dhewm3-sdk/d3xp/gamesys/Event.cpp
dhewg afebd7e1e5 Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2018-08-20 01:46:28 +02:00

1069 lines
28 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "script/Script_Program.h"
#include "Entity.h"
#include "Game_local.h"
#include "Event.h"
/*
sys_event.cpp
Event are used for scheduling tasks and for linking script commands.
*/
#define MAX_EVENTSPERFRAME 4096
//#define CREATE_EVENT_CODE
/***********************************************************************
idEventDef
***********************************************************************/
idEventDef *idEventDef::eventDefList[MAX_EVENTS];
int idEventDef::numEventDefs = 0;
static bool eventError = false;
static char eventErrorMsg[ 128 ];
/*
================
idEventDef::idEventDef
================
*/
idEventDef::idEventDef( const char *command, const char *formatspec, char returnType ) {
idEventDef *ev;
int i;
unsigned int bits;
assert( command );
assert( !idEvent::initialized );
// Allow NULL to indicate no args, but always store it as ""
// so we don't have to check for it.
if ( !formatspec ) {
formatspec = "";
}
this->name = command;
this->formatspec = formatspec;
this->returnType = returnType;
numargs = strlen( formatspec );
assert( numargs <= D_EVENT_MAXARGS );
if ( numargs > D_EVENT_MAXARGS ) {
eventError = true;
sprintf( eventErrorMsg, "idEventDef::idEventDef : Too many args for '%s' event.", name );
return;
}
// make sure the format for the args is valid, calculate the formatspecindex, and the offsets for each arg
bits = 0;
argsize = 0;
memset( argOffset, 0, sizeof( argOffset ) );
for( i = 0; i < numargs;i++ ) {
argOffset[ i ] = argsize;
switch( formatspec[ i ] ) {
case D_EVENT_FLOAT :
bits |= 1 << i;
argsize += sizeof( intptr_t );
break;
case D_EVENT_INTEGER :
argsize += sizeof( intptr_t );
break;
case D_EVENT_VECTOR :
argsize += E_EVENT_SIZEOF_VEC;
break;
case D_EVENT_STRING :
argsize += MAX_STRING_LEN;
break;
case D_EVENT_ENTITY :
argsize += sizeof( idEntityPtr<idEntity> );
break;
case D_EVENT_ENTITY_NULL :
argsize += sizeof( idEntityPtr<idEntity> );
break;
case D_EVENT_TRACE :
argsize += sizeof( trace_t ) + MAX_STRING_LEN + sizeof( bool );
break;
default :
eventError = true;
sprintf( eventErrorMsg, "idEventDef::idEventDef : Invalid arg format '%s' string for '%s' event.", formatspec, name );
return;
break;
}
}
// calculate the formatspecindex
formatspecIndex = ( 1 << ( numargs + D_EVENT_MAXARGS ) ) | bits;
// go through the list of defined events and check for duplicates
// and mismatched format strings
eventnum = numEventDefs;
for( i = 0; i < eventnum; i++ ) {
ev = eventDefList[ i ];
if ( strcmp( command, ev->name ) == 0 ) {
if ( strcmp( formatspec, ev->formatspec ) != 0 ) {
eventError = true;
sprintf( eventErrorMsg, "idEvent '%s' defined twice with same name but differing format strings ('%s'!='%s').",
command, formatspec, ev->formatspec );
return;
}
if ( ev->returnType != returnType ) {
eventError = true;
sprintf( eventErrorMsg, "idEvent '%s' defined twice with same name but differing return types ('%c'!='%c').",
command, returnType, ev->returnType );
return;
}
// Don't bother putting the duplicate event in list.
