css_enhanced_waf/game/client/css_enhanced/c_entityoutput.h

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#ifndef C_ENTITYOUTPUT_H
#define C_ENTITYOUTPUT_H
#ifdef WIN32
#pragma once
#endif
#include "cbase.h"
#include "css_enhanced/variant_t.h"
#include "isaverestore.h"
#include "gamestringpool.h"
#include "c_eventqueue.h"
#include "c_entitylistpool.h"
class variant_t;
#define EVENT_FIRE_ALWAYS -1
//-----------------------------------------------------------------------------
// Purpose: A C_OutputEvent consists of an array of these C_EventActions.
// Each C_EventAction holds the information to fire a single input in
// a target entity, after a specific delay.
//-----------------------------------------------------------------------------
class C_EventAction
{
public:
C_EventAction( const char *ActionData = NULL );
string_t m_iTarget; // name of the entity(s) to cause the action in
string_t m_iTargetInput; // the name of the action to fire
string_t m_iParameter; // parameter to send, 0 if none
float m_flDelay; // the number of seconds to wait before firing the action
int m_nTimesToFire; // The number of times to fire this event, or EVENT_FIRE_ALWAYS.
int m_iIDStamp; // unique identifier stamp
static int s_iNextIDStamp;
C_EventAction *m_pNext;
// allocates memory from engine.MPool/g_EntityListPool
static void *operator new( size_t stAllocateBlock );
static void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
static void operator delete( void *pMem );
static void operator delete( void *pMem , int nBlockUse, const char *pFileName, int nLine ) { operator delete(pMem); }
DECLARE_SIMPLE_DATADESC();
};
EXTERN_RECV_TABLE( DT_EventAction );
//-----------------------------------------------------------------------------
// Purpose: Stores a list of connections to other entities, for data/commands to be
// communicated along.
//-----------------------------------------------------------------------------
class C_BaseEntityOutput
{
public:
~C_BaseEntityOutput();
void ParseEventAction( const char *EventData );
void AddEventAction( C_EventAction *pEventAction );
int Save( ISave &save );
int Restore( IRestore &restore, int elementCount );
int NumberOfElements( void );
float GetMaxDelay( void );
fieldtype_t ValueFieldType() { return m_Value.FieldType(); }
void FireOutput( variant_t Value, CBaseEntity *pActivator, CBaseEntity *pCaller, float fDelay = 0 );
/// Delete every single action in the action list.
void DeleteAllElements( void ) ;
protected:
variant_t m_Value;
C_EventAction *m_ActionList;
DECLARE_SIMPLE_DATADESC();
C_BaseEntityOutput() {} // this class cannot be created, only it's children
private:
C_BaseEntityOutput( C_BaseEntityOutput& ); // protect from accidental copying
};
//-----------------------------------------------------------------------------
// Purpose: wraps variant_t data handling in convenient, compiler type-checked template
//-----------------------------------------------------------------------------
template< class Type, fieldtype_t fieldType >
class C_EntityOutputTemplate : public C_BaseEntityOutput
{
public:
//
// Sets an initial value without firing the output.
//
void Init( Type value )
{
m_Value.Set( fieldType, &value );
}
//
// Sets a value and fires the output.
//
void Set( Type value, CBaseEntity *pActivator, CBaseEntity *pCaller )
{
m_Value.Set( fieldType, &value );
FireOutput( m_Value, pActivator, pCaller );
}
//
// Returns the current value.
//
Type Get( void )
{
return *((Type*)&m_Value);
}
};
//
// Template specializations for type Vector, so we can implement Get, Set, and Init differently.
//
template<>
class C_EntityOutputTemplate<class Vector, FIELD_VECTOR> : public C_BaseEntityOutput
{
public:
void Init( const Vector &value )
{
m_Value.SetVector3D( value );
}
void Set( const Vector &value, CBaseEntity *pActivator, CBaseEntity *pCaller )
{
m_Value.SetVector3D( value );
FireOutput( m_Value, pActivator, pCaller );
}
void Get( Vector &vec )
{
m_Value.Vector3D(vec);
}
};
template<>
class C_EntityOutputTemplate<class Vector, FIELD_POSITION_VECTOR> : public C_BaseEntityOutput
{
public:
void Init( const Vector &value )
{
m_Value.SetPositionVector3D( value );
}
void Set( const Vector &value, CBaseEntity *pActivator, CBaseEntity *pCaller )
{
m_Value.SetPositionVector3D( value );
FireOutput( m_Value, pActivator, pCaller );
}
void Get( Vector &vec )
{
m_Value.Vector3D(vec);
}
};
//-----------------------------------------------------------------------------
// Purpose: parameterless entity event
//-----------------------------------------------------------------------------
class C_OutputEvent : public C_BaseEntityOutput
{
public:
// void Firing, no parameter
void FireOutput( CBaseEntity *pActivator, CBaseEntity *pCaller, float fDelay = 0 );
};
// useful typedefs for allowed output data types
typedef C_EntityOutputTemplate<variant_t,FIELD_INPUT> COutputVariant;
typedef C_EntityOutputTemplate<int,FIELD_INTEGER> COutputInt;
typedef C_EntityOutputTemplate<float,FIELD_FLOAT> COutputFloat;
typedef C_EntityOutputTemplate<string_t,FIELD_STRING> COutputString;
typedef C_EntityOutputTemplate<EHANDLE,FIELD_EHANDLE> COutputEHANDLE;
typedef C_EntityOutputTemplate<Vector,FIELD_VECTOR> COutputVector;
typedef C_EntityOutputTemplate<Vector,FIELD_POSITION_VECTOR> COutputPositionVector;
typedef C_EntityOutputTemplate<color32,FIELD_COLOR32> COutputColor32;
#endif