Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the interface to a game class as defined by the game data
// file (FGD). Each class is type of entity that can be placed in
// the editor and has attributes such as: keys that may be set,
// the default size and color of the entity, inputs and outputs,
// and any default models that are created when the entity is placed.
//
// The game classes support multiple inheritence through aggregation
// of properties.
//
//=============================================================================//
#ifndef GDCLASS_H
#define GDCLASS_H
#ifdef _WIN32
#pragma once
#endif
#include "HelperInfo.h"
#include "TokenReader.h"
#include "GDVar.h"
#include "InputOutput.h"
#include "mathlib/vector.h"
class CHelperInfo;
class GameData;
class GDinputvariable;
const int GD_MAX_VARIABLES = 128;
class GDclass
{
public:
GDclass(void);
~GDclass(void);
//
// Interface to class information:
//
inline const char *GetName(void) { return(m_szName); }
inline const char *GetDescription(void);
//
// Reading a class from the game data file:
//
BOOL InitFromTokens(TokenReader& tr, GameData*);
//
// Interface to variable information (keys):
//
inline int GetVariableCount(void) { return(m_nVariables); }
GDinputvariable *GetVariableAt(int iIndex);
void GetHelperForGDVar( GDinputvariable *pVar, CUtlVector<const char *> *helperName );
GDinputvariable *VarForName(const char *pszName, int *piIndex = NULL);
BOOL AddVariable(GDinputvariable *pVar, GDclass *pBase, int iBaseIndex, int iVarIndex);
void AddBase(GDclass *pBase);
//
// Interface to input information:
//
inline void AddInput(CClassInput *pInput);
CClassInput *FindInput(const char *szName);
inline int GetInputCount(void) { return(m_Inputs.Count()); }
CClassInput *GetInput(int nIndex);
//
// Interface to output information:
//
inline void AddOutput(CClassOutput *pOutput);
CClassOutput *FindOutput(const char *szName);
inline int GetOutputCount(void) { return(m_Outputs.Count()); }
CClassOutput *GetOutput(int nIndex);
GameData *Parent;
//
// Interface to class attributes:
//
inline bool IsClass(const char *pszClass);
inline bool IsSolidClass(void) { return(m_bSolid); }
inline bool IsBaseClass(void) { return(m_bBase); }
inline bool IsMoveClass(void) { return(m_bMove); }
inline bool IsKeyFrameClass(void) { return(m_bKeyFrame); }
inline bool IsPointClass(void) { return(m_bPoint); }
inline bool IsNPCClass(void) { return(m_bNPC); }
inline bool IsFilterClass(void) { return(m_bFilter); }
inline bool IsNodeClass(void);
static inline bool IsNodeClass(const char *pszClassName);
inline bool ShouldSnapToHalfGrid() { return m_bHalfGridSnap; }
inline void SetNPCClass(bool bNPC) { m_bNPC = bNPC; }
inline void SetFilterClass(bool bFilter) { m_bFilter = bFilter; }
inline void SetPointClass(bool bPoint) { m_bPoint = bPoint; }
inline void SetSolidClass(bool bSolid) { m_bSolid = bSolid; }
inline void SetBaseClass(bool bBase) { m_bBase = bBase; }
inline void SetMoveClass(bool bMove) { m_bMove = bMove; }
inline void SetKeyFrameClass(bool bKeyFrame) { m_bKeyFrame = bKeyFrame; }
inline const Vector &GetMins(void) { return(m_bmins); }
inline const Vector &GetMaxs(void) { return(m_bmaxs); }
BOOL GetBoundBox(Vector& pfMins, Vector& pfMaxs);
bool HasBoundBox() const { return m_bGotSize; }
inline color32 GetColor(void);
//
// Interface to helper information:
//
inline void AddHelper(CHelperInfo *pHelper);
inline int GetHelperCount(void) { return(m_Helpers.Count()); }
CHelperInfo *GetHelper(int nIndex);
protected:
//
// Parsing the game data file:
//
bool ParseInput(TokenReader &tr);
bool ParseInputOutput(TokenReader &tr, CClassInputOutputBase *pInputOutput);
bool ParseOutput(TokenReader &tr);
bool ParseVariable(TokenReader &tr);
private:
bool ParseBase(TokenReader &tr);
bool ParseColor(TokenReader &tr);
bool ParseHelper(TokenReader &tr, char *pszHelperName);
bool ParseSize(TokenReader &tr);
bool ParseSpecifiers(TokenReader &tr);
bool ParseVariables(TokenReader &tr);
color32 m_rgbColor; // Color of entity.