eventnum = ev->eventnum;
return;
}
}
ev = this;
if ( numEventDefs >= MAX_EVENTS ) {
eventError = true;
sprintf( eventErrorMsg, "numEventDefs >= MAX_EVENTS" );
return;
}
eventDefList[numEventDefs] = ev;
numEventDefs++;
}
/*
================
idEventDef::NumEventCommands
================
*/
int idEventDef::NumEventCommands( void ) {
return numEventDefs;
}
/*
================
idEventDef::GetEventCommand
================
*/
const idEventDef *idEventDef::GetEventCommand( int eventnum ) {
return eventDefList[ eventnum ];
}
/*
================
idEventDef::FindEvent
================
*/
const idEventDef *idEventDef::FindEvent( const char *name ) {
idEventDef *ev;
int num;
int i;
assert( name );
num = numEventDefs;
for( i = 0; i < num; i++ ) {
ev = eventDefList[ i ];
if ( strcmp( name, ev->name ) == 0 ) {
return ev;
}
}
return NULL;
}
/***********************************************************************
idEvent
***********************************************************************/
static idLinkList<idEvent> FreeEvents;
static idLinkList<idEvent> EventQueue;
#ifdef _D3XP
static idLinkList<idEvent> FastEventQueue;
#endif
static idEvent EventPool[ MAX_EVENTS ];
bool idEvent::initialized = false;
idDynamicBlockAlloc<byte, 16 * 1024, 256> idEvent::eventDataAllocator;
/*
================
idEvent::~idEvent()
================
*/
idEvent::~idEvent() {
Free();
}
/*
================
idEvent::Alloc
================
*/
idEvent *idEvent::Alloc( const idEventDef *evdef, int numargs, va_list args ) {
idEvent *ev;
size_t size;
const char *format;
idEventArg *arg;
byte *dataPtr;
int i;
const char *materialName;
if ( FreeEvents.IsListEmpty() ) {
gameLocal.Error( "idEvent::Alloc : No more free events" );
}
ev = FreeEvents.Next();
ev->eventNode.Remove();
ev->eventdef = evdef;
if ( numargs != evdef->GetNumArgs() ) {
gameLocal.Error( "idEvent::Alloc : Wrong number of args for '%s' event.", evdef->GetName() );
}
size = evdef->GetArgSize();
if ( size ) {
ev->data = eventDataAllocator.Alloc( size );
memset( ev->data, 0, size );
} else {
ev->data = NULL;
}
format = evdef->GetArgFormat();
for( i = 0; i < numargs; i++ ) {
arg = va_arg( args, idEventArg * );
if ( format[ i ] != arg->type ) {
// when NULL is passed in for an entity, it gets cast as an integer 0, so don't give an error when it happens
if ( !( ( ( format[ i ] == D_EVENT_TRACE ) || ( format[ i ] == D_EVENT_ENTITY ) ) && ( arg->type == 'd' ) && ( arg->value == 0 ) ) ) {
gameLocal.Error( "idEvent::Alloc : Wrong type passed in for arg # %d on '%s' event.", i, evdef->GetName() );
}
}
dataPtr = &ev->data[ evdef->GetArgOffset( i ) ];
switch( format[ i ] ) {
case D_EVENT_FLOAT :
case D_EVENT_INTEGER :
*reinterpret_cast<int *>( dataPtr ) = arg->value;
break;
case D_EVENT_VECTOR :
if ( arg->value ) {
*reinterpret_cast<idVec3 *>( dataPtr ) = *reinterpret_cast<const idVec3 *>( arg->value );
}
break;
case D_EVENT_STRING :
if ( arg->value ) {
idStr::Copynz( reinterpret_cast<char *>( dataPtr ), reinterpret_cast<const char *>( arg->value ), MAX_STRING_LEN );
}
break;
case D_EVENT_ENTITY :
case D_EVENT_ENTITY_NULL :
*reinterpret_cast< idEntityPtr<idEntity> * >( dataPtr ) = reinterpret_cast<idEntity *>( arg->value );
break;
case D_EVENT_TRACE :
if ( arg->value ) {
*reinterpret_cast<bool *>( dataPtr ) = true;
*reinterpret_cast<trace_t *>( dataPtr + sizeof( bool ) ) = *reinterpret_cast<const trace_t *>( arg->value );
// save off the material as a string since the pointer won't be valid in save games.
// since we save off the entire trace_t structure, if the material is NULL here,
// it will be NULL when we process it, so we don't need to save off anything in that case.
