mirror of
https://github.com/dhewm/dhewm3.git
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736ec20d4d
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.
403 lines
9 KiB
C++
403 lines
9 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "idlib/LangDict.h"
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#include "framework/DemoFile.h"
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#include "ui/DeviceContext.h"
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#include "ui/Window.h"
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#include "ui/UserInterfaceLocal.h"
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#include "ui/RegExp.h"
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int idRegister::REGCOUNT[NUMTYPES] = {4, 1, 1, 1, 0, 2, 3, 4};
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/*
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====================
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idRegister::SetToRegs
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====================
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*/
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void idRegister::SetToRegs( float *registers ) {
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int i;
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idVec4 v;
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idVec2 v2;
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idVec3 v3;
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idRectangle rect;
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if ( !enabled || var == NULL || ( var && ( var->GetDict() || !var->GetEval() ) ) ) {
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return;
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}
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switch( type ) {
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case VEC4: {
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v = *static_cast<idWinVec4*>(var);
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break;
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}
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case RECTANGLE: {
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rect = *static_cast<idWinRectangle*>(var);
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v = rect.ToVec4();
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break;
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}
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case VEC2: {
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v2 = *static_cast<idWinVec2*>(var);
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v[0] = v2[0];
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v[1] = v2[1];
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break;
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}
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case VEC3: {
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v3 = *static_cast<idWinVec3*>(var);
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v[0] = v3[0];
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v[1] = v3[1];
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v[2] = v3[2];
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break;
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}
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case FLOAT: {
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v[0] = *static_cast<idWinFloat*>(var);
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break;
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}
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case INT: {
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v[0] = *static_cast<idWinInt*>(var);
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break;
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}
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case BOOL: {
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v[0] = *static_cast<idWinBool*>(var);
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break;
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}
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default: {
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common->FatalError( "idRegister::SetToRegs: bad reg type" );
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break;
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}
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}
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for ( i = 0; i < regCount; i++ ) {
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registers[ regs[ i ] ] = v[i];
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}
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}
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/*
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=================
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idRegister::GetFromRegs
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=================
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*/
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void idRegister::GetFromRegs( float *registers ) {
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idVec4 v;
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idRectangle rect;
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if (!enabled || var == NULL || (var && (var->GetDict() || !var->GetEval()))) {
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return;
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}
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for ( int i = 0; i < regCount; i++ ) {
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v[i] = registers[regs[i]];
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}
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switch( type ) {
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case VEC4: {
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*dynamic_cast<idWinVec4*>(var) = v;
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break;
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}
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case RECTANGLE: {
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rect.x = v.x;
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rect.y = v.y;
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rect.w = v.z;
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rect.h = v.w;
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*static_cast<idWinRectangle*>(var) = rect;
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break;
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}
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case VEC2: {
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*static_cast<idWinVec2*>(var) = v.ToVec2();
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break;
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}
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case VEC3: {
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*static_cast<idWinVec3*>(var) = v.ToVec3();
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break;
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}
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case FLOAT: {
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*static_cast<idWinFloat*>(var) = v[0];
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break;
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}
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case INT: {
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*static_cast<idWinInt*>(var) = v[0];
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break;
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}
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case BOOL: {
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*static_cast<idWinBool*>(var) = ( v[0] != 0.0f );
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break;
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}
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default: {
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common->FatalError( "idRegister::GetFromRegs: bad reg type" );
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break;
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}
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}
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}
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/*
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=================
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idRegister::ReadFromDemoFile
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=================
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*/
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void idRegister::ReadFromDemoFile(idDemoFile *f) {
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f->ReadBool( enabled );
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f->ReadShort( type );
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f->ReadInt( regCount );
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for ( int i = 0; i < 4; i++ )
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f->ReadUnsignedShort( regs[i] );
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name = f->ReadHashString();
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}
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/*
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=================
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idRegister::WriteToDemoFile
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=================
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*/
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void idRegister::WriteToDemoFile( idDemoFile *f ) {
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f->WriteBool( enabled );
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f->WriteShort( type );
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f->WriteInt( regCount );
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for (int i = 0; i < 4; i++)
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f->WriteUnsignedShort( regs[i] );
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f->WriteHashString( name );
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}
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/*
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=================
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idRegister::WriteToSaveGame
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=================
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*/
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void idRegister::WriteToSaveGame( idFile *savefile ) {
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int len;
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savefile->Write( &enabled, sizeof( enabled ) );
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savefile->Write( &type, sizeof( type ) );
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savefile->Write( ®Count, sizeof( regCount ) );
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savefile->Write( ®s[0], sizeof( regs ) );
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len = name.Length();
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savefile->Write( &len, sizeof( len ) );
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savefile->Write( name.c_str(), len );
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var->WriteToSaveGame( savefile );
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}
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/*
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================
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idRegister::ReadFromSaveGame
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================
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*/
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void idRegister::ReadFromSaveGame( idFile *savefile ) {
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int len;
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savefile->Read( &enabled, sizeof( enabled ) );
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savefile->Read( &type, sizeof( type ) );
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savefile->Read( ®Count, sizeof( regCount ) );
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savefile->Read( ®s[0], sizeof( regs ) );
