Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef MAPWORLD_H
#define MAPWORLD_H
#ifdef _WIN32
#pragma once
#endif
#include "MapEntity.h"
#include "EditGameClass.h"
#include "MapClass.h"
#include "MapPath.h"
// Flags for SaveVMF.
#define SAVEFLAGS_LIGHTSONLY (1<<0)
#define SAVEFLAGS_AUTOSAVE (1<<1)
#define MAX_VISIBLE_OBJECTS 10000
#define NUM_HASHED_ENTITY_BUCKETS 200
class BoundBox;
class CChunkFile;
class CVisGroup;
class CCullTreeNode;
class IEditorTexture;
class CMapGroup;
class CMapDoc;
class CMapInstance;
struct SaveLists_t;
struct UsedTexture_t
{
IEditorTexture *pTex;
int nUsageCount;
};
class CUsedTextureList : public CUtlVector<UsedTexture_t>
{
public:
inline int Find(IEditorTexture *pTex)
{
for (int i = 0; i < Count(); i++)
{
if (Element(i).pTex == pTex)
{
return i;
}
}
return -1;
}
};
class CMapWorld : public CMapClass, public CEditGameClass
{
public:
DECLARE_MAPCLASS(CMapWorld,CMapClass)
CMapWorld( void );
CMapWorld( CMapDoc *pOwningDocument );
~CMapWorld(void);
CMapDoc *GetOwningDocument( void ) { return m_pOwningDocument; }
//
// Public interface to the culling tree.
//
void CullTree_Build(void);
inline CCullTreeNode *CullTree_GetCullTree(void) { return(m_pCullTree); }
//
// CMapClass virtual overrides.
//
virtual void AddChild(CMapClass *pChild);
virtual CMapClass *Copy(bool bUpdateDependencies);
virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies);
virtual void PresaveWorld(void);
virtual void RemoveChild(CMapClass *pChild, bool bUpdateBounds = true);
virtual bool IsWorld() { return true; }
virtual CMapEntity *FindChildByKeyValue( const char* key, const char* value, bool *bIsInInstance = NULL, VMatrix *InstanceMatrix = NULL );
void AddObjectToWorld(CMapClass *pObject, CMapClass *pParent = NULL);
void RemoveObjectFromWorld(CMapClass *pObject, bool bRemoveChildren);
// Groups have to be treated as logical because they potentially have logical children
virtual bool IsLogical(void) { return true; }
virtual bool IsVisibleLogical(void) { return IsVisible(); }
virtual bool IsEditable( void );
//
// Serialization.
//
ChunkFileResult_t LoadVMF(CChunkFile *pFile);
void PostloadWorld(void);
void PostloadVisGroups(void);
// saveFlags is a combination of SAVEFLAGS_ defines.
ChunkFileResult_t SaveSolids(CChunkFile *pFile, CSaveInfo *pSaveInfo, int saveFlags);
ChunkFileResult_t SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo, int saveFlags);
virtual int SerializeRMF(std::fstream &file, BOOL fIsStoring);
virtual int SerializeMAP(std::fstream &file, BOOL fIsStoring, BoundBox *pIntersecting = NULL);
virtual void UpdateChild(CMapClass *pChild);
void UpdateAllDependencies( CMapClass *pObject );
//
// Face ID management.
