Paranoia2/dlls/cbase.h

1030 lines
38 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
Class Hierachy
CBaseEntity
CPointEntity
CBasePlayerAmmo
CBaseDelay
CBaseAnimating
CBasePlayerItem
CBaseToggle
CBaseButton
CBaseDoor
CBaseTrigger
CBasePlatTrain
CBaseMonster
CCycler
CBasePlayer
CCineMonster
*/
#define MAX_PATH_SIZE 10 // max number of nodes available for a path.
// These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions)
#define FCAP_CUSTOMSAVE 0x00000001
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
// LRC: no longer used
#define FCAP_ONLYDIRECT_USE 0x00000100 //LRC - can't use this entity through a wall.
#define FCAP_DISTANCE_USE 0x00000200 //buz - can be used without distance restrictions
#define FCAP_USE_ONLY 0x00000800 //g-cont. for items & weapons
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
// Wargon: Энтитя не будет показывать иконку юза, даже если она юзабельна.
#define FCAP_HIDE_USE 0x00000400
#include "saverestore.h"
#include "schedule.h"
#ifndef MONSTEREVENT_H
#include "monsterevent.h"
#endif
#include "meshdesc.h"
// C functions for external declarations that call the appropriate C++ methods
#include "exportdef.h"
extern "C" EXPORT int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion );
extern "C" EXPORT int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion );
extern "C" EXPORT int GetNewDLLFunctions( NEW_DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion );
extern "C" EXPORT int Server_GetPhysicsInterface( int iVersion, server_physics_api_t *pfuncsFromEngine, physics_interface_t *pFunctionTable );
extern "C" EXPORT int Server_GetBlendingInterface( int, struct sv_blending_interface_s**, struct server_studio_api_s*, float (*t)[3][4], float (*b)[128][3][4] );
extern int DispatchSpawn( edict_t *pent );
extern void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd );
extern void DispatchTouch( edict_t *pentTouched, edict_t *pentOther );
extern void DispatchUse( edict_t *pentUsed, edict_t *pentOther );
extern void DispatchThink( edict_t *pent );
extern void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther );
extern void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData );
extern int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity );
extern void DispatchObjectCollsionBox( edict_t *pent );
extern void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
extern void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
extern void SaveGlobalState( SAVERESTOREDATA *pSaveData );
extern void RestoreGlobalState( SAVERESTOREDATA *pSaveData );
extern void ResetGlobalState( void );
//extern CBaseEntity *g_pDesiredList; //LRC- handles DesiredVel, for movewith
//LRC- added USE_SAME, USE_NOT, and USE_KILL
typedef enum
{
USE_OFF = 0,
USE_ON = 1,
USE_SET = 2,
USE_TOGGLE = 3,
USE_KILL = 4,
// special signals, never actually get sent:
USE_SAME = 5,
USE_NOT = 6,
} USE_TYPE;
extern char* GetStringForUseType( USE_TYPE useType );
extern void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
typedef void (CBaseEntity::*BASEPTR)(void);
typedef void (CBaseEntity::*ENTITYFUNCPTR)(CBaseEntity *pOther );
typedef void (CBaseEntity::*USEPTR)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// For CLASSIFY
#define CLASS_NONE 0
#define CLASS_MACHINE 1
#define CLASS_PLAYER 2
#define CLASS_HUMAN_PASSIVE 3
#define CLASS_HUMAN_MILITARY 4
#define CLASS_ALIEN_MILITARY 5
#define CLASS_ALIEN_PASSIVE 6
#define CLASS_ALIEN_MONSTER 7
#define CLASS_ALIEN_PREY 8
#define CLASS_ALIEN_PREDATOR 9
#define CLASS_INSECT 10
#define CLASS_PLAYER_ALLY 11
#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
#define CLASS_FACTION_A 14 //LRC - very simple new classes, for use with Behaves As
#define CLASS_FACTION_B 15
#define CLASS_FACTION_C 16
#define CLASS_TERROR 17 // buz
#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
class CBaseEntity;
class CBaseMonster;
class CBasePlayerItem;
class CSquadMonster;
class CStudioBoneSetup;
#define SF_NORESPAWN ( 1 << 30 )// !!!set this bit on guns and stuff that should never respawn.