if ( reinterpret_cast<const trace_t *>( arg->value )->c.material ) {
materialName = reinterpret_cast<const trace_t *>( arg->value )->c.material->GetName();
idStr::Copynz( reinterpret_cast<char *>( dataPtr + sizeof( bool ) + sizeof( trace_t ) ), materialName, MAX_STRING_LEN );
}
} else {
*reinterpret_cast<bool *>( dataPtr ) = false;
}
break;
default :
gameLocal.Error( "idEvent::Alloc : Invalid arg format '%s' string for '%s' event.", format, evdef->GetName() );
break;
}
}
return ev;
}
/*
================
idEvent::CopyArgs
================
*/
void idEvent::CopyArgs( const idEventDef *evdef, int numargs, va_list args, intptr_t data[ D_EVENT_MAXARGS ] ) {
int i;
const char *format;
idEventArg *arg;
format = evdef->GetArgFormat();
if ( numargs != evdef->GetNumArgs() ) {
gameLocal.Error( "idEvent::CopyArgs : Wrong number of args for '%s' event.", evdef->GetName() );
}
for( i = 0; i < numargs; i++ ) {
arg = va_arg( args, idEventArg * );
if ( format[ i ] != arg->type ) {
// when NULL is passed in for an entity, it gets cast as an integer 0, so don't give an error when it happens
if ( !( ( ( format[ i ] == D_EVENT_TRACE ) || ( format[ i ] == D_EVENT_ENTITY ) ) && ( arg->type == 'd' ) && ( arg->value == 0 ) ) ) {
gameLocal.Error( "idEvent::CopyArgs : Wrong type passed in for arg # %d on '%s' event.", i, evdef->GetName() );
}
}
data[ i ] = arg->value;
}
}
/*
================
idEvent::Free
================
*/
void idEvent::Free( void ) {
if ( data ) {
eventDataAllocator.Free( data );
data = NULL;
}
eventdef = NULL;
time = 0;
object = NULL;
typeinfo = NULL;
eventNode.SetOwner( this );
eventNode.AddToEnd( FreeEvents );
}
/*
================
idEvent::Schedule
================
*/
void idEvent::Schedule( idClass *obj, const idTypeInfo *type, int time ) {
idEvent *event;
assert( initialized );
if ( !initialized ) {
return;
}
object = obj;
typeinfo = type;
// wraps after 24 days...like I care. ;)
this->time = gameLocal.time + time;
eventNode.Remove();
#ifdef _D3XP
if ( obj->IsType( idEntity::Type ) && ( ( (idEntity*)(obj) )->timeGroup == TIME_GROUP2 ) ) {
event = FastEventQueue.Next();
while( ( event != NULL ) && ( this->time >= event->time ) ) {
event = event->eventNode.Next();
}
if ( event ) {
eventNode.InsertBefore( event->eventNode );
} else {
eventNode.AddToEnd( FastEventQueue );
}
return;
} else {
this->time = gameLocal.slow.time + time;
}
#endif
event = EventQueue.Next();
while( ( event != NULL ) && ( this->time >= event->time ) ) {
event = event->eventNode.Next();
}
if ( event ) {
eventNode.InsertBefore( event->eventNode );
} else {
eventNode.AddToEnd( EventQueue );
}
}
/*
================
idEvent::CancelEvents
================
*/
void idEvent::CancelEvents( const idClass *obj, const idEventDef *evdef ) {
idEvent *event;
idEvent *next;
if ( !initialized ) {
return;
}
for( event = EventQueue.Next(); event != NULL; event = next ) {
next = event->eventNode.Next();
if ( event->object == obj ) {
if ( !evdef || ( evdef == event->eventdef ) ) {
event->Free();
}
}
}
#ifdef _D3XP
for( event = FastEventQueue.Next(); event != NULL; event = next ) {
next = event->eventNode.Next();
if ( event->object == obj ) {
if ( !evdef || ( evdef == event->eventdef ) ) {
event->Free();
}
}
}
#endif
}
/*
================
idEvent::ClearEventList
================
*/
void idEvent::ClearEventList( void ) {
int i;
//
// initialize lists
//
FreeEvents.Clear();
EventQueue.Clear();
//
// add the events to the free list
//
for( i = 0; i < MAX_EVENTS; i++ ) {
EventPool[ i ].Free();
}
}
/*
================
idEvent::ServiceEvents
================
*/
void idEvent::ServiceEvents( void ) {
idEvent *event;
int num;
intptr_t args[ D_EVENT_MAXARGS ];
int offset;
int i;
int numargs;
const char *formatspec;
trace_t **tracePtr;
const idEventDef *ev;
byte *data;
const char *materialName;
num = 0;
while( !EventQueue.IsListEmpty() ) {
event = EventQueue.Next();
assert( event );
if ( event->time > gameLocal.time ) {
break;
}
// copy the data into the local args array and set up pointers
ev = event->eventdef;
formatspec = ev->GetArgFormat();
numargs = ev->GetNumArgs();
for( i = 0; i < numargs; i++ ) {
offset = ev->GetArgOffset( i );
data = event->data;
switch( formatspec[ i ] ) {
case D_EVENT_FLOAT :
case D_EVENT_INTEGER :
args[ i ] = *reinterpret_cast<int *>( &data[ offset ] );
break;
case D_EVENT_VECTOR :
*reinterpret_cast<idVec3 **>( &args[ i ] ) = reinterpret_cast<idVec3 *>( &data[ offset ] );
