sqwarmed/sdk_src/game/server/mapentities.h

82 lines
2.7 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MAPENTITIES_H
#define MAPENTITIES_H
#ifdef _WIN32
#pragma once
#endif
#include "mapentities_shared.h"
class CPointTemplate;
// This class provides hooks into the map-entity loading process that allows CS to do some tricks
// when restarting the round. The main trick it tries to do is recreate all
abstract_class IMapEntityFilter
{
public:
virtual bool ShouldCreateEntity( const char *pClassname ) = 0;
virtual CBaseEntity* CreateNextEntity( const char *pClassname ) = 0;
};
// Use the filter so you can prevent certain entities from being created out of the map.
// CSPort does this when restarting rounds. It wants to reload most entities from the map, but certain
// entities like the world entity need to be left intact.
void MapEntity_ParseAllEntities( const char *pMapData, IMapEntityFilter *pFilter=NULL, bool bActivateEntities=false );
const char *MapEntity_ParseEntity( CBaseEntity *&pEntity, const char *pEntData, IMapEntityFilter *pFilter );
void MapEntity_PrecacheEntity( const char *pEntData, int &nStringSize );
//-----------------------------------------------------------------------------
// Hierarchical spawn
//-----------------------------------------------------------------------------
struct HierarchicalSpawn_t
{
CBaseEntity *m_pEntity;
int m_nDepth;
CBaseEntity *m_pDeferredParent; // attachment parents can't be set until the parents are spawned
const char *m_pDeferredParentAttachment; // so defer setting them up until the second pass
};
struct HierarchicalSpawnMapData_t
{
const char *m_pMapData;
int m_iMapDataLength;
};
// Shared by mapentities.cpp and Foundry for spawning entities.
class CMapEntitySpawner
{
public:
CMapEntitySpawner();
~CMapEntitySpawner();
void AddEntity( CBaseEntity *pEntity, const char *pMapData, int iMapDataLength );
void HandleTemplates();
void SpawnAndActivate( bool bActivateEntities );
void PurgeRemovedEntities();
public:
bool m_bFoundryMode;
private:
HierarchicalSpawnMapData_t *m_pSpawnMapData;
HierarchicalSpawn_t *m_pSpawnList;
CUtlVector< CPointTemplate* > m_PointTemplates;
int m_nEntities;
};
void SpawnHierarchicalList( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities );
void MapEntity_ParseAllEntites_SpawnTemplates( CPointTemplate **pTemplates, int iTemplateCount, CBaseEntity **pSpawnedEntities, HierarchicalSpawnMapData_t *pSpawnMapData, int iSpawnedEntityCount );
#endif // MAPENTITIES_H