iw4x-client/src/Components/Modules/Maps.hpp

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#pragma once
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namespace Components
{
class Maps : public Component
{
public:
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class UserMapContainer
{
public:
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UserMapContainer() : wasFreed(false), hash(0) {}
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UserMapContainer(const std::string& _mapname) : wasFreed(false), mapname(_mapname)
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{
ZeroMemory(&this->searchPath, sizeof this->searchPath);
this->hash = Maps::GetUsermapHash(this->mapname);
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Game::UI_UpdateArenas();
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}
~UserMapContainer()
{
this->freeIwd();
this->clear();
}
unsigned int getHash() { return this->hash; }
std::string getName() { return this->mapname; }
bool isValid() { return !this->mapname.empty(); }
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void clear()
{
bool wasValid = this->isValid();
this->mapname.clear();
if (wasValid) Game::UI_UpdateArenas();
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}
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void loadIwd();
void freeIwd();
void reloadIwd();
void handlePackfile(void* packfile);
private:
bool wasFreed;
unsigned int hash;
std::string mapname;
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Game::searchpath_s searchPath;
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};
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Maps();
~Maps();
static void HandleAsSPMap();
static std::string CurrentMainZone;
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static const char* UserMapFiles[4];
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static bool CheckMapInstalled(const std::string& mapname, bool error = false, bool dlcIsTrue = false);
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static UserMapContainer* GetUserMap();
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static unsigned int GetUsermapHash(const std::string& map);
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static Game::XAssetEntry* GetAssetEntryPool();
static bool IsCustomMap();
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static bool IsUserMap(const std::string& mapname);
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private:
class DLC
{
public:
int index;
std::string name;
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std::vector<std::string> maps;
};
struct MapDependencies
{
std::vector<std::string> requiredMaps;
std::pair<std::string, std::string> requiredTeams;
bool requiresTeamZones;
};
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static bool SPMap;
static UserMapContainer UserMap;
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static std::vector<DLC> DlcPacks;
static std::vector<std::pair<std::string, std::string>> DependencyList;
static std::vector<std::string> CurrentDependencies;
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static Dvar::Var RListSModels;
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static void GetBSPName(char* buffer, size_t size, const char* format, const char* mapname);
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static void LoadAssetRestrict(Game::XAssetType type, Game::XAssetHeader asset, const std::string& name, bool* restrict);
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static void LoadMapZones(Game::XZoneInfo *zoneInfo, unsigned int zoneCount, int sync);
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static void UnloadMapZones(Game::XZoneInfo *zoneInfo, unsigned int zoneCount, int sync);
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static void OverrideMapEnts(Game::MapEnts* ents);
static MapDependencies GetDependenciesForMap(const std::string& map);
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static int IgnoreEntityStub(const char* entity);
static Game::G_GlassData* GetWorldData();
static void GetWorldDataStub();
static void LoadRawSun();
static void AddDlc(DLC dlc);
static void UpdateDlcStatus();
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static void PrepareUsermap(const char* mapname);
static void SpawnServerStub();
static void LoadMapLoadscreenStub();
static int TriggerReconnectForMap(Game::msg_t* msg, const char* mapname);
static void RotateCheckStub();
static void LoadNewMapCommand(char* buffer, size_t size, const char* format, const char* mapname, const char* gametype);
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static const char* LoadArenaFileStub(const char* name, char* buffer, int size);
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static void HideModel();
static void HideModelStub();
static void G_SpawnTurretHook(Game::gentity_s* ent, int unk, int unk2);
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static bool SV_SetTriggerModelHook(Game::gentity_s* ent);
static int16 CM_TriggerModelBounds(int brushModelPointer, Game::Bounds* bounds);
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};
}