break;
case D_EVENT_STRING :
*reinterpret_cast<const char **>( &args[ i ] ) = reinterpret_cast<const char *>( &data[ offset ] );
break;
case D_EVENT_ENTITY :
case D_EVENT_ENTITY_NULL :
*reinterpret_cast<idEntity **>( &args[ i ] ) = reinterpret_cast< idEntityPtr<idEntity> * >( &data[ offset ] )->GetEntity();
break;
case D_EVENT_TRACE :
tracePtr = reinterpret_cast<trace_t **>( &args[ i ] );
if ( *reinterpret_cast<bool *>( &data[ offset ] ) ) {
*tracePtr = reinterpret_cast<trace_t *>( &data[ offset + sizeof( bool ) ] );
if ( ( *tracePtr )->c.material != NULL ) {
// look up the material name to get the material pointer
materialName = reinterpret_cast<const char *>( &data[ offset + sizeof( bool ) + sizeof( trace_t ) ] );
( *tracePtr )->c.material = declManager->FindMaterial( materialName, true );
}
} else {
*tracePtr = NULL;
}
break;
default:
gameLocal.Error( "idEvent::ServiceEvents : Invalid arg format '%s' string for '%s' event.", formatspec, ev->GetName() );
}
}
// the event is removed from its list so that if then object
// is deleted, the event won't be freed twice
event->eventNode.Remove();
assert( event->object );
event->object->ProcessEventArgPtr( ev, args );
#if 0
// event functions may never leave return values on the FPU stack
// enable this code to check if any event call left values on the FPU stack
if ( !sys->FPU_StackIsEmpty() ) {
gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, ev->GetName() );
}
#endif
// return the event to the free list
event->Free();
// Don't allow ourselves to stay in here too long. An abnormally high number
// of events being processed is evidence of an infinite loop of events.
num++;
if ( num > MAX_EVENTSPERFRAME ) {
gameLocal.Error( "Event overflow. Possible infinite loop in script." );
}
}
}
#ifdef _D3XP
/*
================
idEvent::ServiceFastEvents
================
*/
void idEvent::ServiceFastEvents() {
idEvent *event;
int num;
intptr_t args[ D_EVENT_MAXARGS ];
int offset;
int i;
int numargs;
const char *formatspec;
trace_t **tracePtr;
const idEventDef *ev;
byte *data;
const char *materialName;
num = 0;
while( !FastEventQueue.IsListEmpty() ) {
event = FastEventQueue.Next();
assert( event );
if ( event->time > gameLocal.fast.time ) {
break;
}
// copy the data into the local args array and set up pointers
ev = event->eventdef;
formatspec = ev->GetArgFormat();
numargs = ev->GetNumArgs();
for( i = 0; i < numargs; i++ ) {
offset = ev->GetArgOffset( i );
data = event->data;
switch( formatspec[ i ] ) {
case D_EVENT_FLOAT :
case D_EVENT_INTEGER :
args[ i ] = *reinterpret_cast<int *>( &data[ offset ] );
break;
case D_EVENT_VECTOR :
*reinterpret_cast<idVec3 **>( &args[ i ] ) = reinterpret_cast<idVec3 *>( &data[ offset ] );
break;
case D_EVENT_STRING :
*reinterpret_cast<const char **>( &args[ i ] ) = reinterpret_cast<const char *>( &data[ offset ] );
break;
case D_EVENT_ENTITY :
case D_EVENT_ENTITY_NULL :
*reinterpret_cast<idEntity **>( &args[ i ] ) = reinterpret_cast< idEntityPtr<idEntity> * >( &data[ offset ] )->GetEntity();
break;
case D_EVENT_TRACE :
tracePtr = reinterpret_cast<trace_t **>( &args[ i ] );
if ( *reinterpret_cast<bool *>( &data[ offset ] ) ) {
*tracePtr = reinterpret_cast<trace_t *>( &data[ offset + sizeof( bool ) ] );
if ( ( *tracePtr )->c.material != NULL ) {
// look up the material name to get the material pointer
materialName = reinterpret_cast<const char *>( &data[ offset + sizeof( bool ) + sizeof( trace_t ) ] );
( *tracePtr )->c.material = declManager->FindMaterial( materialName, true );
}
} else {
*tracePtr = NULL;
}
break;
default:
gameLocal.Error( "idEvent::ServiceFastEvents : Invalid arg format '%s' string for '%s' event.", formatspec, ev->GetName() );
}
}
// the event is removed from its list so that if then object
// is deleted, the event won't be freed twice
event->eventNode.Remove();
assert( event->object );
event->object->ProcessEventArgPtr( ev, args );
#if 0
// event functions may never leave return values on the FPU stack
// enable this code to check if any event call left values on the FPU stack
if ( !sys->FPU_StackIsEmpty() ) {
gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, event->eventdef->GetName() );
}
#endif
// return the event to the free list
event->Free();
// Don't allow ourselves to stay in here too long. An abnormally high number
// of events being processed is evidence of an infinite loop of events.
