//
//////////////////////////////////////////////////////////////////////
-#include "StdAfx.h"
#include "DMap.h"
+#include "str.h"
+#include <list>
+
+#include "DPoint.h"
+#include "DPlane.h"
+#include "DBrush.h"
+#include "DEPair.h"
+#include "DPatch.h"
+#include "DEntity.h"
+
+#include "iundo.h"
+
+#include "generic/referencecounted.h"
+
+#include <vector>
+#include <list>
+#include <map>
+#include <algorithm>
+
+#include "scenelib.h"
+
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
ClearEntities();
}
-DEntity* DMap::AddEntity( char *classname, int ID ){
+DEntity* DMap::AddEntity( const char *classname, int ID ){
DEntity* newEntity;
if ( ID == -1 ) {
newEntity = new DEntity( classname, m_nNextEntity++ );
void DMap::ClearEntities(){
m_nNextEntity = 1;
- for ( list<DEntity *>::const_iterator deadEntity = entityList.begin(); deadEntity != entityList.end(); deadEntity++ )
+ for ( std::list<DEntity *>::const_iterator deadEntity = entityList.begin(); deadEntity != entityList.end(); deadEntity++ )
delete *deadEntity;
entityList.clear();
DEntity* DMap::GetEntityForID( int ID ){
DEntity* findEntity = NULL;
- for ( list<DEntity *>::const_iterator chkEntity = entityList.begin(); chkEntity != entityList.end(); chkEntity++ )
+ for ( std::list<DEntity *>::const_iterator chkEntity = entityList.begin(); chkEntity != entityList.end(); chkEntity++ )
{
if ( ( *chkEntity )->m_nID == ID ) {
findEntity = ( *chkEntity );
}
void DMap::BuildInRadiant( bool bAllowDestruction ){
- for ( list<DEntity *>::const_iterator buildEntity = entityList.begin(); buildEntity != entityList.end(); buildEntity++ )
+ for ( std::list<DEntity *>::const_iterator buildEntity = entityList.begin(); buildEntity != entityList.end(); buildEntity++ )
( *buildEntity )->BuildInRadiant( bAllowDestruction );
}
void DMap::LoadAll( bool bLoadPatches ){
ClearEntities();
- g_FuncTable.m_pfnDeselectAllBrushes();
+ GlobalSelectionSystem().setSelectedAll( false );
- int count = g_FuncTable.m_pfnGetEntityCount();
-
- for ( int i = 0; i < count; i++ )
+ class load_entities_t : public scene::Traversable::Walker
{
- DEntity* loadEntity;
-
- if ( i == 0 ) {
- loadEntity = GetWorldSpawn();
- }
- else{
- loadEntity = AddEntity( "", m_nNextEntity++ );
- }
-
- if ( !loadEntity->LoadFromEntity( i, bLoadPatches ) ) {
- delete loadEntity;
- entityList.pop_back();
+ DMap* m_map;
+ bool m_bLoadPatches;
+public:
+ load_entities_t( DMap* map, bool bLoadPatches )
+ : m_map( map ), m_bLoadPatches( bLoadPatches ){
+ }
+ bool pre( scene::Node& node ) const {
+ if ( Node_isEntity( node ) ) {
+ DEntity* loadEntity = m_map->AddEntity( "", 0 );
+ loadEntity->LoadFromEntity( node, m_bLoadPatches );
}
+ return false;
}
+ } load_entities( this, bLoadPatches );
+
+ Node_getTraversable( GlobalSceneGraph().root() )->traverse( load_entities );
}
-int DMap::FixBrushes( bool rebuild ){
+int DMap::FixBrushes(){
int count = 0;
- for ( list<DEntity *>::const_iterator fixEntity = entityList.begin(); fixEntity != entityList.end(); fixEntity++ )
+ for ( std::list<DEntity *>::const_iterator fixEntity = entityList.begin(); fixEntity != entityList.end(); fixEntity++ )
{
- int cnt;
-
- if ( !stricmp( "worldspawn", ( *fixEntity )->m_Classname ) ) {
- cnt = ( *fixEntity )->FixBrushes( rebuild );
- }
- else
- {
- cnt = ( *fixEntity )->FixBrushes( FALSE );
-
- if ( cnt && rebuild ) {
- RebuildEntity( *fixEntity );
- }
- }
-
- count += cnt;
+ count += ( *fixEntity )->FixBrushes();
}
return count;
void DMap::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 ){
- for ( list<DEntity *>::const_iterator texEntity = entityList.begin(); texEntity != entityList.end(); texEntity++ )
+ for ( std::list<DEntity *>::const_iterator texEntity = entityList.begin(); texEntity != entityList.end(); texEntity++ )
{
- if ( !stricmp( "worldspawn", ( *texEntity )->m_Classname ) ) {
+ if ( string_equal_nocase( "worldspawn", ( *texEntity )->m_Classname ) ) {
( *texEntity )->ResetTextures( textureName, fScale, fShift, rotation, newTextureName,
- bResetTextureName, bResetScale, bResetShift, bResetRotation, TRUE );
+ bResetTextureName, bResetScale, bResetShift, bResetRotation, true );
}
else
{
if ( ( *texEntity )->ResetTextures( textureName, fScale, fShift, rotation, newTextureName,
- bResetTextureName, bResetScale, bResetShift, bResetRotation, FALSE ) ) {
+ bResetTextureName, bResetScale, bResetShift, bResetRotation, false ) ) {
RebuildEntity( *texEntity );
}
}
void DMap::RebuildEntity( DEntity *ent ){
ent->RemoveFromRadiant();
- ent->BuildInRadiant( FALSE );
+ ent->BuildInRadiant( false );
}