Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "eventlist.h"
#include "stringregistry.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// NOTE: If CStringRegistry allowed storing arbitrary data, we could just use that.
// in this case we have the "isPrivate" member and the replacement rules
// (eventIndex can be reused by private activities), so a custom table is necessary
struct eventlist_t
{
int eventIndex;
int iType;
unsigned short stringKey;
short isPrivate;
};
CUtlVector<eventlist_t> g_EventList;
// This stores the actual event names. Also, the string ID in the registry is simply an index
// into the g_EventList array.
CStringRegistry g_EventStrings;
// this is just here to accelerate adds
static int g_HighestEvent = 0;
int g_nEventListVersion = 1;
void EventList_Init( void )
{
g_HighestEvent = 0;
}
void EventList_Free( void )
{
g_EventStrings.ClearStrings();
g_EventList.Purge();
// So studiohdrs can reindex event indices
++g_nEventListVersion;
}
// add a new event to the database
eventlist_t *EventList_AddEventEntry( const char *pName, int iEventIndex, bool isPrivate, int iType )
{
MEM_ALLOC_CREDIT();
int index = g_EventList.AddToTail();
eventlist_t *pList = &g_EventList[index];
pList->eventIndex = iEventIndex;
pList->stringKey = g_EventStrings.AddString( pName, index );
pList->isPrivate = isPrivate;
pList->iType = iType;
// UNDONE: This implies that ALL shared activities are added before ANY custom activities
// UNDONE: Segment these instead? It's a 32-bit int, how many activities do we need?
if ( iEventIndex > g_HighestEvent )
{
g_HighestEvent = iEventIndex;
}
return pList;
}
// get the database entry from a string
static eventlist_t *ListFromString( const char *pString )
{
// just use the string registry to do this search/map
int stringID = g_EventStrings.GetStringID( pString );
if ( stringID < 0 )
return NULL;
return &g_EventList[stringID];
}
// Get the database entry for an index
static eventlist_t *ListFromEvent( int eventIndex )
{
// ugly linear search
for ( int i = 0; i < g_EventList.Count(); i++ )
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{
if ( g_EventList[i].eventIndex == eventIndex )
{
return &g_EventList[i];
}
}
return NULL;
}
int EventList_GetEventType( int eventIndex )
{
eventlist_t *pEvent = ListFromEvent( eventIndex );
if ( pEvent )
{
return pEvent->iType;
}
return -1;
}
bool EventList_RegisterSharedEvent( const char *pszEventName, int iEventIndex, int iType )
{
// UNDONE: Do we want to do these checks when not in developer mode? or maybe DEBUG only?
// They really only matter when you change the list of code controlled activities. IDs
// for content controlled activities never collide because they are generated.
// first, check to make sure the slot we're asking for is free. It must be for
// a shared event.
eventlist_t *pList = ListFromString( pszEventName );
if ( !pList )
{
pList = ListFromEvent( iEventIndex );
}
//Already in list.
if ( pList )
{
return false;
}
// ----------------------------------------------------------------
EventList_AddEventEntry( pszEventName, iEventIndex, false, iType );
return true;
}
Animevent EventList_RegisterPrivateEvent( const char *pszEventName )
{
eventlist_t *pList = ListFromString( pszEventName );
if ( pList )
{
// this activity is already in the list. If the activity we collided with is also private,
// then the collision is OK. Otherwise, it's a bug.
if ( pList->isPrivate )
{
return (Animevent)pList->eventIndex;
}
else
{
// this private activity collides with a shared activity. That is not allowed.
Warning( "***\nShared<->Private Event collision!\n***\n" );
Assert(0);
return AE_INVALID;
}
}
int iType = AE_TYPE_SERVER;
#ifdef CLIENT_DLL
iType = AE_TYPE_CLIENT;
#endif
pList = EventList_AddEventEntry( pszEventName, g_HighestEvent+1, true, iType );
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return (Animevent)pList->eventIndex;
}
// Get the index for a given Event name
// Done at load time for all models
int EventList_IndexForName( const char *pszEventName )
{
// this is a fast O(lgn) search (actually does 2 O(lgn) searches)
eventlist_t *pList = ListFromString( pszEventName );
if ( pList )
{
return pList->eventIndex;
}
return -1;
}
// Get the name for a given index
// This should only be used in debug code, it does a linear search
// But at least it only compares integers
const char *EventList_NameForIndex( int eventIndex )
{
eventlist_t *pList = ListFromEvent( eventIndex );
if ( pList )
{
return g_EventStrings.GetStringForKey( pList->stringKey );
}
return NULL;
}
void EventList_RegisterSharedEvents( void )
{
REGISTER_SHARED_ANIMEVENT( AE_EMPTY, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_LEFTFOOT, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_RIGHTFOOT, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_BODYDROP_LIGHT, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_BODYDROP_HEAVY, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_SWISHSOUND, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_180TURN, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_ITEM_PICKUP, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_WEAPON_DROP, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_WEAPON_SET_SEQUENCE_NAME, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_WEAPON_SET_SEQUENCE_NUMBER, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_WEAPON_SET_ACTIVITY, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_HOLSTER, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_DRAW, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_WEAPON_FIRE, AE_TYPE_SERVER | AE_TYPE_WEAPON );
REGISTER_SHARED_ANIMEVENT( AE_CL_PLAYSOUND, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_SV_PLAYSOUND, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_CL_STOPSOUND, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_START_SCRIPTED_EFFECT, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_STOP_SCRIPTED_EFFECT, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_CLIENT_EFFECT_ATTACH, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_MUZZLEFLASH, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_NPC_MUZZLEFLASH, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_THUMPER_THUMP, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_AMMOCRATE_PICKUP_AMMO, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_RAGDOLL, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_ADDGESTURE, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_RESTARTGESTURE, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_ATTACK_BROADCAST, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_HURT_INTERACTION_PARTNER, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_NPC_SET_INTERACTION_CANTDIE, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_SV_DUSTTRAIL, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_CL_CREATE_PARTICLE_EFFECT, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_CL_STOP_PARTICLE_EFFECT, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_CL_ADD_PARTICLE_EFFECT_CP, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_CL_CREATE_PARTICLE_BRASS, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_RAGDOLL, AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_CL_ENABLE_BODYGROUP, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_CL_DISABLE_BODYGROUP, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_CL_BODYGROUP_SET_VALUE, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_WPN_PRIMARYATTACK, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_WPN_INCREMENTAMMO, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_WPN_HIDE, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_WPN_UNHIDE, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_ASW_FOOTSTEP, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_MARINE_FOOTSTEP, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_MARINE_RELOAD_SOUND_A, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_MARINE_RELOAD_SOUND_B, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_MARINE_RELOAD_SOUND_C, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_REMOVE_CLIENT_AIM, AE_TYPE_CLIENT );
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REGISTER_SHARED_ANIMEVENT( AE_WPN_PLAYWPNSOUND, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_MELEE_DAMAGE, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_MELEE_START_COLLISION_DAMAGE, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_MELEE_STOP_COLLISION_DAMAGE, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_SCREEN_SHAKE, AE_TYPE_CLIENT );
REGISTER_SHARED_ANIMEVENT( AE_START_DETECTING_COMBO, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_STOP_DETECTING_COMBO, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_COMBO_TRANSITION, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_ALLOW_MOVEMENT, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_SKILL_EVENT, AE_TYPE_CLIENT | AE_TYPE_SERVER );
REGISTER_SHARED_ANIMEVENT( AE_TUG_INCAP, AE_TYPE_SERVER );
}