mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
349 lines
8.3 KiB
C++
349 lines
8.3 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __MAPFILE_H__
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#define __MAPFILE_H__
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/*
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===============================================================================
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Reads or writes the contents of .map files into a standard internal
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format, which can then be moved into private formats for collision
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detection, map processing, or editor use.
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No validation (duplicate planes, null area brushes, etc) is performed.
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There are no limits to the number of any of the elements in maps.
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The order of entities, brushes, and sides is maintained.
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===============================================================================
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*/
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const int OLD_MAP_VERSION = 1;
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const int CURRENT_MAP_VERSION = 2;
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const int DEFAULT_CURVE_SUBDIVISION = 4;
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const float DEFAULT_CURVE_MAX_ERROR = 4.0f;
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const float DEFAULT_CURVE_MAX_ERROR_CD = 24.0f;
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const float DEFAULT_CURVE_MAX_LENGTH = -1.0f;
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const float DEFAULT_CURVE_MAX_LENGTH_CD = -1.0f;
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class idMapPrimitive
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{
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public:
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enum { TYPE_INVALID = -1, TYPE_BRUSH, TYPE_PATCH };
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idDict epairs;
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idMapPrimitive()
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{
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type = TYPE_INVALID;
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}
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virtual ~idMapPrimitive() { }
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int GetType() const
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{
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return type;
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}
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protected:
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int type;
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};
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class idMapBrushSide
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{
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friend class idMapBrush;
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public:
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idMapBrushSide();
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~idMapBrushSide() { }
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const char* GetMaterial() const
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{
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return material;
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}
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void SetMaterial( const char* p )
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{
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material = p;
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}
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const idPlane& GetPlane() const
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{
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return plane;
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}
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void SetPlane( const idPlane& p )
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{
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plane = p;
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}
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void SetTextureMatrix( const idVec3 mat[2] )
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{
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texMat[0] = mat[0];
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texMat[1] = mat[1];
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}
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void GetTextureMatrix( idVec3& mat1, idVec3& mat2 )
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{
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mat1 = texMat[0];
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mat2 = texMat[1];
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}
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void GetTextureVectors( idVec4 v[2] ) const;
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protected:
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idStr material;
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idPlane plane;
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idVec3 texMat[2];
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idVec3 origin;
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};
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ID_INLINE idMapBrushSide::idMapBrushSide()
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{
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plane.Zero();
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texMat[0].Zero();
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texMat[1].Zero();
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origin.Zero();
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}
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class idMapBrush : public idMapPrimitive
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{
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public:
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idMapBrush()
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{
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type = TYPE_BRUSH;
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sides.Resize( 8, 4 );
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}
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~idMapBrush()
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{
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sides.DeleteContents( true );
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}
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static idMapBrush* Parse( idLexer& src, const idVec3& origin, bool newFormat = true, float version = CURRENT_MAP_VERSION );
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static idMapBrush* ParseQ3( idLexer& src, const idVec3& origin );
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bool Write( idFile* fp, int primitiveNum, const idVec3& origin ) const;
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int GetNumSides() const
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{
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return sides.Num();
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}
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int AddSide( idMapBrushSide* side )
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{
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return sides.Append( side );
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}
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idMapBrushSide* GetSide( int i ) const
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{
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return sides[i];
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}
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unsigned int GetGeometryCRC() const;
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protected:
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int numSides;
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idList<idMapBrushSide*, TAG_IDLIB_LIST_MAP> sides;
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};
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class idMapPatch : public idMapPrimitive, public idSurface_Patch
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{
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public:
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idMapPatch();
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idMapPatch( int maxPatchWidth, int maxPatchHeight );
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~idMapPatch() { }
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static idMapPatch* Parse( idLexer& src, const idVec3& origin, bool patchDef3 = true, float version = CURRENT_MAP_VERSION );
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bool Write( idFile* fp, int primitiveNum, const idVec3& origin ) const;
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const char* GetMaterial() const
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{
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return material;
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}
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void SetMaterial( const char* p )
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{
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material = p;
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}
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int GetHorzSubdivisions() const
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{
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return horzSubdivisions;
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}
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int GetVertSubdivisions() const
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{
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return vertSubdivisions;
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}
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bool GetExplicitlySubdivided() const
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{
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return explicitSubdivisions;
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}
