source-sdk-2013-mapbase/sp/src/game/server/entityoutput.h

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2013-12-03 07:31:46 +04:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Declares basic entity communications classes, for input/output of data
// between entities
//
// $NoKeywords: $
//=============================================================================//
#ifndef ENTITYOUTPUT_H
#define ENTITYOUTPUT_H
#ifdef _WIN32
#pragma once
#endif
#include "baseentity.h"
#define EVENT_FIRE_ALWAYS -1
//-----------------------------------------------------------------------------
// Purpose: A COutputEvent consists of an array of these CEventActions.
// Each CEventAction holds the information to fire a single input in
// a target entity, after a specific delay.
//-----------------------------------------------------------------------------
class CEventAction
{
public:
CEventAction( const char *ActionData = NULL );
string_t m_iTarget; // name of the entity(s) to cause the action in
string_t m_iTargetInput; // the name of the action to fire
string_t m_iParameter; // parameter to send, 0 if none
float m_flDelay; // the number of seconds to wait before firing the action
int m_nTimesToFire; // The number of times to fire this event, or EVENT_FIRE_ALWAYS.
int m_iIDStamp; // unique identifier stamp
static int s_iNextIDStamp;
CEventAction *m_pNext;
// allocates memory from engine.MPool/g_EntityListPool
static void *operator new( size_t stAllocateBlock );
static void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
static void operator delete( void *pMem );
static void operator delete( void *pMem , int nBlockUse, const char *pFileName, int nLine ) { operator delete(pMem); }
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
// Purpose: Stores a list of connections to other entities, for data/commands to be
// communicated along.
//-----------------------------------------------------------------------------
class CBaseEntityOutput
{
public:
~CBaseEntityOutput();
void ParseEventAction( const char *EventData );
void AddEventAction( CEventAction *pEventAction );
void RemoveEventAction( CEventAction *pEventAction );
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int Save( ISave &save );
int Restore( IRestore &restore, int elementCount );
int NumberOfElements( void );
float GetMaxDelay( void );
fieldtype_t ValueFieldType() { return m_Value.FieldType(); }
void FireOutput( variant_t Value, CBaseEntity *pActivator, CBaseEntity *pCaller, float fDelay = 0 );
/// Delete every single action in the action list.
void DeleteAllElements( void ) ;
#ifdef MAPBASE
// Needed for ReplaceOutput, hopefully not bad
CEventAction *GetActionList() { return m_ActionList; }
void SetActionList(CEventAction *newlist) { m_ActionList = newlist; }
#endif
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protected:
variant_t m_Value;
CEventAction *m_ActionList;
DECLARE_SIMPLE_DATADESC();
CBaseEntityOutput() {} // this class cannot be created, only it's children
private:
CBaseEntityOutput( CBaseEntityOutput& ); // protect from accidental copying
};
//-----------------------------------------------------------------------------
// Purpose: wraps variant_t data handling in convenient, compiler type-checked template
//-----------------------------------------------------------------------------
template< class Type, fieldtype_t fieldType >
class CEntityOutputTemplate : public CBaseEntityOutput
{
public:
//
// Sets an initial value without firing the output.
//
void Init( Type value )
{
m_Value.Set( fieldType, &value );
}
//
// Sets a value and fires the output.
//
void Set( Type value, CBaseEntity *pActivator, CBaseEntity *pCaller )
{
m_Value.Set( fieldType, &value );
FireOutput( m_Value, pActivator, pCaller );
}
//
// Returns the current value.
//
Type Get( void )
{
return *((Type*)&m_Value);
}
};
//
// Template specializations for type Vector, so we can implement Get, Set, and Init differently.
