Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines a common class for all objects in the world object tree.
//
// Pointers to other objects in the object tree may be stored, but
// they should be set via UpdateDependency rather than directly. This
// insures proper linkage to the other object so that if it moves, is
// removed from the world, or changes in any other way, the dependent
// object is properly notified.
//
//=============================================================================//
#ifndef MAPCLASS_H
#define MAPCLASS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/basetypes.h"
#pragma warning(push, 1)
#pragma warning(disable:4701 4702 4530)
#include <fstream>
#pragma warning(pop)
#include "BoundBox.h"
#include "MapPoint.h"
#include "utlvector.h"
#include "visgroup.h"
#include "fgdlib/wckeyvalues.h"
#include "tier1/smartptr.h"
class Box3D;
class CBaseTool;
class CChunkFile;
class GDclass;
class CMapClass;
class CMapEntity;
class CMapSolid;
class CMapView2D;
class CMapViewLogical;
class CMapWorld;
class CPoint;
class CRender3D;
class CSaveInfo;
class CSSolid;
class CVisGroupList;
class CMapFaceList;
struct MapError;
enum ChunkFileResult_t;
struct MapObjectPair_t
{
CMapClass *pObject1;
CMapClass *pObject2;
};
//-----------------------------------------------------------------------------
// Structure used for returning hits when calling ObjectsAt.
//-----------------------------------------------------------------------------
typedef struct HitInfo_s
{
CMapClass *pObject; // Pointer to the CMapAtom that was clicked on.
unsigned int uData; // Additional data provided by the CMapAtom object.
unsigned int nDepth; // Depth value of the object that was clicked on.
VMatrix m_LocalMatrix;
} HitInfo_t;
//
// Passed into PrepareSelection to control what gets selected.
//
enum SelectMode_t
{
selectGroups = 0, // select groups, ungrouped entities, and ungrouped solids
selectObjects, // select entities and solids not in entities
selectSolids, // select point entities, solids in entities, solids
};
enum VisGroupSelection
{
AUTO = 0,
USER
};
// helper macro for linked lists as pointers
#define FOR_EACH_OBJ( listName, iteratorName ) \
for( int iteratorName=0; iteratorName<(listName).Count(); iteratorName++)
typedef const char * MAPCLASSTYPE;
typedef BOOL (*ENUMMAPCHILDRENPROC)(CMapClass *, unsigned int dwParam);
typedef CUtlVector<CMapClass*> CMapObjectList;
#define MAX_ENUM_CHILD_DEPTH 16
struct EnumChildrenStackEntry_t
{
CMapClass *pParent;
int pos;
};
struct EnumChildrenPos_t
{
EnumChildrenStackEntry_t Stack[MAX_ENUM_CHILD_DEPTH];
int nDepth;
};
typedef struct
{
MAPCLASSTYPE Type;
CMapClass * (*pfnNew)();
} MCMSTRUCT;
// This is a reference-counted class that holds a pointer to an object.
// When the object goes away, it can set the pointer in here to NULL
// and anyone else who holds a reference to this can know that the
// object has gone away. It's similar to the EHANDLEs in the engine,
// except there's no finite list of objects that's managed anywhere.
template<class T>
class CSafeObject
{
public:
static CSmartPtr< CSafeObject< T > > Create( T *pObject )
{
CSafeObject<T> *pRet = new CSafeObject<T>( pObject );
return CSmartPtr< CSafeObject< T> >( pRet );
}
void AddRef()
{
++m_RefCount;
}
void Release()
{
--m_RefCount;
if ( m_RefCount <= 0 )
delete this;
}
int GetRefCount() const
{
return m_RefCount;
}
public:
T *m_pObject;
private:
CSafeObject( T *pObject )
{
m_RefCount = 0;
m_pObject = pObject;
}
private:
int m_RefCount; // This object goes away when all smart pointers to it go away.