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void SetHorzSubdivisions( int n )
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{
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horzSubdivisions = n;
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}
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void SetVertSubdivisions( int n )
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{
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vertSubdivisions = n;
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}
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void SetExplicitlySubdivided( bool b )
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{
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explicitSubdivisions = b;
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}
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unsigned int GetGeometryCRC() const;
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protected:
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idStr material;
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int horzSubdivisions;
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int vertSubdivisions;
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bool explicitSubdivisions;
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};
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ID_INLINE idMapPatch::idMapPatch()
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{
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type = TYPE_PATCH;
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horzSubdivisions = vertSubdivisions = 0;
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explicitSubdivisions = false;
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width = height = 0;
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maxWidth = maxHeight = 0;
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expanded = false;
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}
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ID_INLINE idMapPatch::idMapPatch( int maxPatchWidth, int maxPatchHeight )
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{
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type = TYPE_PATCH;
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horzSubdivisions = vertSubdivisions = 0;
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explicitSubdivisions = false;
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width = height = 0;
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maxWidth = maxPatchWidth;
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maxHeight = maxPatchHeight;
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verts.SetNum( maxWidth * maxHeight );
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expanded = false;
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}
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class idMapEntity
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{
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friend class idMapFile;
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public:
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idDict epairs;
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public:
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idMapEntity()
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{
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epairs.SetHashSize( 64 );
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}
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~idMapEntity()
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{
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primitives.DeleteContents( true );
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}
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static idMapEntity* Parse( idLexer& src, bool worldSpawn = false, float version = CURRENT_MAP_VERSION );
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bool Write( idFile* fp, int entityNum ) const;
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int GetNumPrimitives() const
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{
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return primitives.Num();
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}
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idMapPrimitive* GetPrimitive( int i ) const
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{
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return primitives[i];
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}
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void AddPrimitive( idMapPrimitive* p )
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{
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primitives.Append( p );
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}
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unsigned int GetGeometryCRC() const;
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void RemovePrimitiveData();
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protected:
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idList<idMapPrimitive*, TAG_IDLIB_LIST_MAP> primitives;
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};
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class idMapFile
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{
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public:
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idMapFile();
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~idMapFile()
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{
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entities.DeleteContents( true );
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}
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// filename does not require an extension
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// normally this will use a .reg file instead of a .map file if it exists,
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// which is what the game and dmap want, but the editor will want to always
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// load a .map file
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bool Parse( const char* filename, bool ignoreRegion = false, bool osPath = false );
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bool Write( const char* fileName, const char* ext, bool fromBasePath = true );
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// get the number of entities in the map
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int GetNumEntities() const
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{
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return entities.Num();
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}
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// get the specified entity
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idMapEntity* GetEntity( int i ) const
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{
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return entities[i];
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}
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// get the name without file extension
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const char* GetName() const
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{
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return name;
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}
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// get the file time
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ID_TIME_T GetFileTime() const
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{
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return fileTime;
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}
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// get CRC for the map geometry
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// texture coordinates and entity key/value pairs are not taken into account
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unsigned int GetGeometryCRC() const
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{
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return geometryCRC;
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}
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// returns true if the file on disk changed
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bool NeedsReload();
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int AddEntity( idMapEntity* mapentity );
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idMapEntity* FindEntity( const char* name );
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void RemoveEntity( idMapEntity* mapEnt );
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void RemoveEntities( const char* classname );
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void RemoveAllEntities();
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void RemovePrimitiveData();
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bool HasPrimitiveData()
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{
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return hasPrimitiveData;
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}
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protected:
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float version;
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ID_TIME_T fileTime;
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unsigned int geometryCRC;
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idList<idMapEntity*, TAG_IDLIB_LIST_MAP> entities;
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idStr name;
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bool hasPrimitiveData;
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private:
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void SetGeometryCRC();
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};
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ID_INLINE idMapFile::idMapFile()
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{
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version = CURRENT_MAP_VERSION;
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fileTime = 0;
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geometryCRC = 0;
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entities.Resize( 1024, 256 );
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hasPrimitiveData = false;
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}
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#endif /* !__MAPFILE_H__ */
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