//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef EDITGAMECLASS_H #define EDITGAMECLASS_H #pragma once #pragma warning(push, 1) #pragma warning(disable:4701 4702 4530) #include #pragma warning(pop) #include "BlockArray.h" #include "fgdlib/fgdlib.h" #include "fgdlib/WCKeyValues.h" #include "EntityConnection.h" #define MAX_CLASS_NAME_LEN 64 class CChunkFile; class CMapClass; class CSaveInfo; enum ChunkFileResult_t; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CEditGameClass { public: CEditGameClass(void); ~CEditGameClass(void); inline bool IsClass(const char *pszClass = NULL); inline GDclass *GetClass(void) { return(m_pClass); } inline void SetClass(GDclass *pClass) { m_pClass = pClass; } inline const char* GetClassName(void) { return(m_szClass); } inline bool IsKeyFrameClass(void) { return((m_pClass != NULL) && (m_pClass->IsKeyFrameClass())); } inline bool IsMoveClass(void) { return((m_pClass != NULL) && (m_pClass->IsMoveClass())); } inline bool IsPointClass(void) { return((m_pClass != NULL) && (m_pClass->IsPointClass())); } inline bool IsNPCClass(void) { return((m_pClass != NULL) && (m_pClass->IsNPCClass())); } inline bool IsFilterClass(void) { return((m_pClass != NULL) && (m_pClass->IsFilterClass())); } inline bool IsSolidClass(void) { return((m_pClass != NULL) && (m_pClass->IsSolidClass())); } inline bool IsNodeClass(void) { return((m_pClass != NULL) && (m_pClass->IsNodeClass())); } static inline bool IsNodeClass(const char *pszClassName) { return GDclass::IsNodeClass(pszClassName); } // // Interface to key/value information: // virtual void SetKeyValue(LPCTSTR pszKey, LPCTSTR pszValue) { m_KeyValues.SetValue(pszKey, pszValue); } virtual void DeleteKeyValue(LPCTSTR pszKey) { m_KeyValues.RemoveKey(pszKey); } inline void RemoveKey(int nIndex) { m_KeyValues.RemoveKeyAt(nIndex); } inline void SetKeyValue(LPCTSTR pszKey, int iValue) { m_KeyValues.SetValue(pszKey, iValue); } inline LPCTSTR GetKey(int nIndex) { return(m_KeyValues.GetKey(nIndex)); } inline LPCTSTR GetKeyValue(int nIndex) { return(m_KeyValues.GetValue(nIndex)); } inline LPCTSTR GetKeyValue(LPCTSTR pszKey, int *piIndex = NULL) { return(m_KeyValues.GetValue(pszKey, piIndex)); } // Iterate the list of keyvalues. inline int GetFirstKeyValue() const { return m_KeyValues.GetFirst(); } inline int GetNextKeyValue( int i ) const { return m_KeyValues.GetNext( i ); } static inline int GetInvalidKeyValue() { return WCKeyValues::GetInvalidIndex(); } // // Interface to spawnflags. // bool GetSpawnFlag(unsigned long nFlag); unsigned long GetSpawnFlags(void); void SetSpawnFlag(unsigned long nFlag, bool bSet); void SetSpawnFlags(unsigned long nFlags); // // Interface to entity connections. // void Connections_Add(CEntityConnection *pConnection); inline int Connections_GetCount(void); inline CEntityConnection *Connections_Get(int nIndex); bool Connections_Remove(CEntityConnection *pConnection); void Connections_RemoveAll(void); void Connections_FixBad(bool bRelink = true); // // Interface to entity connections. // void Upstream_Add(CEntityConnection *pConnection); inline int Upstream_GetCount(void); inline CEntityConnection *Upstream_Get(int nIndex); bool Upstream_Remove(CEntityConnection *pConnection); void Upstream_RemoveAll(void); void Upstream_FixBad(); // // Interface to comments. // inline const char *GetComments(void); inline void SetComments(const char *pszComments); // // Serialization functions. // static ChunkFileResult_t LoadConnectionsCallback(CChunkFile *pFile, CEditGameClass *pEditGameClass); static ChunkFileResult_t LoadKeyCallback(const char *szKey, const char *szValue, CEditGameClass *pEditGameClass); ChunkFileResult_t SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo); int SerializeRMF(std::fstream&, BOOL); int SerializeMAP(std::fstream&, BOOL); virtual void SetClass(LPCTSTR pszClassname, bool bLoading = false); CEditGameClass *CopyFrom(CEditGameClass *pFrom); void GetDefaultKeys( void ); virtual void SetAngles(const QAngle &vecAngles); virtual void GetAngles(QAngle &vecAngles); // Import the old-style yaw only representation of orientation. void ImportAngle(int nAngle); protected: WCKeyValues m_KeyValues; GDclass *m_pClass; char m_szClass[MAX_CLASS_NAME_LEN]; char *m_pszComments; // Comments text, dynamically allocated. static char *g_pszEmpty; CEntityConnectionList m_Connections; CEntityConnectionList m_Upstream; }; //----------------------------------------------------------------------------- // Purpose: Returns the number of input/output connections that this object has. //----------------------------------------------------------------------------- int CEditGameClass::Connections_GetCount(void) { return m_Connections.Count(); } //----------------------------------------------------------------------------- // Purpose: Returns the number of input/output connections that this object has. //----------------------------------------------------------------------------- CEntityConnection *CEditGameClass::Connections_Get(int nIndex) { return m_Connections.Element(nIndex); } //----------------------------------------------------------------------------- // Purpose: Returns the number of input/output connections that this object has. //----------------------------------------------------------------------------- int CEditGameClass::Upstream_GetCount(void) { return m_Upstream.Count(); } //----------------------------------------------------------------------------- // Purpose: Returns the number of input/output connections that this object has. //----------------------------------------------------------------------------- CEntityConnection *CEditGameClass::Upstream_Get(int nIndex) { return m_Upstream.Element(nIndex); } //----------------------------------------------------------------------------- // Purpose: Returns the comments text, NULL if none have been set. //----------------------------------------------------------------------------- const char *CEditGameClass::GetComments(void) { if (m_pszComments == NULL) { return(g_pszEmpty); } return(m_pszComments); } //----------------------------------------------------------------------------- // Purpose: // Input : NULL - // Output : inline bool //----------------------------------------------------------------------------- inline bool CEditGameClass::IsClass(const char *pszClass) { if (pszClass == NULL) { return(m_pClass != NULL); } return((m_pClass != NULL) && (!stricmp(pszClass, m_szClass))); } //----------------------------------------------------------------------------- // Purpose: // Input : pszComments - //----------------------------------------------------------------------------- void CEditGameClass::SetComments(const char *pszComments) { delete m_pszComments; if (pszComments != NULL) { int nLen = strlen(pszComments); if (nLen == 0) { m_pszComments = NULL; } else { m_pszComments = new char [nLen + 1]; strcpy(m_pszComments, pszComments); } } else { m_pszComments = NULL; } } #endif // EDITGAMECLASS_H