mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 15:44:51 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
292 lines
13 KiB
C++
292 lines
13 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_ENTITYPROPERTIES_H
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#define SE_INCL_ENTITYPROPERTIES_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/FileName.h>
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#include <Engine/Entities/Entity.h>
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/////////////////////////////////////////////////////////////////////
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// Classes and macros for defining enums for entity properties
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class CEntityPropertyEnumValue {
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public:
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INDEX epev_iValue; // value
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const char *epev_strName; // descriptive name of the enum value (for editor)
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};
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class CEntityPropertyEnumType {
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public:
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CEntityPropertyEnumValue *epet_aepevValues; // array of values
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INDEX epet_ctValues; // number of values
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// convert value of an enum to its name
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ENGINE_API const char *NameForValue(INDEX iValue);
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};
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/* rcg10072001 */
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#ifdef _MSC_VER
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#define ENUMEXTERN extern _declspec (dllexport)
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#else
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#define ENUMEXTERN
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#endif
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#define EP_ENUMBEG(typename) ENUMEXTERN CEntityPropertyEnumValue typename##_values[] = {
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#define EP_ENUMVALUE(value, name) {value, name}
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#define EP_ENUMEND(typename) }; CEntityPropertyEnumType typename##_enum = { \
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typename##_values, sizeof(typename##_values)/sizeof(CEntityPropertyEnumValue ) }
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// types that are used only for properties.
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// range, edited visually as sphere around entity
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typedef FLOAT RANGE;
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// type of illumination (for lights that illuminate through polygons)
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typedef INDEX ILLUMINATIONTYPE;
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// type of light animation
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typedef INDEX ANIMATION;
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// CTString browsed like a file - doesn't cause dependencies
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typedef CTString CTFileNameNoDep;
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// CTString that gets translated to different languages
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typedef CTString CTStringTrans;
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/////////////////////////////////////////////////////////////////////
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// Classes and macros for defining entity properties
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#define EPROPF_HIDEINPERSPECTIVE (1UL<<0) // not visualized in perspective view (for ranges)
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class ENGINE_API CEntityProperty {
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public:
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enum PropertyType {
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/* IMPORTANT: Take care not to renumber the property types, since it would ruin loading
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* of previously saved data like levels etc.! Always give a new type new number, and
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* never change existing number, nor reuse old ones!
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* Update 'next free number' comment when adding new type, but not when removing some!
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*/
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EPT_PARENT = 9998, // used internaly in WED for setting entity's parents
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EPT_SPAWNFLAGS = 9999, // used internaly in WED for spawn flags property
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EPT_ENUM = 1, // enum xxx, INDEX with descriptions
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EPT_BOOL = 2, // BOOL
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EPT_FLOAT = 3, // FLOAT
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EPT_COLOR = 4, // COLOR
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EPT_STRING = 5, // CTString
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EPT_RANGE = 6, // RANGE FLOAT edited as a sphere around the entity
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EPT_ENTITYPTR = 7, // CEntityPointer
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EPT_FILENAME = 8, // CTFileName
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EPT_INDEX = 9, // INDEX
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EPT_ANIMATION = 10, // ANIMATION, INDEX edited by animation names
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EPT_ILLUMINATIONTYPE = 11, // ILLUMINATIONTYPE, INDEX edited by illumination names
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EPT_FLOATAABBOX3D = 12, // FLOATaabbox3D
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EPT_ANGLE = 13, // ANGLE, INDEX edited in degrees
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EPT_FLOAT3D = 14, // FLOAT3D
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EPT_ANGLE3D = 15, // ANGLE3D
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EPT_FLOATplane3D = 16, // FLOATplane3D
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EPT_MODELOBJECT = 17, // CModelObject
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EPT_PLACEMENT3D = 18, // PLACEMENT3D
