ReGameDLL_CS/regamedll/dlls/cbase.h
2017-11-23 00:43:30 +07:00

615 lines
21 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "util.h"
#include "schedule.h"
#include "saverestore.h"
#include "scriptevent.h"
#include "monsterevent.h"
class CSave;
class CRestore;
class CBasePlayer;
class CBaseEntity;
class CBaseMonster;
class CBasePlayerItem;
class CSquadMonster;
class CCSEntity;
#undef CREATE_NAMED_ENTITY
#undef REMOVE_ENTITY
// Base Entity. All entity types derive from this
class CBaseEntity {
public:
virtual void Spawn() {}
virtual void Precache() {}
virtual void Restart() {}
virtual void KeyValue(KeyValueData *pkvd) { pkvd->fHandled = FALSE; }
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return FCAP_ACROSS_TRANSITION; }
virtual void Activate() {}
// Setup the object->object collision box (pev->mins / pev->maxs is the object->world collision box)
virtual void SetObjectCollisionBox();
// Classify - returns the type of group (i.e, "houndeye", or "human military" so that monsters with different classnames
// still realize that they are teammates. (overridden for monsters that form groups)
virtual int Classify() { return CLASS_NONE; }
virtual void DeathNotice(entvars_t *pevChild) {}
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual BOOL TakeHealth(float flHealth, int bitsDamageType);
virtual void Killed(entvars_t *pevAttacker, int iGib);
virtual int BloodColor() { return DONT_BLEED; }
virtual void TraceBleed(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual BOOL IsTriggered(CBaseEntity *pActivator) { return TRUE; }
virtual CBaseMonster *MyMonsterPointer() { return nullptr; }
virtual CSquadMonster *MySquadMonsterPointer() { return nullptr; }
virtual int GetToggleState() { return TS_AT_TOP; }
virtual void AddPoints(int score, BOOL bAllowNegativeScore) {}
virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore) {}
virtual BOOL AddPlayerItem(CBasePlayerItem *pItem) { return FALSE; }
virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem) { return FALSE; }
virtual int GiveAmmo(int iAmount, const char *szName, int iMax = -1) { return -1; }
virtual float GetDelay() { return 0.0f; }
virtual int IsMoving() { return (pev->velocity != g_vecZero); }
virtual void OverrideReset() {}
virtual int DamageDecal(int bitsDamageType);
// This is ONLY used by the node graph to test movement through a door
virtual void SetToggleState(int state) {}
#ifndef REGAMEDLL_API
virtual void StartSneaking() {}
virtual void StopSneaking() {}
#else
virtual void OnCreate();
virtual void OnDestroy();
#endif
virtual BOOL OnControls(entvars_t *onpev) { return FALSE; }
virtual BOOL IsSneaking() { return FALSE; }
virtual BOOL IsAlive() { return (pev->deadflag == DEAD_NO && pev->health > 0.0f); }
virtual BOOL IsBSPModel() { return (pev->solid == SOLID_BSP || pev->movetype == MOVETYPE_PUSHSTEP); }
virtual BOOL ReflectGauss() { return (IsBSPModel() && pev->takedamage == DAMAGE_NO); }
virtual BOOL HasTarget(string_t targetname) { return FStrEq(STRING(targetname), STRING(pev->targetname)); }
virtual BOOL IsInWorld();
virtual BOOL IsPlayer() { return FALSE; }
virtual BOOL IsNetClient() { return FALSE; }
virtual const char *TeamID() { return ""; }
virtual CBaseEntity *GetNextTarget();
virtual void Think() { 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 = USE_OFF, float value = 0.0f) { if (m_pfnUse) (this->*m_pfnUse)(pActivator, pCaller, useType, value); }
virtual void Blocked(CBaseEntity *pOther) { if (m_pfnBlocked) (this->*m_pfnBlocked)(pOther); }
virtual CBaseEntity *Respawn() { return nullptr; }
// used by monsters that are created by the MonsterMaker
virtual void UpdateOwner() {}
virtual BOOL FBecomeProne() { return FALSE; }
virtual Vector Center() { return (pev->absmax + pev->absmin) * 0.5f; } // 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);
public:
// allow engine to allocate instance data
void *operator new(size_t stAllocateBlock, entvars_t *pevnew) { return ALLOC_PRIVATE(ENT(pevnew), 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 *pevnew) { pevnew->flags |= FL_KILLME; }
#endif
void UpdateOnRemove();
void EXPORT SUB_Remove();
void EXPORT SUB_DoNothing();
void EXPORT SUB_StartFadeOut();
void EXPORT SUB_FadeOut();
void EXPORT SUB_CallUseToggle() { Use(this, this, USE_TOGGLE, 0); }
int ShouldToggle(USE_TYPE useType, BOOL currentState);
void FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = nullptr);
Vector FireBullets3(Vector vecSrc, Vector vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand = 0);
void SUB_UseTargets(CBaseEntity *pActivator, USE_TYPE useType, float value);
bool Intersects(CBaseEntity *pOther);
bool Intersects(const Vector &mins, const Vector &maxs);
void MakeDormant();
// This entity's classname.
