doom3-bfg/neo/d3xp/gamesys/Event.h

229 lines
6 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 Robert Beckebans
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.
// RB: from dhewm3
// stack size of idVec3, aligned to native pointer size
#define E_EVENT_SIZEOF_VEC ((sizeof(idVec3) + (sizeof(intptr_t) - 1)) & ~(sizeof(intptr_t) - 1))
// RB end
#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 );
// RB: 64 bit fix, changed int to intptr_t
static void CopyArgs( const idEventDef* evdef, int numargs, va_list args, intptr_t data[ D_EVENT_MAXARGS ] );
// RB end
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__ */