Blixibon add157197f Mapbase v5.1
- Fixed a major oversight in Source 2013 which was causing some code to think all logic entities were worldspawn
- Added WIP background nodraw for point_cameras set to not draw skybox at all
- Fixed map-specific talker not flushing on restore
- Added optional HUD hint to code-based game instructor hints
- Added workaround for suspicious crashes in HL2 NPC rappelling code (reported by 1upD)
- Made antlions summoned by npc_antlionguard report as dead when removed with the "Kill" input
- Fixed math_mod not saving mod value (reported by Klems)
- Added SDK_WindowImposter, which uses the SteamPipe cubemap bug workaround and includes support for parallax corrected cubemaps
- Updated thirdpartylegalnotices.txt to mention the Squirrel API
- Fixed incorrect type checking for script instances in VScript
- Added a bunch of new misc. VScript constants
- Added a few new base VScript functions
- Added a separate "Clientside Script Language" keyvalue to worldspawn for VScript, allowing client scripts to use a different language from server scripts
- Fixed worldspawn crashing the game when running entity scripts (reported by krassell)
- Fixed manifests creating a second worldspawn, allowing them to function properly in HL2
- Added tons of remapping-related fixes for instances and manifests, including node IDs and overlay remapping
- Added a keyvalue to func_instance which allows vector axis lines to be remapped properly
- Added support for manifest root path instances in VBSP
- Added missing PrintBrushContents() contents to VBSP
- Added -nohiddenmaps parameter
- Made manifest cordon somewhat functional
2020-09-23 05:03:47 +00:00

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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 );
#ifdef MAPBASE
// Sets up for additional instance remap fixes from Mapbase
void SetupInstanceRemapParams( int iStartNodes, int iStartBrushSide, bool bRemapVecLines );
#endif
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
#ifdef MAPBASE
int m_InstanceStartAINodes; // the number of AI nodes in the level (for AI node remapping)
int m_InstanceStartSide; // the number of brush sides in the level (for brush side remapping)
bool m_bRemapVecLines; // allows ivVecLine to be remapped
#endif
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
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