Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines a connection (output-to-input) between two entities.
//
// The behavior in-game is as follows:
//
// When the given output in the source entity is triggered, the given
// input in the target entity is called after a specified delay, and
// the parameter override (if any) is passed to the input handler. If
// there is no parameter override, the default parameter is passed.
//
// This behavior will occur a specified number of times before the
// connection between the two entities is removed.
//
//=============================================================================//
#ifndef ENTITYCONNECTION_H
#define ENTITYCONNECTION_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "fgdlib/InputOutput.h"
#define EVENT_FIRE_ALWAYS -1
enum SortDirection_t
{
Sort_Ascending = 0,
Sort_Descending,
};
enum
{
CONNECTION_NONE, // if entity list has no outputs
CONNECTION_GOOD, // if all entity outpus are good
CONNECTION_BAD, // if any entity output is bad
};
class CMapEntity;
typedef CUtlVector<CMapEntity*> CMapEntityList;
class CEntityConnection
{
public:
CEntityConnection(void);
CEntityConnection(const CEntityConnection &Other );
~CEntityConnection();
CEntityConnection &operator =(const CEntityConnection &Other);
inline bool CompareConnection(CEntityConnection *pConnection);
inline float GetDelay(void) { return(m_fDelay); }
inline void SetDelay(float fDelay) { m_fDelay = fDelay; }
inline const char *GetInputName(void) { return(m_szInput); }
inline void SetInputName(const char *pszName) { lstrcpyn(m_szInput, pszName, sizeof(m_szInput)); }
inline const char *GetOutputName(void) { return(m_szOutput); }
inline void SetOutputName(const char *pszName) { lstrcpyn(m_szOutput, pszName, sizeof(m_szOutput)); }
inline const char *GetTargetName(void) { return(m_szTargetEntity); }
void SetTargetName(const char *pszName);
inline const char *GetSourceName(void) { return(m_szSourceEntity); }
void SetSourceName(const char *pszName);
void LinkSourceEntities();
void LinkTargetEntities();
bool AreAnyTargetEntitiesVisible();
inline CMapEntityList *GetSourceEntityList() { return m_pSourceEntityList; }
inline CMapEntityList *GetTargetEntityList() { return m_pTargetEntityList; }
inline int GetTimesToFire(void) { return(m_nTimesToFire); }
inline void SetTimesToFire(int nTimesToFire) { m_nTimesToFire = nTimesToFire; }
inline const char *GetParam(void) { return(m_szParam); }
inline void SetParam(const char *pszParam) { lstrcpyn(m_szParam, pszParam, sizeof(m_szParam)); }
// Sorting functions
static int CALLBACK CompareDelaysSecondary(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
static int CALLBACK CompareDelays(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
static int CALLBACK CompareOutputNames(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
static int CALLBACK CompareInputNames(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
static int CALLBACK CompareSourceNames(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
static int CALLBACK CompareTargetNames(CEntityConnection *pConn1, CEntityConnection *pConn2, SortDirection_t eDirection);
// Validation functions
static bool ValidateOutput(CMapEntity *pEntity, const char* pszOutput);
static bool ValidateOutput(const CMapEntityList *pEntityList, const char* pszOutput);
static bool ValidateTarget(const CMapEntityList *pEntityList, bool bVisibilityCheck, const char* pszTarget);
static bool ValidateInput(const char* pszTarget, const char* pszInput, bool bVisiblesOnly);
static int ValidateOutputConnections(CMapEntity *pEntity, bool bVisibilityCheck, bool bIgnoreHiddenTargets=false );
static int ValidateInputConnections(CMapEntity *pEntity, bool bVisibilityCheck);
static void FindBadConnections(CMapEntity *pEntity, bool bVisibilityCheck, CUtlVector<CEntityConnection *> &BadConnectionList, bool bIgnoreHiddenTargets=false);
static void FixBadConnections(CMapEntity *pEntity, bool bVisibilityCheck);
protected:
char m_szSourceEntity[MAX_ENTITY_NAME_LEN]; // Targetname of the source entity
CMapEntityList *m_pSourceEntityList;
char m_szOutput[MAX_IO_NAME_LEN]; // Name of the output in the source entity.
char m_szTargetEntity[MAX_ENTITY_NAME_LEN]; // Targetname of the target entity.
CMapEntityList *m_pTargetEntityList;
char m_szInput[MAX_IO_NAME_LEN]; // Name of the input to fire in the target entity.
char m_szParam[MAX_IO_NAME_LEN]; // Parameter override, if any.
float m_fDelay; // Delay before firing this outout.
int m_nTimesToFire; // Maximum times to fire this output or EVENT_FIRE_ALWAYS.
};
typedef CUtlVector<CEntityConnection *> CEntityConnectionList;
//-----------------------------------------------------------------------------
// Purpose: Returns true if the given connection is identical to this connection.
// Input : pConnection - Connection to compare.
//-----------------------------------------------------------------------------
bool CEntityConnection::CompareConnection(CEntityConnection *pConnection)
{
// BUGBUG - Why not compare the GetSourceName() values too? Why is this field not relevant?
return((!stricmp(GetOutputName(), pConnection->GetOutputName())) &&
(!stricmp(GetTargetName(), pConnection->GetTargetName())) &&
(!stricmp(GetInputName(), pConnection->GetInputName())) &&
(!stricmp(GetParam(), pConnection->GetParam())) &&
(GetDelay() == pConnection->GetDelay()) &&
(GetTimesToFire() == pConnection->GetTimesToFire()));
}
#endif // ENTITYCONNECTION_H