//
// EHANDLE. Safe way to point to CBaseEntities who may die between frames
//
class EHANDLE
{
private:
edict_t *m_pent;
int m_serialnumber;
public:
edict_t *Get( void );
edict_t *Set( edict_t *pent );
operator int ();
operator CBaseEntity *();
CBaseEntity * operator = (CBaseEntity *pEntity);
CBaseEntity * operator ->();
};
//
// Base Entity. All entity types derive from this
//
class CBaseEntity
{
public:
// Constructor. Set engine to use C/C++ callback functions
// pointers to engine data
entvars_t *pev; // Don't need to save/restore this pointer, the engine resets it
// path corners
CBaseEntity *m_pGoalEnt;// path corner we are heading towards
CBaseEntity *m_pLink;// used for temporary link-list operations.
CBaseEntity *m_pMoveWith; // LRC- the entity I move with.
int m_MoveWith; //LRC- Name of that entity
CBaseEntity *m_pChildMoveWith; //LRC- one of the entities that's moving with me.
CBaseEntity *m_pSiblingMoveWith; //LRC- another entity that's Moving With the same ent as me. (linked list.)
Vector m_vecMoveWithOffset; // LRC- Position I should be in relative to m_pMoveWith->pev->origin.
Vector m_vecRotWithOffset; // LRC- Angles I should be facing relative to m_pMoveWith->pev->angles.
CBaseEntity *m_pAssistLink; // LRC- link to the next entity which needs to be Assisted before physics are applied.
Vector m_vecPostAssistVel; // LRC
Vector m_vecPostAssistAVel; // LRC
float m_fNextThink; // LRC - for SetNextThink and SetPhysThink. Marks the time when a think will be performed - not necessarily the same as pev->nextthink!
float m_fPevNextThink; // LRC - always set equal to pev->nextthink, so that we can tell when the latter gets changed by the @#$^В¬! engine.
int m_iLFlags; // LRC- a new set of flags. (pev->spawnflags and pev->flags are full...)
virtual void DesiredAction( void ) {}; // LRC - for postponing stuff until PostThink time, not as a think.
int m_iStyle; // LRC - almost anything can have a lightstyle these days...
Vector m_vecSpawnOffset; // LRC- To fix things which (for example) MoveWith a door which Starts Open.
BOOL m_activated; // LRC- moved here from func_train. Signifies that an entity has already been
// activated. (and hence doesn't need reactivating.)
float m_flGaitYaw; // player stuff
float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
//LRC - decent mechanisms for setting think times!
// this should have been done a long time ago, but MoveWith finally forced me.
virtual void SetNextThink( float delay ) { SetNextThink(delay, FALSE); }
virtual void SetNextThink( float delay, BOOL correctSpeed );
virtual void AbsoluteNextThink( float time ) { AbsoluteNextThink(time, FALSE); }
virtual void AbsoluteNextThink( float time, BOOL correctSpeed );
void SetEternalThink( );
// this is called by an entity which is starting to move, and will reach
// its destination after the given wait.
// Its think function should be called at that time, to make it stop moving.
// void SetPhysThink( float delay );
// this is called by an entity which is movingWith another entity.
// it signifies that the other entity is starting to move and will reach its
// destination after the given wait.
// This entity will need to think at that time (so that physics gets
// processed correctly), but the Think function shouldn't actually get
// called; the parent will intervene to make it stop.
// void SetMWPhysThink( float delay );
// this is called by an entity which is starting to move, and wants its children
// to follow it.
// void SetChildrenThink( float delay );
//LRC use this instead of "SetThink( NULL )" or "pev->nextthink = -1".
void DontThink( void );
//LRC similar, but called by the parent when a think needs to be aborted.
// void DontMWThink( void );
virtual void ThinkCorrection( void );
virtual BOOL AllowDecal( entvars_t *pevAttacker ) { return TRUE; }
//LRC - loci
virtual Vector CalcPosition( CBaseEntity *pLocus ) { return pev->origin; }
virtual Vector CalcVelocity( CBaseEntity *pLocus ) { return pev->velocity; }
virtual float CalcRatio( CBaseEntity *pLocus ) { return 0; }
//LRC - aliases
virtual BOOL IsAlias( void ) { return FALSE; }
// buz - gas reactions (should be used by soldiers to turn gas mask on and off)
virtual void GasWarning( int warnlevel ) {};
void ResetPoseParameters( void );
int LookupPoseParameter( const char *szName );
void SetPoseParameter( int iParameter, float flValue );
float GetPoseParameter( int iParameter );
void SetPoseParameter( const char *szName, float flValue );
float GetPoseParameter( const char *szName );
bool HasPoseParameter( int iSequence, const char *szName );
bool HasPoseParameter( int iSequence, int iParameter );
// initialization functions
virtual void Spawn( void ) { return; }
virtual void Precache( void ) { return; }
virtual void KeyValue( KeyValueData* pkvd)
{
//LRC - MoveWith for all!