num++;
if ( num > MAX_EVENTSPERFRAME ) {
gameLocal.Error( "Event overflow. Possible infinite loop in script." );
}
}
}
#endif
/*
================
idEvent::Init
================
*/
void idEvent::Init( void ) {
gameLocal.Printf( "Initializing event system\n" );
if ( eventError ) {
gameLocal.Error( "%s", eventErrorMsg );
}
#ifdef CREATE_EVENT_CODE
void CreateEventCallbackHandler();
CreateEventCallbackHandler();
gameLocal.Error( "Wrote event callback handler" );
#endif
if ( initialized ) {
gameLocal.Printf( "...already initialized\n" );
ClearEventList();
return;
}
ClearEventList();
eventDataAllocator.Init();
gameLocal.Printf( "...%i event definitions\n", idEventDef::NumEventCommands() );
// the event system has started
initialized = true;
}
/*
================
idEvent::Shutdown
================
*/
void idEvent::Shutdown( void ) {
gameLocal.Printf( "Shutdown event system\n" );
if ( !initialized ) {
gameLocal.Printf( "...not started\n" );
return;
}
ClearEventList();
eventDataAllocator.Shutdown();
// say it is now shutdown
initialized = false;
}
/*
================
idEvent::Save
================
*/
void idEvent::Save( idSaveGame *savefile ) {
char *str;
int i, size;
idEvent *event;
byte *dataPtr;
bool validTrace;
const char *format;
savefile->WriteInt( EventQueue.Num() );
event = EventQueue.Next();
while( event != NULL ) {
savefile->WriteInt( event->time );
savefile->WriteString( event->eventdef->GetName() );
savefile->WriteString( event->typeinfo->classname );
savefile->WriteObject( event->object );
savefile->WriteInt( event->eventdef->GetArgSize() );
format = event->eventdef->GetArgFormat();
for ( i = 0, size = 0; i < event->eventdef->GetNumArgs(); ++i) {
dataPtr = &event->data[ event->eventdef->GetArgOffset( i ) ];
switch( format[ i ] ) {
case D_EVENT_FLOAT :
savefile->WriteFloat( *reinterpret_cast<float *>( dataPtr ) );
size += sizeof( float );
break;
case D_EVENT_INTEGER :
case D_EVENT_ENTITY :
case D_EVENT_ENTITY_NULL :
savefile->WriteInt( *reinterpret_cast<int *>( dataPtr ) );
size += sizeof( int );
break;
case D_EVENT_VECTOR :
savefile->WriteVec3( *reinterpret_cast<idVec3 *>( dataPtr ) );
size += sizeof( idVec3 );
break;
case D_EVENT_TRACE :
validTrace = *reinterpret_cast<bool *>( dataPtr );
savefile->WriteBool( validTrace );
size += sizeof( bool );
if ( validTrace ) {
size += sizeof( trace_t );
const trace_t &t = *reinterpret_cast<trace_t *>( dataPtr + sizeof( bool ) );
SaveTrace( savefile, t );
if ( t.c.material ) {
size += MAX_STRING_LEN;
str = reinterpret_cast<char *>( dataPtr + sizeof( bool ) + sizeof( trace_t ) );
savefile->Write( str, MAX_STRING_LEN );
}
}
break;
default:
break;
}
}
assert( size == event->eventdef->GetArgSize() );
event = event->eventNode.Next();
}
#ifdef _D3XP
// Save the Fast EventQueue
savefile->WriteInt( FastEventQueue.Num() );
event = FastEventQueue.Next();
while( event != NULL ) {
savefile->WriteInt( event->time );
savefile->WriteString( event->eventdef->GetName() );
savefile->WriteString( event->typeinfo->classname );
savefile->WriteObject( event->object );
savefile->WriteInt( event->eventdef->GetArgSize() );
savefile->Write( event->data, event->eventdef->GetArgSize() );
event = event->eventNode.Next();
}
#endif
}
/*
================
idEvent::Restore
================
*/