const char *GetClassname() const { return pev->classname.str(); }
bool IsDormant() const { return (pev->flags & FL_DORMANT) == FL_DORMANT; }
BOOL IsLockedByMaster() { return FALSE; }
public:
static CBaseEntity *Instance(edict_t *pEdict)
{
if (!pEdict)
pEdict = ENT(0);
return GET_PRIVATE<CBaseEntity>(pEdict);
}
static CBaseEntity *Instance(entvars_t *pev) { return Instance(ENT(pev)); }
static CBaseEntity *Instance(EOFFSET offset) { return Instance(ENT(offset)); }
CBaseMonster *GetMonsterPointer(entvars_t *pevMonster)
{
CBaseEntity *pEntity = Instance(pevMonster);
if (pEntity) {
return pEntity->MyMonsterPointer();
}
return nullptr;
}
CBaseMonster *GetMonsterPointer(edict_t *pentMonster)
{
CBaseEntity *pEntity = Instance(pentMonster);
if (pEntity) {
return pEntity->MyMonsterPointer();
}
return nullptr;
}
static CBaseEntity *Create(const char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner = nullptr);
edict_t *edict() { return ENT(pev); }
EOFFSET eoffset() { return OFFSET(pev); }
int entindex() { return ENTINDEX(edict()); }
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.
static TYPEDESCRIPTION m_SaveData[];
// fundamental callbacks
void (CBaseEntity::*m_pfnThink)();
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);
using thinkfn_t = decltype(m_pfnThink);
template <typename T>
void SetThink(void (T::*pfn)());
void SetThink(std::nullptr_t);
using touchfn_t = decltype(m_pfnTouch);
template <typename T>
void SetTouch(void (T::*pfn)(CBaseEntity *pOther));
void SetTouch(std::nullptr_t);
using usefn_t = decltype(m_pfnUse);
template <typename T>
void SetUse(void (T::*pfn)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value));
void SetUse(std::nullptr_t);
using blockedfn_t = decltype(m_pfnBlocked);
template <typename T>
void SetBlocked(void (T::*pfn)(CBaseEntity *pOther));
void SetBlocked(std::nullptr_t);
#ifdef REGAMEDLL_API
CCSEntity *m_pEntity;
#else
// We use this variables to store each ammo count.
// let's sacrifice this unused member, for its own needs in favor of m_pEntity
int *current_ammo;
#endif
float currentammo;
int maxammo_buckshot;
int ammo_buckshot;
int maxammo_9mm;
int ammo_9mm;
int maxammo_556nato;
int ammo_556nato;
int maxammo_556natobox;
int ammo_556natobox;
int maxammo_762nato;
int ammo_762nato;
int maxammo_45acp;
int ammo_45acp;
int maxammo_50ae;
int ammo_50ae;
int maxammo_338mag;
int ammo_338mag;
int maxammo_57mm;
int ammo_57mm;
int maxammo_357sig;
int ammo_357sig;
// Special stuff for grenades and knife.
