//========= 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