void idEvent::Restore( idRestoreGame *savefile ) {
char *str;
int num, argsize, i, j, size;
idStr name;
byte *dataPtr;
idEvent *event;
const char *format;
savefile->ReadInt( num );
for ( i = 0; i < num; i++ ) {
if ( FreeEvents.IsListEmpty() ) {
gameLocal.Error( "idEvent::Restore : No more free events" );
}
event = FreeEvents.Next();
event->eventNode.Remove();
event->eventNode.AddToEnd( EventQueue );
savefile->ReadInt( event->time );
// read the event name
savefile->ReadString( name );
event->eventdef = idEventDef::FindEvent( name );
if ( !event->eventdef ) {
savefile->Error( "idEvent::Restore: unknown event '%s'", name.c_str() );
}
// read the classtype
savefile->ReadString( name );
event->typeinfo = idClass::GetClass( name );
if ( !event->typeinfo ) {
savefile->Error( "idEvent::Restore: unknown class '%s' on event '%s'", name.c_str(), event->eventdef->GetName() );
}
savefile->ReadObject( event->object );
// read the args
savefile->ReadInt( argsize );
if ( argsize != event->eventdef->GetArgSize() ) {
savefile->Error( "idEvent::Restore: arg size (%zd) doesn't match saved arg size(%d) on event '%s'", event->eventdef->GetArgSize(), argsize, event->eventdef->GetName() );
}
if ( argsize ) {
event->data = eventDataAllocator.Alloc( argsize );
format = event->eventdef->GetArgFormat();
assert( format );
for ( j = 0, size = 0; j < event->eventdef->GetNumArgs(); ++j) {
dataPtr = &event->data[ event->eventdef->GetArgOffset( j ) ];
switch( format[ j ] ) {
case D_EVENT_FLOAT :
savefile->ReadFloat( *reinterpret_cast<float *>( dataPtr ) );
size += sizeof( float );
break;
case D_EVENT_INTEGER :
case D_EVENT_ENTITY :
case D_EVENT_ENTITY_NULL :
savefile->ReadInt( *reinterpret_cast<int *>( dataPtr ) );
size += sizeof( int );
break;
case D_EVENT_VECTOR :
savefile->ReadVec3( *reinterpret_cast<idVec3 *>( dataPtr ) );
size += sizeof( idVec3 );
break;
case D_EVENT_TRACE :
savefile->ReadBool( *reinterpret_cast<bool *>( dataPtr ) );
size += sizeof( bool );
if ( *reinterpret_cast<bool *>( dataPtr ) ) {
size += sizeof( trace_t );
trace_t &t = *reinterpret_cast<trace_t *>( dataPtr + sizeof( bool ) );
RestoreTrace( savefile, t) ;
if ( t.c.material ) {
size += MAX_STRING_LEN;
str = reinterpret_cast<char *>( dataPtr + sizeof( bool ) + sizeof( trace_t ) );
savefile->Read( str, MAX_STRING_LEN );
}
}
break;
default:
break;
}
}
assert( size == event->eventdef->GetArgSize() );
} else {
event->data = NULL;
}
}
#ifdef _D3XP
// Restore the Fast EventQueue
savefile->ReadInt( num );
for ( i = 0; i < num; i++ ) {
if ( FreeEvents.IsListEmpty() ) {
gameLocal.Error( "idEvent::Restore : No more free events" );
}
event = FreeEvents.Next();
event->eventNode.Remove();
event->eventNode.AddToEnd( FastEventQueue );
savefile->ReadInt( event->time );
// read the event name
savefile->ReadString( name );
event->eventdef = idEventDef::FindEvent( name );
if ( !event->eventdef ) {
savefile->Error( "idEvent::Restore: unknown event '%s'", name.c_str() );
}
// read the classtype
savefile->ReadString( name );
event->typeinfo = idClass::GetClass( name );
if ( !event->typeinfo ) {
savefile->Error( "idEvent::Restore: unknown class '%s' on event '%s'", name.c_str(), event->eventdef->GetName() );
}
savefile->ReadObject( event->object );
// read the args
savefile->ReadInt( argsize );
