Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PREFAB3D_H
#define PREFAB3D_H
#pragma once
#include "Prefabs.h"
class CChunkFile; class CMapWorld; class Vector;
enum ChunkFileResult_t;
class CPrefab3D : public CPrefab { public:
CPrefab3D(); ~CPrefab3D();
virtual bool IsLoaded(void); void FreeData();
void CenterOnZero();
CMapClass *Create(void); CMapClass *CreateInBox(BoundBox *pBox); CMapClass *CreateAtPoint(const Vector &point); CMapClass *CreateAtPointAroundOrigin( Vector const &point );
int GetType(void) { return pt3D; } inline CMapWorld *GetWorld(void); inline void SetWorld(CMapWorld *pWorld);
protected:
// prefab data:
CMapWorld *m_pWorld; };
//-----------------------------------------------------------------------------
// Purpose: Returns a world containing the objects that make up this prefab.
//-----------------------------------------------------------------------------
CMapWorld *CPrefab3D::GetWorld(void) { return(m_pWorld); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPrefab3D::SetWorld(CMapWorld *pWorld) { FreeData(); m_pWorld = pWorld; }
class CPrefabRMF : public CPrefab3D { public:
CPrefabRMF(); ~CPrefabRMF();
int Init(LPCTSTR pszFilename, BOOL bLoadNow = FALSE, DWORD = 0); int Load(DWORD dwFlags = 0); int Save(LPCTSTR pszFilename, DWORD = 0);
int Init(std::fstream &file, BOOL bLoadNow = FALSE, DWORD = 0); int Save(std::fstream &file, DWORD = 0);
private:
int DoLoad(std::fstream&, DWORD = 0); int DoSave(std::fstream&, DWORD = 0); };
class CPrefabVMF : public CPrefab3D { public:
CPrefabVMF(); ~CPrefabVMF();
int Load(DWORD dwFlags = 0); int Save(LPCTSTR pszFilename, DWORD = 0);
virtual bool IsLoaded(void);
void SetFilename(const char *szFilename);
protected:
static ChunkFileResult_t LoadEntityCallback(CChunkFile *pFile, CPrefabVMF *pPrefab); static ChunkFileResult_t LoadWorldCallback(CChunkFile *pFile, CPrefabVMF *pPrefab);
char m_szFilename[MAX_PATH]; // Full path of the prefab VMF.
int m_nFileTime; // File modification time of the last loaded version of the prefab.
};
#endif // PREFAB3D_H
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