//
inline int FaceID_GetNext(void);
inline void FaceID_SetNext(int nNextFaceID);
CMapFace *FaceID_FaceForID(int nFaceID);
void FaceID_StringToFaceIDLists(CMapFaceIDList *pFullFaceList, CMapFaceIDList *pPartialFaceList, const char *pszValue);
void FaceID_StringToFaceLists(CMapFaceList *pFullFaceList, CMapFaceList *pPartialFaceList, const char *pszValue);
static bool FaceID_FaceIDListsToString(char *pszList, int nSize, CMapFaceIDList *pFullFaceIDList, CMapFaceIDList *pPartialFaceIDList);
static bool FaceID_FaceListsToString(char *pszValue, int nSize, CMapFaceList *pFullFaceList, CMapFaceList *pPartialFaceList);
void GetUsedTextures(CUsedTextureList &List);
void Subtract(CMapObjectList &Results, CMapClass *pSubtractWith, CMapClass *pSubtractFrom);
CUtlVector<CMapPath*> m_Paths;
// Interface to list of all the entities in the world:
const CMapEntityList *EntityList_GetList(void) { return(&m_EntityList); }
inline int EntityList_GetCount();
inline CMapEntity *EntityList_GetEntity( int nIndex );
CMapEntity *FindEntityByName( const char *pszName, bool bVisiblesOnly = false, bool bSearchInstanceParms = false );
bool FindEntitiesByKeyValue(CMapEntityList &Found, const char *szKey, const char *szValue, bool bVisiblesOnly);
bool FindEntitiesByName(CMapEntityList &Found, const char *szName, bool bVisiblesOnly);
bool FindEntitiesByClassName(CMapEntityList &Found, const char *szClassName, bool bVisiblesOnly);
bool FindEntitiesByNameOrClassName(CMapEntityList &Found, const char *pszName, bool bVisiblesOnly);
bool GenerateNewTargetname( const char *startName, char *newName, int newNameBufferSize, bool bMakeUnique, const char *szPrefix, CMapClass *pRoot = NULL );
// displacement management
inline IWorldEditDispMgr *GetWorldEditDispManager( void ) { return m_pWorldDispMgr; }
int GetGroupList(CUtlVector<CMapGroup *> &GroupList);
protected:
//
// Protected entity list functions.
//
void AddEntity( CMapEntity *pEntity );
void EntityList_Add(CMapClass *pObject);
void EntityList_Remove(CMapClass *pObject, bool bRemoveChildren);
int FindEntityBucket( CMapEntity *pEntity, int *pnIndex );
//
// Serialization.
//
static ChunkFileResult_t LoadKeyCallback(const char *szKey, const char *szValue, CMapWorld *pWorld);
static ChunkFileResult_t LoadGroupCallback(CChunkFile *pFile, CMapWorld *pWorld);
static ChunkFileResult_t LoadHiddenCallback(CChunkFile *pFile, CMapWorld *pWorld);
static ChunkFileResult_t LoadHiddenSolidCallback(CChunkFile *pFile, CMapWorld *pWorld);
static ChunkFileResult_t LoadSolidCallback(CChunkFile *pFile, CMapWorld *pWorld);
ChunkFileResult_t LoadSolid(CChunkFile *pFile, bool bVisible);
static BOOL BuildSaveListsCallback(CMapClass *pObject, SaveLists_t *pSaveLists);
ChunkFileResult_t SaveObjectListVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo, const CMapObjectList *pList, int saveFlags);
//
// Culling tree operations.
//
void CullTree_SplitNode(CCullTreeNode *pNode);
void CullTree_DumpNode(CCullTreeNode *pNode, int nDepth);
void CullTree_FreeNode(CCullTreeNode *pNode);
void CullTree_Free(void);
CCullTreeNode *m_pCullTree; // This world's objects stored in a spatial hierarchy for culling.
CMapEntityList m_EntityList; // A flat list of all the entities in this world.
CMapEntityList m_EntityListByName[NUM_HASHED_ENTITY_BUCKETS]; // A list of all the entities in the world, hashed by name checksum.
int m_nNextFaceID; // Used for assigning unique IDs to every solid face in this world.
IWorldEditDispMgr *m_pWorldDispMgr; // world editable displacement manager
CMapDoc *m_pOwningDocument;
};
//-----------------------------------------------------------------------------
// Purpose: Returns the next unique face ID for this world.
//-----------------------------------------------------------------------------
inline int CMapWorld::FaceID_GetNext(void)
{
return(m_nNextFaceID++);
}
//-----------------------------------------------------------------------------
// Purpose: Sets the unique face ID to assign to the next face that is added
// to this world.
//-----------------------------------------------------------------------------
inline void CMapWorld::FaceID_SetNext(int nNextFaceID)
{
m_nNextFaceID = nNextFaceID;
}
inline int CMapWorld::EntityList_GetCount()
{
return m_EntityList.Count();
}
inline CMapEntity *CMapWorld::EntityList_GetEntity( int nIndex )
{
return m_EntityList.Element( nIndex );
}
#endif // MAPWORLD_H