//
template<>
class CEntityOutputTemplate<class Vector, FIELD_VECTOR> : public CBaseEntityOutput
{
public:
void Init( const Vector &value )
{
m_Value.SetVector3D( value );
}
void Set( const Vector &value, CBaseEntity *pActivator, CBaseEntity *pCaller )
{
m_Value.SetVector3D( value );
FireOutput( m_Value, pActivator, pCaller );
}
void Get( Vector &vec )
{
m_Value.Vector3D(vec);
}
Mapbase v2.0; bulk commit - Added custom map compile tools (vbsp, vvis, vrad) - Changed blink fix (shouldn't change anything in-game) - Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands - Added ent_create_aimed, an ent_create equivalent of npc_create_aimed - Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack - Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks) - Made interaction code capable of being dispatched on any entity, not just combat characters - Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares - Fixed certain NPCs getting out of the way for the player when they hate them - Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs - Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods - Selectable color for ragdoll boogie/point_ragdollboogie - Fixed PickupWeaponInstant not firing weapon pickup outputs - Introduced inputs and keyvalues for "lerping" to math_counter_advanced - Fixed ClearConsole on logic_console - logic_convar should now detect client convars correctly - New NormalizeAngles input on math_vector - logic_modelinfo LookupActivity input - math_generate fixed and expanded to be more like math_counter - Added a WIP game logging system for playtesting maps - Introduced logic_playerinfo, an entity that can read a player's name or ID - Fixed some new filters not working with filter_multi - Added radius pickup spawnflag to func_physbox - Added "Preserve name" spawnflag to weapons - Added cc_achievement_debug message for when an achievement doesn't exist - Made npc_combine_s not speak while in logic_choreographed_scenes - Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll - Expanded and cleaned up npc_zombie_custom - Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game - Allowed player squad commands to go through +USE-held objects - Added a bunch of I/O/KV to trigger_waterydeath for better configuration - Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it - Adjusted game_convar_mod for MP planning - Removed the func_precipitation custom particle/splash code for now, as it was causing problems - Fixed env_global_light not accepting lightcolor - Added "Additional Buttons" to player_speedmod - Added save comment to RPC - Added env_projectedtexture attenuation - Added scripted_sequence OnPreIdleSequence - Added OnCrab to zombies - Added skill_changed game event (may need further testing) - Added a fix for viewmodels flipping under extreme FOV values - Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly - Fixed a very, very, very major shader performance issue - New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles - Code improvements for I/O involving angles - logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls - Alternate collision/player avoidance spawnflag obsoletion enforcement disabled - Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue - Miscellaneous shader formatting adjustments and fixes - Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 07:20:02 +03:00
#ifdef MAPBASE
// Shortcut to using QAngles in Vector outputs, makes it look cleaner and allows easy modification
void Init( const QAngle &value )
{
// reinterpret_cast<const Vector&>(value)
m_Value.SetAngle3D( value );
}
// Shortcut to using QAngles in Vector outputs, makes it look cleaner and allows easy modification
void Set( const QAngle &value, CBaseEntity *pActivator, CBaseEntity *pCaller )
{
// reinterpret_cast<const Vector&>(value)
m_Value.SetAngle3D( value );
FireOutput( m_Value, pActivator, pCaller );
}
// Shortcut to using QAngles in Vector outputs, makes it look cleaner and allows easy modification
void Get( QAngle &ang )
{
m_Value.Angle3D(ang);
}
#endif
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};
template<>
class CEntityOutputTemplate<class Vector, FIELD_POSITION_VECTOR> : public CBaseEntityOutput
{
public:
void Init( const Vector &value )
{
m_Value.SetPositionVector3D( value );
}
void Set( const Vector &value, CBaseEntity *pActivator, CBaseEntity *pCaller )
{
m_Value.SetPositionVector3D( value );
FireOutput( m_Value, pActivator, pCaller );
}
void Get( Vector &vec )
{
m_Value.Vector3D(vec);
}
};
//-----------------------------------------------------------------------------
// Purpose: parameterless entity event
//-----------------------------------------------------------------------------
class COutputEvent : public CBaseEntityOutput
{
public:
// void Firing, no parameter
void FireOutput( CBaseEntity *pActivator, CBaseEntity *pCaller, float fDelay = 0 );
};
// useful typedefs for allowed output data types
typedef CEntityOutputTemplate<variant_t,FIELD_INPUT> COutputVariant;
typedef CEntityOutputTemplate<int,FIELD_INTEGER> COutputInt;
typedef CEntityOutputTemplate<float,FIELD_FLOAT> COutputFloat;
typedef CEntityOutputTemplate<string_t,FIELD_STRING> COutputString;
typedef CEntityOutputTemplate<EHANDLE,FIELD_EHANDLE> COutputEHANDLE;
typedef CEntityOutputTemplate<Vector,FIELD_VECTOR> COutputVector;
typedef CEntityOutputTemplate<Vector,FIELD_POSITION_VECTOR> COutputPositionVector;
typedef CEntityOutputTemplate<color32,FIELD_COLOR32> COutputColor32;
#endif // ENTITYOUTPUT_H