Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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 <fstream>
#pragma warning(pop)
#include "fgdlib/HelperInfo.h"
#include "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];
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