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EPT_ANIMOBJECT = 19, // CAnimObject
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EPT_FILENAMENODEP = 20, // CTString browsed like a file - doesn't cause dependencies
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EPT_SOUNDOBJECT = 21, // CSoundObject
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EPT_STRINGTRANS = 22, // CTString that gets translated to different languages
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EPT_FLOATQUAT3D = 23, // FLOATquat3D
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EPT_FLOATMATRIX3D = 24, // FLOATmatrix3D
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EPT_FLAGS = 25, // flags - ULONG bitfield with names for each field
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EPT_MODELINSTANCE = 26,
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// next free number: 27
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} ep_eptType; // type of property
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CEntityPropertyEnumType *ep_pepetEnumType; // if the type is EPT_ENUM or EPT_FLAGS
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ULONG ep_ulID; // property ID for this class
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SLONG ep_slOffset; // offset of the property in the class
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const char *ep_strName; // descriptive name of the property (for editor)
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ULONG ep_ulFlags; // additional flags for the property
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char ep_chShortcut; // shortcut key for selecting the property in editor (0 for none)
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COLOR ep_colColor; // property color, for various wed purposes (like target arrows)
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CEntityProperty(PropertyType eptType, CEntityPropertyEnumType *pepetEnumType,
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ULONG ulID, SLONG slOffset, const char *strName, char chShortcut, COLOR colColor, ULONG ulFlags)
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: ep_eptType (eptType )
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, ep_pepetEnumType (pepetEnumType)
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, ep_ulID (ulID )
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, ep_slOffset (slOffset )
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, ep_strName (strName )
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, ep_chShortcut (chShortcut )
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, ep_colColor (colColor )
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, ep_ulFlags (ulFlags )
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{};
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CEntityProperty(void) {};
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};
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// macro for accessing property inside an entity
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#define ENTITYPROPERTY(entityptr, offset, type) (*((type *)(((UBYTE *)entityptr)+offset)))
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/////////////////////////////////////////////////////////////////////
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// Classes and macros for defining entity event handler functions
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// one entry in function table
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class CEventHandlerEntry {
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public:
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SLONG ehe_slState; // code of the automaton state
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SLONG ehe_slBaseState; // code of the base state if overridden
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CEntity::pEventHandler ehe_pEventHandler; // handler function
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const char *ehe_strName; // symbolic name of handler for debugging
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};
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/////////////////////////////////////////////////////////////////////
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// Classes and macros for defining entity components
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enum EntityComponentType { // DO NOT RENUMBER!
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ECT_TEXTURE = 1, // texture data
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ECT_MODEL = 2, // model data
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ECT_CLASS = 3, // entity class
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ECT_SOUND = 4, // sound data
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};
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class ENGINE_API CEntityComponent {
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public:
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/* Obtain the component. */
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void Obtain_t(void); // throw char *
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void ObtainWithCheck(void);
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// add component to crc table
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void AddToCRCTable(void);
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/* Release the component. */
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void Release(void);
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public:
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EntityComponentType ec_ectType; // type of component
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ULONG ec_slID; // component ID in this class
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CTFileName ec_fnmComponent; // component file name
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// this one is auto-filled by SCape on DLL initialization
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union { // pointer to component
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CTextureData *ec_ptdTexture; // for textures
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CModelData *ec_pmdModel; // for models
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CSoundData *ec_psdSound; // for sounds
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CEntityClass *ec_pecEntityClass; // for entity classes
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void *ec_pvPointer; // for comparison needs
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};
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// NOTE: This uses special EFNM initialization for CTFileName class!
