mirror of
https://github.com/nillerusr/source-engine.git
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138 lines
5.7 KiB
C
138 lines
5.7 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines a connection (output-to-input) between two entities.
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//
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// The behavior in-game is as follows:
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//
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// When the given output in the source entity is triggered, the given
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// input in the target entity is called after a specified delay, and
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// the parameter override (if any) is passed to the input handler. If
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// there is no parameter override, the default parameter is passed.
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//
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// This behavior will occur a specified number of times before the
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// connection between the two entities is removed.
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//
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//=============================================================================//
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#ifndef ENTITYCONNECTION_H
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#define ENTITYCONNECTION_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlvector.h"
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#include "fgdlib/InputOutput.h"
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#define EVENT_FIRE_ALWAYS -1
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enum SortDirection_t
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{
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Sort_Ascending = 0,
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Sort_Descending,
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};
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enum
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{
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CONNECTION_NONE, // if entity list has no outputs
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CONNECTION_GOOD, // if all entity outpus are good
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CONNECTION_BAD, // if any entity output is bad
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};
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class CMapEntity;
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typedef CUtlVector<CMapEntity*> CMapEntityList;
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class CEntityConnection
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{
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public:
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CEntityConnection(void);
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CEntityConnection(const CEntityConnection &Other );
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~CEntityConnection();
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CEntityConnection &operator =(const CEntityConnection &Other);
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inline bool CompareConnection(CEntityConnection *pConnection);
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inline float GetDelay(void) { return(m_fDelay); }
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inline void SetDelay(float fDelay) { m_fDelay = fDelay; }
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inline const char *GetInputName(void) { return(m_szInput); }
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inline void SetInputName(const char *pszName) { lstrcpyn(m_szInput, pszName, sizeof(m_szInput)); }
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inline const char *GetOutputName(void) { return(m_szOutput); }
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inline void SetOutputName(const char *pszName) { lstrcpyn(m_szOutput, pszName, sizeof(m_szOutput)); }
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inline const char *GetTargetName(void) { return(m_szTargetEntity); }
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void SetTargetName(const char *pszName);
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inline const char *GetSourceName(void) { return(m_szSourceEntity); }
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void SetSourceName(const char *pszName);
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void LinkSourceEntities();
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void LinkTargetEntities();
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bool AreAnyTargetEntitiesVisible();
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inline CMapEntityList *GetSourceEntityList() { return m_pSourceEntityList; }
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inline CMapEntityList *GetTargetEntityList() { return m_pTargetEntityList; }
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inline int GetTimesToFire(void) { return(m_nTimesToFire); }
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inline void SetTimesToFire(int nTimesToFire) { m_nTimesToFire = nTimesToFire; }
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inline const char *GetParam(void) { return(m_szParam); }
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inline void SetParam(const char *pszParam) { lstrcpyn(m_szParam, pszParam, sizeof(m_szParam)); }
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// Sorting functions
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static int CALLBACK CompareDelaysSecondary(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
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static int CALLBACK CompareDelays(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
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static int CALLBACK CompareOutputNames(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
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static int CALLBACK CompareInputNames(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
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static int CALLBACK CompareSourceNames(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
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static int CALLBACK CompareTargetNames(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
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// Validation functions
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static bool ValidateOutput(CMapEntity *pEntity, const char* pszOutput);
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static bool ValidateOutput(const CMapEntityList *pEntityList, const char* pszOutput);
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static bool ValidateTarget(const CMapEntityList *pEntityList, bool bVisibilityCheck, const char* pszTarget);
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static bool ValidateInput(const char* pszTarget, const char* pszInput, bool bVisiblesOnly);
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static int ValidateOutputConnections(CMapEntity *pEntity, bool bVisibilityCheck, bool bIgnoreHiddenTargets=false );
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static int ValidateInputConnections(CMapEntity *pEntity, bool bVisibilityCheck);
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static void FindBadConnections(CMapEntity *pEntity, bool bVisibilityCheck, CUtlVector<CEntityConnection *> &BadConnectionList, bool bIgnoreHiddenTargets=false);
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static void FixBadConnections(CMapEntity *pEntity, bool bVisibilityCheck);
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protected:
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char m_szSourceEntity[MAX_ENTITY_NAME_LEN]; // Targetname of the source entity
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CMapEntityList *m_pSourceEntityList;
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char m_szOutput[MAX_IO_NAME_LEN]; // Name of the output in the source entity.
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char m_szTargetEntity[MAX_ENTITY_NAME_LEN]; // Targetname of the target entity.
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CMapEntityList *m_pTargetEntityList;
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char m_szInput[MAX_IO_NAME_LEN]; // Name of the input to fire in the target entity.
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char m_szParam[MAX_IO_NAME_LEN]; // Parameter override, if any.
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float m_fDelay; // Delay before firing this outout.
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int m_nTimesToFire; // Maximum times to fire this output or EVENT_FIRE_ALWAYS.
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};
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typedef CUtlVector<CEntityConnection *> CEntityConnectionList;
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if the given connection is identical to this connection.
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// Input : pConnection - Connection to compare.
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//-----------------------------------------------------------------------------
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bool CEntityConnection::CompareConnection(CEntityConnection *pConnection)
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{
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// BUGBUG - Why not compare the GetSourceName() values too? Why is this field not relevant?
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return((!stricmp(GetOutputName(), pConnection->GetOutputName())) &&
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(!stricmp(GetTargetName(), pConnection->GetTargetName())) &&
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(!stricmp(GetInputName(), pConnection->GetInputName())) &&
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(!stricmp(GetParam(), pConnection->GetParam())) &&
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(GetDelay() == pConnection->GetDelay()) &&
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(GetTimesToFire() == pConnection->GetTimesToFire()));
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}
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#endif // ENTITYCONNECTION_H
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