if (FStrEq(pkvd->szKeyName, "movewith"))
{
m_MoveWith = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "skill"))
{
m_iLFlags = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "style"))
{
m_iStyle = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if( FStrEq( pkvd->szKeyName, "reflection" ))
{
switch( atoi( pkvd->szValue ))
{
case 1: pev->effects |= EF_NOREFLECT; break;
case 2: pev->effects |= EF_REFLECTONLY; break;
}
}
else pkvd->fHandled = FALSE;
}
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
//LRC - if I MoveWith something, then only cross transitions if the MoveWith entity does too.
virtual int ObjectCaps( void ) { return m_pMoveWith?m_pMoveWith->ObjectCaps()&FCAP_ACROSS_TRANSITION:FCAP_ACROSS_TRANSITION; }
virtual void Activate( void ); //LRC
void InitMoveWith( void ); //LRC - called by Activate() to set up moveWith values
virtual void PostSpawn( void ) {} //LRC - called by Activate() to handle entity-specific initialisation.
// (mostly setting positions, for MoveWith support)
void FireBulletsWater( Vector vecEnd, Vector vecSrc, float ScaleSplash1, float ScaleSplash2 );
// Setup the object->object collision box (pev->mins / pev->maxs is the object->world collision box)
virtual void SetObjectCollisionBox( void );
// Classify - returns the type of group (e.g., "alien monster", or "human military" so that monsters
// on the same side won't attack each other, even if they have different classnames.
virtual int Classify ( void ) { return CLASS_NONE; };
virtual void DeathNotice ( entvars_t *pevChild ) {}// monster maker children use this to tell the monster maker that they have died.
// LRC- this supports a global concept of "entities with states", so that state_watchers and
// mastership (mastery? masterhood?) can work universally.
virtual STATE GetState ( void ) { return STATE_OFF; };
// For team-specific doors in multiplayer, etc: a master's state depends on who wants to know.
virtual STATE GetState ( CBaseEntity* pEnt ) { return GetState(); };
static TYPEDESCRIPTION m_SaveData[];
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
virtual int TakeHealth( float flHealth, int bitsDamageType );
virtual void Killed( entvars_t *pevAttacker, int iGib );
virtual int BloodColor( void ) { return DONT_BLEED; }
virtual void TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
//LRC- superceded by GetState ( pActivator ).
// virtual BOOL IsTriggered( CBaseEntity *pActivator ) {return TRUE;}
virtual CBaseMonster *MyMonsterPointer( void ) { return NULL;}
virtual CSquadMonster *MySquadMonsterPointer( void ) { return NULL;}
virtual int GetToggleState( void ) { return TS_AT_TOP; }
virtual void AddPoints( int score, BOOL bAllowNegativeScore ) {}
virtual void AddPointsToTeam( int score, BOOL bAllowNegativeScore ) {}
virtual BOOL AddPlayerItem( CBasePlayerItem *pItem ) { return 0; }
virtual BOOL RemovePlayerItem( CBasePlayerItem *pItem ) { return 0; }
virtual int GiveAmmo( int iAmount, const char *szName ) { return -1; };
virtual float GetDelay( void ) { return 0; }
virtual int IsMoving( void ) { return pev->velocity != g_vecZero; }
virtual void OverrideReset( void ) {}
virtual const char* DamageDecal( int bitsDamageType );
// This is ONLY used by the node graph to test movement through a door
virtual void SetToggleState( int state ) {}
virtual void StartSneaking( void ) {}
virtual void StopSneaking( void ) {}
virtual BOOL OnControls( entvars_t *pev ) { return FALSE; }
virtual BOOL IsSneaking( void ) { return FALSE; }
virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0; }
virtual BOOL IsBSPModel( void ) { return pev->solid == SOLID_BSP || pev->movetype == MOVETYPE_PUSHSTEP; }
virtual BOOL HasTarget( string_t targetname ) { return FStrEq(STRING(targetname), STRING(pev->targetname) ); }
virtual BOOL IsInWorld( void );
virtual BOOL IsPlayer( void ) { return FALSE; }
virtual BOOL IsNetClient( void ) { return FALSE; }
virtual const char *TeamID( void ) { return ""; }
// virtual void SetActivator( CBaseEntity *pActivator ) {}
virtual CBaseEntity *GetNextTarget( void );
// fundamental callbacks
void (CBaseEntity ::*m_pfnThink)(void);
void (CBaseEntity ::*m_pfnTouch)( CBaseEntity *pOther );
void (CBaseEntity ::*m_pfnUse)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void (CBaseEntity ::*m_pfnBlocked)( CBaseEntity *pOther );
virtual void Think( void ) { if (m_pfnThink) (this->*m_pfnThink)(); };
virtual void Touch( CBaseEntity *pOther ) { if (m_pfnTouch) (this->*m_pfnTouch)( pOther ); };
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (m_pfnUse)
(this->*m_pfnUse)( pActivator, pCaller, useType, value );
}
virtual void Blocked( CBaseEntity *pOther ) { if (m_pfnBlocked) (this->*m_pfnBlocked)( pOther ); };
// allow engine to allocate instance data
void *operator new( size_t stAllocateBlock, entvars_t *pev )
{
return (void *)ALLOC_PRIVATE(ENT(pev), stAllocateBlock);
};
// don't use this.
