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//========= Copyright 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_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 ) { }
// The event handle of the current scene event
CChoreoEvent *m_pEvent;
// Current Scene
CChoreoScene *m_pScene;
// Current actor
CChoreoActor *m_pActor;
// 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;
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( PRINTF_FORMAT_STRING const char *fmt, ... ); void SetBuffer( char *buffer ); private: const char *m_pBuffer; char m_szToken[ 1024 ]; };
extern CSceneTokenProcessor g_TokenProcessor;
void Scene_Printf( PRINTF_FORMAT_STRING const char *pFormat, ... ); extern ConVar scene_clientflex;
#endif // SCENEENTITY_SHARED_H
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