float m_flStartThrow;
float m_flReleaseThrow;
int m_iSwing;
// client has left the game
bool has_disconnected;
};
// Inlines
inline BOOL FNullEnt(CBaseEntity *pEntity) { return (pEntity == nullptr || FNullEnt(pEntity->edict())); }
template <typename T>
inline void CBaseEntity::SetThink(void (T::*pfn)())
{
m_pfnThink = static_cast<thinkfn_t>(pfn);
}
inline void CBaseEntity::SetThink(std::nullptr_t)
{
m_pfnThink = nullptr;
}
template <typename T>
inline void CBaseEntity::SetTouch(void (T::*pfn)(CBaseEntity *pOther))
{
m_pfnTouch = static_cast<touchfn_t>(pfn);
}
inline void CBaseEntity::SetTouch(std::nullptr_t)
{
m_pfnTouch = nullptr;
}
template <typename T>
inline void CBaseEntity::SetUse(void (T::*pfn)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value))
{
m_pfnUse = static_cast<usefn_t>(pfn);
}
inline void CBaseEntity::SetUse(std::nullptr_t)
{
m_pfnUse = nullptr;
}
template <typename T>
inline void CBaseEntity::SetBlocked(void (T::*pfn)(CBaseEntity *pOther))
{
m_pfnBlocked = static_cast<blockedfn_t>(pfn);
}
inline void CBaseEntity::SetBlocked(std::nullptr_t)
{
m_pfnBlocked = nullptr;
}
class CPointEntity: public CBaseEntity {
public:
virtual void Spawn();
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
};
// generic Delay entity.
class CBaseDelay: public CBaseEntity {
public:
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
public:
void SUB_UseTargets(CBaseEntity *pActivator, USE_TYPE useType, float value);
void EXPORT DelayThink();
public:
static TYPEDESCRIPTION m_SaveData[];
float m_flDelay;
string_t m_iszKillTarget;
};
class CBaseAnimating: public CBaseDelay {
public:
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void HandleAnimEvent(MonsterEvent_t *pEvent) {}
public:
// Basic Monster Animation functions
float StudioFrameAdvance(float flInterval = 0.0f); // accumulate animation frame time from last time called until now
int GetSequenceFlags();
int LookupActivity(int activity);
int LookupActivityHeaviest(int activity);
int LookupSequence(const char *label);
void ResetSequenceInfo();
void DispatchAnimEvents(float flFutureInterval = 0.1f); // Handle events that have happend since last time called up until X seconds into the future
float SetBoneController(int iController, float flValue = 0.0f);
void InitBoneControllers();
float SetBlending(int iBlender, float flValue);
void GetBonePosition(int iBone, Vector &origin, Vector &angles);
void GetAutomovement(Vector &origin, Vector &angles, float flInterval = 0.1f);
int FindTransition(int iEndingSequence, int iGoalSequence, int *piDir);
void GetAttachment(int iAttachment, Vector &origin, Vector &angles);
void SetBodygroup(int iGroup, int iValue);
int GetBodygroup(int iGroup);
int ExtractBbox(int sequence, float *mins, float *maxs);
void SetSequenceBox();
#ifdef REGAMEDLL_API
void ResetSequenceInfo_OrigFunc();
#endif
public:
static TYPEDESCRIPTION m_SaveData[];
// 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
};
// generic Toggle entity.
class CBaseToggle: public CBaseAnimating {
public:
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int GetToggleState() { return m_toggle_state; }
virtual float GetDelay() { return m_flWait; }
public:
void LinearMove(Vector vecDest, float flSpeed);
void EXPORT LinearMoveDone();
void AngularMove(Vector vecDestAngle, float flSpeed);
void EXPORT AngularMoveDone();
BOOL IsLockedByMaster();
public:
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);
public:
static TYPEDESCRIPTION m_SaveData[];
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;
EHandle m_hActivator;
void (CBaseToggle::*m_pfnCallWhenMoveDone)();
using movedonefn_t = decltype(m_pfnCallWhenMoveDone);
template <typename T>
void SetMoveDone(void (T::*pfn)());
void SetMoveDone(std::nullptr_t);
Vector m_vecFinalDest;
Vector m_vecFinalAngle;
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
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.
};
template <typename T>
inline void CBaseToggle::SetMoveDone(void (T::*pfn)())
{
m_pfnCallWhenMoveDone = static_cast<movedonefn_t>(pfn);
}
inline void CBaseToggle::SetMoveDone(std::nullptr_t)
{
m_pfnCallWhenMoveDone = nullptr;
}
#include "world.h"
#include "basemonster.h"
#include "player.h"
#define SF_BUTTON_DONTMOVE BIT(0)
#define SF_BUTTON_TOGGLE BIT(5) // button stays pushed until reactivated
#define SF_BUTTON_SPARK_IF_OFF BIT(6) // button sparks in OFF state
#define SF_BUTTON_TOUCH_ONLY BIT(8) // button only fires as a result of USE key.