#if _MSC_VER >= 1200 // only build this code if MSVC++ 6.0 or higher
void operator delete(void *pMem, entvars_t *pev)
{
pev->flags |= FL_KILLME;
};
#endif
void UpdateOnRemove( void );
// common member functions
void EXPORT SUB_Remove( void );
void EXPORT SUB_DoNothing( void );
void EXPORT SUB_StartFadeOut ( void );
void EXPORT SUB_FadeOut ( void );
void EXPORT SUB_CallUseToggle( void ) { this->Use( this, this, USE_TOGGLE, 0 ); } // a think function used at spawn time. Don't apply the moveWith fix to it.
int ShouldToggle( USE_TYPE useType, BOOL currentState );
int ShouldToggle( USE_TYPE useType ); //LRC this version uses GetState()
void FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, float flDamage = 0.0f, entvars_t *pevAttacker = NULL );
Vector FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, float flDamage, entvars_t *pevAttacker = NULL, int shared_rand = 0 );
virtual CBaseEntity *Respawn( void ) { return NULL; }
void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value );
// Do the bounding boxes of these two intersect?
int Intersects( CBaseEntity *pOther );
void MakeDormant( void );
int IsDormant( void );
BOOL IsLockedByMaster( void ) { return FALSE; }
static CBaseEntity *Instance( edict_t *pent )
{
if ( !pent )
pent = ENT(0);
CBaseEntity *pEnt = (CBaseEntity *)GET_PRIVATE(pent);
return pEnt;
}
static CBaseEntity *Instance( entvars_t *pev ) { return Instance( ENT( pev ) ); }
static CBaseEntity *Instance( int eoffset) { return Instance( ENT( eoffset) ); }
CBaseMonster *GetMonsterPointer( entvars_t *pevMonster )
{
CBaseEntity *pEntity = Instance( pevMonster );
if ( pEntity )
return pEntity->MyMonsterPointer();
return NULL;
}
CBaseMonster *GetMonsterPointer( edict_t *pentMonster )
{
CBaseEntity *pEntity = Instance( pentMonster );
if ( pEntity )
return pEntity->MyMonsterPointer();
return NULL;
}
struct model_s *GetModel( void )
{
if( g_fPhysicInitialized )
return (struct model_s *)MODEL_HANDLE( pev->modelindex );
return NULL;
}
// Ugly code to lookup all functions to make sure they are exported when set.
#ifdef _DEBUG
void FunctionCheck( void *pFunction, char *name )
{
if (pFunction && !NAME_FOR_FUNCTION((unsigned long)(pFunction)) )
ALERT( at_error, "No EXPORT: %s:%s (%08lx)\n", STRING(pev->classname), name, (unsigned long)pFunction );
}
BASEPTR ThinkSet( BASEPTR func, char *name )
{
m_pfnThink = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnThink)))), name );
return func;
}
ENTITYFUNCPTR TouchSet( ENTITYFUNCPTR func, char *name )
{
m_pfnTouch = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnTouch)))), name );
return func;
}
USEPTR UseSet( USEPTR func, char *name )
{
m_pfnUse = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnUse)))), name );
return func;
}
ENTITYFUNCPTR BlockedSet( ENTITYFUNCPTR func, char *name )
{
m_pfnBlocked = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnBlocked)))), name );
return func;
}
#endif
// virtual functions used by a few classes
// used by monsters that are created by the MonsterMaker
virtual void UpdateOwner( void ) { return; };
//
static CBaseEntity *Create( const char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner = NULL );
virtual BOOL FBecomeProne( void ) {return FALSE;};
edict_t *edict() { return ENT( pev ); };
EOFFSET eoffset( ) { return OFFSET( pev ); };
int entindex( ) { return ENTINDEX( edict() ); };
virtual Vector Center( ) { return (pev->absmin + pev->absmax) * 0.5; }; // center point of entity
virtual Vector EyePosition( ) { return pev->origin + pev->view_ofs; }; // position of eyes
virtual Vector EarPosition( ) { return pev->origin + pev->view_ofs; }; // position of ears
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ); }; // position to shoot at
virtual int Illumination( ) { return GETENTITYILLUM( ENT( pev ) ); };
virtual BOOL FVisible ( CBaseEntity *pEntity );
virtual BOOL FVisible ( const Vector &vecOrigin );
virtual BOOL ShouldCollide( CBaseEntity *pOther );
virtual void SendInitMessage( CBasePlayer *player ) {}; // buz - does nothing by default
};
//LRC- moved here from player.cpp. I'd put it in util.h with its friends, but it needs CBaseEntity to be declared.