};
class CMapClass : public CMapPoint
{
public:
//
// Construction/destruction:
//
CMapClass(void);
virtual ~CMapClass(void);
const CSmartPtr< CSafeObject< CMapClass > >& GetSafeObjectSmartPtr();
inline int GetID(void);
inline void SetID(int nID);
virtual size_t GetSize(void);
//
// Can belong to one or more visgroups:
//
virtual void AddVisGroup(CVisGroup *pVisGroup);
int GetVisGroupCount(void);
CVisGroup *GetVisGroup(int nIndex);
void RemoveAllVisGroups(void);
void RemoveVisGroup(CVisGroup *pVisGroup);
int IsInVisGroup(CVisGroup *pVisGroup);
void SetColorVisGroup(CVisGroup *pVisGroup);
virtual bool UpdateObjectColor();
//
// Can be tracked in the Undo/Redo system:
//
inline void SetTemporary(bool bTemporary) { m_bTemporary = bTemporary; }
inline bool IsTemporary(void) const { return m_bTemporary; }
union
{
struct
{
unsigned ID : 28;
unsigned Types : 4; // 0 - copy, 1 - relationship, 2 - delete
} Kept;
unsigned int dwKept;
};
//
// Has children:
//
virtual void AddChild(CMapClass *pChild);
virtual void CopyChildrenFrom(CMapClass *pobj, bool bUpdateDependencies);
virtual void RemoveAllChildren(void);
virtual void RemoveChild(CMapClass *pChild, bool bUpdateBounds = true);
virtual void UpdateChild(CMapClass *pChild);
inline int GetChildCount(void) { return( m_Children.Count()); }
inline const CMapObjectList *GetChildren() { return &m_Children; }
CMapClass *GetFirstDescendent(EnumChildrenPos_t &pos);
CMapClass *GetNextDescendent(EnumChildrenPos_t &pos);
virtual CMapClass *GetParent(void)
{
Assert( (m_pParent == NULL) || (dynamic_cast<CMapClass*>(m_pParent) != NULL) );
return( (CMapClass*)m_pParent);
}
virtual void SetParent(CMapAtom *pParent)
{
Assert( (pParent == NULL) || (dynamic_cast<CMapClass*>(pParent) != NULL) );
UpdateParent((CMapClass*)pParent);
}
const CMapObjectList *GetDependents() { return &m_Dependents; }
virtual void FindTargetNames( CUtlVector< const char * > &Names ) { }
virtual void ReplaceTargetname(const char *szOldName, const char *szNewName);
//
// Notifications.
//
virtual void OnAddToWorld(CMapWorld *pWorld);
virtual void OnClone(CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList);
virtual void OnPreClone(CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList);
virtual void OnPrePaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList);
virtual void OnPaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList);
virtual void OnNotifyDependent(CMapClass *pObject, Notify_Dependent_t eNotifyType);
virtual void OnParentKeyChanged(const char* key, const char* value) {}
virtual void OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren);
virtual void OnUndoRedo(void) {}
virtual bool OnApply( void ) { return true; }
//
// Bounds calculation and intersection functions.
//
virtual void CalcBounds(BOOL bFullUpdate = FALSE);
void GetCullBox(Vector &mins, Vector &maxs);
void SetCullBoxFromFaceList( CMapFaceList *pFaces );
void GetBoundingBox( Vector &mins, Vector &maxs );
void SetBoundingBoxFromFaceList( CMapFaceList *pFaces );
void GetRender2DBox(Vector &mins, Vector &maxs);
// NOTE: Logical position is in global space
virtual void SetLogicalPosition( const Vector2D &vecPosition ) {}
virtual const Vector2D& GetLogicalPosition( );
// NOTE: Logical bounds is in global space
virtual void GetRenderLogicalBox( Vector2D &mins, Vector2D &maxs );
// HACK: temp stuff to ease the transition to not inheriting from BoundBox
void GetBoundsCenter(Vector &vecCenter) { m_Render2DBox.GetBoundsCenter(vecCenter); }
void GetBoundsSize(Vector &vecSize) { m_Render2DBox.GetBoundsSize(vecSize); }
inline bool IsInsideBox(Vector const &Mins, Vector const &Maxs) const { return(m_Render2DBox.IsInsideBox(Mins, Maxs)); }
inline bool IsIntersectingBox(const Vector &vecMins, const Vector& vecMaxs) const { return(m_Render2DBox.IsIntersectingBox(vecMins, vecMaxs)); }
virtual CMapClass *PrepareSelection(SelectMode_t eSelectMode);
void PostUpdate(Notify_Dependent_t eNotifyType);
static void UpdateAllDependencies(CMapClass *pObject);
void SetOrigin(Vector& origin);
// hierarchy
virtual void UpdateAnimation( float animTime ) {}
virtual bool GetTransformMatrix( VMatrix& matrix );
virtual MAPCLASSTYPE GetType(void) = 0;
virtual BOOL IsMapClass(MAPCLASSTYPE Type) = 0;
virtual bool IsWorld() { return false; }
virtual CMapClass *Copy(bool bUpdateDependencies);
virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies);
virtual bool HitTest2D(CMapView2D *pView, const Vector2D &point, HitInfo_t &HitData);
virtual bool HitTestLogical(CMapViewLogical *pView, const Vector2D &point, HitInfo_t &HitData);
// Objects that can be clicked on and activated as tools implement this and return a CBaseTool-derived object.
