Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef GAMEDATA_H
#define GAMEDATA_H
#ifdef _WIN32
#pragma once
#endif
#pragma warning(push, 1)
#pragma warning(disable:4701 4702 4530)
#include <fstream>
#pragma warning(pop)
#include "TokenReader.h"
#include "GDClass.h"
#include "InputOutput.h"
#include "UtlString.h"
#include "utlvector.h"
class MDkeyvalue;
class GameData;
class KeyValues;
enum TEXTUREFORMAT;
typedef void (*GameDataMessageFunc_t)(int level, PRINTF_FORMAT_STRING const char *fmt, ...);
// FGD-based AutoMaterialExclusion data
struct FGDMatExlcusions_s
{
char szDirectory[MAX_PATH]; // Where we store the material exclusion directories
bool bUserGenerated; // If the user specified this ( default: false -- FGD defined )
};
// FGD-based AutoVisGroup data
struct FGDVisGroupsBaseClass_s
{
char szClass[MAX_PATH]; // i.e. Scene Logic, Sounds, etc "Custom\Point Entities\Lights"
CUtlStringList szEntities; // i.e. func_viscluster
};
struct FGDAutoVisGroups_s
{
char szParent[MAX_PATH]; // i.e. Custom, SFM, etc
CUtlVector< FGDVisGroupsBaseClass_s > m_Classes; // i.e. Scene Logic, Sounds, etc
};
#define MAX_DIRECTORY_SIZE 32
//-----------------------------------------------------------------------------
// Purpose: Contains the set of data that is loaded from a single FGD file.
//-----------------------------------------------------------------------------
class GameData
{
public:
typedef enum
{
NAME_FIXUP_PREFIX = 0,
NAME_FIXUP_POSTFIX,
NAME_FIXUP_NONE
} TNameFixup;
GameData();
~GameData();
BOOL Load(const char *pszFilename);
GDclass *ClassForName(const char *pszName, int *piIndex = NULL);
void ClearData();
inline int GetMaxMapCoord(void);
inline int GetMinMapCoord(void);
inline int GetClassCount();
inline GDclass *GetClass(int nIndex);
GDclass *BeginInstanceRemap( const char *pszClassName, const char *pszInstancePrefix, Vector &Origin, QAngle &Angle );
bool RemapKeyValue( const char *pszKey, const char *pszInValue, char *pszOutValue, TNameFixup NameFixup );
bool RemapNameField( const char *pszInValue, char *pszOutValue, TNameFixup NameFixup );
bool LoadFGDMaterialExclusions( TokenReader &tr );
bool LoadFGDAutoVisGroups( TokenReader &tr );
CUtlVector< FGDMatExlcusions_s > m_FGDMaterialExclusions;
CUtlVector< FGDAutoVisGroups_s > m_FGDAutoVisGroups;
private:
bool ParseMapSize(TokenReader &tr);
CUtlVector<GDclass *> m_Classes;
int m_nMinMapCoord; // Min & max map bounds as defined by the FGD.
int m_nMaxMapCoord;
// Instance Remapping
Vector m_InstanceOrigin; // the origin offset of the instance
QAngle m_InstanceAngle; // the rotation of the the instance
matrix3x4_t m_InstanceMat; // matrix of the origin and rotation of rendering
char m_InstancePrefix[ 128 ]; // the prefix used for the instance name remapping
GDclass *m_InstanceClass; // the entity class that is being remapped
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline int GameData::GetClassCount()
{
return m_Classes.Count();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline GDclass *GameData::GetClass(int nIndex)
{
if (nIndex >= m_Classes.Count())
return NULL;
return m_Classes.Element(nIndex);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GameData::GetMinMapCoord(void)
{
return m_nMinMapCoord;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GameData::GetMaxMapCoord(void)
{
return m_nMaxMapCoord;
}
void GDSetMessageFunc(GameDataMessageFunc_t pFunc);
bool GDError(TokenReader &tr, PRINTF_FORMAT_STRING const char *error, ...);
bool GDSkipToken(TokenReader &tr, trtoken_t ttexpecting = TOKENNONE, const char *pszExpecting = NULL);
bool GDGetToken(TokenReader &tr, char *pszStore, int nSize, trtoken_t ttexpecting = TOKENNONE, const char *pszExpecting = NULL);
bool GDGetTokenDynamic(TokenReader &tr, char **pszStore, trtoken_t ttexpecting, const char *pszExpecting = NULL);
#endif // GAMEDATA_H