mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
255 lines
8.2 KiB
C++
255 lines
8.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "eventlist.h"
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#include "stringregistry.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// NOTE: If CStringRegistry allowed storing arbitrary data, we could just use that.
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// in this case we have the "isPrivate" member and the replacement rules
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// (eventIndex can be reused by private activities), so a custom table is necessary
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struct eventlist_t
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{
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int eventIndex;
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int iType;
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unsigned short stringKey;
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short isPrivate;
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};
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CUtlVector<eventlist_t> g_EventList;
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// This stores the actual event names. Also, the string ID in the registry is simply an index
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// into the g_EventList array.
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CStringRegistry g_EventStrings;
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// this is just here to accelerate adds
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static int g_HighestEvent = 0;
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int g_nEventListVersion = 1;
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void EventList_Init( void )
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{
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g_HighestEvent = 0;
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}
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void EventList_Free( void )
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{
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g_EventStrings.ClearStrings();
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g_EventList.Purge();
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// So studiohdrs can reindex event indices
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++g_nEventListVersion;
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}
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// add a new event to the database
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eventlist_t *EventList_AddEventEntry( const char *pName, int iEventIndex, bool isPrivate, int iType )
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{
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MEM_ALLOC_CREDIT();
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int index = g_EventList.AddToTail();
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eventlist_t *pList = &g_EventList[index];
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pList->eventIndex = iEventIndex;
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pList->stringKey = g_EventStrings.AddString( pName, index );
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pList->isPrivate = isPrivate;
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pList->iType = iType;
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// UNDONE: This implies that ALL shared activities are added before ANY custom activities
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// UNDONE: Segment these instead? It's a 32-bit int, how many activities do we need?
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if ( iEventIndex > g_HighestEvent )
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{
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g_HighestEvent = iEventIndex;
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}
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return pList;
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}
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// get the database entry from a string
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static eventlist_t *ListFromString( const char *pString )
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{
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// just use the string registry to do this search/map
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int stringID = g_EventStrings.GetStringID( pString );
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if ( stringID < 0 )
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return NULL;
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return &g_EventList[stringID];
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}
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// Get the database entry for an index
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static eventlist_t *ListFromEvent( int eventIndex )
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{
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// ugly linear search
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for ( int i = 0; i < g_EventList.Size(); i++ )
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{
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if ( g_EventList[i].eventIndex == eventIndex )
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{
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return &g_EventList[i];
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}
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}
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return NULL;
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}
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int EventList_GetEventType( int eventIndex )
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{
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eventlist_t *pEvent = ListFromEvent( eventIndex );
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if ( pEvent )
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{
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return pEvent->iType;
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}
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return -1;
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}
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bool EventList_RegisterSharedEvent( const char *pszEventName, int iEventIndex, int iType )
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{
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// UNDONE: Do we want to do these checks when not in developer mode? or maybe DEBUG only?
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// They really only matter when you change the list of code controlled activities. IDs
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// for content controlled activities never collide because they are generated.
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// first, check to make sure the slot we're asking for is free. It must be for
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// a shared event.
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eventlist_t *pList = ListFromString( pszEventName );
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if ( !pList )
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{
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pList = ListFromEvent( iEventIndex );
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}
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//Already in list.
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if ( pList )
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{
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return false;
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}
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// ----------------------------------------------------------------
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EventList_AddEventEntry( pszEventName, iEventIndex, false, iType );
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return true;
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}
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Animevent EventList_RegisterPrivateEvent( const char *pszEventName )
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{
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eventlist_t *pList = ListFromString( pszEventName );
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if ( pList )
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{
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// this activity is already in the list. If the activity we collided with is also private,
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// then the collision is OK. Otherwise, it's a bug.
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if ( pList->isPrivate )
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{
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return (Animevent)pList->eventIndex;
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}
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else
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{
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// this private activity collides with a shared activity. That is not allowed.
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Warning( "***\nShared<->Private Event collision!\n***\n" );
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Assert(0);
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return AE_INVALID;
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}
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}
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pList = EventList_AddEventEntry( pszEventName, g_HighestEvent+1, true, AE_TYPE_SERVER );
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return (Animevent)pList->eventIndex;
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}
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// Get the index for a given Event name
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// Done at load time for all models
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int EventList_IndexForName( const char *pszEventName )
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{
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// this is a fast O(lgn) search (actually does 2 O(lgn) searches)
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eventlist_t *pList = ListFromString( pszEventName );
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if ( pList )
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{
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return pList->eventIndex;
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}
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return -1;
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}
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// Get the name for a given index
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// This should only be used in debug code, it does a linear search
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// But at least it only compares integers
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const char *EventList_NameForIndex( int eventIndex )
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{
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eventlist_t *pList = ListFromEvent( eventIndex );
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if ( pList )
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{
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return g_EventStrings.GetStringForKey( pList->stringKey );
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}
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return NULL;
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}
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void EventList_RegisterSharedEvents( void )
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{
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REGISTER_SHARED_ANIMEVENT( AE_EMPTY, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_LEFTFOOT, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_RIGHTFOOT, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_BODYDROP_LIGHT, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_BODYDROP_HEAVY, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_SWISHSOUND, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_180TURN, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_ITEM_PICKUP, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_WEAPON_DROP, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_WEAPON_SET_SEQUENCE_NAME, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_WEAPON_SET_SEQUENCE_NUMBER, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_WEAPON_SET_ACTIVITY, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_HOLSTER, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_DRAW, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_WEAPON_FIRE, AE_TYPE_SERVER | AE_TYPE_WEAPON );
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REGISTER_SHARED_ANIMEVENT( AE_CL_PLAYSOUND, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_SV_PLAYSOUND, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_CL_STOPSOUND, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_START_SCRIPTED_EFFECT, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_STOP_SCRIPTED_EFFECT, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_CLIENT_EFFECT_ATTACH, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_MUZZLEFLASH, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_MUZZLEFLASH, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_THUMPER_THUMP, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_AMMOCRATE_PICKUP_AMMO, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_RAGDOLL, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_ADDGESTURE, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_RESTARTGESTURE, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_ATTACK_BROADCAST, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_HURT_INTERACTION_PARTNER, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_NPC_SET_INTERACTION_CANTDIE, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_SV_DUSTTRAIL, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_CL_CREATE_PARTICLE_EFFECT, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_RAGDOLL, AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_CL_ENABLE_BODYGROUP, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_CL_DISABLE_BODYGROUP, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_CL_BODYGROUP_SET_VALUE, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_WPN_PRIMARYATTACK, AE_TYPE_CLIENT | AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_WPN_INCREMENTAMMO, AE_TYPE_CLIENT | AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_WPN_HIDE, AE_TYPE_CLIENT | AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_WPN_UNHIDE, AE_TYPE_CLIENT | AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_WPN_PLAYWPNSOUND, AE_TYPE_CLIENT | AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_RD_ROBOT_POP_PANELS_OFF, AE_TYPE_CLIENT | AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_TAUNT_ENABLE_MOVE, AE_TYPE_CLIENT | AE_TYPE_SERVER );
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REGISTER_SHARED_ANIMEVENT( AE_TAUNT_DISABLE_MOVE, AE_TYPE_CLIENT | AE_TYPE_SERVER );
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} |