virtual CBaseTool *GetToolObject(int nHitData, bool bAttachObject) { return NULL; }
//
// Can be serialized:
//
virtual ChunkFileResult_t SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo);
virtual ChunkFileResult_t SaveEditorData(CChunkFile *pFile);
virtual bool ShouldSerialize(void) { return true; }
virtual int SerializeRMF(std::fstream &File, BOOL bRMF);
virtual int SerializeMAP(std::fstream &File, BOOL bRMF);
virtual void PostloadWorld(CMapWorld *pWorld);
virtual void PresaveWorld(void) {}
bool PostloadVisGroups( bool bIsLoading );
virtual bool IsGroup(void) { return false; }
virtual bool IsScaleable(void) { return false; }
virtual bool IsClutter(void) { return false; } // Whether this object should be hidden when the user hides helpers.
virtual bool IsCulledByCordon(const Vector &vecMins, const Vector &vecMaxs); // Whether this object is hidden based on its own intersection with the cordon, independent of its parent's intersection.
virtual bool IsEditable( void );
virtual bool ShouldSnapToHalfGrid() { return false; }
virtual bool IsSolid( ) { return false; }
// searching
virtual CMapEntity *FindChildByKeyValue( const char* key, const char* value, bool *bIsInInstance = NULL, VMatrix *InstanceMatrix = NULL );
// HACK: get the world that this object is contained within.
static CMapWorld *GetWorldObject(CMapAtom *pStart);
virtual const char* GetDescription() { return ""; }
BOOL EnumChildren(ENUMMAPCHILDRENPROC pfn, unsigned int dwParam = 0, MAPCLASSTYPE Type = NULL);
BOOL EnumChildrenRecurseGroupsOnly(ENUMMAPCHILDRENPROC pfn, unsigned int dwParam, MAPCLASSTYPE Type = NULL);
BOOL IsChildOf(CMapAtom *pObject);
virtual bool ShouldAppearInLightingPreview(void)
{
return true; //false;
}
virtual bool ShouldAppearInRaytracedLightingPreview(void)
{
return false;
}
inline bool IsVisible(void) { return(m_bVisible); }
void SetVisible(bool bVisible);
inline bool IsVisGroupShown(void) { return m_bVisGroupShown && m_bVisGroupAutoShown; }
void VisGroupShow(bool bShow, VisGroupSelection eVisGroup = USER);
bool CheckVisibility(bool bIsLoading = false);
//
// Visible2D functions are used only for hiding solids being morphed. Remove?
//
bool IsVisible2D(void) { return m_bVisible2D; }
void SetVisible2D(bool bVisible2D) { m_bVisible2D = bVisible2D; }
// Is this class potentially visible in 2D visio view?
virtual bool IsLogical(void) { return false; }
// Is this class actually visible in 2D visio view?
virtual bool IsVisibleLogical(void) { return false; }
//
// Overridden to set the render color of each of our children.
//
virtual void SetRenderColor(unsigned char red, unsigned char green, unsigned char blue);
virtual void SetRenderColor(color32 rgbColor);
//
// Can be rendered:
//
virtual void Render2D(CRender2D *pRender);
virtual void Render3D(CRender3D *pRender);
virtual void RenderLogical( CRender2D *pRender ) {}
virtual bool RenderPreload(CRender3D *pRender, bool bNewContext);
inline int GetRenderFrame(void) { return(m_nRenderFrame); }
inline void SetRenderFrame(int nRenderFrame) { m_nRenderFrame = nRenderFrame; }
SelectionState_t SetSelectionState(SelectionState_t eSelectionState);
//
// Has a set of editor-specific properties that are loaded from the VMF file.
// The keys are freed after being handled by the map post-load code.
//
int GetEditorKeyCount(void);
const char *GetEditorKey(int nIndex);
const char *GetEditorKeyValue(int nIndex);
const char *GetEditorKeyValue(const char *szKey);
void RemoveEditorKeys(void);
void SetEditorKeyValue(const char *szKey, const char *szValue);
virtual void InstanceMoved( void );
public:
// Set to true while loading a VMF file so it can delay certain calls like UpdateBounds.
