//========= 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 #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 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