inline BOOL FNullEnt( CBaseEntity *ent ) { return ent == NULL || FNullEnt( ent->edict() ); }
// Ugly technique to override base member functions
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
// member function of a base class. static_cast is a sleezy way around that problem.
#ifdef _DEBUG
#define SetThink( a ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), #a )
#define SetTouch( a ) TouchSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
#define SetUse( a ) UseSet( static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a), #a )
#define SetBlocked( a ) BlockedSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
#else
#define SetThink( a ) m_pfnThink = static_cast <void (CBaseEntity::*)(void)> (a)
#define SetTouch( a ) m_pfnTouch = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
#define SetUse( a ) m_pfnUse = static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a)
#define SetBlocked( a ) m_pfnBlocked = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
#endif
class CPointEntity : public CBaseEntity
{
public:
void Spawn( void );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
private:
};
typedef struct locksounds // sounds that doors and buttons make when locked/unlocked
{
string_t sLockedSound; // sound a door makes when it's locked
string_t sLockedSentence; // sentence group played when door is locked
string_t sUnlockedSound; // sound a door makes when it's unlocked
string_t sUnlockedSentence; // sentence group played when door is unlocked
int iLockedSentence; // which sentence in sentence group to play next
int iUnlockedSentence; // which sentence in sentence group to play next
float flwaitSound; // time delay between playing consecutive 'locked/unlocked' sounds
float flwaitSentence; // time delay between playing consecutive sentences
BYTE bEOFLocked; // true if hit end of list of locked sentences
BYTE bEOFUnlocked; // true if hit end of list of unlocked sentences
} locksound_t;
void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton);
//
// MultiSouce
//
#define MAX_MULTI_TARGETS 16 // maximum number of targets a single multi_manager entity may be assigned.
#define MS_MAX_TARGETS 32
class CMultiSource : public CPointEntity
{
public:
void Spawn( );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
STATE GetState( void );
void EXPORT Register( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
EHANDLE m_rgEntities[MS_MAX_TARGETS];
int m_rgTriggered[MS_MAX_TARGETS];
int m_iTotal;
string_t m_globalstate;
};
//
// generic Delay entity.