bool m_bBase; // Base only - not available to user.
bool m_bSolid; // Tied to solids only.
bool m_bModel; // Properties of a single model.
bool m_bMove; // Animatable
bool m_bKeyFrame; // Animation keyframe
bool m_bPoint; // Point class, not tied to solids.
bool m_bNPC; // NPC class - used for populating lists of NPC classes.
bool m_bFilter; // filter class - used for populating lists of filters.
bool m_bHalfGridSnap; // Snaps to a 1/2 grid so it can be centered on any geometry. Used for hinges, etc.
bool m_bGotSize; // Just for loading.
bool m_bGotColor;
char m_szName[MAX_IDENT]; // Name of this class.
char *m_pszDescription; // Description of this class, dynamically allocated.
CUtlVector<GDinputvariable *> m_Variables; // Variables for this class.
int m_nVariables; // Count of base & local variables combined.
CUtlVector<GDclass *> m_Bases; // List of base classes this class inherits from.
CClassInputList m_Inputs;
CClassOutputList m_Outputs;
CHelperInfoList m_Helpers; // Helpers for this class.
//
// [0] = base number from Bases, or -1 if not in a base.
// [1] = index into base's variables
//
signed short m_VariableMap[GD_MAX_VARIABLES][2];
Vector m_bmins; // 3D minima of object (pointclass).
Vector m_bmaxs; // 3D maxima of object (pointclass).
};
void GDclass::AddInput(CClassInput *pInput)
{
Assert(pInput != NULL);
if (pInput != NULL)
{
m_Inputs.AddToTail(pInput);
}
}
inline void GDclass::AddOutput(CClassOutput *pOutput)
{
Assert(pOutput != NULL);
if (pOutput != NULL)
{
m_Outputs.AddToTail(pOutput);
}
}
inline void GDclass::AddHelper(CHelperInfo *pHelper)
{
Assert(pHelper != NULL);
if (pHelper != NULL)
{
m_Helpers.AddToTail(pHelper);
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the render color of this entity class.
//-----------------------------------------------------------------------------
color32 GDclass::GetColor(void)
{
return m_rgbColor;
}
//-----------------------------------------------------------------------------
// Purpose: Returns a description of this entity class, or the entity class name
// if no description exists.
//-----------------------------------------------------------------------------
const char *GDclass::GetDescription(void)
{
if (m_pszDescription == NULL)
{
return(m_szName);
}
return(m_pszDescription);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszClass -
//-----------------------------------------------------------------------------
bool GDclass::IsClass(const char *pszClass)
{
Assert(pszClass != NULL);
return(!stricmp(pszClass, m_szName));
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the given classname represents an AI node class, false if not.
//-----------------------------------------------------------------------------
bool GDclass::IsNodeClass(const char *pszClassName)
{
return((strnicmp(pszClassName, "info_node", 9) == 0) && (stricmp(pszClassName, "info_node_link") != 0));
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if this is an AI node class, false if not.
//
// HACK: if this is necessary, we should have a new @NodeClass FGD specifier (or something)
//-----------------------------------------------------------------------------
bool GDclass::IsNodeClass(void)
{
return(IsNodeClass(m_szName));
}
#endif // GDCLASS_H