sqwarmed/sdk_src/game/shared/sceneentity_shared.h

128 lines
3.1 KiB
C++

//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef SCENEENTITY_SHARED_H
#define SCENEENTITY_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CBaseFlex C_BaseFlex
#define CSceneEntity C_SceneEntity
#endif
#include "iscenetokenprocessor.h"
class CBaseFlex;
class CChoreoEvent;
class CChoreoScene;
class CChoreoActor;
class CSceneEntity;
//-----------------------------------------------------------------------------
// Purpose: One of a number of currently playing scene events for this actor
//-----------------------------------------------------------------------------
// FIXME: move this, it's only used in in baseflex and baseactor
class CSceneEventInfo
{
public:
CSceneEventInfo()
:
m_pEvent( 0 ),
m_pScene( 0 ),
m_pActor( 0 ),
m_hSceneEntity( 0 ),
m_bStarted( false ),
m_iLayer( -1 ),
m_iPriority( 0 ),
m_nSequence( 0 ),
m_bIsGesture( false ),
m_flWeight( 0.0f ),
m_hTarget(),
m_bIsMoving( false ),
m_bHasArrived( false ),
m_flInitialYaw( 0.0f ),
m_flTargetYaw( 0.0f ),
m_flFacingYaw( 0.0f ),
m_nType( 0 ),
m_flNext( 0.0f ),
m_bClientSide( false ),
m_pExpHdr( NULL )
{
}
// The event handle of the current scene event
CChoreoEvent *m_pEvent;
// Current Scene
CChoreoScene *m_pScene;
// Current actor
CChoreoActor *m_pActor;
CHandle< CSceneEntity > m_hSceneEntity;
// Set after the first time the event has been configured ( allows
// bumping markov index only at start of event playback, not every frame )
bool m_bStarted;
public:
// EVENT local data...
// FIXME: Evil, make accessors or figure out better place
// FIXME: This won't work, scenes don't save and restore...
int m_iLayer;
int m_iPriority;
int m_nSequence;
bool m_bIsGesture;
float m_flWeight; // used for suppressions of posture while moving
// movement, faceto targets?
EHANDLE m_hTarget;
bool m_bIsMoving;
bool m_bHasArrived;
float m_flInitialYaw;
float m_flTargetYaw;
float m_flFacingYaw;
// generic AI events
int m_nType;
float m_flNext;
// is this event only client side?
bool m_bClientSide;
// cached flex file
const flexsettinghdr_t *m_pExpHdr;
void InitWeight( CBaseFlex *pActor );
float UpdateWeight( CBaseFlex *pActor );
};
//-----------------------------------------------------------------------------
// Purpose: Helper for parsing scene data file
//-----------------------------------------------------------------------------
class CSceneTokenProcessor : public ISceneTokenProcessor
{
public:
const char *CurrentToken( void );
bool GetToken( bool crossline );
bool TokenAvailable( void );
void Error( const char *fmt, ... );
void SetBuffer( char *buffer );
private:
const char *m_pBuffer;
char m_szToken[ 1024 ];
};
extern CSceneTokenProcessor g_TokenProcessor;
void Scene_Printf( const char *pFormat, ... );
extern ConVar scene_clientflex;
#endif // SCENEENTITY_SHARED_H