125 lines
No EOL
4.9 KiB
C++
125 lines
No EOL
4.9 KiB
C++
#ifndef __GSQFILE_H_
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#define __GSQFILE_H_
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// Glurk - do something about this mess - it's vile -MW.
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class IGhoulObj;
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typedef unsigned short int GhoulID;
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class IGhoulInst;
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/*
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==============================================================
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GHOUL FILESYSTEM STUFF
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==============================================================
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*/
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int FindGSQFile(char *gsqdir, char *gsqfile, void **buffer);
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bool ReadGsqEntry(int &filesize, char **tdata, char *seqname);
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void PrecacheGSQFile(char *dirname, char *gsq_file, IGhoulObj *object);
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int RegisterGSQSequences(char *gsqdir, char *subclass, IGhoulObj *object);
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void TurnOffPartsFromGSQFile(char *dirname, char *poff_file, IGhoulObj *this_object, IGhoulInst *this_inst);
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#define MAX_TEAMNAME_LENGTH 50
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#define MAX_MATERIALNAME_LENGTH 50
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#define MAX_SKINNAME_LENGTH 100
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#define MAX_PARTNAME_LENGTH 50
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#define MAX_MODELINFONAME_LENGTH 100
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#define MAX_GHBNAME_LENGTH 100
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#define MAX_GSQNAME_LENGTH 100
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#define MAX_FACESETNAME_LENGTH 50
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#define MAX_DIRECTORYNAME_LENGTH 100
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#define MAX_MENUSTRING_LENGTH 200
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//public player-model textfile stuff (sorry, i didn't want to make a GPMFile_public.h):
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class TeamInfoC
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{
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public:
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char name[MAX_TEAMNAME_LENGTH];
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};
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//i'm not sure how this is going to be handled--a directory should be enough, but in case there's more i'm separating it out now.
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class VoiceInfoC
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{
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public:
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char voiceDir[MAX_DIRECTORYNAME_LENGTH];//injury & death directory
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};
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class SkinInfoC
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{
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public:
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char matName[MAX_MATERIALNAME_LENGTH];
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char skinName[MAX_SKINNAME_LENGTH];
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char partName[MAX_PARTNAME_LENGTH];//this may have to be taken out because it could blow texture memory through the ceiling, but it's just too cool for me to leave it off to begin with. i'll demonstrate shortly.
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};
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//some of the player types require twiddling with a part or two beyond what the typical guy of the same general type would have on/off (e.g. mohawks)
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class ExtraPartToggleInfoC
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{
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public:
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char partName[MAX_PARTNAME_LENGTH];
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bool partState;//true=on;false=off
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};
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class BoltOnInfoC
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{
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public:
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float scale;
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char parentBolt[MAX_PARTNAME_LENGTH];//bolts are parts
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char childBolt[MAX_PARTNAME_LENGTH];//bolts are parts
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char childModelInfo[MAX_MODELINFONAME_LENGTH];//this should be the name of a modelinfo file. maybe .gbm instead of .gpm?
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};
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//Don't ever new one of these! This is just the interface class to let you call the functions that are available in the class that's really returned by NewPlayerModelInfo.
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class IPlayerModelInfoC
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{
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public:
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//will load the player description textfile, and set all info according to that. called by constructor, but should be able to recall for a new model.
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virtual void Init(char *newFileName){}
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// Returns and sets the object associated with this model
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virtual IGhoulObj *GetObject(void) const { return(NULL); }
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virtual void SetObject(IGhoulObj *obj) { }
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//the number of skins that need to be set for this guy
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virtual int GetNumSkins(void){return 0;}
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//the number of bolt-ons available for this guy
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virtual int GetNumBoltOns(void){return 0;}
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//the number of extra twiddles to part on/off state that need to be done for this guy
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virtual int GetNumPartToggles(void){return 0;}
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//the ghb's and the gsq's should be in this directory--this is mostly to be game_ghoul-friendly
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virtual char *GetGHBDir(void){return "";}
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//this is the ghb the menu can use (if we can get the menu using the game ghb, this is meaningless)
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virtual char *GetMenuGHB(void){return "";}
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//this is the ghb the game needs to load (the menu might be able to use it too, but we'll not hold our breath on that)
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virtual char *GetGameGHB(void){return "";}
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//this is the gsq file listing the sequences to register--use this to get the _poff .gsq too(game ghb only)
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virtual char *GetSeqGSQ(void){return "";}
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//this is the face base, to be used by the body for changing expressions
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virtual char *GetFaceSet(void){return "";}
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//these guys return true if they filled the class passed in, false if they failed for some reason
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virtual bool GetTheMenuString(char *putstringhere){return false;}
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virtual bool GetTeamInfo(TeamInfoC &putteamhere){return false;}
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virtual bool GetVoiceInfo(VoiceInfoC &putvoiceinfohere){return false;}
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virtual bool GetSkin(int skinnum, SkinInfoC &putskinhere){return false;}
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virtual bool GetBoltOn(int boltonnum, BoltOnInfoC &putboltonhere){return false;}
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virtual bool GetPartToggle(int togglenum, ExtraPartToggleInfoC &puttogglehere){return false;}
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virtual bool IsLoaded(void){return false;}
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virtual ~IPlayerModelInfoC(){}
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};
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//if you pass in a NULL pointer to this, it won't set anything up (no file-loading, nothing)
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//so if you want to create one of these guys but don't know the file yet, pass in NULL, don't pass in trash
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//urh! you need to delete this when you're done with it!
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IPlayerModelInfoC *NewPlayerModelInfo(char *modelname);
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#endif // __GSQFILE_H_
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