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280 lines
9.2 KiB
280 lines
9.2 KiB
//========= Copyright © 1996-2005, 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.Count(); 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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int iType = AE_TYPE_SERVER; |
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#ifdef CLIENT_DLL |
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iType = AE_TYPE_CLIENT; |
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#endif |
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pList = EventList_AddEventEntry( pszEventName, g_HighestEvent+1, true, iType ); |
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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_CL_STOP_PARTICLE_EFFECT, AE_TYPE_CLIENT ); |
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REGISTER_SHARED_ANIMEVENT( AE_CL_ADD_PARTICLE_EFFECT_CP, AE_TYPE_CLIENT ); |
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REGISTER_SHARED_ANIMEVENT( AE_CL_CREATE_PARTICLE_BRASS, 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_ASW_FOOTSTEP, AE_TYPE_CLIENT ); |
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REGISTER_SHARED_ANIMEVENT( AE_MARINE_FOOTSTEP, AE_TYPE_CLIENT ); |
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REGISTER_SHARED_ANIMEVENT( AE_MARINE_RELOAD_SOUND_A, AE_TYPE_CLIENT ); |
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REGISTER_SHARED_ANIMEVENT( AE_MARINE_RELOAD_SOUND_B, AE_TYPE_CLIENT ); |
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REGISTER_SHARED_ANIMEVENT( AE_MARINE_RELOAD_SOUND_C, AE_TYPE_CLIENT ); |
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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 ); |
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REGISTER_SHARED_ANIMEVENT( AE_MELEE_DAMAGE, AE_TYPE_CLIENT | AE_TYPE_SERVER ); |
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REGISTER_SHARED_ANIMEVENT( AE_MELEE_START_COLLISION_DAMAGE, AE_TYPE_CLIENT | AE_TYPE_SERVER ); |
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REGISTER_SHARED_ANIMEVENT( AE_MELEE_STOP_COLLISION_DAMAGE, AE_TYPE_CLIENT | AE_TYPE_SERVER ); |
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REGISTER_SHARED_ANIMEVENT( AE_SCREEN_SHAKE, AE_TYPE_CLIENT ); |
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REGISTER_SHARED_ANIMEVENT( AE_START_DETECTING_COMBO, AE_TYPE_CLIENT | AE_TYPE_SERVER ); |
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REGISTER_SHARED_ANIMEVENT( AE_STOP_DETECTING_COMBO, AE_TYPE_CLIENT | AE_TYPE_SERVER ); |
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REGISTER_SHARED_ANIMEVENT( AE_COMBO_TRANSITION, AE_TYPE_CLIENT | AE_TYPE_SERVER ); |
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REGISTER_SHARED_ANIMEVENT( AE_ALLOW_MOVEMENT, AE_TYPE_CLIENT | AE_TYPE_SERVER ); |
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REGISTER_SHARED_ANIMEVENT( AE_SKILL_EVENT, AE_TYPE_CLIENT | AE_TYPE_SERVER ); |
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REGISTER_SHARED_ANIMEVENT( AE_TUG_INCAP, AE_TYPE_SERVER ); |
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}
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