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