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CEntityComponent(EntityComponentType ectType,
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ULONG ulID, const char *strEFNMComponent)
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: ec_ectType(ectType)
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, ec_slID(ulID)
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, ec_fnmComponent(strEFNMComponent, 4) { ec_pvPointer = NULL; };
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CEntityComponent(void) { ec_slID = (ULONG) -1; ec_pvPointer = NULL; };
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};
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/////////////////////////////////////////////////////////////////////
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// The class defining an entity class DLL itself
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class ENGINE_API CDLLEntityClass {
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public:
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CEntityProperty *dec_aepProperties; // array of properties
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INDEX dec_ctProperties; // number of properties
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CEventHandlerEntry *dec_aeheHandlers; // array of event handlers
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INDEX dec_ctHandlers; // number of handlers
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CEntityComponent *dec_aecComponents;// array of components
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INDEX dec_ctComponents; // number of components
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const char *dec_strName; // descriptive name of the class
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const char *dec_strIconFileName; // filename of texture or thumbnail
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INDEX dec_iID; // class ID
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CDLLEntityClass *dec_pdecBase; // pointer to the base class
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CEntity *(*dec_New)(void); // pointer to function that creates a member of class
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void (*dec_OnInitClass)(void); // pointer to function for connecting DLL
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void (*dec_OnEndClass)(void); // pointer to function for disconnecting DLL
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void (*dec_OnPrecache)(CDLLEntityClass *pdec, INDEX iUser); // function for precaching data
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void (*dec_OnWorldInit)(CWorld *pwoWorld); // function called on world initialization
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void (*dec_OnWorldTick)(CWorld *pwoWorld); // function called for each tick
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void (*dec_OnWorldRender)(CWorld *pwoWorld); // function called for each rendering
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void (*dec_OnWorldEnd)(CWorld *pwoWorld); // function called on world cleanup
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/* Get pointer to entity property from its name. */
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class CEntityProperty *PropertyForName(const CTString &strPropertyName);
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/* Get pointer to entity property from its packed identifier. */
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class CEntityProperty *PropertyForTypeAndID(CEntityProperty::PropertyType eptType, ULONG ulID);
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/* Get event handler given state and event code. */
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CEntity::pEventHandler HandlerForStateAndEvent(SLONG slState, SLONG slEvent);
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/* Get event handler name for given state. */
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const char *HandlerNameForState(SLONG slState);
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/* Get derived class override for given state. */
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SLONG GetOverridenState(SLONG slState);
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/* Get pointer to component from its type and identifier. */
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class CEntityComponent *ComponentForTypeAndID(EntityComponentType ectType,
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SLONG slID);
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/* Get pointer to component from the component. */
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class CEntityComponent *ComponentForPointer(void *pv);
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// precache given component
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void PrecacheModel(SLONG slID);
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void PrecacheTexture(SLONG slID);
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void PrecacheSound(SLONG slID);
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void PrecacheClass(SLONG slID, INDEX iUser = -1);
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};
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/* rcg10062001 */
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#if (defined _MSC_VER)
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#define DECLSPEC_DLLEXPORT _declspec (dllexport)
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#else
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#define DECLSPEC_DLLEXPORT
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#endif
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// macro for defining entity class DLL structures
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#define ENTITY_CLASSDEFINITION(classname, basename, descriptivename, iconfilename, id)\
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extern "C" DECLSPEC_DLLEXPORT CDLLEntityClass classname##_DLLClass; \
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CDLLEntityClass classname##_DLLClass = { \
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classname##_properties, \
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classname##_propertiesct, \
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classname##_handlers, \
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classname##_handlersct, \
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classname##_components, \
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classname##_componentsct, \
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descriptivename, \
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iconfilename, \
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id, \
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&basename##_DLLClass, \
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&classname##_New, \
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&classname##_OnInitClass, \
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&classname##_OnEndClass, \
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&classname##_OnPrecache, \
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&classname##_OnWorldInit, \
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&classname##_OnWorldTick, \
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&classname##_OnWorldRender, \
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&classname##_OnWorldEnd \
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}
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#define ENTITY_CLASSDEFINITION_BASE(classname, id) \
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extern "C" DECLSPEC_DLLEXPORT CDLLEntityClass classname##_DLLClass; \
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CDLLEntityClass classname##_DLLClass = { \
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NULL,0, NULL,0, NULL,0, "", "", id, \
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NULL, NULL,NULL,NULL,NULL, NULL,NULL,NULL,NULL \
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}
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inline ENGINE_API void ClearToDefault(FLOAT &f) { f = 0.0f; };
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inline ENGINE_API void ClearToDefault(INDEX &i) { i = 0; };
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inline ENGINE_API void ClearToDefault(BOOL &b) { b = FALSE; };
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inline ENGINE_API void ClearToDefault(CEntityPointer &pen) { pen = NULL; };
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inline ENGINE_API void ClearToDefault(CTString &str) { str = ""; };
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inline ENGINE_API void ClearToDefault(FLOATplane3D &pl) { pl = FLOATplane3D(FLOAT3D(0,1,0), 0); };
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inline ENGINE_API void ClearToDefault(FLOAT3D &v) { v = FLOAT3D(0,1,0); };
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inline ENGINE_API void ClearToDefault(COLOR &c) { c = 0xFFFFFFFF; };
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inline ENGINE_API void ClearToDefault(CModelData *&pmd) { pmd = NULL; };
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inline ENGINE_API void ClearToDefault(CTextureData *&pmt) { pmt = NULL; };
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#endif /* include-once check. */
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