doom3-bfg/neo/d3xp/gamesys/Event.h
2012-11-26 12:58:24 -06:00

210 lines
5.7 KiB
C++

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