//
class CBaseDelay : public CBaseEntity
{
public:
float m_flDelay;
int m_iszKillTarget;
EHANDLE m_hActivator; //LRC - moved here from CBaseToggle
virtual void KeyValue( KeyValueData* pkvd);
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// common member functions
void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value );
void EXPORT DelayThink( void );
};
class CBaseAnimating : public CBaseDelay
{
public:
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// Basic Monster Animation functions
float StudioFrameAdvance( float flInterval = 0.0 ); // accumulate animation frame time from last time called until now
float StudioGaitFrameAdvance( void ); // accumulate gait frame time from last time called until now
int GetSequenceFlags( void );
int LookupActivity ( int activity );
int LookupActivityHeaviest ( int activity );
int LookupSequence ( const char *label );
static void *GetModelPtr( int modelindex );
void *GetModelPtr( void );
void ResetSequenceInfo ( );
float SequenceDuration( int iSequence );
void DispatchAnimEvents ( float flFutureInterval = 0.1 ); // Handle events that have happend since last time called up until X seconds into the future
virtual void HandleAnimEvent( MonsterEvent_t *pEvent ) { return; };
float SetBoneController ( int iController, float flValue );
void InitBoneControllers ( void );
float SetBlending ( int iBlender, float flValue );
void GetBonePosition ( int iBone, Vector &origin, Vector &angles );
void GetAutomovement( Vector &origin, Vector &angles, float flInterval = 0.1 );
int FindTransition( int iEndingSequence, int iGoalSequence, int *piDir );
void GetAttachment ( int iAttachment, Vector &origin, Vector &angles );
int GetAttachment ( const char *pszAttachment, Vector &origin, Vector &angles );
void SetBodygroup( int iGroup, int iValue );
int GetBodygroup( int iGroup );
int ExtractBbox( int sequence, Vector &mins, Vector &maxs );
int GetHitboxSetByName( const char *szName );
void SetSequenceBox( void );
CStudioBoneSetup *GetBoneSetup();
int GetSequenceCount( void );
float GetSequenceMoveYaw( int iSequence );
float GetSequenceMoveDist( int iSequence );
float GetSequenceGroundSpeed( int iSequence );
// buz
float GetControllerBound( int iController );
const char *GetNameForActivity( int activity );
// animation needs
float m_flFrameRate; // computed FPS for current sequence
float m_flGroundSpeed; // computed linear movement rate for current sequence
float m_flLastEventCheck; // last time the event list was checked
BOOL m_fSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
BOOL m_fSequenceLoops; // true if the sequence loops
// gaitsequence needs
float m_flGaitMovement;
};
//
// generic Toggle entity.
//
#define SF_ITEM_USE_ONLY 256 // ITEM_USE_ONLY = BUTTON_USE_ONLY = DOOR_USE_ONLY!!!
class CBaseToggle : public CBaseAnimating
{
public:
void KeyValue( KeyValueData *pkvd );
TOGGLE_STATE m_toggle_state;
float m_flActivateFinished;//like attack_finished, but for doors
float m_flMoveDistance;// how far a door should slide or rotate
float m_flWait;
float m_flLip;
float m_flTWidth;// for plats
float m_flTLength;// for plats
Vector m_vecPosition1;
Vector m_vecPosition2;
Vector m_vecAngle1;
Vector m_vecAngle2;
int m_cTriggersLeft; // trigger_counter only, # of activations remaining
float m_flHeight;
void (CBaseToggle::*m_pfnCallWhenMoveDone)(void);
Vector m_vecFinalDest;
float m_flLinearMoveSpeed; // LRC- allows a LinearMove to be delayed until a think.
float m_flAngularMoveSpeed; // LRC
Vector m_vecFinalAngle;
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
virtual int GetToggleState( void ) { return m_toggle_state; }
// LRC- overridden because toggling entities have general rules governing their states.
virtual STATE GetState( void );
virtual float GetDelay( void ) { return m_flWait; }
// common member functions
void LinearMove( Vector vecInput, float flSpeed );
//void LinearMove( Vector vecInput, float flSpeed, BOOL bNow );
void EXPORT LinearMoveNow( void ); //LRC- think function that lets us guarantee a LinearMove gets done as a think.
void EXPORT LinearMoveDone( void );
void EXPORT LinearMoveDoneNow( void ); //LRC
// void EXPORT LinearMoveFinalDone( void );
void AngularMove( Vector vecDestAngle, float flSpeed );
void EXPORT AngularMoveNow( void ); //LRC- think function that lets us guarantee an AngularMove gets done as a think.
void EXPORT AngularMoveDone( void );
void EXPORT AngularMoveDoneNow( void );
BOOL IsLockedByMaster( void );
static float AxisValue( int flags, const Vector &angles );
static void AxisDir( entvars_t *pev );
static float AxisDelta( int flags, const Vector &angle1, const Vector &angle2 );
string_t m_sMaster; // If this button has a master switch, this is the targetname.
// A master switch must be of the multisource type. If all
// of the switches in the multisource have been triggered, then
// the button will be allowed to operate. Otherwise, it will be
// deactivated.
