Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef EDITGAMECLASS_H
#define EDITGAMECLASS_H
#pragma once
#pragma warning(push, 1)
#pragma warning(disable:4701 4702 4530)
#include <fstream>
#pragma warning(pop)
#include "BlockArray.h"
#include "fgdlib/fgdlib.h"
#include "fgdlib/WCKeyValues.h"
#include "EntityConnection.h"
#define MAX_CLASS_NAME_LEN 64
class CChunkFile;
class CMapClass;
class CSaveInfo;
enum ChunkFileResult_t;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEditGameClass
{
public:
CEditGameClass(void);
~CEditGameClass(void);
inline bool IsClass(const char *pszClass = NULL);
inline GDclass *GetClass(void) { return(m_pClass); }
inline void SetClass(GDclass *pClass) { m_pClass = pClass; }
inline const char* GetClassName(void) { return(m_szClass); }
inline bool IsKeyFrameClass(void) { return((m_pClass != NULL) && (m_pClass->IsKeyFrameClass())); }
inline bool IsMoveClass(void) { return((m_pClass != NULL) && (m_pClass->IsMoveClass())); }
inline bool IsPointClass(void) { return((m_pClass != NULL) && (m_pClass->IsPointClass())); }
inline bool IsNPCClass(void) { return((m_pClass != NULL) && (m_pClass->IsNPCClass())); }
inline bool IsFilterClass(void) { return((m_pClass != NULL) && (m_pClass->IsFilterClass())); }
inline bool IsSolidClass(void) { return((m_pClass != NULL) && (m_pClass->IsSolidClass())); }
inline bool IsNodeClass(void) { return((m_pClass != NULL) && (m_pClass->IsNodeClass())); }
static inline bool IsNodeClass(const char *pszClassName) { return GDclass::IsNodeClass(pszClassName); }
//
// Interface to key/value information:
//
virtual void SetKeyValue(LPCTSTR pszKey, LPCTSTR pszValue) { m_KeyValues.SetValue(pszKey, pszValue); }
virtual void DeleteKeyValue(LPCTSTR pszKey) { m_KeyValues.RemoveKey(pszKey); }
inline void RemoveKey(int nIndex) { m_KeyValues.RemoveKeyAt(nIndex); }
inline void SetKeyValue(LPCTSTR pszKey, int iValue) { m_KeyValues.SetValue(pszKey, iValue); }
inline LPCTSTR GetKey(int nIndex) { return(m_KeyValues.GetKey(nIndex)); }
inline LPCTSTR GetKeyValue(int nIndex) { return(m_KeyValues.GetValue(nIndex)); }
inline LPCTSTR GetKeyValue(LPCTSTR pszKey, int *piIndex = NULL) { return(m_KeyValues.GetValue(pszKey, piIndex)); }
// Iterate the list of keyvalues.
inline int GetFirstKeyValue() const { return m_KeyValues.GetFirst(); }
inline int GetNextKeyValue( int i ) const { return m_KeyValues.GetNext( i ); }
static inline int GetInvalidKeyValue() { return WCKeyValues::GetInvalidIndex(); }
//
// Interface to spawnflags.
//
bool GetSpawnFlag(unsigned long nFlag);
unsigned long GetSpawnFlags(void);
void SetSpawnFlag(unsigned long nFlag, bool bSet);
void SetSpawnFlags(unsigned long nFlags);
//
// Interface to entity connections.
//
void Connections_Add(CEntityConnection *pConnection);
inline int Connections_GetCount(void);
inline CEntityConnection *Connections_Get(int nIndex);
bool Connections_Remove(CEntityConnection *pConnection);
void Connections_RemoveAll(void);
void Connections_FixBad(bool bRelink = true);
//
// Interface to entity connections.
//
void Upstream_Add(CEntityConnection *pConnection);
inline int Upstream_GetCount(void);
inline CEntityConnection *Upstream_Get(int nIndex);
bool Upstream_Remove(CEntityConnection *pConnection);
void Upstream_RemoveAll(void);
void Upstream_FixBad();
//
// Interface to comments.
//
inline const char *GetComments(void);
inline void SetComments(const char *pszComments);
//
// Serialization functions.
//
static ChunkFileResult_t LoadConnectionsCallback(CChunkFile *pFile, CEditGameClass *pEditGameClass);
static ChunkFileResult_t LoadKeyCallback(const char *szKey, const char *szValue, CEditGameClass *pEditGameClass);
ChunkFileResult_t SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo);
int SerializeRMF(std::fstream&, BOOL);
int SerializeMAP(std::fstream&, BOOL);
virtual void SetClass(LPCTSTR pszClassname, bool bLoading = false);
CEditGameClass *CopyFrom(CEditGameClass *pFrom);
void GetDefaultKeys( void );
virtual void SetAngles(const QAngle &vecAngles);
virtual void GetAngles(QAngle &vecAngles);
// Import the old-style yaw only representation of orientation.
void ImportAngle(int nAngle);
protected:
WCKeyValues m_KeyValues;
GDclass *m_pClass;
char m_szClass[MAX_CLASS_NAME_LEN];
char *m_pszComments; // Comments text, dynamically allocated.
static char *g_pszEmpty;
CEntityConnectionList m_Connections;
CEntityConnectionList m_Upstream;
};
//-----------------------------------------------------------------------------
// Purpose: Returns the number of input/output connections that this object has.
//-----------------------------------------------------------------------------
int CEditGameClass::Connections_GetCount(void)
{
return m_Connections.Count();
}
//-----------------------------------------------------------------------------
// Purpose: Returns the number of input/output connections that this object has.
//-----------------------------------------------------------------------------
CEntityConnection *CEditGameClass::Connections_Get(int nIndex)
{
return m_Connections.Element(nIndex);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the number of input/output connections that this object has.
//-----------------------------------------------------------------------------
int CEditGameClass::Upstream_GetCount(void)
{
return m_Upstream.Count();
}
//-----------------------------------------------------------------------------
// Purpose: Returns the number of input/output connections that this object has.
//-----------------------------------------------------------------------------
CEntityConnection *CEditGameClass::Upstream_Get(int nIndex)
{
return m_Upstream.Element(nIndex);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the comments text, NULL if none have been set.
//-----------------------------------------------------------------------------
const char *CEditGameClass::GetComments(void)
{
if (m_pszComments == NULL)
{
return(g_pszEmpty);
}
return(m_pszComments);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : NULL -
// Output : inline bool
//-----------------------------------------------------------------------------
inline bool CEditGameClass::IsClass(const char *pszClass)
{
if (pszClass == NULL)
{
return(m_pClass != NULL);
}
return((m_pClass != NULL) && (!stricmp(pszClass, m_szClass)));
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszComments -
//-----------------------------------------------------------------------------
void CEditGameClass::SetComments(const char *pszComments)
{
delete m_pszComments;
if (pszComments != NULL)
{
int nLen = strlen(pszComments);
if (nLen == 0)
{
m_pszComments = NULL;
}
else
{
m_pszComments = new char [nLen + 1];
strcpy(m_pszComments, pszComments);
}
}
else
{
m_pszComments = NULL;
}
}
#endif // EDITGAMECLASS_H