApps char m_szSteamAppID[32]; // The app id to add to the command line when launching the game via Steam. }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- MAPFORMAT CGameConfig::GetMapFormat() { return mapformat; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- TEXTUREFORMAT CGameConfig::GetTextureFormat(void) { return(textureformat); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CGameConfig::SetTextureFormat(TEXTUREFORMAT eFormat) { textureformat = eFormat; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CGameConfig::GetCordonTexture(void) { return(m_szCordonTexture); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CGameConfig::SetCordonTexture(const char *szCordonTexture) { Q_strncpy( m_szCordonTexture, szCordonTexture, sizeof( m_szCordonTexture ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CGameConfig::GetDefaultLightmapScale(void) { return(m_nDefaultLightmapScale); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CGameConfig::SetDefaultLightmapScale(int nScale) { m_nDefaultLightmapScale = nScale; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- float CGameConfig::GetDefaultTextureScale(void) { return(m_fDefaultTextureScale); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CGameConfig::SetDefaultTextureScale(float fScale) { m_fDefaultTextureScale = fScale; } //----------------------------------------------------------------------------- // Purpose: Returns the full path to steam.exe, found by searching up from // whatever directory hammer is in. //----------------------------------------------------------------------------- void CGameConfig::GetSteamDir(CString &str) { str = m_szSteamDir; } //----------------------------------------------------------------------------- // Purpose: Returns the full path to steam.exe, found by searching up from // whatever directory hammer is in. //----------------------------------------------------------------------------- void CGameConfig::GetSteamExe(CString &str) { GetSteamDir(str); str += "\\steam.exe"; } //----------------------------------------------------------------------------- // Purpose: Returns the full path to steam.exe, found by searching up from // whatever directory hammer is in. //----------------------------------------------------------------------------- void CGameConfig::GetSteamUserDir(CString &str) { str = m_szSteamUserDir; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CGameConfig::GetSteamAppID(CString &str) { str = m_szSteamAppID; } extern GameData *pGD; extern CGameConfig *g_pGameConfig; extern float g_MAX_MAP_COORD; extern float g_MIN_MAP_COORD; #endif // GAMECONFIG_H