};
#define SetMoveDone( a ) m_pfnCallWhenMoveDone = static_cast <void (CBaseToggle::*)(void)> (a)
// people gib if their health is <= this at the time of death
#define GIB_HEALTH_VALUE -30
#define ROUTE_SIZE 8 // how many waypoints a monster can store at one time
#define MAX_OLD_ENEMIES 4 // how many old enemies to remember
#define bits_CAP_DUCK ( 1 << 0 )// crouch
#define bits_CAP_JUMP ( 1 << 1 )// jump/leap
#define bits_CAP_STRAFE ( 1 << 2 )// strafe ( walk/run sideways)
#define bits_CAP_SQUAD ( 1 << 3 )// can form squads
#define bits_CAP_SWIM ( 1 << 4 )// proficiently navigate in water
#define bits_CAP_CLIMB ( 1 << 5 )// climb ladders/ropes
#define bits_CAP_USE ( 1 << 6 )// open doors/push buttons/pull levers
#define bits_CAP_HEAR ( 1 << 7 )// can hear forced sounds
#define bits_CAP_AUTO_DOORS ( 1 << 8 )// can trigger auto doors
#define bits_CAP_OPEN_DOORS ( 1 << 9 )// can open manual doors
#define bits_CAP_TURN_HEAD ( 1 << 10)// can turn head, always bone controller 0
#define bits_CAP_RANGE_ATTACK1 ( 1 << 11)// can do a range attack 1
#define bits_CAP_RANGE_ATTACK2 ( 1 << 12)// can do a range attack 2
#define bits_CAP_MELEE_ATTACK1 ( 1 << 13)// can do a melee attack 1
#define bits_CAP_MELEE_ATTACK2 ( 1 << 14)// can do a melee attack 2
#define bits_CAP_CROUCH_COVER ( 1 << 16)// buz
#define bits_CAP_FLY ( 1 << 15)// can fly, move all around
#define bits_CAP_DOORS_GROUP (bits_CAP_USE | bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS)
// used by suit voice to indicate damage sustained and repaired type to player
// instant damage
#define DMG_GENERIC 0 // generic damage was done
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object
#define DMG_BULLET (1 << 1) // shot
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
#define DMG_BURN (1 << 3) // heat burned
#define DMG_FREEZE (1 << 4) // frozen
#define DMG_FALL (1 << 5) // fell too far
#define DMG_BLAST (1 << 6) // explosive blast damage
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
#define DMG_SHOCK (1 << 8) // electric shock
#define DMG_SONIC (1 << 9) // sound pulse shockwave
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
#define DMG_DROWN (1 << 14) // Drowning
// time-based damage
#define DMG_TIMEBASED (~(0x3fff)) // mask for time-based damage
#define DMG_PARALYZE (1 << 15) // slows affected creature down
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
#define DMG_POISON (1 << 17) // blood poisioning
#define DMG_RADIATION (1 << 18) // radiation exposure
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
#define DMG_SLOWBURN (1 << 21) // in an oven
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
// these are the damage types that are allowed to gib corpses
#define DMG_GIB_CORPSE ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC /* | DMG_CLUB */ ) // Wargon: DMG_CLUB не может гибать трупы.
// these are the damage types that have client hud art
#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
// NOTE: tweak these values based on gameplay feedback:
#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
#define PARALYZE_DAMAGE 1.0 // damage to take each 2 second interval
#define NERVEGAS_DURATION 2
#define NERVEGAS_DAMAGE 5.0
#define POISON_DURATION 5
#define POISON_DAMAGE 2.0
#define RADIATION_DURATION 2
#define RADIATION_DAMAGE 1.0
#define ACID_DURATION 2
#define ACID_DAMAGE 5.0
#define SLOWBURN_DURATION 2
#define SLOWBURN_DAMAGE 1.0
#define SLOWFREEZE_DURATION 2
#define SLOWFREEZE_DAMAGE 1.0
#define itbd_Paralyze 0
#define itbd_NerveGas 1
#define itbd_Poison 2
#define itbd_Radiation 3
#define itbd_DrownRecover 4
#define itbd_Acid 5
#define itbd_SlowBurn 6
#define itbd_SlowFreeze 7
#define CDMG_TIMEBASED 8
// when calling KILLED(), a value that governs gib behavior is expected to be
// one of these three values
#define GIB_NORMAL 0// gib if entity was overkilled
#define GIB_NEVER 1// never gib, no matter how much death damage is done ( freezing, etc )
#define GIB_ALWAYS 2// always gib ( Houndeye Shock, Barnacle Bite )
class CBaseMonster;
class CCineMonster;
class CSound;
#include "basemonster.h"
char *ButtonSound( int sound ); // get string of button sound number
//
// Generic Button
//
class CBaseButton : public CBaseToggle
{
public:
void Spawn( void );
virtual void PostSpawn( void ); //LRC
virtual void Precache( void );
void RotSpawn( void );
virtual void KeyValue( KeyValueData* pkvd);
void ButtonActivate( );
void SparkSoundCache( void );
void EXPORT ButtonShot( void );
void EXPORT ButtonTouch( CBaseEntity *pOther );
void EXPORT ButtonSpark ( void );
void EXPORT TriggerAndWait( void );
void EXPORT ButtonReturn( void );
void EXPORT ButtonBackHome( void );
void EXPORT ButtonUse_IgnorePlayer( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT ButtonUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
enum BUTTON_CODE { BUTTON_NOTHING, BUTTON_ACTIVATE, BUTTON_RETURN };
BUTTON_CODE ButtonResponseToTouch( void );
static TYPEDESCRIPTION m_SaveData[];
virtual int ObjectCaps( void );
BOOL m_fStayPushed; // button stays pushed in until touched again?
