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