if ( argsize != event->eventdef->GetArgSize() ) {
savefile->Error( "idEvent::Restore: arg size (%zd) doesn't match saved arg size(%d) on event '%s'", event->eventdef->GetArgSize(), argsize, event->eventdef->GetName() );
}
if ( argsize ) {
event->data = eventDataAllocator.Alloc( argsize );
savefile->Read( event->data, argsize );
} else {
event->data = NULL;
}
}
#endif
}
/*
================
idEvent::ReadTrace
idRestoreGame has a ReadTrace procedure, but unfortunately idEvent wants the material
string name at the of the data structure rather than in the middle
================
*/
void idEvent::RestoreTrace( idRestoreGame *savefile, trace_t &trace ) {
savefile->ReadFloat( trace.fraction );
savefile->ReadVec3( trace.endpos );
savefile->ReadMat3( trace.endAxis );
savefile->ReadInt( (int&)trace.c.type );
savefile->ReadVec3( trace.c.point );
savefile->ReadVec3( trace.c.normal );
savefile->ReadFloat( trace.c.dist );
savefile->ReadInt( trace.c.contents );
savefile->ReadInt( (int&)trace.c.material );
savefile->ReadInt( trace.c.contents );
savefile->ReadInt( trace.c.modelFeature );
savefile->ReadInt( trace.c.trmFeature );
savefile->ReadInt( trace.c.id );
}
/*
================
idEvent::WriteTrace
idSaveGame has a WriteTrace procedure, but unfortunately idEvent wants the material
string name at the of the data structure rather than in the middle
================
*/
void idEvent::SaveTrace( idSaveGame *savefile, const trace_t &trace ) {
savefile->WriteFloat( trace.fraction );
savefile->WriteVec3( trace.endpos );
savefile->WriteMat3( trace.endAxis );
savefile->WriteInt( trace.c.type );
savefile->WriteVec3( trace.c.point );
savefile->WriteVec3( trace.c.normal );
savefile->WriteFloat( trace.c.dist );
savefile->WriteInt( trace.c.contents );
savefile->WriteInt( (int&)trace.c.material );
savefile->WriteInt( trace.c.contents );
savefile->WriteInt( trace.c.modelFeature );
savefile->WriteInt( trace.c.trmFeature );
savefile->WriteInt( trace.c.id );
}
#ifdef CREATE_EVENT_CODE
/*
================
CreateEventCallbackHandler
================
*/
void CreateEventCallbackHandler( void ) {
int i, j, k;
char argString[ D_EVENT_MAXARGS + 1 ];
idStr string1;
idStr string2;
idFile *file;
file = fileSystem->OpenFileWrite( "Callbacks.cpp" );
file->Printf( "// generated file - see CREATE_EVENT_CODE\n\n" );
for( i = 1; i <= D_EVENT_MAXARGS; i++ ) {
file->Printf( "\t/*******************************************************\n\n\t\t%d args\n\n\t*******************************************************/\n\n", i );
for ( j = 0; j < ( 1 << i ); j++ ) {
for( k = 0; k < i; k++ ) {
argString[ k ] = j & ( 1 << k ) ? 'f' : 'i';
}
argString[ i ] = '\0';
string1.Empty();
string2.Empty();
for( k = 0; k < i; k++ ) {
if ( j & ( 1 << k ) ) {
string1 += "const float";
string2 += va( "*( float * )&data[ %d ]", k );
} else {
string1 += "const intptr_t";
string2 += va( "data[ %d ]", k );
}
if ( k < i - 1 ) {
string1 += ", ";
string2 += ", ";
}
}
file->Printf( "\tcase %d :\n\t\ttypedef void ( idClass::*eventCallback_%s_t )( %s );\n", ( 1 << ( i + D_EVENT_MAXARGS ) ) + j, argString, string1.c_str() );
file->Printf( "\t\t( this->*( eventCallback_%s_t )callback )( %s );\n\t\tbreak;\n\n", argString, string2.c_str() );
}
}
fileSystem->CloseFile( file );
}
#endif