BOOL m_fRotating; // a rotating button? default is a sliding button.
string_t m_strChangeTarget; // if this field is not null, this is an index into the engine string array.
// when this button is touched, it's target entity's TARGET field will be set
// to the button's ChangeTarget. This allows you to make a func_train switch paths, etc.
locksound_t m_ls; // door lock sounds
BYTE m_bLockedSound; // ordinals from entity selection
BYTE m_bLockedSentence;
BYTE m_bUnlockedSound;
BYTE m_bUnlockedSentence;
int m_sounds;
// Wargon: Переменная для скрытия иконки юза.
int m_hide_use;
};
//
// Weapons
//
#define BAD_WEAPON 0x00007FFF
//
// Converts a entvars_t * to a class pointer
// It will allocate the class and entity if necessary
//
template <class T> T * GetClassPtr( T *a )
{
entvars_t *pev = (entvars_t *)a;
// allocate entity if necessary
if (pev == NULL)
pev = VARS(CREATE_ENTITY());
// get the private data
a = (T *)GET_PRIVATE(ENT(pev));
if (a == NULL)
{
// allocate private data
a = new(pev) T;
a->pev = pev;
}
return a;
}
/*
bit_PUSHBRUSH_DATA | bit_TOGGLE_DATA
bit_MONSTER_DATA
bit_DELAY_DATA
bit_TOGGLE_DATA | bit_DELAY_DATA | bit_MONSTER_DATA
bit_PLAYER_DATA | bit_MONSTER_DATA
bit_MONSTER_DATA | CYCLER_DATA
bit_LIGHT_DATA
path_corner_data
bit_MONSTER_DATA | wildcard_data
bit_MONSTER_DATA | bit_GROUP_DATA
boid_flock_data
boid_data
CYCLER_DATA
bit_ITEM_DATA
bit_ITEM_DATA | func_hud_data
bit_TOGGLE_DATA | bit_ITEM_DATA
EOFFSET
env_sound_data
env_sound_data
push_trigger_data
*/
typedef struct _SelAmmo
{
BYTE Ammo1Type;
BYTE Ammo1;
BYTE Ammo2Type;
BYTE Ammo2;
} SelAmmo;
//LRC- much as I hate to add new globals, I can't see how to read data from the World entity.
//extern BOOL g_startSuit;
//LRC- moved here from alias.cpp so that util functions can use these defs.
class CBaseAlias : public CPointEntity
{
public:
BOOL IsAlias( void ) { return TRUE; };
virtual CBaseEntity *FollowAlias( CBaseEntity *pFrom ) { return NULL; };
virtual void ChangeValue( int iszValue ) { ALERT(at_error, "%s entities cannot change value!", STRING(pev->classname)); }
virtual void ChangeValue( CBaseEntity *pValue ) { ChangeValue(pValue->pev->targetname); }
virtual void FlushChanges( void ) {};
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
CBaseAlias *m_pNextAlias;
};
class CInfoGroup : public CPointEntity
{
public:
void KeyValue( KeyValueData *pkvd );
void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
int GetMember( const char* szMemberName );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_cMembers;
int m_iszMemberName [ MAX_MULTI_TARGETS ];
int m_iszMemberValue [ MAX_MULTI_TARGETS ];
int m_iszDefaultMember;
};
class CMultiAlias : public CBaseAlias
{
public:
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
CBaseEntity *FollowAlias( CBaseEntity *pFrom );
int m_cTargets;
int m_iszTargets [ MAX_MULTI_TARGETS ];
int m_iTotalValue;
int m_iValues [ MAX_MULTI_TARGETS ];
int m_iMode;
};
// this moved here from world.cpp, to allow classes to be derived from it
//=======================
// CWorld
//
// This spawns first when each level begins.
//=======================
class CWorld : public CBaseEntity
{
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
CBaseAlias *m_pFirstAlias;
Vector m_vecTime;
};
extern CWorld *g_pWorld;