// Generic Button
class CBaseButton: public CBaseToggle {
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
// Buttons that don't take damage can be IMPULSE used
virtual int ObjectCaps()
{
if (pev->takedamage == DAMAGE_NO)
{
return FCAP_IMPULSE_USE;
}
return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
}
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
public:
void RotSpawn();
void ButtonActivate();
void SparkSoundCache();
void EXPORT ButtonShot();
void EXPORT ButtonTouch(CBaseEntity *pOther);
void EXPORT ButtonSpark();
void EXPORT TriggerAndWait();
void EXPORT ButtonReturn();
void EXPORT ButtonBackHome();
void EXPORT ButtonUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
enum BUTTON_CODE { BUTTON_NOTHING, BUTTON_ACTIVATE, BUTTON_RETURN };
BUTTON_CODE ButtonResponseToTouch();
public:
static TYPEDESCRIPTION m_SaveData[];
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;
};
// MultiSouce
#define MAX_MS_TARGETS 32 // maximum number of targets a single multisource entity may be assigned.
#define SF_MULTI_INIT BIT(0)
class CMultiSource: public CPointEntity {
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CPointEntity::ObjectCaps() | FCAP_MASTER); }
virtual BOOL IsTriggered(CBaseEntity *pActivator);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
public:
void EXPORT Register();
public:
static TYPEDESCRIPTION m_SaveData[];
EHandle m_rgEntities[MAX_MS_TARGETS];
int m_rgTriggered[MAX_MS_TARGETS];
int m_iTotal;
string_t m_globalstate;
};
// Converts a entvars_t * to a class pointer
// It will allocate the class and entity if necessary
template <class W, class T>
T *GetClassPtr(T *a)
{
entvars_t *pev = (entvars_t *)a;
// allocate entity if necessary
if (pev == nullptr)
pev = VARS(CREATE_ENTITY());
// get the private data
a = (T *)GET_PRIVATE(ENT(pev));
if (a == nullptr)
{
// allocate private data
a = new(pev) T;
a->pev = pev;
#ifdef REGAMEDLL_API
a->OnCreate();
a->m_pEntity = new W();
a->m_pEntity->m_pContainingEntity = a;
#endif
}
return a;
}
extern CUtlVector<hash_item_t> stringsHashTable;
C_DLLEXPORT int GetEntityAPI(DLL_FUNCTIONS *pFunctionTable, int interfaceVersion);
C_DLLEXPORT int GetNewDLLFunctions(NEW_DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion);
void REMOVE_ENTITY(edict_t *pEntity);
int CaseInsensitiveHash(const char *string, int iBounds);
void EmptyEntityHashTable();
EXT_FUNC edict_t *CREATE_NAMED_ENTITY(string_t iClass);
EXT_FUNC void AddEntityHashValue(entvars_t *pev, const char *value, hash_types_e fieldType);
EXT_FUNC void RemoveEntityHashValue(entvars_t *pev, const char *value, hash_types_e fieldType);
EXT_FUNC int DispatchSpawn(edict_t *pent);
EXT_FUNC void DispatchKeyValue(edict_t *pentKeyvalue, KeyValueData *pkvd);
EXT_FUNC void DispatchTouch(edict_t *pentTouched, edict_t *pentOther);
EXT_FUNC void DispatchUse(edict_t *pentUsed, edict_t *pentOther);
EXT_FUNC void DispatchThink(edict_t *pent);
EXT_FUNC void DispatchBlocked(edict_t *pentBlocked, edict_t *pentOther);
EXT_FUNC void DispatchSave(edict_t *pent, SAVERESTOREDATA *pSaveData);
EXT_FUNC int DispatchRestore(edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity);
EXT_FUNC void DispatchObjectCollsionBox(edict_t *pent);
EXT_FUNC void SaveWriteFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount);
EXT_FUNC void SaveReadFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount);
EXT_FUNC void OnFreeEntPrivateData(edict_t *pEnt);
void SetObjectCollisionBox(entvars_t *pev);
CBaseEntity *FindGlobalEntity(string_t classname, string_t globalname);