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:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#if !defined( MAPDATA_H )
#define MAPDATA_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Panel.h>
#include <vgui/IImage.h>
#include "mathlib/vector.h"
#include "mapdata_shared.h"
#include "sharedinterface.h"
#define MAX_ZONES 32
#define MAX_CLASSES 32
#define MAX_MAP_TEAMS 8
#define MINIMAP_MATERIAL_STRING_SIZE 64
#define MINIMAP_STRING_SIZE 128
class Vector;
class C_BaseEntity;
class BitmapImage;
class CMapClassColors
{
public:
BitmapImage *m_pClassImage;
Color m_clrClass;
};
class CMapTeamColors
{
public:
CMapClassColors m_ClassColors[ MAX_CLASSES ];
BitmapImage *m_pImage;
Color m_clrBlip;
Color m_clrTeam;
};
class CMapPlayers
{
public:
int m_nTeam;
bool m_bVisible;
bool m_bSelected;
int m_nSquadNumber;
int m_nXPos, m_nYPos;
BitmapImage *m_pImage;
Color m_clrPlayer;
};
class CMapZones
{
public:
int m_nControllingTeam;
BitmapImage *m_pZoneImage;
};
struct MinimapData_t
{
char m_szBackgroundMaterial[MINIMAP_MATERIAL_STRING_SIZE];
};
class CMapData : public IMapData
{
public:
CMapData( void );
virtual ~CMapData( void );
void Init( void );
void Clear( void );
void LevelInit( const char *map );
void LevelShutdown( void );
void Update( );
bool IsEntityVisibleToTactical( C_BaseEntity* pEnt ) const;
void UseDefaults( void );
void SetTeamDefaultColor( int iTeamNumber, int r, int g, int b );
void UserCmd_ForceMapReload( void );
// map dimensions
void GetMapBounds(Vector& mins, Vector& maxs);
void GetMapOrigin(Vector& org);
void GetMapSize(Vector& size);
// 3d skybox
void Get3DSkyboxOrigin( Vector &vecOrigin );
float Get3DSkyboxScale( void );
// Indicates the area currently visible in commander mode
void SetVisibleArea( const Vector& mins, const Vector& maxs );
void GetVisibleArea( Vector& mins, Vector& maxs );
public:
CMapZones m_Zones[ MAX_ZONES ];
CMapPlayers m_Players[ MAX_PLAYERS ];
CMapTeamColors m_TeamColors[ MAX_MAP_TEAMS+1 ];
MinimapData_t m_Minimap;
private:
char m_szMap[ MINIMAP_STRING_SIZE ];
// World size + visible size in commander mode
Vector m_WorldMins;
Vector m_WorldMaxs;
Vector m_VisibleMins;
Vector m_VisibleMaxs;
};
//-----------------------------------------------------------------------------
// Gets at the singleton map data
//-----------------------------------------------------------------------------
CMapData& MapData();
#endif // MAPDATA_H