mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
210 lines
5.7 KiB
C++
210 lines
5.7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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/*
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sys_event.h
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Event are used for scheduling tasks and for linking script commands.
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*/
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#ifndef __SYS_EVENT_H__
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#define __SYS_EVENT_H__
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#define D_EVENT_MAXARGS 8 // if changed, enable the CREATE_EVENT_CODE define in Event.cpp to generate switch statement for idClass::ProcessEventArgPtr.
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// running the game will then generate c:\doom\base\events.txt, the contents of which should be copied into the switch statement.
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#define D_EVENT_VOID ( ( char )0 )
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#define D_EVENT_INTEGER 'd'
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#define D_EVENT_FLOAT 'f'
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#define D_EVENT_VECTOR 'v'
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#define D_EVENT_STRING 's'
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#define D_EVENT_ENTITY 'e'
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#define D_EVENT_ENTITY_NULL 'E' // event can handle NULL entity pointers
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#define D_EVENT_TRACE 't'
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#define MAX_EVENTS 4096
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class idClass;
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class idTypeInfo;
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class idEventDef {
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private:
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const char *name;
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const char *formatspec;
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unsigned int formatspecIndex;
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int returnType;
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int numargs;
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size_t argsize;
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int argOffset[ D_EVENT_MAXARGS ];
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int eventnum;
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const idEventDef * next;
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static idEventDef * eventDefList[MAX_EVENTS];
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static int numEventDefs;
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public:
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idEventDef( const char *command, const char *formatspec = NULL, char returnType = 0 );
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const char *GetName() const;
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const char *GetArgFormat() const;
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unsigned int GetFormatspecIndex() const;
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char GetReturnType() const;
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int GetEventNum() const;
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int GetNumArgs() const;
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size_t GetArgSize() const;
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int GetArgOffset( int arg ) const;
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static int NumEventCommands();
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static const idEventDef *GetEventCommand( int eventnum );
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static const idEventDef *FindEvent( const char *name );
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};
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class idSaveGame;
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class idRestoreGame;
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class idEvent {
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private:
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const idEventDef *eventdef;
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byte *data;
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int time;
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idClass *object;
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const idTypeInfo *typeinfo;
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idLinkList<idEvent> eventNode;
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static idDynamicBlockAlloc<byte, 16 * 1024, 256> eventDataAllocator;
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public:
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static bool initialized;
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~idEvent();
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static idEvent *Alloc( const idEventDef *evdef, int numargs, va_list args );
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static void CopyArgs( const idEventDef *evdef, int numargs, va_list args, int data[ D_EVENT_MAXARGS ] );
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void Free();
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void Schedule( idClass *object, const idTypeInfo *cls, int time );
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byte *GetData();
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static void CancelEvents( const idClass *obj, const idEventDef *evdef = NULL );
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static void ClearEventList();
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static void ServiceEvents();
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static void ServiceFastEvents();
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static void Init();
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static void Shutdown();
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// save games
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static void Save( idSaveGame *savefile ); // archives object for save game file
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static void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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static void SaveTrace( idSaveGame *savefile, const trace_t &trace );
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static void RestoreTrace( idRestoreGame *savefile, trace_t &trace );
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};
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/*
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================
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idEvent::GetData
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================
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*/
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ID_INLINE byte *idEvent::GetData() {
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return data;
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}
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/*
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================
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idEventDef::GetName
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================
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*/
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ID_INLINE const char *idEventDef::GetName() const {
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return name;
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}
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/*
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================
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idEventDef::GetArgFormat
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================
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*/
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ID_INLINE const char *idEventDef::GetArgFormat() const {
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return formatspec;
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}
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/*
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================
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idEventDef::GetFormatspecIndex
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================
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*/
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ID_INLINE unsigned int idEventDef::GetFormatspecIndex() const {
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return formatspecIndex;
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}
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/*
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================
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idEventDef::GetReturnType
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================
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*/
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ID_INLINE char idEventDef::GetReturnType() const {
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return returnType;
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}
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/*
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================
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idEventDef::GetNumArgs
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================
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*/
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ID_INLINE int idEventDef::GetNumArgs() const {
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return numargs;
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}
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/*
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================
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idEventDef::GetArgSize
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================
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*/
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ID_INLINE size_t idEventDef::GetArgSize() const {
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return argsize;
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}
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/*
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================
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idEventDef::GetArgOffset
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================
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*/
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ID_INLINE int idEventDef::GetArgOffset( int arg ) const {
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assert( ( arg >= 0 ) && ( arg < D_EVENT_MAXARGS ) );
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return argOffset[ arg ];
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}
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/*
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================
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idEventDef::GetEventNum
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================
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*/
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ID_INLINE int idEventDef::GetEventNum() const {
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return eventnum;
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}
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#endif /* !__SYS_EVENT_H__ */
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