Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef TILEGEN_VMFEXPORTER_H
#define TILEGEN_VMFEXPORTER_H
#ifdef _WIN32
#pragma once
#endif
#include "ChunkFile.h"
#include "utlvector.h"
#include "utlstring.h"
class CRoom;
class CMapLayout;
class CRoomTemplate;
// this class uses the placed rooms and room templates to build up a vmf file of the put together map
class VMFExporter
{
public:
VMFExporter();
virtual ~VMFExporter();
void Init();
bool ExportVMF( CMapLayout* pLayout, const char *mapname, bool bPopupWarnings=false );
KeyValues* GetVersionInfo();
KeyValues* GetDefaultVisGroups();
KeyValues* GetViewSettings();
KeyValues* GetDefaultCamera();
KeyValues* GetPlayerStarts();
KeyValues* GetGameRulesProxy();
KeyValues* GetDefaultWorldChunk();
bool AddLevelContainer();
//-----------------------------------------------------------------------------
// Functionality for old manual instancing (tilegen_use_instancing = 0)
//-----------------------------------------------------------------------------
bool AddRoomTemplateSolids( const CRoomTemplate *pRoomTemplate );
bool AddRoomTemplateEntities( const CRoomTemplate *pRoomTemplate );
bool IsDisplacementBrush( KeyValues *pSolidKeys );
// these functions go through the keys and alter any needed values (shifting origin, bumping IDs, etc.)
bool ProcessWorld( KeyValues *pWorldKey );
bool ProcessSolid( KeyValues *pSolidKey );
bool ProcessSide( KeyValues *pSideKey );
bool ProcessSideKey( KeyValues *pKey );
bool ProcessGenericRecursive( KeyValues *pParentKey );
bool ProcessEntity( KeyValues *pSideKey );
bool ProcessEntityKey( KeyValues *pEntityKey );
bool ProcessConnections( KeyValues *pSideKey );
bool ProcessConnectionsKey( KeyValues *pEntityKey );
void ReorderObjectives( const CRoomTemplate *pTemplate, KeyValues *pTemplateKeys );
int MakeNodeIDsUnique();
const Vector& GetCurrentRoomOffset();
void LoadUniqueKeyList();
//-----------------------------------------------------------------------------
// Functionality for new instancing support (tilegen_use_instancing = 1)
//-----------------------------------------------------------------------------
void AddRoomInstance( const CRoomTemplate *pRoomTemplate, int nPlacedRoomIndex = -1 );
CRoom* m_pRoom; // the current CRoom we're writing out
int m_iCurrentRoom; // index of the current room we're writing out
int m_iEntityCount;
int m_iSideCount;
int m_iNextNodeID; // ID to give the next AI node we export
KeyValues *m_pTemplateKeys; // keys for the template we're currently reading in
KeyValues *m_pExportKeys; // the keys we're going to export as a vmf file
KeyValues *m_pExportWorldKeys; // world section of m_pExportKeys
CUtlVector<CUtlString> m_UniqueKeys, m_NodeIDKeys;
// the level extents, in tiles, relative to the centre of the map
int m_iMapExtents_XMin, m_iMapExtents_YMin;
int m_iMapExtents_XMax, m_iMapExtents_YMax;
bool m_bWritingLevelContainer; // set to true when we're reading and writing out the cube that the level sits in
char m_szLastExporterError[256];
struct SideTranslation_t
{
int m_iOriginalSide;
int m_iNewSide;
};
CUtlVector<SideTranslation_t*> m_SideTranslations;
struct NodeTranslation_t
{
int m_iOriginalNodeID;
int m_iNewNodeID;
};
CUtlVector<NodeTranslation_t*> m_NodeTranslations;
Vector m_vecLastPlaneOffset;
Vector m_vecStartRoomOrigin;
CMapLayout* m_pMapLayout; // the layout we're currently exporting
void ExportError( const char *pMsg, ... );
void ClearExportErrors();
bool ShowExportErrors();
CUtlVector<const char*> m_ExportErrors;
bool m_bPopupWarnings;
};
#endif // TILEGEN_VMFEXPORTER_H