// Drastically speeds up load times.
static bool s_bLoadingVMF;
protected:
//
// Implements CMapAtom transformation interface:
//
virtual void DoTransform(const VMatrix &matrix);
//
// Serialization callbacks.
//
static ChunkFileResult_t LoadEditorCallback(CChunkFile *pFile, CMapClass *pObject);
static ChunkFileResult_t LoadEditorKeyCallback(const char *szKey, const char *szValue, CMapClass *pObject);
//
// Has a list of objects that must be notified if it changes size or position.
//
void AddDependent(CMapClass *pDependent);
void NotifyDependents(Notify_Dependent_t eNotifyType);
void RemoveDependent(CMapClass *pDependent);
virtual void UpdateDependencies(CMapWorld *pWorld, CMapClass *pObject) {};
CMapClass *UpdateDependency(CMapClass *pOldAttached, CMapClass *pNewAttached);
void UpdateParent(CMapClass *pNewParent);
void SetBoxFromFaceList( CMapFaceList *pFaces, BoundBox &Box );
CSmartPtr< CSafeObject< CMapClass > > m_pSafeObject;
BoundBox m_CullBox; // Our bounds for culling in the 3D views and intersecting with the cordon.
BoundBox m_BoundingBox; // Our bounds for brushes / entities themselves. This size may be smaller than m_CullBox ( i.e. spheres are not included )
BoundBox m_Render2DBox; // Our bounds for rendering in the 2D views.
CMapObjectList m_Children; // Each object can have many children. Children usually transform with their parents, etc.
CMapObjectList m_Dependents; // Objects that this object should notify if it changes.
int m_nID; // This object's unique ID.
bool m_bTemporary; // Whether to track this object for Undo/Redo.
int m_nRenderFrame; // Frame counter used to avoid rendering the same object twice in a 3D frame.
bool m_bVisible2D; // Whether this object is visible in the 2D view. Currently only used for morphing.
bool m_bVisible; // Whether this object is currently visible in the 2D and 3D views based on ALL factors: visgroups, cordon, etc.
bool m_bVisGroupShown; // Whether this object is shown or hidden by user visgroups. Kept separate from m_bVisible so we can
// reflect this state in the visgroups list independent of the cordon, hide entities state, etc.
bool m_bVisGroupAutoShown; // Whether this object is shown or hidden by auto visgroups.
CVisGroupList m_VisGroups; // Visgroups to which this object belongs, EMPTY if none.
CVisGroup *m_pColorVisGroup; // The visgroup from which we get our color, NULL if none.
WCKeyValuesT<WCKVBase_Vector> *m_pEditorKeys; // Temporary storage for keys loaded from the "editor" chunk of the VMF file, freed after loading.
friend class CTrackEntry; // Friends with Undo/Redo system so that parentage can be changed.
friend void FixHiddenObject(MapError *pError); // So that the Check for Problems dialog can fix visgroups problems.
};
//-----------------------------------------------------------------------------
// Purpose: Returns this object's unique ID.
//-----------------------------------------------------------------------------
int CMapClass::GetID(void)
{
return(m_nID);
}
//-----------------------------------------------------------------------------
// Purpose: Sets this object's unique ID.
//-----------------------------------------------------------------------------
void CMapClass::SetID(int nID)
{
m_nID = nID;
}
class CMapClassManager
{
public:
virtual ~CMapClassManager();
CMapClassManager(MAPCLASSTYPE Type, CMapClass * (*pfnNew)());
static CMapClass * CreateObject(MAPCLASSTYPE Type);
};
#define MAPCLASS_TYPE(class_name) \
(class_name::__Type)
#define IMPLEMENT_MAPCLASS(class_name) \
char * class_name::__Type = #class_name; \
MAPCLASSTYPE class_name::GetType() { return __Type; } \
BOOL class_name::IsMapClass(MAPCLASSTYPE Type) \
{ return (Type == __Type) ? TRUE : FALSE; } \
CMapClass * class_name##_CreateObject() \
{ return new class_name; } \
CMapClassManager mcm_##class_name(class_name::__Type, \
class_name##_CreateObject);
#define DECLARE_MAPCLASS(class_name,class_base) \
typedef class_base BaseClass; \
static char * __Type; \
virtual MAPCLASSTYPE GetType(); \
virtual BOOL IsMapClass(MAPCLASSTYPE Type);
class CCheckFaceInfo
{
public:
CCheckFaceInfo() { iPoint = -1; }
char szDescription[128];
int iPoint;
};
#endif // MAPCLASS_H