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savefile->Read( &len, sizeof( len ) );
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name.Fill( ' ', len );
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savefile->Read( &name[0], len );
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var->ReadFromSaveGame( savefile );
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}
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/*
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====================
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idRegisterList::AddReg
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====================
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*/
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void idRegisterList::AddReg( const char *name, int type, idVec4 data, idWindow *win, idWinVar *var ) {
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if ( FindReg( name ) == NULL ) {
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assert( type >= 0 && type < idRegister::NUMTYPES );
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int numRegs = idRegister::REGCOUNT[type];
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idRegister *reg = new idRegister( name, type );
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reg->var = var;
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for ( int i = 0; i < numRegs; i++ ) {
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reg->regs[i] = win->ExpressionConstant(data[i]);
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}
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int hash = regHash.GenerateKey( name, false );
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regHash.Add( hash, regs.Append( reg ) );
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}
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}
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/*
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====================
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idRegisterList::AddReg
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====================
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*/
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void idRegisterList::AddReg( const char *name, int type, idParser *src, idWindow *win, idWinVar *var ) {
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idRegister* reg;
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reg = FindReg( name );
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if ( reg == NULL ) {
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assert(type >= 0 && type < idRegister::NUMTYPES);
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int numRegs = idRegister::REGCOUNT[type];
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reg = new idRegister( name, type );
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reg->var = var;
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if ( type == idRegister::STRING ) {
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idToken tok;
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if ( src->ReadToken( &tok ) ) {
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tok = common->GetLanguageDict()->GetString( tok );
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var->Init( tok, win );
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}
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} else {
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for ( int i = 0; i < numRegs; i++ ) {
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reg->regs[i] = win->ParseExpression(src, NULL);
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if ( i < numRegs-1 ) {
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src->ExpectTokenString(",");
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}
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}
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}
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int hash = regHash.GenerateKey( name, false );
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regHash.Add( hash, regs.Append( reg ) );
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} else {
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int numRegs = idRegister::REGCOUNT[type];
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reg->var = var;
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if ( type == idRegister::STRING ) {
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idToken tok;
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if ( src->ReadToken( &tok ) ) {
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var->Init( tok, win );
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}
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} else {
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for ( int i = 0; i < numRegs; i++ ) {
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reg->regs[i] = win->ParseExpression( src, NULL );
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if ( i < numRegs-1 ) {
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src->ExpectTokenString(",");
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}
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}
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}
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}
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}
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/*
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====================
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idRegisterList::GetFromRegs
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====================
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*/
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void idRegisterList::GetFromRegs(float *registers) {
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for ( int i = 0; i < regs.Num(); i++ ) {
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regs[i]->GetFromRegs( registers );
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}
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}
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/*
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====================
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idRegisterList::SetToRegs
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====================
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*/
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void idRegisterList::SetToRegs( float *registers ) {
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int i;
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for ( i = 0; i < regs.Num(); i++ ) {
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regs[i]->SetToRegs( registers );
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}
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}
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/*
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====================
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idRegisterList::FindReg
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====================
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*/
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idRegister *idRegisterList::FindReg( const char *name ) {
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int hash = regHash.GenerateKey( name, false );
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for ( int i = regHash.First( hash ); i != -1; i = regHash.Next( i ) ) {
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if ( regs[i]->name.Icmp( name ) == 0 ) {
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return regs[i];
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}
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}
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return NULL;
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}
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/*
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====================
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idRegisterList::Reset
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====================
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*/
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void idRegisterList::Reset() {
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regs.DeleteContents( true );
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regHash.Clear();
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}
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/*
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====================
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idRegisterList::ReadFromSaveGame
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====================
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*/
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void idRegisterList::ReadFromDemoFile(idDemoFile *f) {
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int c;
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f->ReadInt( c );
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regs.DeleteContents( true );
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for ( int i = 0; i < c; i++ ) {
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idRegister *reg = new idRegister;
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reg->ReadFromDemoFile( f );
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regs.Append( reg );
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}
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}
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/*
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====================
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idRegisterList::ReadFromSaveGame
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====================
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*/
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void idRegisterList::WriteToDemoFile(idDemoFile *f) {
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int c = regs.Num();
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f->WriteInt( c );
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for ( int i = 0 ; i < c; i++ ) {
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regs[i]->WriteToDemoFile(f);
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}
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}
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/*
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=====================
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idRegisterList::WriteToSaveGame
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=====================
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*/
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void idRegisterList::WriteToSaveGame( idFile *savefile ) {
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int i, num;
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num = regs.Num();
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savefile->Write( &num, sizeof( num ) );
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for ( i = 0; i < num; i++ ) {
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regs[i]->WriteToSaveGame( savefile );
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}
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}
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/*
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====================
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idRegisterList::ReadFromSaveGame
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====================
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*/
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void idRegisterList::ReadFromSaveGame( idFile *savefile ) {
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int i, num;
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savefile->Read( &num, sizeof( num ) );
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for ( i = 0; i < num; i++ ) {
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regs[i]->ReadFromSaveGame( savefile );
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}
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}
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