/* BobToolz plugin for GtkRadiant Copyright (C) 2001 Gordon Biggans This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ // DEntity.h: interface for the DEntity class. // ////////////////////////////////////////////////////////////////////// #if !defined(AFX_DENTITY_H__35B2C523_F0A7_11D4_ACF7_004095A18133__INCLUDED_) #define AFX_DENTITY_H__35B2C523_F0A7_11D4_ACF7_004095A18133__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 class DEntity { public: void RemoveFromRadiant(); scene::Node* QER_Entity; int m_nID; // Constrcution/Destruction DEntity(const char* classname = "worldspawn", int ID = -1); // sets classname virtual ~DEntity(); // --------------------------------------------- // epair functions........ void LoadEPairList(Entity* epl); void AddEPair(const char* key, const char* value); void ClearEPairs(); DEPair* FindEPairByKey(const char* keyname); // --------------------------------------------- // random functions........ bool ResetTextures(const char* textureName, float fScale[2], float fShift[2], int rotation, const char* newTextureName, int bResetTextureName, int bResetScale[2], int bResetShift[2], int bResetRotation, bool rebuild); void SaveToFile(FILE* pFile); void SetClassname(const char* classname); int GetIDMax(); void BuildInRadiant(bool allowDestruction); void ResetChecks(list* exclusionList); void RemoveNonCheckBrushes(list* exclusionList, bool useDetail); DPlane* AddFaceToBrush(vec3_t va, vec3_t vb, vec3_t vc, _QERFaceData* faceData, int ID); // slow, try not to use much int GetBrushCount( void ); DBrush* FindBrushByPointer( scene::Node* brush ); // --------------------------------------------- // bool list functions void SelectBrushes(bool* selectList); bool* BuildDuplicateList(); bool* BuildIntersectList(); // --------------------------------------------- // brush operations void ClearBrushes(); // clears brush list and frees memory for brushes DBrush* GetBrushForID(int ID); DBrush* NewBrush(int ID = -1); // --------------------------------------------- // patch operations void ClearPatches(); DPatch* NewPatch(); // --------------------------------------------- // vars list epairList; list brushList; // new patches, wahey!!! list patchList; Str m_Classname; // --------------------------------------------- int FixBrushes(); bool LoadFromEntity(scene::Node* ent, bool bLoadPatches = FALSE); void LoadSelectedBrushes(); void LoadSelectedPatches(); bool LoadFromPrt(char* filename); // --------------------------------------------- void SpawnString(const char* key, const char* defaultstring, const char** out); void SpawnInt(const char* key, const char* defaultstring, int* out); void SpawnFloat(const char* key, const char* defaultstring, float* out); void SpawnVector(const char* key, const char* defaultstring, vec_t* out); }; #endif // !defined(AFX_DENTITY_H__35B2C523_F0A7_11D4_ACF7_004095A18133__INCLUDED_)