Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

294 lines
7.9 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include "choreoactor.h"
#include "choreochannel.h"
#include "choreoscene.h"
#include "tier1/utlbuffer.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CChoreoActor::CChoreoActor( void )
{
Init();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CChoreoActor::CChoreoActor( const char *name )
{
Init();
SetName( name );
}
//-----------------------------------------------------------------------------
// Purpose: // Assignment
// Input : src -
// Output : CChoreoActor&
//-----------------------------------------------------------------------------
CChoreoActor& CChoreoActor::operator=( const CChoreoActor& src )
{
m_bActive = src.m_bActive;
Q_strncpy( m_szName, src.m_szName, sizeof( m_szName ) );
Q_strncpy( m_szFacePoserModelName, src.m_szFacePoserModelName, sizeof( m_szFacePoserModelName ) );
for ( int i = 0; i < src.m_Channels.Size(); i++ )
{
CChoreoChannel *c = src.m_Channels[ i ];
CChoreoChannel *newChannel = new CChoreoChannel();
newChannel->SetActor( this );
*newChannel = *c;
AddChannel( newChannel );
}
return *this;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CChoreoActor::Init( void )
{
m_szName[ 0 ] = 0;
m_szFacePoserModelName[ 0 ] = 0;
m_bActive = true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
void CChoreoActor::SetName( const char *name )
{
assert( strlen( name ) < MAX_ACTOR_NAME );
Q_strncpy( m_szName, name, sizeof( m_szName ) );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CChoreoActor::GetName( void )
{
return m_szName;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CChoreoActor::GetNumChannels( void )
{
return m_Channels.Size();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : channel -
// Output : CChoreoChannel
//-----------------------------------------------------------------------------
CChoreoChannel *CChoreoActor::GetChannel( int channel )
{
if ( channel < 0 || channel >= m_Channels.Size() )
{
return NULL;
}
return m_Channels[ channel ];
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *channel -
//-----------------------------------------------------------------------------
void CChoreoActor::AddChannel( CChoreoChannel *channel )
{
m_Channels.AddToTail( channel );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *channel -
//-----------------------------------------------------------------------------
void CChoreoActor::RemoveChannel( CChoreoChannel *channel )
{
int idx = FindChannelIndex( channel );
if ( idx == -1 )
return;
m_Channels.Remove( idx );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CChoreoActor::RemoveAllChannels()
{
m_Channels.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : c1 -
// c2 -
//-----------------------------------------------------------------------------
void CChoreoActor::SwapChannels( int c1, int c2 )
{
CChoreoChannel *temp;
temp = m_Channels[ c1 ];
m_Channels[ c1 ] = m_Channels[ c2 ];
m_Channels[ c2 ] = temp;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *channel -
// Output : int
//-----------------------------------------------------------------------------
int CChoreoActor::FindChannelIndex( CChoreoChannel *channel )
{
for ( int i = 0; i < m_Channels.Size(); i++ )
{
if ( channel == m_Channels[ i ] )
{
return i;
}
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
void CChoreoActor::SetFacePoserModelName( const char *name )
{
Q_strncpy( m_szFacePoserModelName, name, sizeof( m_szFacePoserModelName ) );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : char const
//-----------------------------------------------------------------------------
const char *CChoreoActor::GetFacePoserModelName( void ) const
{
return m_szFacePoserModelName;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : active -
//-----------------------------------------------------------------------------
void CChoreoActor::SetActive( bool active )
{
m_bActive = active;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CChoreoActor::GetActive( void ) const
{
return m_bActive;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CChoreoActor::MarkForSaveAll( bool mark )
{
SetMarkedForSave( mark );
int c = GetNumChannels();
for ( int i = 0; i < c; i++ )
{
CChoreoChannel *channel = GetChannel( i );
channel->MarkForSaveAll( mark );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : CChoreoChannel
//-----------------------------------------------------------------------------
CChoreoChannel *CChoreoActor::FindChannel( const char *name )
{
int c = GetNumChannels();
for ( int i = 0; i < c; i++ )
{
CChoreoChannel *channel = GetChannel( i );
if ( !Q_stricmp( channel->GetName(), name ) )
return channel;
}
return NULL;
}
void CChoreoActor::SaveToBuffer( CUtlBuffer& buf, CChoreoScene *pScene, IChoreoStringPool *pStringPool )
{
buf.PutShort( pStringPool->FindOrAddString( GetName() ) );
int c = GetNumChannels();
Assert( c <= 255 );
buf.PutUnsignedChar( c );
for ( int i = 0; i < c; i++ )
{
CChoreoChannel *channel = GetChannel( i );
Assert( channel );
channel->SaveToBuffer( buf, pScene, pStringPool );
}
/*
if ( Q_strlen( a->GetFacePoserModelName() ) > 0 )
{
FilePrintf( buf, level + 1, "faceposermodel \"%s\"\n", a->GetFacePoserModelName() );
}
*/
buf.PutChar( GetActive() ? 1 : 0 );
}
bool CChoreoActor::RestoreFromBuffer( CUtlBuffer& buf, CChoreoScene *pScene, IChoreoStringPool *pStringPool )
{
char sz[ 256 ];
pStringPool->GetString( buf.GetShort(), sz, sizeof( sz ) );
SetName( sz );
int i;
int c = buf.GetUnsignedChar();
for ( i = 0; i < c; i++ )
{
CChoreoChannel *channel = pScene->AllocChannel();
Assert( channel );
if ( channel->RestoreFromBuffer( buf, pScene, this, pStringPool ) )
{
AddChannel( channel );
channel->SetActor( this );
continue;
}
return false;
}
SetActive( buf.GetChar() == 1 ? true : false );
return true;
}